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Thread: Custom Campaign Mod 1.02 released

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  1. #1

    Default Re: Custom Campaign Mod 1.02 released

    @Methoz,

    Yes there are 6 new maps located in the "single player"->"custom campaigns" menu in the front end. These maps are:

    - Tyronia: A new custom campaign map containing 17 playable factions
    including the aztecs, mongols, timurids, papal_states and rebels.
    - Iberian Peninsular: An enlarged subsection of the Iberian Peninsular from the
    Grand Campaign.
    - Northern Europe: A North Eurpean subsection of the grand campaign.
    - North-Western Europe: A North-West Eurpean subsection of the grand campaign.
    - Southern Europe: A South Eurpean subsection of the grand campaign.
    - South-Westhern Europe: A South-West Eurpean subsection of the grand campaign.


    Unspoken Knight

  2. #2
    Methoz's Avatar Senator
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    Default Re: Custom Campaign Mod 1.02 released

    i know, but i want to som "east-europe" map
    mabye HRE,DEN, RUS etc ..nothing england,nothing islam or american factions( no south eu. ....
    like m2k style ...
    TotalWarForum.cz
    Česko-Slovenské fórum o hrách ze série Total War

  3. #3

    Default Re: Custom Campaign Mod 1.02 released

    I needed a bit time off from the usual, so I started a Turkish (usually I don´t play the Eastern factions, their roster don´t fit my style of play) campaign on the Tyronia map. Very well done, that! Proof positive that more provinces does not always equal better gameplay. From turn one it´s been a race to the next rebel provinces, to secure what I could before getting into conflict with my neighbours. The map also looks absolutely beautiful, with the bizarre mountain formations.
    Before the Turkish campaign I also tried a HRE one, and for the first time, ever, in a Total War game I have been anihilated. Those Aztecs are awesome fighters, and there´s a bloody lot of them.
    Great work.
    Life is a sequence of missed opportunities

  4. #4

    Default Re: Custom Campaign Mod 1.02 released

    lol yeash i also played as HRE but lol i won the war against the aztecs but lol it took me a ****ing century to kill them and i had the spaniards help ha5rdest time of my totalwar life

  5. #5

    Default Re: Custom Campaign Mod 1.02 released

    Best mod I've played so far - You don't mess around with the core ganeplay (PLEASE MAKE MORE!)

  6. #6
    scope2007's Avatar Civis
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    Default Re: Custom Campaign Mod 1.02 released

    Hey,

    I'm really enjoying your campaign mod so far Unspoken Knight, very well done.
    I am not usually a fan of TW mods, as many just add new units, or over complicate things with major tech tree changes or unit balance changes...

    But this is very simple, and thats why it appeals to me. Its put the fun back into MTW2 for me

    Anyways I had a question...

    I kicked off by starting a new game as the papacy...
    I noticed in the description for the Papacy as a playable faction states that they have Inquisitors, I was really excited at the prospect of being able to religiously Assassinate enemy foes just like the original MTW, But so far whilst playing I have not found a building or upgrade which allows me to requisition the Inquisitor agent...

    Is it at all possible to train them in this mod, or was it something that you found you could not code in correctly?

    If its not possible is there a cheat I can use similar to the create_unit cheat that allows me to spawn myself an inquisitor?

    Thanks in advance.
    Last edited by scope2007; August 07, 2007 at 08:06 AM.

  7. #7

    Default Re: Custom Campaign Mod 1.02 released

    @scope 2007:

    I was unable to mod inquisitors into the tech tree. You must wait for the inquisitors to spawn and then you can control them.

    I do not think there is a cheat command to spawn agents, but if you are up to it (doing some modding) and cannot wait for inquisitors to spawn, you could edit descr_strat.txt in the relevant campaign to give the papal states one or more starting inquisitors. As always with any modding, ensure you back up any files that you want to modify.

    Glad you are enjoying the mod,

    Unspoken Knight

  8. #8
    scope2007's Avatar Civis
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    Default Re: Custom Campaign Mod 1.02 released

    Quote Originally Posted by Unspoken Knight View Post
    @scope 2007:

    I was unable to mod inquisitors into the tech tree. You must wait for the inquisitors to spawn and then you can control them.

    I do not think there is a cheat command to spawn agents, but if you are up to it (doing some modding) and cannot wait for inquisitors to spawn, you could edit descr_strat.txt in the relevant campaign to give the papal states one or more starting inquisitors. As always with any modding, ensure you back up any files that you want to modify.

    Glad you are enjoying the mod,

    Unspoken Knight
    Cheers mate,
    You have been very helpful.
    I noticed the campaign files were XML, ergo rather straight forward to edit.
    I opened up desc_campaign_db.xml and saw certain values under the religion heading that I presumed controlled the spawning rates of heretics and the like, and how many turns between spawns. I spotted <inquisitor_turn_start uint="20"/>, which had to be the modifier controlling which turn inquisitors appeared, so I changed it to "1" and low and behold I had an inquisitor by turn 2

    It looks so straight forward I may actually start modding total war campaigns further for my own personal tastes, thanks for being such an eye opener

    My regards.

    Scope.

    Edit: One more question

    I noticed the UI in your own mod shows the date and season on the far left above the minimap, is there a way of showing this in vanilla ME2 without replacing the turn number, or would this require some sort of advanced UI modding, cheers.
    Last edited by scope2007; August 08, 2007 at 07:24 AM. Reason: speeling nd graamerr ;)

  9. #9

    Default Re: Custom Campaign Mod 1.02 released

    @scope2007:

    There is a config file preference to show the date and season above the radar map. You should be able to extract the relevant line from the custom campaign .cfg file (located in "[m2twpath]\mods\custom_campaign\") and pasting it into a new cfg file in the root of m2tw. You will also need to create a .bat file to run m2tw with your new cfg file.

    e.g.

    [m2twpath]\show_hud_date.bat
    ========================

    medieval2.exe @show_hud_date.cfg


    [m2twpath]\show_hud_date.cfg
    ========================

    [misc]
    show_hud_date = true


    After these are created, you should be able to run the "show_hud_date.bat" file to start m2tw.

    I hope that helps,

    Unspoken Knight

  10. #10
    scope2007's Avatar Civis
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    Default Re: Custom Campaign Mod 1.02 released

    Thanks, Works perfectly

    Scope

  11. #11

    Default Re: Custom Campaign Mod 1.02 released

    Well hello there guys!

    I have been playing Unspoken knight´s mod for a while now and I have found it pretty interesting, actually is one of the best mods I have tried so far

    I'm in a Multiplayer Campaign with the Tyronia Map running at the moment, we're thinking of starting a second one, but needs to know how many people are interested first, so if you are please reply

    From the info page of how the campaign works:

    Multiplayer Campaigns have been possible for Total War since the original Rome: Total War. In Rome Total War a script must be used to enable faction changing, however in Medieval 2 the function is built into the game. All each player needs to do is play his turn, click end turn, and in the start screen for the next faction press esc and save. It is customary to rename the game with the next player, game and turn. For example if you are Egypt playing in game 2 and it is turn 12, you might save the game as Denmark_G2_T12 as Denmark would be the next player. Then you would zip and attach your save game to the forum for the next player to download. The next player would then download the savegame, put it in into his save folder and load. He should start on the screen that the previous player end on.

    So please let us know if you're interested and our gamemaster will start one.
    Last edited by Tormentor12; August 09, 2007 at 04:22 PM.

  12. #12

    Default Re: Custom Campaign Mod 1.02 released

    I am having the same problem as mentioned here before, failed to find steam.

  13. #13

    Default Re: Custom Campaign Mod 1.02 released

    @kortclan45:

    To get the Steam purchased version of M2TW to launch mods you will need to follow the process outlined in the following "Steam and Mods" thread:

    http://www.twcenter.net/forums/showthread.php?t=86236

    This is an issue common to all mods when using Steam purchased M2TW.

    Unspoken Knight

  14. #14
    teh.frickin.pope's Avatar Senator
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    Default Re: Custom Campaign Mod 1.02 released

    Great job, currently powerhousing as byzantium on the southern europe map! +rep

    Broken Crescent, Its Frickin Awesome! Sig by Atterdag +rep
    Stop Uwe Boll!

  15. #15

    Default Re: Custom Campaign Mod 1.02 released

    One quick question, is this mod easy to un-install, just incase?
    Daaaaaaaaaaaaance the night away

  16. #16

    Default Re: Custom Campaign Mod 1.02 released

    I installed the mod, and I later uninstalled the game and the mod. I reinstalled both, in the order medieval 2, 1.1 patch, 1.2 patch, mod. I started a campaign as the Byzantines, and there wasn't sound. I could here the music, but the characters didn't speak, and when I clicked on stuff and garrisoned a unit, there was no sound. Any idea what to do?

  17. #17

    Default Re: Custom Campaign Mod 1.02 released

    check your sound settings?
    Daaaaaaaaaaaaance the night away

  18. #18

    Default Re: Custom Campaign Mod 1.02 released

    Do you mean voice volume percent? I did that. And it didn't work. I tried uninstalling the mod and the game again and it was the same problem. I can play the normal game with sound, just not the mod.
    Last edited by sarcronis; August 28, 2007 at 06:37 PM.

  19. #19

    Default Re: Custom Campaign Mod 1.02 released

    @sarcronis:

    To be sure what the problem is, I might need the following info:

    - what langauge of m2tw do you have?
    - what version of m2tw is reported in the top right corner of the 'options' menu?
    - what version of the Custom Campaign Mod (CCM) is reported in the 'credits' menu when running the CCM?
    - what are the file sizes of the CCM sound packs (see below)?
    - did sound use to work correctly when you had the CCM installed the first time?


    It sounds like a sound pack problem. The mod installer should automatically install the correct sound packs for your version of M2TW.

    The sound packs for the mod are under "[m2tw path]\mods\custom_campaign\data\sounds\"

    The file sizes for CCM 1.02 should be:

    audio.dat (24 bytes)
    audio.idx (24 bytes)
    events.dat (8,824,566 bytes)
    events.idx (16,100 bytes)

    There are two options you can try to get the CCM audio to work:

    1) You can try copying the events.dat and events.idx from "[m2tw path]\data\sounds\" to "[m2tw path]\mods\custom_campaign\data\sounds\". This should hopefully get the sound working but you probably will not get campaign speech for the aztecs, mongols or timurids.

    2) Uninstall m2tw and CCM again and make sure the m2tw install folder is COMPLETELY deleted before installing again (default location is usually "C:\Program Files\SEGA\Medieval II Total War\".


    I hope this information helps,

    Unspoken Knight

  20. #20

    Default Re: Custom Campaign Mod 1.02 released

    Unknown Knight, can I ask what the reasoning was behind the halving of unit upkeep? Was it just to allow larger armies all-round?

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