Is the Spurius BigMap still available for download, and if so, could someone kindly provide the link. I would like to try it with the Retrofit Mod. Thanks.
Is the Spurius BigMap still available for download, and if so, could someone kindly provide the link. I would like to try it with the Retrofit Mod. Thanks.
Yep - works great with retrofit mod - http://www.twcenter.net/forums/showthread.php?t=69936
Under the patronage of General_Sun.
- My RTW Toolset
- My M2TW Toolset Forum
- My Grand Campaign Expansion Mod (WIP) - Adding Lithuania, Teutonic Order, Antioch, Jerusalem, and many Kingdoms units to the Grand Campaign
Um, how, exactly? I made backups and copied what I thought would be all the relevant files from the maps/base, maps/imperial campaign, and data folders, but encountered an unspecified error and then CTD'd. Deleting map.rwm didn't help.
I didn't want to do a total overwrite because I wanted to keep the following features of the retrofit:
- Unit rebalancing.
- AI Unit Recruitment tweaks.
- Campaign AI Tweaks.
So I tried to only copy what I needed from BigMap, and obviously left something out. Can I get a laundry list of files needed from someone who's successfully running a "RetroBig" mod?
I may be confused, BUT this mod which sounds great, does it add hero abilities? if not can they be added to each faction?
Here's a small request! *cough*
I'd love to see a verison of the Retrofit mod with an updated battle_modelsdb file that included all the new units from Kingdoms. I'd potentially do it myself if it didn't look such a daunting and nigh impossible task. Having the Byzantines, Turks, Egyptians, etc, in the grand campaign and with all their new units would be totally awesome! (mainly because their old unit roster was rather threadbare.)
So does this mod include all the new units, castles, moats, etc in the grand campaign ?? If not what does it do... the readme did not say much sorry
Don't get me wrong I appreciate, just wanting to know
sorry for posting this question on another post.... but does it or will it include capabilities to construct permanent forts?
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Dominion of the Sword / The Long Road GFX designer / Zuma Team member.
TLRaced GFX add on for TLR2.0
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To all those asking what this mod adds....please read the first post in this thread. It lists exactly what is included in the mod. Since apparently people can't seem to locate the first post in the thread, I've posted what the mod does here:
- Hotseat Campaigns.
- Control AI Reinforcements.
- Boiling Oil.
- 4 Additional custom battle maps (Backwoods, Borderlands, Forts, Trenches).
- Unit rebalancing.
- AI Unit Recruitment tweaks.
- Campaign AI Tweaks.
- Miscellaneous bug fixes and improvements.
- Installer: The mod is packaged with an easy to use installer for computers with a valid installation of M2TW: Kingdoms.
That's it. It retrofits, as Unspoken Knight has said, the features from Kingdoms that are common for all four new campaigns. It doesn't add Kingdoms campaign specific features, as those are specific to those campaigns (ie, heroes are specific to the Crusades). Just as the readme says, it does not add any of the new units...those are specific to the new campaigns.
Thank you for reading this post. I hope that clears things up.
I've noticed some bugs, but I don't know if they're part of M2TW:K 1.04, or if the mod introduced them.
1) Sometimes, for no reason, the speech at the beginning of battle is sans-subtitles, despite my having subtitles turned on.
2) Sometimes, for no reason, my men will be holding torches, despite it not being a nighttime battle. The first time this happened, I just though it was because it was all overcast and raining. But, the next time it happened, it was a very sunny day.
Again, I don't know if these are 1.04 bugs or Retrofit Mod bugs. I post them here in case it's the latter.
Cheers.![]()
I think the second one happened now and again in 1.2/3.
BTW, does anyone have any plans to make a mod similar to this one but with as many of the new battle/strat map models (inc. settlements?), forts etc. as possible? Putting factions like Wales and Ireland would be good too, even if some placements (T order) would be unrealistic. It's just I'd like to use this as the new basis for my personal modding...
Last edited by edders; September 10, 2007 at 04:28 PM.
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]
Son of the Great Silver Guard House of Siblesz
Proud father to Renown, Hross, Azim, Louis Lux, and Gaio Giulio Patrizio.
@sounds like killing:
I am not currently working on a new version of the Retrofit Mod. I may possibly be working on a new version of the Custom Campaign Mod. Due to other commitments, any new mod releases are a long way off.
Unspoken Knight
How does the retrofit desktop shortcut work.. using this target line:
"G:\GAMES\Medieval II Total War\kingdoms.exe"
It's just running kingdoms.exe? So how does it know to run the retrofit mod?
I'm trying to get my own mod working in kingdoms but it doesn't seem to use the files I change...
you will need to launch a custom .cfg through a .bat file and add the command switch io.file_first more info on this here, look at post 27 by me
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]
Son of the Great Silver Guard House of Siblesz
Proud father to Renown, Hross, Azim, Louis Lux, and Gaio Giulio Patrizio.
I think the question there is why does the Retrofit install ask you if you want to create a shortcut on your desktop and then when it creates that shortcut the path in the shortcut is directly to the kingdoms exe and avoids the Retrofit bat that exists.
Just seems strange is all.
Baldur's Gate II Mods:
Map of Faerun ----- Callum: Paladin of Amaunator
BlackWyrm's BG1 QuestPack ----- Portrait Modifications
It is rather strange. The shortcut seems to be more than just a shortcut. If you go to the target of the shortcutand try run it directly (without using the shortcut) the game will:Code:(x:Program Files\SEGA\Medieval II Total War\Kingdoms.exe)
1) Not display the 'Retrofit Mod' text on the M2TW splash screen
2) Crash shortly thereafter with an error message box that contains no actual error message.
If you try and use the "Send To.. Desktop (Create Shortcut)" feature off the right-click menu, it will do the same thing.
Also, the shortcut that the Retrofit mod makes seems to be a few bytes (76 B, actually) larger than it needs to be. Care to explain why, anyone?
exe; i ask me this thing too. i think, that the retrofit change the kingdoms exe. if you start the shortcut, they start the kingdoms.exe and the kingdoms.exe starts the mod. why i think that? i can't start the kingdom.exe. i get an error.
something else.
can someone upload the retrofit edu? i've change some things, but now i need the orginal retrofit.![]()
Edictum mod adds new edicts to Rome II. http://www.twcenter.net / YouTube: Edictum Mod / Click here for Edictum Mod on steam
Vote Brain Slug for president.
Rename your Retrofit folder and install it again.
Baldur's Gate II Mods:
Map of Faerun ----- Callum: Paladin of Amaunator
BlackWyrm's BG1 QuestPack ----- Portrait Modifications
i have not enough hdd free.
Edictum mod adds new edicts to Rome II. http://www.twcenter.net / YouTube: Edictum Mod / Click here for Edictum Mod on steam
Vote Brain Slug for president.