Page 13 of 13 FirstFirst ... 345678910111213
Results 241 to 259 of 259

Thread: Retrofit Mod 1.0 Released

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Re: Retrofit Mod 1.0 Released

    Hey folks, been having a lot of the same issues as you, trying to get retrofit to work on Steam due to the 2014 update. Would highly recommend you guys check out the Steam threads, including mine:

    https://steamcommunity.com/app/4700/...8512741152733/

  2. #2
    Foederatus
    Join Date
    May 2021
    Location
    Europe
    Posts
    25

    Default Re: Retrofit Mod 1.0 Released

    Is this mod still in developement or dead?

  3. #3

    Default Re: Retrofit Mod 1.0 Released

    if you guys want the link for the retrofit mod then I have a working link for you... here it is... https://www.moddb.com/mods/souvereig...r/downloads/sp

  4. #4
    Gigantus's Avatar I am not special - I am a limited edition.
    Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    52,681
    Blog Entries
    35

    Default Re: Retrofit Mod 1.0 Released

    The download link in the OP is still valid, it's actually spot #3 in the all time downloads list of TWC.

    But thanks for finding that mirror.










  5. #5

    Default Re: Retrofit Mod 1.0 Released

    I managed to install the mod successfully on Windows 10 running the Steam version of the Medieval 2 Definitive edition.

    First, I downloaded the mod from moddb because that file does not trigger any antivirus warnings which is concerning because it makes the virus warning for the file on twcenter more legit.
    Next, I had to copy and rename medieval2.exe to kingdoms.exe
    I manually copied the saves from vanilla to the mod folder
    Then I am able to launch the mod and continue my campaign.

    But the main reason for my post is that I have a gameplay issue:
    I have the Master Swordsmith Guild which gives +1 weapons and +1 cavalry experience (global effect), have retrained some units there (before using the mod) and now and retraining units is not working properly:
    - I cannot retrain the upgraded units in other castles if I have the mod active, I get "No more units of this type available for retraining".
    - Also, some units that are not full don't even appear in the retrain list (e.g. I have 30/40 cavalry and it doesn't show as needing retraining")
    - Units that should not show in the list of retraining (full health & upgrades), appear in the list but are grayed out.

    Googling returns only the obvious causes for vanilla, but nothing about the issue with this mod.

    And just to be clear, if I copy may save to Vanilla and load the game, the issues are gone.
    (The castle can and has units in the pool, I can create new ones, but cannot retrain the ones upgraded by the Guild)

    How to fix this?
    I edited the export_descr_buildings.txt file to make both effects of the guild global, and this added a few more units to the retraining option, but still cannot retrain them all.

    I want to benefit from the balancing and gameplay changes (don't care about multiplayer), but this issue is a showstopper. I don't get how nobody else encountered this in the campaign.

Page 13 of 13 FirstFirst ... 345678910111213

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •