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