a) Download 0.9.8 and the patch 001 to your system. Optional: download the optional Stuff too. We split this in two, as you donīt need to download the optional stuff everytime a new version of TGC showīs up. This will reduce the filesize for the main download.
b) Open the downloaded TGC_public_alpha_II 7zip file with 7zip and you will see a "TGC_melt" named folder
c) Extract/paste all into your Medieval 2 Total war ...\mods\ folder. Note that TGC is a complete seperate install and donīt interfere with any other mods or versions. Go inside your newly installed mods\TGC_melt folder. Thereīs a batch file called "Launch_TGC.bat" to start the game. Doubleclick. When done correctly, you will notice the version "TGC public alpha II" in the Loadingscreen. Same with the patch 001
d) (Optional) The Game will start in "windowed" and "borderless window" mode enabled to provide better stability.
e) (Optional Sounds are not supported) You can download TGC optional stuff for new music and new fonts. Read the Readme file inside the download to keep the vanilla music. Thereīs also a 4GB patch stored.
@ all: i highly recommend to check out the 4GB patch to make the game more stable. If you donīt know what a 4GB-Patch is, read here the 4 GB patch works like this:
extract the files to your desktop. run the 4gb patch. then look for the kingdoms.exe in your main medieval2 folder - wait untill you receive a message that itīs patched - done
You can make a shortcut of the "Launch_TGC.bat" file and put it to your desktop. Thereīs a icon file in mods\TGC_melt to make it look pretty .
How to start a new campaign lock and unlock a factions like in a hotseatcampaign. You need to choose only one faction(!!!) that is marked with a white underground, otherwise the game kicks you back and you can try it again!
If so: you most likely have locked more than 1 faction (lombards are in by default). Choose the faction you like to play and you will notice a blinking white underground around there factionicon. this means that faction is locked - but you now have to unlock the Lombards for example, or any other faction you may have locked in at the process by clicking on there icon one time (there factionicon blinks white when locked). Look at the video in post #19 below, 2:20 - 2:50
Report anything unusual.....
Patches for public alpha 0.9.8
patch 001 23.03.2021 in the attachment
Install patches ontop - new campaign is required
We want to make this as bugfree as possible - please report all errors in this forum. Everything needs to be checked! Grammar, missing text, missing Icons, if Scripts are working correctly - you name it.
We have 2 main kinds of crashes left in the build:
Crash 1: New turn ctd - log says "[system.io] [info] open: found mods/TGC_melt/data/ui/northern_european/eventpics/end_of_turn.tga (from: J:\me2tw)
[system.rpt] [error] Uh oh. This isn't good. No idea why, but exiting now. Sorry pal." try to reload the last savegame. If this donīt help reload a savegame at least 3 turn back (keep a rotation of savegames with 5 - 10 turns). I suspect a bug with a birth of a Child, which canīt happen correctly. 3-turnback-Reload will bypass in 99% this kind of ctd.
Crash 2: Scroll-map-CTD in magyars steppe homelands (this should be fixed in patch 001)
This crash sometimes happen randomly if you scroll over the Del Bug, Oleshki or Eszag Bug Regions. I suggest some kind of missing text for steppe culture or the Magyars faction. Could be a graphical glitch. If happend, try to avoid this regions. But its kind of random, because this crash is not static ingame and in savegames.
Crashes to desctop need (your) investigation. Report and upload a savegame + logfile + a review what happened. Some crashes are hardcoded and related to the engine. Allways check your logfile (in your TGC/logs folder) first and then try to reload your savegame and see if the crash is repeatable. Maybe toggle FOW and enable Follow AI-movements and investigate by yourself. Fixes can be uploaded and gathered in this thread. If you change or fix something by yourself, please make notes or save the changes in a seperate filefolder. A changelog can be usefull.
Upload any fixes in this thread. I will incoporate them asap. As things progress, there will be patches and updates
a usefull way to get around some ctd is to save every turn by itīs number. you end up with alot of savegames, where you can roll back to a situation that is not crashing.
TGC 0.9.8(Fullinstall standalone) - moddb
Filesize: 1.65 GB https://mega.nz/file/2MpVBKZQ#4G4ER2JPqxDJAmO6By1lKy-2xYaK06Ta2E-5bDbXUH4
torrent link in the attachment
TGC optional stuff(TGC fonts and historical musicpack - not supported in public alpha II atm!)
Filesize: 1.17 GB https://mega.nz/#!DIpgWCDa!4JW9rXBMJiuf22nE4NrgU5XSAz92UswyU5Id93fKyVY
torrent link in the attachment
a.t.m. build 0.98 - contains updated lombards, new units for papal_state, venice and armenian subfaction. alot more scripts, fixes and improvements, switched culture greek/romaic, EE/slavic, updated settlements and Minorcities (forts)
next will be: build 0.98a will have the Lombard portraits and final Islamic rosters build 0.98b will have islamic portraits and the final Serbian and Great Moravian rosters plus all the "Slavic rebels" that will be used in Croatia, Serbia, Rus areas build 0.98c will have eastern_european and Rus portraits and the Normans and Croatians polishing build 0.98d will have all foreign mods models remade by TGC's standards
Finally build 0.99a open beta will have Bulgarian final roster with its shadow faction also made, UI cards and portraits
1.0 beta we will try to fix any scripts , find and remake for all left UI units info cards TGC style
Credits (most likely not complete :hmm: - if someone feels himself missing in the list, itīs not intended and feel free to PM us,
+rep everyone in this List!) https://s26.postimg.cc/a9mw5l989/Uper_border.png
TGC :
AnthoniusII :
Modleader, Unitcreation, Testing and crazy ideas
_tartaros_ : Scripts, Mapping, Coding, Testing and Build-Manager
NikeBG : Research, text
Jale82 : Implantation Named Forts, Textworks and Tester
hyretic : 2d and UI Miguel_80 : Coder, Scripter
Matthæus
koultouras
absinthia
Leif Erikson sumskilz
karlo st
FliegerAD
polak966
Neoptolemos Heathen Storm
Lord_Calidor Gigantus
Warcrafthero
Special Thanks to Visual refences :
Mr D.Katsikes
that so kindly allowed us to use the pictures of his creations (armors of 10th century) as basis for our textures.
Mr G.Rava
for the inspiration we had ,reading the books that he was so wonderfully illustrated.
Special Thanks to the primary CBUR researching team :
Neoptolemos
Starlightman
ByzantineKlibanophori
Manuel Komnenos
Agis Tournas
BGTW Team : Gogo-t
NikeBG
Alien-t
Credits : Kiskompi (Historical research and unit descriptions)
dome (from Magyar mod)
faradon (from talewords forum)
Paleologos (textures)
Karaislam (modeling)
Absinthia (model parts, weapons, textures)
Koultouras (model parts, 3d banners, textures, 3d heads, varangian animation modification)
Socal_Infidel (model parts)
Slash-5 (conikal helmet)
S-te-fan (model parts)
Lord_Calidor (weapons)
tone (his exelent scale texture)
CounterPoint391 (sword models and textures)
DisgruntledGoat (1066 model parts like arrow quivers , belts etc)
LuBu (3d belts, shoulder and knee armor parts )
Tzar (banner textures)
Strelac (3d belts and primary varangian animation and advices)
Rusichi TW/MARKA team (primary source of models, textures and horses)
Dome (horse body textures)
Alkimachos (helmet classic roman crests)
AnthoniusII (model parts extensive modifications), Gravity/Realism mod
Csatádi (Research help and advices/sugestionsBanzai,Fabiusbile for the animation pack and fixed bow animations)
Briarius (Horse charge riders position fix)
CounterPoint391 (Viking swords and their textures)
Markhaselb (New lance and bow animations)
Lord Calidor (Weapons and their textures)
S-te-Fan
=NF=Basileios the 2nd
Slash-5
Morfeasnikos (modeling)
Byzantineklibanophori
Agisilaos
Pacco (for his wonderfull textures and his Byzantine shield texture pack)
Master Zuma (for his help with the animation combilation)
Lance for his wonderfull "cataphract" model)
JMRC for his wonderfull kontarati animation and skeleton adjustment and for his many advices that helped us a lot)
Banzai (for his wonderfull animation pack)
tone, mihaiv and RSII team (for their permisions to use their wonderfull skins and other material like trees)
Johnwhile (for his animations of the Roman Multi Arrow Balista)
Razor (for his model and texture parts)
Invasio Barbarorum/Joar (2d Message icons)
Πεtr Φροποβ (for his wonderfull shield paterns and designs)
PubliusKhanus / Starlightman: (Research/infos)
XHolycrusader and EBII Team: (help with IWTE and use of Scriptideas)
Strelac (For his 3d chest belts from his Pelekyphoroi Phrouroi)
Rampante-Cid (Historical Info)
De Bello Mundi/EoR (use of there Settlements and materials)
firekiller (historical information)
Constantius
Sumskilz (Models and textures)
Evyatar (for his scale cuirass texture)
thelionheart (for his help with arabic names)
Tsardom Team
Cedric37 (2d)
Withwnar (help with scripts and fixes)
LegendofTotalWar (Letsplaypromotion and feedback)
Special Thanks to :
Rusichi TW modding team
All the People still playing this old Dreadnaught Medieval II Total War (Activision, Creativ Assembly, SEGA and Feral Interactive)
with all itīs Mods and writing comments, tutorials and tools
December 26, 2019, 07:12 AM
Jale82
Re: Save the Date - Puplic alpha 15.01.2020
I was about to ask when will countdown start:whistling:).
December 26, 2019, 08:01 AM
stevietheconquer
Re: Save the Date - Puplic alpha 15.01.2020
great news!
December 26, 2019, 08:31 AM
absinthia
Re: Save the Date - Puplic alpha 15.01.2020
great news indeed!
December 26, 2019, 10:32 AM
Wallachian
Re: Save the Date - Puplic alpha 15.01.2020
Excellent, can't wait to try out a Roman or N
Bulgarian campaign
December 26, 2019, 03:01 PM
sullivanclan1
Re: Save the Date - Puplic alpha 15.01.2020
Well that's good news! I've been waiting for a long time to play this mod. Good job!!
December 26, 2019, 04:28 PM
perris0707
Re: Save the Date - Puplic alpha 15.01.2020
It's only been ten years? Worth it. Now what do I have to look forward to? Seriously though, "Thanks!" for all your work over the years.
December 26, 2019, 07:13 PM
Switz
Re: Save the Date - Puplic alpha 15.01.2020
Can't wait to play it! Have a fresh copy ready to go (assumed it was already out when I noticed it on TWCenter's homepage a couple weeks ago). Thank you and your team for giving us this mod
December 27, 2019, 02:00 AM
tomySVK
Re: Save the Date - Puplic alpha 15.01.2020
Great news!
December 27, 2019, 03:36 PM
Hrobatos
Re: Save the Date - Puplic alpha 15.01.2020
I am looking forward to it!
December 27, 2019, 07:12 PM
PekoBG
Re: Save the Date - Puplic alpha 15.01.2020
2020 will be a great year! But i'm not a programmer, coder, scripter or any of those things, so other than reporting bugs and crashes and what not, there's not much else i can do. Well, let's start counting the days! :christmastree::christmastree:
December 28, 2019, 10:08 AM
Mr_Nygren
Re: Save the Date - Puplic alpha 15.01.2020
Great news man! I have a question:
How different will the armies/rosters be compared to the 0.82 version that i have?
I do know that the islamic factions have been re-worked, but i don't know to what extent? Will most units be the same or have a lot of things changed?
December 28, 2019, 02:24 PM
_Tartaros_
Re: Save the Date - Puplic alpha 15.01.2020
most units are the same, beside some minor upgrades/changes. ERE had a graphical update, but the units are retextured + used as rebels.
December 28, 2019, 03:14 PM
Mr_Nygren
Re: Save the Date - Puplic alpha 15.01.2020
Quote:
Originally Posted by _Tartaros_
most units are the same, beside some minor upgrades/changes. ERE had a graphical update, but the units are retextured + used as rebels.
Alright i see- yes EoR have very old versions of the late era Roman units. The ones in 0.82 of TGC are different but the same models in the core. EoR is lacking most of them though so the ones there are pretty old.
December 30, 2019, 03:58 PM
Kavhan Isbul
Re: Save the Date - Puplic alpha 15.01.2020
Great news. I will try a Bulgarian campaign first, then probably an Aghlabid one. Don't forget to also post a link somewhere around here next time there is voting on favorite mods.
January 01, 2020, 11:56 PM
Antonius
Re: Save the Date - Puplic alpha 15.01.2020
Can't wait!
January 02, 2020, 10:50 AM
_Tartaros_
Re: Save the Date - Puplic alpha 15.01.2020
Quote:
Originally Posted by Kavhan Isbul
Great news. I will try a Bulgarian campaign first, then probably an Aghlabid one. Don't forget to also post a link somewhere around here next time there is voting on favorite mods.
haha, damn we should have released a bit earlier, to get the 2019 nomination awards. 2020 is our Date :yes:
January 14, 2020, 07:36 PM
juanplay
Re: [TGC 0.97 public alpha] Released version 15.01.2020
Hi, I have downloaded and installed the mod, but I dont really understand what I should do to start a campaign as it crashes when I select any faction. I Know it has to do with custom unlocking of factions through a hotseat campaign but I dont know how to do that. Could anyone walk me through this process?
Thanks.
January 14, 2020, 07:58 PM
_Tartaros_
Re: [TGC 0.97 public alpha] Released version 15.01.2020
This is expected: you most likely have locked more than 1 faction (lombards are in by default). Choose the faction you like to play and you will see a blinking white underground around the factionicon. this means this faction is locked - but you now have to unlock the Lombards for example or any other faction you may have locked in the process by clicking on there icon one time (there factionicon blinks white when locked)
Legend of Total War explained it here at the start of the video @ 2:20 - 2:50
January 14, 2020, 08:09 PM
juanplay
Re: [TGC 0.97 public alpha] Released version 15.01.2020