I just got Kingdoms, loaded a game, played a while and thought "hmm i wonder if anyone is working on a mod to make some of these features work in vanilla..." turns out that not only is it being worked on but its already released!.
fine job!
I just got Kingdoms, loaded a game, played a while and thought "hmm i wonder if anyone is working on a mod to make some of these features work in vanilla..." turns out that not only is it being worked on but its already released!.
fine job!
Archaon’s Scripting Commands Research and Guides.
M2TW & M2TW-K Files < Loyal Allies > RTW, RTW-BI, & RTW-ALEX Files
Solvo Populus Add-On [Terrae Expugnandae]
Corsair Invasions mini-mod [TATW 1.2]
Divide And Conquer - Expanded Factions Mod [TATW]
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Proud father to Renown, Hross, Azim, Louis Lux, and Gaio Giulio Patrizio.
plz delete this
Last edited by Rumpletumpskin; September 01, 2007 at 08:23 PM. Reason: mispost
Just wonderin Unspoken ....its it possible to carry the new units & permanent forts (not neccisarily stone ones) over from Kingdoms to GC? .........and also perhaps make the Jerusalem & tripolii units availible to the faction that controls the Holy Land? .....I'm not askin u to do this (though if u did it would be very cool..) at all just wonderin?
Could you add to this mod the changes to gunpowder units? They don't change files to fire/reload anymore in the Americas. Or is that change already in?
wait wait wait... so I can't patch my GC if i have Kingdoms??
say it ain't so!
@spartan220:
I am sure it is possible. I may in fact be looking into some of these items for a future version of the Custom Campaign Mod.Just wonderin Unspoken ....its it possible to carry the new units & permanent forts (not neccisarily stone ones) over from Kingdoms to GC? .........and also perhaps make the Jerusalem & tripolii units availible to the faction that controls the Holy Land? .....I'm not askin u to do this (though if u did it would be very cool..) at all just wonderin?
@Pode:
Again, I am sure it would be possible. I haven't had a look at Spurius' BigMap mod files so would not know what is involved. If there are no conflicts, or the conflicts are minor, it shouldn't be too difficult to merge them together.Much praise and gratitude to Unspoken Knight for supplying the patch part of the patchspansion. Only one thing remains, in my mind, and that is to integrate this mod and Spurius's BigMap. Is that a possibility? Are there any hidden conflicts, or is it something that can be done fairly straightforwardly by a novice modder? Thoughts?
@ShadowGladius:
I am not certain if these chanes are in. I have taken unit data changes (in the EDU) from across all 4 Kingdoms mods. If these changes are contained in the EDU, chances are that I have included them.Could you add to this mod the changes to gunpowder units? They don't change files to fire/reload anymore in the Americas. Or is that change already in?
@Wolfiefang:
I am a little confused by your question. My Retrofit Mod is designed to be installed to a valid Kingdom installation and Kingdoms shouldn't affect the ability to patch the GC.wait wait wait... so I can't patch my GC if i have Kingdoms??
say it ain't so!
Unspoken Knight
@unspoken knight
Best wishes to your wife and the virtuell baby![]()
DLV works fine with your mod and the new kingdoms.exe ! Thanks for your efforts.
repman
BareBonesWars 8.1 for RTW 1.5
Integration Mod which combines unique strategic challenges due to a 4 Season scripted campaign from 280 BC - 180 AD on several big/small maps and with an ruthless AI on the battlefield.
Deus lo Vult DLV 6.2 for MTW II Kingdoms
Norway+Ireland+Flanders+Kiev+Lithuania+Teutonic_Order+Armenia+Crusader+Georgia,1y2t script, army field costs, Ultimate AI 1.6, big map, military career, economic system, age simulation, heraldic system, new factions, garrison script, Crowns + Swords, Trait bugfixer, religion dependent recruiting, ancillary enhancements, darth battle mechanics
Has anyone tried this with STEAM yet? When I try to run the installer it says I'm still running 1.2 so I haven't tried to let it continue yet.
@Unspoken
that would be the awesomest if u could!
ty for makin mods and stuff very apprieciative I am![]()
Just a heads up to everyone. My lovely wife is currently 3 days overdue with our baby. This means that at any time I might have to leave the forums and may not be able to offer support for my mods for a few weeks. If I am able, I will try and pop in occasionally to discuss any major issues or questions.
Thankyou for your understanding,
Unspoken Knight
p.s. If you haven't done so already, please try out my mods. These have been personal projects of mine and I hope that other players and modders have as much fun with them as I have had creating them. If you really like my mods, don't forget to rate them in the downloads section.
Last edited by Unspoken Knight; September 03, 2007 at 04:08 AM.
@Sommo James:
Yes (in theory). I have designed the Retrofit Mod to install localised audio and text versions for English, French, Italian, German, Spanish, Russian, Polish, Czech and Japanese versions of M2TW: Kingdoms. However, there are 3 issues to be aware of:Does this mod works with the italian version of the game?
- the installer package itself is in english
- the mod has not been exhaustively tested for every language
- the 4 custom battle map names have not been translated
@Pode:
I think Spurius means you can just copy his BigMap imperial campaign files over the ones in the Retrofit Mod (always back up files before overwriting them of course).What's involved in a simple map transplant?
@Erithtotl:
I believe there are two issues with getting the mod to run on a Steam version of Kingdoms:Has anyone tried this with STEAM yet? When I try to run the installer it says I'm still running 1.2 so I haven't tried to let it continue yet.
1) The Retrofit Mod installer validates the M2TW version number in the registry and checks that a kingdoms executable file exists in the M2TW install path. These may be different for a Steam version of Kingdoms. You can try and modify the registry version and create a dummy kingdoms executable at your own risk.
2) I am not yet sure of the process for launching kingdoms mods for a Steam version of Kingdoms. It will probably be similar to launching mods for a Steam version of M2TW. You can read about running mods in Steam M2TW in the following M2TW "Steam and mods" thread:
http://www.twcenter.net/forums/showthread.php?t=86236
Unspoken Knight
Is good advice always to back up, but should all be doable. I'll check it anyway, still have to download your mod - looks very interesting.
Good work, like the idea of those blown-up maps, and also the fantasy one gets kudos, more people should just go for that, I think.![]()
I may have gotten something wrong, but how exactly did you install the BigMap with the Retrofit Mod? I have (to be absolutely sure) installed the BigMap files into the M2 directory AND the Retrofit directory. Additionaly. I added the "@BigMap.cfg" command to the retrofit.bat file, but it simply starts the Retrofit Mod with the same old map.
Any ideas?
Gosh Unspoken Knight couldn't you have told me you use xml files for the .sd files? I'd have asked for them instead of having to write a converter which does the same via reverse-engineering...
Anyways I'm not sure if the bigwigs actually wanted you to release them![]()