MOD Folder/Latest Release/Updates etc... v0.5 uploaded July 22nd

  1. Tsarsies
    Tsarsies
    Defender of the Crown v0.5 < Scroll down to the download option. It is through FileFactory.

    This is the fourth upload of the mod folder. It is in .rar format of about 16mb 40mb 132mb 133mb size(about 53mb 88mb 404mb 410mb unpacked).

    V0.5 changes
    Many edits to various files
    about 150,000 lines of script in the campaign script
    EDB has been reorganized and units added along with event_counters etc.
    Changed a few starting locations
    Changes to map heights and ground types
    Added characters/armies
    A lot of small adjustments to various files

    Mod should now be ready for beta testing and scripting.

    Previous Changelogs
    Spoiler Alert, click show to read: 
    V0.4 changes
    changes to the EDB
    removed various errors in the log
    edited family trees
    edited names
    edited the edu
    updated mercenary txt file
    added the first part of the Trade and Supply script (agreements)
    various minor edits
    added about 12 historically accurate priories/cathedrals
    edited EDB text entries
    added additional buildings
    added 5 more hidden resources
    set religions up (scottish, welsh, norman, saxon, pagan)
    added a script for the hunting building (at this stage i may not yet use it and do the hunting via interactive event)
    added units to the EDB
    removed priests and added Poet's, Minstrel's and Bard's < spreads culture/religion (saxon, norman, welsh, scottish, pagan)
    various text entries

    Files edited
    data folder
    export_descr_buildings.txt
    export_descr_units.txt
    export_descr_character_traits.txt
    export_descr_ancillaries.txt
    descr_names.txt
    descr_campaign_db.xml
    descr_sm_factions.txt
    descr_religions.txt
    descr_religions_lookup.txt

    data/text folder
    export_buildings.txt
    religions.txt
    expanded.txt
    shared.txt
    strat.txt
    tooltips.txt

    data/world/maps/base folder
    descr_regions.txt

    data/world/maps/campaign/imperial_campaign folder
    descr_mercenaries.txt
    descr_strat.txt
    campaign_script.txt

    added following folders
    data/ui/pips

    v0.3 Changes
    made changes to desc_strat
    all regions have starting armies
    re-organized EDU
    updated battle_models.modeldb
    Added Brittania Textures and Meshes (I excluded one is didn't use but there may be some left over ones)

    v0.2 Changes
    This version is Stable but no lasting campaign can be played. No units added to EDB.
    added family tree/generals to the 2 welsh factions.
    edited the EDU and removed all unwanted units.
    added a few units and ensured each faction has access. (only ownership, not skins)
    set up the Mercenary file.
    removed all buildings as per the EDB thread
    started adding new building trees and EDB-Events
    added Strategic Resources and Hidden Resources and added them to the regions file.
    started adding scripts (i.e Requesting Robins Aid, Years Per Turn - Note: As the descr_strat is continuously being modified by Geomod i cant yet change the timescale as Geomod only recognizes to 2 decimal places and i require 4.)
    win conditions and campaign descriptions
    added 72 Quotes
    faction standings/relations for game start
    Edited Sounds - All factions have the correct accent sounds. Norman/Saxon/Slave = English, Scottish = Scottish, France/Spain = Welsh
    Added 9 music Tracks (split between - summer/winter/battle loss/battle victory/campaign victory/campaign loss/loading screen)

    Feel free to modify any of the files/folders just be sure to upload the particular file/folder and state it in this thread. This way we can each remain upto date on the latest updates we each make.

    the cfg and batch file are set up to work in windowed mode with * trace logging and LTGD logging for modding/testing, so place the folder directly in your mod directory.

    The map, regions and settlements are not definitive, and im happy to change/remove/replace anything within reason. There are quite a few rivers on the map and i have placed the river crossings in strategic positions (Some may need adjusting when we get to testing). There are currently 162 regions in all.

    The map is not final! Edits to map heights and ground types will likely be made. But as is, the map is not to shabby for my first mapping experience
  2. Tsarsies
    Tsarsies
    The following are changes/edits i have made since the first upload.
    All changes have also been updated in the associated threads in this social forum with more detail where applicable.

    V0.2 changes

    added family tree/generals to the 2 welsh factions.
    edited the EDU and removed all unwanted units.
    added a few units and ensured each faction has access. (only ownership, not skins)
    set up the Mercenary file.
    removed all buildings as per the EDB thread
    started adding new building trees and EDB-Events
    added Strategic Resources and Hidden Resources and added them to the regions file.
    started adding scripts (i.e Requesting Robins Aid, Years Per Turn - Note: As the descr_strat is continuously being modified by Geomod i cant yet change the timescale as Geomod only recognizes to 2 decimal places and i require 4.)
    win conditions and campaign descriptions
    added 72 Quotes
    faction standings/relations for game start
    Edited Sounds - All factions have the correct accent sounds. Norman/Saxon/Slave = English, Scottish = Scottish, France/Spain = Welsh
    Added 9 music Tracks (split between - summer/winter/battle loss/battle victory/campaign victory/campaign loss/loading screen)

    uploaded...
  3. Tsarsies
    Tsarsies
    Uploaded v0.2
  4. Tsarsies
    Tsarsies
    The following are changes/edits i have made since the first upload.
    All changes have also been updated in the associated threads in this social forum with more detail where applicable.

    V0.3 changes
    note: these changes have been uploaded

    made changes to desc_strat
    all regions have starting armies
    re-organized EDU
    updated battle_models.modeldb
    Added Brittania Textures and Meshes
  5. y2day
    y2day
    Great T! I'm downloading now.
  6. Tsarsies
    Tsarsies
    sweet. It just needs units in the EDB to actually become playable. I have been shuffling around a lot of thoughts regarding the unit list and EDU. Have been looking into the battle_models.modelsdb file and as I've never actually worked with that file it is quite daunting at first. I'm currently attempting to edit it and remove all references of units i don't require whilst adding the units from Brittania that i do wish to use. I have it working with each change, just wish there was a faster method.
  7. y2day
    y2day
    I hope you are using the modded battle_models.modelsdb file and not the vanilla. It is soooo much easier. Download http://www.twcenter.net/forums/downl...o=file&id=1180

    A tutorial for adding in existing units. http://www.twcenter.net/forums/showthread.php?t=106265
  8. Tsarsies
    Tsarsies
    Yes i was using the modded battle models.modeldb, i also used gracul's unit editor which works great with the vanilla files but for whatever reason doesnt work with the mod folder. I basically backed-up the vanilla data folder then modded it how i wanted it, then transferred the information into my mod folder, replaced the vanilla data with the back up and ensured it all worked with the vanilla files. I then added Brittania units and meshes.

    I had a couple of issues at first but figured it all out and completed the process in a few days.

    V0.3 is now uploaded.
  9. Tsarsies
    Tsarsies
    The following are changes/edits i have made since the last upload.
    All changes have also been updated in the associated threads in this social forum with more detail where applicable.

    V0.4 changes
    note: these changes have been uploaded
    Spoiler Alert, click show to read: 

    changes to the EDB
    removed various errors in the log
    edited family trees
    edited names
    edited the edu
    updated mercenary txt file
    added the first part of the Trade and Supply script (agreements)
    various minor edits
    added about 12 historically accurate priories/cathedrals
    edited EDB text entries
    added additional buildings
    added 5 more hidden resources
    set religions up (scottish, welsh, norman, saxon, pagan)
    added a script for the hunting building (at this stage i may not yet use it and do the hunting via interactive event)
    added units to the EDB
    removed priests and added Poet's, Minstrel's and Bard's < spreads culture/religion (saxon, norman, welsh, scottish, pagan)
    various text entries

    Files edited
    data folder
    export_descr_buildings.txt
    export_descr_units.txt
    export_descr_character_traits.txt
    export_descr_ancillaries.txt
    descr_names.txt
    descr_campaign_db.xml
    descr_sm_factions.txt
    descr_religions.txt
    descr_religions_lookup.txt

    data/text folder
    export_buildings.txt
    religions.txt
    expanded.txt
    shared.txt
    strat.txt
    tooltips.txt

    data/world/maps/base folder
    descr_regions.txt

    data/world/maps/campaign/imperial_campaign folder
    descr_mercenaries.txt
    descr_strat.txt
    campaign_script.txt

    added following folders
    data/ui/pips


    Mod should now be ready for beta testing and scripting.
    uploaded

    ------------------------------------------------------------------------------------------------------
  10. Tsarsies
    Tsarsies
    Updated first post with version 0.4. Mod is ready for a beta testing.
  11. Tsarsies
    Tsarsies
    next lot of changes being made are as follows...


    added more buildings
    added economic resources

    Will update as progress is made.
  12. Tsarsies
    Tsarsies
    Updated first post with version 0.5.

    Included is the basic script for Trade and Supply which future scripts will reference (such as quest-line, random event, historic and interactive event scripts).
  13. Icedie El Guaraní
    Icedie El Guaraní
    downloading it now ;D excited to see what your T&S mod do?
  14. Tsarsies
    Tsarsies
    I should probably let you know that generally no buildings or units are available on the first turn as the script needs to initialize itself. I have done everything i can to try and counter it but to no avail. The buildings that are available do not require resources, and i still have to write specific scripts around them. From the 2nd turn on the script will work as intended. Your beginning faction starts with a storage capacity of 50 of each resource and a usable quantity of 25 of each. I have not yet added to the building descriptions what each building costs. there are a number of other minor scripts i still need to write to complete it and make it more or less 'playable'. But as is, it is fine for testing purposes. Once the other scripts are completed it will be a top priority to expand your kingdom asap. It will cause major issues for any player who does not expand within the first few turns as they will run out of resources and have to use whatever military they have to expand and control other resources.

    I also have not added the Strategic Resources script, which will make specific unit types available. My plan is that ALL units will require economic resources to recruit. peasant units are available all the time and have no upkeep. From there, infantry will require you to control at least 1 sword resource, spear infantry will require you to control pike resource, archer infantry will require you to control bow resource, cavalry units will require you to control horse AND sword, or horse AND bow dependent on cavalry type. Any late tier or higher armor upgrade units will require the armor resource to be controlled. In addition, all armor upgrades will require you to hold the armor resource. This is in addition to certain units being available in certain areas, such as siege engines ONLY being recruited from regions with the catapult resource. (For example, English Knights will require you to Hold London, also hold the Horse, Armor, Sword and Pike resources, and you must have constructed the Military Academy in London. In addition, it will cost 4 grain, 2 metals, 2 ale to train)

    Any and all feedback is appreciated as fine tuning of the script is certainly needed.
  15. Icedie El Guaraní
    Icedie El Guaraní
    Code:
    building urban_equestrian
    {
        levels racing_track sultans_racing_track 
        {
            racing_track city requires factions { middle_eastern, }  and building_present_min_level market fairground  and event_counter stock_constru 1
            {
                capability
                {
                    recruit_pool "Arab Cavalry"  1   0.5   4  0  requires factions { moors, egypt, }  and event_counter stock_recruit 1
                    recruit_pool "Turkomans"  1   0.5   4  0  requires factions { turks, timurids, }  and event_counter stock_recruit 1
                    recruit_pool "Mongol Light Lancers"  1   0.5   4  0  requires factions { mongols, }  and event_counter stock_recruit 1
                    happiness_bonus bonus 1
                    stage_races 1
                }
                material wooden
                construction  4 
                cost  1200 
                settlement_min city
                upgrades
                {
                    sultans_racing_track
                }
            }
    i just want to show how i did it in my version of the script, because i believe that you are going to have to write a ton of lines for each resource, or again i am not going to interfere with your idea, i have no idea yet of how to play your mod, all is very new, but yes, the expanding part has to be quick because i ran out of resource really quick.
    Code:
    monitor_event ButtonPressed ButtonPressed recruitment_button
            if I_CompareCounter timberstockFood_available = 0
                set_event_counter stock_recruit 0
            end_if
            if I_CompareCounter ironstockFood_available = 0
                set_event_counter stock_recruit 0
            end_if
            if I_CompareCounter grainstockFood_available = 0
                set_event_counter stock_recruit 0
            end_if
            if I_CompareCounter alestockFood_available = 0
                set_event_counter stock_recruit 0
            end_if
            if I_CompareCounter cattlestockFood_available = 0
                set_event_counter stock_recruit 0
            end_if
            if I_CompareCounter fishstockFood_available = 0
                set_event_counter stock_recruit 0
            end_if
            if I_CompareCounter textilesstockFood_available = 0
                set_event_counter stock_recruit 0
            end_if
            if I_CompareCounter timberstockFood_available = 1
            and I_CompareCounter ironstockFood_available = 1
            and I_CompareCounter grainstockFood_available = 1
            and I_CompareCounter alestockFood_available = 1
            and I_CompareCounter cattlestockFood_available = 1
            and I_CompareCounter fishstockFood_available = 1
            and I_CompareCounter textilesstockFood_available = 1
                set_event_counter stock_recruit 1
            end_if
    end_monitor
    of course there is another event for construction and all the respective counter had been declared, i just think that by having hidden resources only to recruit specific units and not resources to recruit them will maybe make it more hard for the player or not, i don´t know but by expending resource in building and recruiting allows the player to let certain buildings collect those resources instead, the old vll T&S idea was to have hidden resources as big bonuses such as gold and silver called Key resources, and by holding those territories were key too build and arm yourself , and also letting the AI eliminate this bonuses from you by only having any character type( raiders) near those resources (x, Y) so you have to send somebody to eliminate those raiders from the region.

    but again i am not going to put more ideas since i dont have enough time to do it my self or the complete knowledge in scripting to argue with you. so that was just my opinion. i wil let you know if find something in the game.
  16. Tsarsies
    Tsarsies
    I am still doing what you have suggested, i cant however use the event or condition ButtonPressed as i am having it affect the AI aswell and they dont press buttons or open scrolls, that is only available to the player. I have not tested that, i just doubt the AI goes through the 'human' actions, and instead just does what it does. I believe it just follows a series of commands, using the AI files to determine what it will build and or train and then executes those decisions based on what is available to it. If this just affected the player i could use your approach, but having it affect every faction makes it a different approach.

    the resources are very limited on game start, the player only has 25 of each resource. Your first tier buildings cost like 8 of each (roughly) and the peasant unit costs like 1 grain and 1 ale. So you have enough to form an army of peasants and are forced to expand into surrounding regions that contain resources (strategic and economic). From my experience, it is best to build a farm first to ensure some kind of grain production and then a brewery to ensure future unit training. You dont want to be building ALL the time, you need to think about what you need instead of what you want (it would be nice to have the Market, but at first you really need a farm for 2 reasons, one to gain a supply of food, and 2 to grow your population so you can upgrade yopur walls and gain access to unit production buildings, and in the mean time try and acquire resources to support you). The player begins the game owning a single micro region, these regions are designed to never produce a lot. taking a major region should be a first priority. All the other factions (except Saxon) begin with a major and minor region.

    For the first part of the game, you will be severly limited in unit types until you are able to control strategic resources. I would suggest the best plan of strategy be to aqcuire sword or bow strategic resource and as many economic resources as possible.

    I do realise that at this stage of the mod for anyone not in the know it is just more or less WTF. So as stated, i still need to add scripts that explain how the system works and make it possible for the player to know what a building/unit will cost.

    Also, it is my intention that unit types be severely restricted in this mod. Only through expansion and diplomatic agreements do i want special unit types to become available. If you sit in your castle and try to build up resources you simply fail. expansion is a priority and you only have peasants available to you until you expand and control resources.

    This trade and Supply script when finely tuned will make the game difficult, and as the AI is governed under the same rules the AI will not become ridiculously powerful or be able to recruit masses of troops. Peasants will be the mainstay of almost all initial armies.

    I have currently finished writing a script for the strategic resources. I am about to set up the buildings information screen for the player and then will work on quarterly messages that update the player on what he controls.

    thanks for the feedback.
  17. Tsarsies
    Tsarsies
    Some things have come up in my personal life in regards to me moving. I may not have access to the internet for about a month. so ill be back when i sort everything out here. Just update me on here of any progress.

    Cheers


    Things change overnight seemingly

    I have removed a few buildings and added games (tournaments) and races (festivities).
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