Page 5 of 13 FirstFirst 12345678910111213 LastLast
Results 81 to 100 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

    @Sarge & joedreck:

    The shortcut runs the target with the @medieval2.retrofit.cfg command line switch. All 4 Kingdoms campaign shortcuts also run the kingdoms.exe with special command line switches. The Retrofit Mod does not modify the kingdoms.exe, the kingdoms installation or the vanilla M2TW installation. Running the kingdoms.exe directly may cause issues since the exe may not be able to find a suitable campaign to run.

    @joedreck:

    I think you can just run the Retrofit installer again. This should repair the installation. If not, just uninstall and reinstall the Retrofit Mod. Any new files (i.e. Retrofit save games) should remain.


    Unspoken Knight

  2. #2

    Default Re: Retrofit Mod 1.0 Released

    Quote Originally Posted by Unspoken Knight View Post
    @Sarge & joedreck:

    The shortcut runs the target with the @medieval2.retrofit.cfg command line switch. All 4 Kingdoms campaign shortcuts also run the kingdoms.exe with special command line switches. The Retrofit Mod does not modify the kingdoms.exe, the kingdoms installation or the vanilla M2TW installation. Running the kingdoms.exe directly may cause issues since the exe may not be able to find a suitable campaign to run.



    Unspoken Knight
    Except I don't see a command line switch in the shortcut's "Target" line. It just reads "C:\Program Files\SEGA\Medieval II Total War\kingdoms.exe"

  3. #3
    joedreck's Avatar Artifex
    Join Date
    Jan 2007
    Location
    Frankfurt am Main
    Posts
    2,009

    Default Re: Retrofit Mod 1.0 Released

    Quote Originally Posted by Unspoken Knight View Post
    @joedreck:

    I think you can just run the Retrofit installer again. This should repair the installation. If not, just uninstall and reinstall the Retrofit Mod. Any new files (i.e. Retrofit save games) should remain.
    its a little bit complicate, cause i'm working on a mod and can't uninstal the files.
    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.

  4. #4

    Default Re: Retrofit Mod 1.0 Released

    Hello Unspoken Knight!

    I have been playing your mod for some time and it's awesome. Personally I find EDU a little unbalanced so I do not use this file, but rest is great.

    What put me in awe most was the diplomacy. Did you change anything regarding that? I saw alliance blocks, switching sides when it seemes reasonable and my own alliance with HRE lasted for 150 turns! Also military access showed up in negotitations (never before) and was initiated by the AI!

    I haven't seen any random or nonsense attacking ports. No stupid wars or such. Hostilities is sometimes lasting just like alliances... and on top of all, I play it on VH/VH, on which difficulty I've never seen decently performing AI before.

    I really do not know how you achieved that, but it's absolutely awesome!

    Thanks a million for this mod.

  5. #5

    Default Re: Retrofit Mod 1.0 Released

    @Sarge:

    Somehow the switch has been hidden from the shortcut's target line. I used inno setup to create the shortcut.

    @joedreck:

    If you do as Rabain suggested, you do not need to install the full Retrofit Mod. You can disable the optional components to save some space. I am not sure off hand exactly how big the core components are.

    @Resurrection:

    Thanks, I have not really done anything special for diplomacy. I have only used the Kingdoms exe (which contains various bug fixes, tweaks and improvements) and added some minor data changes for the AI to target factions they need to outlive as part of their win conditions.


    Unspoken Knight

  6. #6
    Johan217's Avatar Campidoctor
    Join Date
    Jan 2005
    Location
    Gent, Belgium
    Posts
    1,965

    Default Re: Retrofit Mod 1.0 Released

    UnspokenKnight,

    Did you change anything in the character trait files? If so, what (in general)?
    And do you know if the Kingdoms.exe fixes anything in in the character traits?

    Thank you for making this mod.
    Rock 'n' roll is the only religion that will never let you down

  7. #7

    Default Re: Retrofit Mod 1.0 Released

    UnspokenKnight,

    1) Is it just my installation or has anyone else noticed a reduction/absence of sea trade in this mod?

    EX: Turn 1, Grand Campaign, England. Built ports in London & Nottingham. End turn. No sea trade at all for turn 2. None at Caen even though it starts with a port. In vanilla, all 3 are trading immediately--at least with each other and maybe Scotland.

    I first noticed this after about 10 turns in and my income seemed suspiciously low. No trade routes indicated on strat map. Checked the trade scrolls and NO sea trade at all... Not at war with anyone, etc.

    2) For this mod and all original Kingdoms campaigns, any changes to the descr_character.txt "global" starting action points don't seem to have any effect.
    EX: Changing the default movement point number in Vanilla M2TW (say from 80 to 90) works fine. Changing this number in ANY of the Kingdoms variants seems to have no effect at all. Is this controlled by some other mechanism in Kingdoms?? (Any other modified files work fine so I know my setup is ok)

    Thanks in advance.

  8. #8

    Default Re: Retrofit Mod 1.0 Released

    Gave up trying to figure out why #1 above, so I reinstalled the mod-- and it corrected whatever glitch I was experiencing.

    Still having the issue in #2 above though...
    Last edited by RandomAttack; October 05, 2007 at 11:19 PM. Reason: Update

  9. #9

    Default Re: Retrofit Mod 1.0 Released

    @RandomAttack:

    2) For this mod and all original Kingdoms campaigns, any changes to the descr_character.txt "global" starting action points don't seem to have any effect.
    EX: Changing the default movement point number in Vanilla M2TW (say from 80 to 90) works fine. Changing this number in ANY of the Kingdoms variants seems to have no effect at all. Is this controlled by some other mechanism in Kingdoms?? (Any other modified files work fine so I know my setup is ok)
    For Kingdoms and Kingdoms mods, the global starting action points are overridden by any particular character type starting action points listed in the same file. Just scroll further down and each character type will have its own starting action points specified.


    @Johan217:

    Did you change anything in the character trait files? If so, what (in general)?
    And do you know if the Kingdoms.exe fixes anything in in the character traits?
    I have only brought across a couple of very minor tweaks from Kingdoms (I can't remember exactly what they were). I also cannot recall if the Kingdoms.exe includes any fixes for character traits, sorry.


    Regards,

    Unspoken Knight

  10. #10
    Opifex
    Join Date
    Feb 2005
    Location
    New York, USA
    Posts
    15,154

    Default Re: Retrofit Mod 1.0 Released

    Quote Originally Posted by Unspoken Knight View Post
    @RandomAttack:



    For Kingdoms and Kingdoms mods, the global starting action points are overridden by any particular character type starting action points listed in the same file. Just scroll further down and each character type will have its own starting action points specified.



    UnspokenKnight, you know that this was bugged in the original Medieval right? Only the gobal action points really worked. I suppose they worked when specifying for agents, but not when specifying for generals and captains.

    Are you saying this has been fixed in Kingdoms?


    "If ye love wealth greater than liberty,
    the tranquility of servitude greater than
    the animating contest for freedom, go
    home from us in peace. We seek not
    your counsel, nor your arms. Crouch
    down and lick the hand that feeds you,
    and may posterity forget that ye were
    our countrymen."
    -Samuel Adams

  11. #11

    Default Re: Retrofit Mod 1.0 Released

    Quote Originally Posted by SigniferOne View Post
    UnspokenKnight, you know that this was bugged in the original Medieval right? Only the gobal action points really worked. I suppose they worked when specifying for agents, but not when specifying for generals and captains.

    Are you saying this has been fixed in Kingdoms?

    Yes

  12. #12

    Default Re: Retrofit Mod 1.0 Released

    Only problem I have so far is I can't seem to retrain cavalry (mounted sergeants and mailed knights) within a castle. Their icon shows up grayed out under retrain, indicating there's not enough units of that type. However, under the build menu, I have plenty of those types of units to recruit.

    Only time I can retrain cavalry in a castle is if it's understrength.

    This is a saved game from Vanilla M2TW that I copied (using the installer) to Retrofit mod and loaded from Retrofit mod.

  13. #13
    wilddog's Avatar Paintedwolves run free
    Join Date
    Jan 2005
    Location
    UK
    Posts
    2,337

    Default Re: Retrofit Mod 1.0 Released

    Frustrating that this seems to think a valid installation isn't! Does this just require a specific path to work?

    OK its just the name of the directory had to be reset... I had so many different versions I just hadn't kept the original name.
    Last edited by wilddog; November 07, 2007 at 03:42 PM.

  14. #14

    Default Re: Retrofit Mod 1.0 Released

    Quote Originally Posted by be0wulfe View Post
    Only problem I have so far is I can't seem to retrain cavalry (mounted sergeants and mailed knights) within a castle. Their icon shows up grayed out under retrain, indicating there's not enough units of that type. However, under the build menu, I have plenty of those types of units to recruit.

    Only time I can retrain cavalry in a castle is if it's understrength.

    This is a saved game from Vanilla M2TW that I copied (using the installer) to Retrofit mod and loaded from Retrofit mod.
    Ok, found my problem, the version of the mod I am using is for some reason capping cavalry units at 60, even tho I am set for HUGE units (80) ... now to fix it ...

  15. #15

    Default Re: Retrofit Mod 1.0 Released

    If I use Retrofit as a base for a (personal) mod, can I simply add whichever (text or xml) file I want into the data folder and mod away? The game seems to CTD with an unspecified error after a few turns when I make changes to files?

  16. #16

    Default Re: Retrofit Mod 1.0 Released

    Quote Originally Posted by pwijnands View Post
    If I use Retrofit as a base for a (personal) mod, can I simply add whichever (text or xml) file I want into the data folder and mod away? The game seems to CTD with an unspecified error after a few turns when I make changes to files?

    You should be able to use the Retrofit Mod as a base and add additional modded files or mod existing ones. Since modding can be quite an involved process I cannot explain your CTD with the information you have provided. It depends on many factors including which files you have modded, how they have been modded, how you run the game, which editor you have used, etc.


    Unspoken Knight

  17. #17

    Default Re: Retrofit Mod 1.0 Released

    Are you working on an update for Retrofit 1.0, Unspoken. or are you done with it?

  18. #18

    Default Re: Retrofit Mod 1.0 Released

    Quote Originally Posted by Sarge View Post
    Are you working on an update for Retrofit 1.0, Unspoken. or are you done with it?
    He just said in post #59 of this thread that he has no plans to do anything else with the RetroMod at this time.

    I'm glad, I hate the trend of most mods these days to keep changing and changing, patching and patching, updating and updating, every single bloody month. I can never finish a campaign because one must keep restarting it to take advantage of some new feature. The best mods, IMO, define what they want to accomplish, and then finish their project, delivering a stable, functioning, complete mod.

    So, thanks Unspoken Knight!

  19. #19

    Default Re: Retrofit Mod 1.0 Released

    Alrighty then. Thanks for clearing that up.
    Now if only the CA would patch Kingdoms.

  20. #20

    Default Re: Retrofit Mod 1.0 Released

    @be0wulfe:

    As per the Kingdoms campaigns, cavalry unit sizes have been reduced. You can increase them yourself by increasing the second parameter in each units 'soldier' entry in the EDU (export_descr_unit.txt).

    Unspoken Knight

Posting Permissions

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