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Thread: Total Bananas - 1099 - beta#2

  1. #1
    4zumi's Avatar This one sparks joy
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    Default Total Bananas - 1099 - beta#2



    Total Bananas -1099
    beta#2 release


    (I hate you, Nebaki!)


    All about Eve:
    -This is a vanilla+ mod. Expanded map, more units, more factions, more fun.


    Download & Install:

    http://www.mediafire.com/file/w27kod...25232.zip/file

    3.5 gig donwload 6.5 gig unpacked (because i am lazy and just copied everything into each other, shoot me...)

    Installation
    -Unpack the zip
    -Put the banana folder into you mods folder of you Medieval 2 installation
    -Start the mod with the provided bat in the banana folder
    -should work for steam an cd version

    -You will need a clean Mediel 2 installation (NO! Other mod that is installed in the base game folder! - if its a mod folder mod, like this one, there will be no problem)
    -You might want to use the english language in the game (but it should work regardless if you use another language -i think)
    -Do not copy the banana folder into a previous alpha version of this mod, or have the great idea, that this is a submod of Total Vanilla Beyond (it is not, its a standalone mod!)


    Features:

    -Everything to keep it very, very close to the vanilla experience just with a hint of bananas flavor


    Factions Playable:

    Grand Campaign (22 Factions):

    -Byzantium
    -Denmark
    -Egypt
    -England
    -France
    -HRE (with integrated Teutonic Order Units)
    -Hungary
    -Milan
    -Moors
    -Poland
    -Portugal
    -Russia
    -Scotland
    -Sicily
    -Spain
    -Turks
    -Venice
    -Aztecs

    -Papal states (non playable)

    -Mongols (non playable horde)
    -Timurids (non playable horde)
    -Rebels (non playable)

    -Lithuania

    -Wales
    -Ireland
    -Norway

    -Mayans
    -Apachean
    -Tarascans
    -Chichimeca

    -Jerusalem



    Campaign Map:

    Roughly doubled the size:

    -The original Americas Campaign Map is integrated into the Grand Campaign map.
    -Some Regions from the other expansions made it as well into the map
    -The Caribbean Islands are greatly expanded
    -South America is expanded as well
    -Some new settlements in the Grand Campaign Map part to fill some empty regions out or have more islands (Gotland, Baleares, Malta, Island, Greenland, etc.)
    -Changed some starting conditions for settlements (made Tunis and Cagliari into a city, instead of a castle, etc.)
    -The Americas Map is almost exactly the same with the resources and growth conditions and settlement states. Slightly lowered the rebel occupational forces of slave settlements
    -A literal Eastern Egg on the map



    Travel:

    -You can travel with every ship to the americas through deep sea corridors


    Units:

    -Imported all (or most) of the units from the kingdoms expansion


    Traits & Ancillaries:

    -Imported all (or most) traits and ancillaries from the kingdoms expansion


    Religion & Culture:

    -Great Spirit religion for the Apachean only
    -Sun God religion for all other americas factions

    -Native American Culture for Apachean only


    Settlements & Forts:

    -Imported the Meso Settlements and Native Indian Settlements from the kingdoms expansion (there is some weird thing with the shadows on these maps, but it is in the original game too. So do not blame me.)
    -Imported the stone forts. They are not permanent (i think)

    Sound & Music:

    -Imported all new faction Sounds, Voices and some Music from the kingdoms expansion


    Event & Mechanics:

    -Lithuania can convert and get access to other units and loses the pagan ones. You have two chances.
    -Apachean do have a war path "mechanic" but it is tied to a trait that lets the generals army move like it would be on a jihad. This will only correctly trigger, if you beat an army in a open field and the general is the sole named character in the stack. The effect will subside once the general takes a settlement or loses a battle.
    -Apachean recruitment mechanic (you have to train 20, 50, units of a class bow, foot, etc. to get access to better buildings and units, have to defeat an army with horses x times to get horses, have to defeat an army with gunpowder x times to get access to gunpower troops. Same for the Chichimeca.
    -Jerusalem, You have to hold certain settlements in the holy land (Tripoli, Antioch, Jerusalem,Edessa, Krak...) to get access to certain units. Without them you only have access to your basic roster. Important! This is no regional recruitment thing, you can recruit a Tripoli Knight everywhere, as long as you hold Tripoli. - Only faction to have access to Unique units like the Constabler or the Sepulcher Canons.
    -HRE; to gain access to Teutonic Order expanded units you have to have a teutonic order guild building and hold certain settlements (Stettin, Marienburg, Riga). Also the availability is tied to certain military buildings. Christ Knights and Swordbrethren are only available in the Baltics region.

    Scripts:

    -Implemented my stripped down debt script, to keep the AI active

    Works of others:

    -Retrofit Mod by Unspoken Knight (TWCenter)
    -Stone Forts Complete by Gigantus (TWCenter)
    -G5 Settlement Tweaks v1.01 for M2TW\Kingdoms by Germanicu5 (TWCenter)


    Various Changes:

    -Some other minor changes


    What else to do?:

    -Enjoy your campaign


    What to to if you encounter bugs:

    -Don't panic
    -Please post here what happened
    -If you encounter a CTD please post the last few lines (10-20 lines) of your log here as well
    -Help is on the way


    Thanksloveyoubye
    zumi
    Last edited by 4zumi; March 14, 2019 at 09:57 AM.
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

    Author of
    Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
    Developer of
    Total Bananas mod for Medieval 2 - Kingdoms (beta)

    Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2

    Fighting for launch of "Cookie Friday" and "No Pants Saturday"

  2. #2
    4zumi's Avatar This one sparks joy
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    Default Re: Total Bananas - 1099 - beta#2

    BETA 2

    !Important! Please do not copy the beta 2 into the beta 1 folder you may already have! just delete the old "banana" folder and place the new one in the "mods" folder


    What has changed:

    -corrected missing entries in the xpanded.txt which caused ctds
    -expanded unit availability for france, england, hre in the americas
    -tried to nerf the green monster wave, otherwise know as wales
    -some minor changes to settlements
    -removed the deep sea between europe and americas completely
    -mesos can now build ships after the gunpowder event, if they can conquer a port
    -mesos later access to merc ships
    -castle settlements can not be build in the americas, only cities
    -some minor changes to some factions
    -fixed some missing unit portraits
    -upped the movement range of everyone slightly
    -tried to make the ai a bit more aggressive
    -fixed (hopefully) the diplomatic text issues
    -integrated my full debt script
    -mesos culture settlement level is now corrected to max city
    -some other things i do not recall
    -added the "americas" hidden resource to all americas lands (now the european americas units can be recruited properly everywhere there)

    What is know and not solved right now:

    -merchant cav shields textures in wales are off
    -ladder and tower might not match the walls (they work, but fit not the size)
    -some rough edges on the coastlines
    -mangonel sounds are missing (explosion, etc)

    What is to come:

    -bugfixing
    -i am thinking about a "hardmode" where it is at the beginning of a campaign for the player to decide if the kings purse of all ai factions is upped by "10.000 money" or something like this (testing). this may lead to a very active ai, that takes on the americas.
    -i found room for two more units, i will soon decide what to do with them
    -i think i have 2 unuses resources, will see, what i do with them maybe i port over glass and honey and make them respectively unique to the levant and lithuanian regions, we will see.
    -undecided about the fate of stone forts - buildable and destroyable/permanent or preplaced (for now i tend to preplaced and bring back the wooden forts as buildable, if that is possible.


    You can safely use my spa - spa5 campaign saves, if you want to, this is my last test campaign.
    Every other save will most likely lead to a crash

    So much from me for now
    enjoy your sunday
    thanks and have fun on your campaign
    zumi
    Last edited by 4zumi; March 10, 2019 at 09:16 AM.
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

    Author of
    Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
    Developer of
    Total Bananas mod for Medieval 2 - Kingdoms (beta)

    Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2

    Fighting for launch of "Cookie Friday" and "No Pants Saturday"

  3. #3
    Dragour's Avatar Tiro
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    Default Re: Total Bananas - 1099 - beta#2

    Damnit, currently in a new campaign already XD

    Did you also add free upkeep trait thing to Meso American units so they can have free upkeep in cities now?

  4. #4
    4zumi's Avatar This one sparks joy
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    Default Re: Total Bananas - 1099 - beta#2

    @all
    it is up for download look above or use this link
    http://www.mediafire.com/file/w27kod...25232.zip/file
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

    Author of
    Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
    Developer of
    Total Bananas mod for Medieval 2 - Kingdoms (beta)

    Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2

    Fighting for launch of "Cookie Friday" and "No Pants Saturday"

  5. #5
    4zumi's Avatar This one sparks joy
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    Default Re: Total Bananas - 1099 - beta#2

    @dragour
    nope, not yet. free upkeep is still on my list.
    sorry

    Edit: I will deviate here from the as much vanilla as possible and give every unit the free upkeep tag. What means that, if a unit can be recruited in the settlement it will have no upkeep in this settlement, as long as it is in a free upkeep slot (max 6 units per settlement (now castles are included too)). I may provide a patch for beta#2 once this is done.
    Last edited by 4zumi; March 11, 2019 at 03:39 AM.
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

    Author of
    Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
    Developer of
    Total Bananas mod for Medieval 2 - Kingdoms (beta)

    Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2

    Fighting for launch of "Cookie Friday" and "No Pants Saturday"

  6. #6
    4zumi's Avatar This one sparks joy
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    Default Re: Total Bananas - 1099 - beta#2

    @all

    Regarding forts

    Sadly it is not possible to have preplaced indestructible stone forts and destructible buildable wooden forts.

    So I have to make a decision. Right now i am tending to preplaced indestructible stone forts and the ability to built stone forts on the map at a very high cost 10,000 money or so (this will mean, that most likely only the player is able to built forts, as the AI wont spend that much money).
    Or removing the ability to built forts, and just have preplaced ones.

    What do you think?
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

    Author of
    Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
    Developer of
    Total Bananas mod for Medieval 2 - Kingdoms (beta)

    Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2

    Fighting for launch of "Cookie Friday" and "No Pants Saturday"

  7. #7
    Dragour's Avatar Tiro
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    Default Re: Total Bananas - 1099 - beta#2

    Removing the ability to build them and having preplaced forts sounds fine, prevents cluttering the map with even more permanent forts. And having them near choke points would be handy, will make expansion a little slower for everyone so we can't just steam roll a faction without using siege units (which currently are kind of useless)

    Also do the guilds with no effects listed do anything? I know with other mods they changed the guilds a little, like the Explorers Guild provides some trade-able resources and an trade fleet per level but in vanilla the guild does nothing right?

  8. #8
    4zumi's Avatar This one sparks joy
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    Default Re: Total Bananas - 1099 - beta#2

    Thanks for your input

    Here a quick look at the first permanent stone fort i placed
    Spoiler Alert, click show to read: 




    Regarding the guilds. Every guild does something. The Explorers Guild provides traits or ancillaries, same with the Spy, Assassins Guild.
    But I will look at the guilds closer
    Last edited by 4zumi; March 11, 2019 at 07:33 AM.
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

    Author of
    Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
    Developer of
    Total Bananas mod for Medieval 2 - Kingdoms (beta)

    Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2

    Fighting for launch of "Cookie Friday" and "No Pants Saturday"

  9. #9
    Dragour's Avatar Tiro
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    Default Re: Total Bananas - 1099 - beta#2

    Ok cool, several guilds don't mention what they do so it's hard to choose them over another guild when you have no idea what it does haha
    The Spy guild also doesn't mention anything, and the Assassin's only mentions public order due to the law.
    Also for the native americans their farms seem to have the description "NOT MEANT FOR THIS CULTURE" stuff

  10. #10
    4zumi's Avatar This one sparks joy
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    Default Re: Total Bananas - 1099 - beta#2

    @dragour

    thanks, i will look into the farming text
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

    Author of
    Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
    Developer of
    Total Bananas mod for Medieval 2 - Kingdoms (beta)

    Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2

    Fighting for launch of "Cookie Friday" and "No Pants Saturday"

  11. #11
    4zumi's Avatar This one sparks joy
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    Default Re: Total Bananas - 1099 - beta#2

    @all

    I feel in need of a little lighthearted, personal content

    Here you can see were Bananas and Vanillas are made-

    Spoiler Alert, click show to read: 




    Edit: oh well, and take this.
    http://www.mediafire.com/file/28b668...25231.zip/file
    this contains the free upkeep patch and a work in progress permanent preplaced forts
    put it into the banana folder and let it overwrite the files. new campaign start is required.

    cheers
    Last edited by 4zumi; March 11, 2019 at 02:28 PM.
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

    Author of
    Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
    Developer of
    Total Bananas mod for Medieval 2 - Kingdoms (beta)

    Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2

    Fighting for launch of "Cookie Friday" and "No Pants Saturday"

  12. #12

    Default Re: Total Bananas - 1099 - beta#2

    Do I still need to uninstall all my mods from Medieval 2 Total War or will it work with other mods? Still thinking of downloading it but if I can't then i will download it because I love the other mods too much to uninstall.

  13. #13
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    Default Re: Total Bananas - 1099 - beta#2

    Quote Originally Posted by sullivanclan1 View Post
    Do I still need to uninstall all my mods from Medieval 2 Total War or will it work with other mods? Still thinking of downloading it but if I can't then i will download it because I love the other mods too much to uninstall.

    It definitely works with all other mods, as long as you do not have a mod which alters the base game files (like DaC, Eras Conquest etc), I currently have Warcraft, TeS, BoTET, BoTET AC, Stainless Steel, Total Vanilla and Total Vanilla Bananas, alternate between them all often XD

  14. #14
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    Default Re: Total Bananas - 1099 - beta#2

    Playing as Portugal and with the Lusitanian Javelinmen it says they have shield 5 points and their image clearly shows a shield, yet in game they don't seem to have any shields haha is this a bug?

  15. #15
    4zumi's Avatar This one sparks joy
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    Default Re: Total Bananas - 1099 - beta#2

    If it is a bug/ oversight it is a base game thing. I will look a t that and see if I find anything
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

    Author of
    Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
    Developer of
    Total Bananas mod for Medieval 2 - Kingdoms (beta)

    Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2

    Fighting for launch of "Cookie Friday" and "No Pants Saturday"

  16. #16
    Dragour's Avatar Tiro
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    Default Re: Total Bananas - 1099 - beta#2

    The New World Cuirassers for England and France, and the Dismounted Conquistadores for Spain and Portugal also have no shields, the animation is still there but the shields do not appear at all.
    Also since they are the same unit with different names would it be possible to increase the New World Cuirassers to normal size? Currently they have half the units of the Dismounted Conquistadores despite being the same stats

  17. #17
    Dragour's Avatar Tiro
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    Default Re: Total Bananas - 1099 - beta#2

    Found some units with missing pictures

    Wales and Ireland - Knights Hospitaller and Knights Templar
    Turks and Timurids - Monster Bombard

  18. #18
    4zumi's Avatar This one sparks joy
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    Default Re: Total Bananas - 1099 - beta#2

    Ok, you may be onto something, thanks. I will definitively check this out. This sound like a missing shield texture, or better said: there is a texture, but it is transparent..., may be the same issue with the javelinmen

    I think the cuirassers may have double the hit points, but I will look into it and decide what to do
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

    Author of
    Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
    Developer of
    Total Bananas mod for Medieval 2 - Kingdoms (beta)

    Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2

    Fighting for launch of "Cookie Friday" and "No Pants Saturday"

  19. #19

    Default Re: Total Bananas - 1099 - beta#2

    Should I wait until you release the final version of the mod or should I download the mod and try it out? Btw I have changed the base for Medieval 2 Total War. So I would rather keep it as it is for now.

  20. #20
    4zumi's Avatar This one sparks joy
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    Default Re: Total Bananas - 1099 - beta#2

    @sulli

    That, my dear sulli, is a hard decision that I or no one else can take from you.
    But as you already stated more than one time, that you have changed the "base" of your Medieval 2 installation and want to keep it that way, you surely seem to have made already the decision to not give the beta of Total Bananas a try.

    You may come back once the mod is finished and then may be able to make the decision of installing Medieval 2 anew to experience Total Bananas (or even Total Vanilla Beyond) or still keeping your base game changes.

    Either way, godspeed on your journey
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

    Author of
    Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
    Developer of
    Total Bananas mod for Medieval 2 - Kingdoms (beta)

    Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2

    Fighting for launch of "Cookie Friday" and "No Pants Saturday"

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