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Thread: Total Bananas - 1099 - beta#3 - At least the Vikings do it...

  1. #1
    4zumi's Avatar This one sparks joy
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    Default Total Bananas - 1099 - beta#3 - At least the Vikings do it...



    Total Bananas -1099
    beta#3 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/aokr74...25233.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


    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.



    Total Bananas - 1099 - beta#3

    BETA 3

    !Important! Please do not copy the beta 3 into the beta 1 or 2 folder you may already have! just delete the old "banana" folder and place the new one in the "mods" folder


    What has changed:

    -Starting Capitals are now again correct
    -Some minor changes to settlements regarding garrisons and castle or city
    -Some minor changes to the campaign map ground types
    -Adding missing regions to the mercenary pools
    -Ballista Towers for Cities are now only available in huge cities (that was a base game bug. You could build them in large_cities and they showed up on the battle map, but only fired arrows)
    -Adding officer models to the unique units
    -Hardmode implemented (Basically you can choose at the start of a campaign if you want to allow the AI Factions to get their Kings Purse upped by 10.000 Florin (mo money)
    -added a hanseatic league building for some cities/ castles in the north sea and baltic sea
    -Some AI tinkering (still in testing) AI should be now much more happy to take rebel settlements and even going to the americas
    -Free Upkeep for all units in cities and castles (6 units max)
    -Detail changes, bugfixing, and some other minor stuff
    -Ladder and Tower now match the walls
    -Rough edges on the coastline are gone, now smooth like an androids butt
    -new resources obsidian, salt, honey, glas (sulfur is gone)
    -no castles can be built in the americas


    What is know and not solved right now:

    -merchant cav shields textures in wales are off
    -mangonel sounds are missing (explosion, etc)
    -the apacheans seem to stall after taking all settlements surrounding them, not sure what that is... it's annoying

    What is to come:

    -bugfixing
    -more available units in the americas in cities for european factions
    -maybe some in between patches for beta#3



    Have a fun weekend
    zumi out
    Last edited by 4zumi; March 22, 2019 at 05:34 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"

  2. #2
    4zumi's Avatar This one sparks joy
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    Default Re: Total Bananas - 1099 - beta#3 - At least the Vikings do it...

    And here some screens from the AI only test run

    Spoiler Alert, click show to read: 












    Last edited by 4zumi; March 22, 2019 at 05:36 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"

  3. #3
    Dragour's Avatar Tiro
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    Default Re: Total Bananas - 1099 - beta#3 - At least the Vikings do it...

    I noticed that about the crusades going all the way through Ukraine and down into Turkey that way because the one way bridge was always blocked XD playing as Novgorod I was always like "huh a crusade.. here?" then I notice 6 more tailing behind it XD haha

    As for the forts we buy, can the AI also buy them? Hope they don't spam the map with permanent forts later in the game, especially the Mongols since they have a large king's purse

  4. #4
    4zumi's Avatar This one sparks joy
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    Default Re: Total Bananas - 1099 - beta#3 - At least the Vikings do it...

    The Bosporus crossing should be good now.
    And i doubt that the AI will build any forts. They are too expensive. In tvb they cost 3000 and the AI very rarely builds them.

    One thing i forgot to mention, that i upoed all movement ranges, which helps the AI too. I might change that later to an AI only Bonus. I will see with the test, where this goes.
    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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    Dragour's Avatar Tiro
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    Default Re: Total Bananas - 1099 - beta#3 - At least the Vikings do it...

    If it helps increase navy movement range too then that would be great, as native Americans you can buy 1 mercenary boat and it never seems to be purchasable again until that boat gets destroyed, and the sea between America and Europe is full of pirates haha against 1 little mercenary ship

  6. #6

    Default Re: Total Bananas - 1099 - beta#3 - At least the Vikings do it...

    Now the Game works for me too

    Spoiler Alert, click show to read: 




    Being also the Starring of the current Release:

    Spoiler Alert, click show to read: 





    Happilly i can run now the Campaign but there still some Issues with some Units which should be in my Opinion require an specific City/Region:

    At first as Egypt or Byzantium you do not pay much attention to that Issue since you are already the owner of the Cities/Regions

    Spoiler Alert, click show to read: 






    But as Turks you do not even own that City and normally those Units should be available for them everythere without requirement since they are just counterparts of Feudal Knights - literally just Ghulams backbone of their Infantry in the early Periods - so in my Opinion they should available for them as a native Unit.

    Spoiler Alert, click show to read: 




    Sometimes Custom Battles are not working i do not why

  7. #7

    Default Re: Total Bananas - 1099 - beta#3 - At least the Vikings do it...

    playing as spain and it works great

  8. #8

    Default Re: Total Bananas - 1099 - beta#3 - At least the Vikings do it...

    Looks good so far! At least you put in Marienburg Krak de Chevliers into the game. The Americas looks great!!

  9. #9
    4zumi's Avatar This one sparks joy
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    Default Re: Total Bananas - 1099 - beta#3 - At least the Vikings do it...

    @dragour, nebaki, brian & sulli

    I hope you enjoy your campaigns, I will answer your questions and suggestions tomorrow.
    I am a bit drunk right now thanks to a wonderful Blanc de Noir, and enjoyed some shopping in the city and a great Venice campaign...

    Thanksloveyoubye
    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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    Default Re: Total Bananas - 1099 - beta#3 - At least the Vikings do it...

    Drunk enough to suggest Total Cookies mod which stretches to Asia? =P

    Also I noticed that Bermuda has a very tiny section owned by a region in Ireland, is this so Ireland had a land border with Bermuda and are more likely to invade it? Or just an oversight?

  11. #11
    4zumi's Avatar This one sparks joy
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    Default Re: Total Bananas - 1099 - beta#3 - At least the Vikings do it...

    Almost, Dragour, almost...

    And the Bermudas, which are now belong to Florida, should have no land border with Ireland anymore. That is an oversight and was an attempt (that did not work) to get Ireland to inavade the Bermudas.
    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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    Dragour's Avatar Tiro
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    Default Re: Total Bananas - 1099 - beta#3 - At least the Vikings do it...

    .. .. .. you know it would probably help if I was to download this new version XD been talking in this thread and completely spaced on the download, awkward

  13. #13

    Default Re: Total Bananas - 1099 - beta#3 - At least the Vikings do it...

    I Besieged Baghdad and conquered it, but still not got those Units available for the Turks (Hasham & Dismounted Hasham) ,thought those Units should be already an Early Period Unit - Donīt you think that Kingdom of Jerusalem is a bit Overpowered with their Starting Positions like Antioch?

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    4zumi's Avatar This one sparks joy
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    Default Re: Total Bananas - 1099 - beta#3 - At least the Vikings do it...

    @dragour

    the navy only movement range is now huge, the range when loaded with an army is determined by the army and should now be also greater.
    The spawn rate for the americas merc cogs is very low, but has nothing to do with the previously recruited ship destroyed or not. As soon as you capture an european port, you should be set, after the gunpowder event.
    I nerfed the pirates quiet a bit, so they are not such a huge nuisance anymore in the early game (also helps the AI)

    yeah, and downloading would help indeed XD

    @nebaki


    unit availabilty is still in devlopment. Holding a city necessary for a unit is a mechanic i like very well, but is still in balancing.
    Not getting the Baghdad unit might be a faulty trigger or something like that, thanks for reporting I will look into it.
    I also will put more thoughts in it about availability. And I will test out, giving the Turks Baghdad from the beginning and therefore taking some other city from them.

    Regarding Jerusalem you might be right. I play with the thought of taking Jerusalem from them leaving them with Edessa and Antioch, and placing a KoJ stack just at the doorsteps of Jerusalem to simulate the advent of the taking of Jerusalem on the first crusade. I will tinker a bit with that.

    @brian
    good to hear, have fun

    @sulli

    thanks

    @all
    my venice campaign was very, very fun. I think I hit a sweet spot here
    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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    4zumi's Avatar This one sparks joy
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    Default Re: Total Bananas - 1099 - beta#3 - At least the Vikings do it...

    While I playtest, I also balance out the factions with their unit availability in the Americas.
    Just closed my Scotland test and they gained Calivermen and Mounted Calivermen to their normal roster and Sword and Buckler Men, Crossbowmen, Demi Lancers to their Americas roster.

    And here a few screens:

    Spoiler Alert, click show to read: 

    Venice Campaign


    HRE Conga


    Scots Campaign - Welcome to the New World


    The Caribbean is Portugese


    Proudly under the patronage of King Athelstan of the Imperial House of Hader

    Author of
    Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
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    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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    Dragour's Avatar Tiro
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    Default Re: Total Bananas - 1099 - beta#3 - At least the Vikings do it...

    Damn looking at that turn count and virtually no faction is destroyed yet!? Except in your Scottish one of course. For me factions are getting wrecked straight away haha Wales always takes the entire British Isles, HRE get swarmed on all sides, Lithuania goes north and defeats Russia, all before turn 100!

  17. #17

    Default Re: Total Bananas - 1099 - beta#3 - At least the Vikings do it...

    At least you got a good amount of settlements in the americas. Good idea to put wales and ireland into the mix. Idk why there are so many HRE shipx near scotland.

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    4zumi's Avatar This one sparks joy
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    Default Re: Total Bananas - 1099 - beta#3 - At least the Vikings do it...

    @dragour

    this may have to do with the fact, that i play on medium and not on very hard. i can imagine that there is much more bloodshed on higher difficulties.
    And yeah, Wales are the green devils, I tried to stop them from taking over everytime, but they are somehow very strong.
    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
    Dragour's Avatar Tiro
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    Default Re: Total Bananas - 1099 - beta#3 - At least the Vikings do it...

    @Azumi I also play on Medium difficulty and the bloodshed is usually slow, but once factions are at war they seem to focus their entire economy on killing each other XD

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    Dragour's Avatar Tiro
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    Default Re: Total Bananas - 1099 - beta#3 - At least the Vikings do it...

    In the next patch could these guilds have information added to them please?
    Explorers Guild, Theologian's Guild, Thieves Guild.

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