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  1. #1

    Icon4 2 Bugfixes for Americas Campaign (both affect Apachean Faction)

    Dragoon's little fix (traxx001@gmx.net)
    Correct two Bugs in Medieval II Americas Campaign
    for KINGDOMS PATCH 1.05

    Place all files into "\Medieval II Total War\mods\americas\data"
    Make a shortcut to Kingdoms.exe and add following after
    "YOUR PATH\kingdoms.exe" --io.file_first --features.mod=mods/americas

    otherwise the game won't use these files


    This fixes affect the Apachean Faction only.

    1) Horse Longhouse Building ( Horse-Tent line )
    gave Experience Bonus for Heavy Cavalry (Knights)
    but all Apachean Cavalry is Light Cavalry.
    Changed from "heavy_cavalry_bonus 1" to "cavalry_bonus 1"


    I removed the ability to upgrade the armor for certain Apachean units.
    As I have seenm no native unit is able to upgrade their armor in this campaign. Even there are buildings that allow the first level of armor upgrade, units them self not. So I guess the developers did that on purpose and is not an oversight or "bug". If I add the ability to upgrade armor for Apachean units I should, to keep balance add this to all factions. However as I think this is intended I just nerfed my own fix. This means,
    the Armor Tipi is completely useless. It has no uses.

    But I would like to open a discussion on that. What do you think? Should Native Faction Units that wear basic armor be able to upgrade their armor? Let me know and if enough people think so I will add this to my fix again and for all native factions.

    You may also take a look at my proper unlock mod for Apaches and Chichimecs
    http://www.twcenter.net/forums/showthread.php?t=130776


    -OLD README-

    INCOMPATIBLE WITH KINGDOMS PATCH 1.5!



    (copy and paste from the readme I have written)

    Dragoon's little fix (traxx001@gmx.net)
    Corrects two bugs in Medieval II Americas campaign

    Place all files into "\Medieval II Total War\mods\americas\data"
    Make a shortcut to Kingdoms.exe and add following after

    "YOUR PATH\kingdoms.exe" --io.file_first --features.mod=mods/americas

    Alternatively use your current shortcut that you use to launch the Americas Campaign.
    Right click on it. Click on properties add behind kingdoms.exe --io.file_first

    otherwise the game won't use these files.


    Both fixes affect the Apachean Faction.

    1) Horse Longhouse Building ( Horse-Tent line )
    gave Experience Bonus for Heavy Cavalry (Knights)
    but all Apachean Cavalry is Light Cavalry.
    Changed from "heavy_cavalry_bonus 1" to "cavalry_bonus 1"

    2) Armour Tipi
    To build Armour Tipi was useless because the export_descr_unit.txt
    was broken. No unit could recieve armour upgrades.

    Changed "armour_ug_levels 1" to "armour_ug_levels 0, 1"
    for following units: War Chief, Koitsenko, Onde's Men, Apachean Brave
    All these units starts with armour and are pictured/ modeled with armour.
    Also they had in the export_descr_unit the "armour_ug_levels 1" entry.

    Thunder Brave, Mounted Thunder Brave
    I gave these units also the ability for an armour upgrade.
    There are picture/modeled with leather armour I think. At least not naked like the
    other Indian units. But start with no armour at all.
    But the European Musketeers can upgrade so.. even you can't compare them.

    As notice:
    To be able to build the advanced apachean build your are required to do following things.
    1) Recruit allot Melee units.
    2) Recruit allot Archer units.
    3) Conquer Settlements. There are triggers for 5 and 10 conquered settlements.
    4) Fight allot Horse Units
    5) Fight allot Gun Units.

    So wage war against all this pesky Europeans, than faster you can recruit
    Mounted Thunder Braves (weaker version of Dragoons).
    They are really cool. Dragoons are better but my Spanish campaign was won before
    I had even a city large enough to...

    First and Final version.

    You may also take a look at my proper unlock mod for Apaches and Chichimecs
    http://www.twcenter.net/forums/showthread.php?t=130776




    "Looking at internet porn is like :wub: and pissing in the shower, every guy does
    it and the guy that denies it does it more than anybody else."
    -B_dog

    "Patriotism is your conviction that this country is superior to all other countries,
    because you were born in it"

    "Not that I used the search function on the forums.
    My problems are always unique and people are interested to hear about them."
    Last edited by Dragoon; August 30, 2008 at 06:28 PM. Reason: update

  2. #2

    Icon11 Re: 2 Bugfixes for Americas Campaign (both affect Apachean Faction)

    Spoiler-Alert
    Do not read if you haven’t played Apachean faction till now.


    I saw lot posts with question how to unlock the advanced Apachean buildings and units.
    I will list here all requirements to unlock them.
    I got the info from campaign_script.txt in Americas mod folder. (Use search to find it for you). In case you want see the triggers for your self.
    Notice most Apache Building have 3 Levels
    Hunters Tipi, Hunters Wigwam, Hunters Longhouse as example.
    Tipi Level 1
    Wigwam Level 2
    Longhouse Level 3
    If it confuse you just play the apaches you will see then.

    Event


    .... Recruit 20 missile units & Capture 5 settlements
    --> Unlock Building Hunters Wigwam (Can train now Dog Soldiers)

    .... Recruit 50 missile units & Capture 10 settlements
    --> Unlock Building Hunters Longhouse (Can train now Koitsenkos)

    .... Recruit 20 infantry units & Capture 5 settlements
    --> Unlock Building Raiders Wigwam (Can train now Apachean Scouts)

    .... Recruit 50 infantry units & Capture 10 settlements
    --> Unlock Building Raiders Longhouse (Can train now Onde's Men)

    .... Defeat an army with cavalry 1 time
    I_CompareCounter apachean_cavalry_killed > 1
    --> Unlock Building Horse Tipi (Can train now Mounted Apache)

    .... Defeat an army with cavalry 2 times
    I_CompareCounter apachean_cavalry_killed > 2
    --> Unlock Building Horse Wigwam (Can train now Mounted Thunder Brave requires also triggered Gun Event)

    .... Defeat an army with cavalry 3 times
    I_CompareCounter apachean_cavalry_killed > 3
    --> Unlock Building Horse Longhouse (Mounted Troops receive Experience Bonus. (Only if you use my fix. Otherwise it just increase unit pool)

    .... Defeat an army with gunpowder 1 time
    I_CompareCounter apachean_gunpowder_killed > 1
    --> Can train now Mounted Thunder Brave in Horse Wigwam
    --> Unlock Building Gun Tipi (Can train now Thunder Braves)

    ... .Defeat an army with gunpowder 2 times
    I_CompareCounter apachean_gunpowder_killed > 2
    --> Unlock Building Gun Tipi (Increase unit pool)

    ;;; Counter - Apachean beat army with cavalry
    monitor_event PostBattle not WonBattle
    and GeneralFoughtFaction apachean
    and PercentageUnitCategory cavalry > 0
    inc_counter apachean_cavalry_killed 1
    end_monitor

    ;;; Counter - Apachean beat army with gunpowder units
    monitor_event PostBattle not WonBattle
    and GeneralFoughtFaction apachean
    and PercentageUnitAttribute gunpowder_unit > 0
    inc_counter apachean_gunpowder_killed 1




    When you look at the campaign_script.txt
    It suggest you have really to fight only 1 time an army with Horse units and or Gun Units
    to fire the correlate triggers.
    That is definitly NOT TRUE.
    Because after the 4th battle against France I got both "Defeat 1 time Horse/Gun events".

    My guessing is that game possible have some hardcoded randomness.


    Fast way to break formation with apachean is to use an army consisting halves Apachean Braves, halves Archers. Rabbit Boys works fine.
    Place 2-3 Medicine Man behind the Apachean Braves. Hide 2 Apachean Scout at the flanks and move them after the battle begins behind the enemy troops to "harvest".
    Give all the hold the line order and use Flaming Arrows. Enemy moral will take a large hit with all the javelins and arrows coming their way.
    General with high Dread Level helps allot. With 9 points in Dread it becomes completely ridicules. My General is still using Rabbit boy for archers and it works fine.
    By the way its so cool when you hit the last level of the dread trait line. "Warlord of Terror" From that on your general is called "Lord of Terror".
    How cool and of cause mean. hehehe
    Last edited by Dragoon; October 09, 2007 at 12:37 AM.

  3. #3

    Default Re: 2 Bugfixes for Americas Campaign (both affect Apachean Faction)

    Defeat an army with cavalry 10 times
    --> Unlock Building Horse Tipi (Can train now Mounted Apache) **

    .... Defeat an army with cavalry 10 times
    --> Unlock Building Horse Tipi (Can train now Mounted Apache) **

    .... Defeat an army with cavalry 20 times
    --> Unlock Building Horse Wigwam (Can train now Mounted Thunder Brave requires also triggered Gun Event)

    .... Defeat an army with cavalry 10 times
    --> Unlock Building Horse Tipi (Can train now Mounted Apache) **
    **= threefold post, why ???

    You are not a native english speaker, aren'
    t you ???
    Me neither but:
    the verb is : to halve
    and the adjective is:
    singular: half
    plural: halves

    ... is to use an army consisting halve half/halves Apachean Braves, halve half/halves Archers ...
    Otherwise a very interesting post, nice

  4. #4

    Default Re: 2 Bugfixes for Americas Campaign (both affect Apachean Faction)

    Hmm
    You catched me by surprise, didn't notice the errors.
    Wrote the text in ultraedit and later send it to Word for spelliing check.
    (I know I could have type it directly in Word, but I did not expect it to become so big.)

    Anyway I wonder when I messed the copy&paste action.

    Thx for your help.

  5. #5

    Default Re: 2 Bugfixes for Americas Campaign (both affect Apachean Faction)

    Quote Originally Posted by Dragoon View Post
    snip

    .... Recruit 50 missile units & Capture 10 settlements
    --> Unlock Building Hunters Longhouse (Can train now Koitsenkos)

    .... Recruit 20 infantry units & Win 5 battles
    --> Unlock Building Raiders Wigwam (Can train now Apachean Scouts)

    .... Recruit 50 infantry units & Win 10 battles
    --> Unlock Building Raiders Longhouse (Can train now Onde's Men)
    snip
    I had to recruit many hundreds of units to get the koitsenkos and scouts and never managed to unlock Onde's men at all, despite recruiting hundreds of every type of available unit, winning tons of battles and capturing loads of settlements, so the requirements above can't be right.

    I still haven't seen a working description of the requirements to unlock the advanced buildings anywhere on these boards.

  6. #6

    Default Re: 2 Bugfixes for Americas Campaign (both affect Apachean Faction)

    Quote Originally Posted by mjobling View Post
    I had to recruit many hundreds of units to get the koitsenkos and scouts and never managed to unlock Onde's men at all, despite recruiting hundreds of every type of available unit, winning tons of battles and capturing loads of settlements, so the requirements above can't be right.

    I still haven't seen a working description of the requirements to unlock the advanced buildings anywhere on these boards.
    Well this is what stands in campaign_script.txt, but I admit something must is broken.
    Because I got gunpower and horse units real quick.
    There is a other bug that I suspect, could play its role here too.
    When I recruit cavalry, and they receive an experience bonus because of a building effect ,and in the same turn after queuing them up I start a battle. Next turn the new recruited cavalry units are lacking their exp-bonus. Only if I queue them up, is the last thing I do. They got their exp-bonus. This has happen in Vanilla too. Maybe a variable holding that counter got reset. Somehow after switching away from the strategic view. May it be because of a battle or after loading a new game.

  7. #7
    Tiberiu_R's Avatar Ordinarius
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    Default Re: 2 Bugfixes for Americas Campaign (both affect Apachean Faction)

    One more things that points out that Kingdoms has allot of bugs, just like M2!
    Jesus....

    Darth Team Member(click my sig )
    Darth_Battle_AI for Kingdoms( GET IT NOW! )




  8. #8

    Default Re: 2 Bugfixes for Americas Campaign (both affect Apachean Faction)

    Why are people saying you can't get the third tire archer and Odne's Men? I played and got them fine(atleast the archer), then after installing this fix, eventually got Onde's Men. So it is possible to get them without a fix, something else in the game must be effecting it or people are just wrong.

    The only other thing I'd like to see someone add to this(for the apache) is the militia free upkeep since currently no units are acting as militia(should be rabbit boys and apache braves, or whatever).

  9. #9

    Default Re: 2 Bugfixes for Americas Campaign (both affect Apachean Faction)

    Quote Originally Posted by Kogen View Post
    Why are people saying you can't get the third tire archer and Odne's Men? I played and got them fine(atleast the archer), then after installing this fix, eventually got Onde's Men. So it is possible to get them without a fix, something else in the game must be effecting it or people are just wrong.

    The only other thing I'd like to see someone add to this(for the apache) is the militia free upkeep since currently no units are acting as militia(should be rabbit boys and apache braves, or whatever).

    I was thinking the same thing about free upkeep. But I notice all natives faction are missing free upkeep units. Even if their cities can support them. Second I like to point out that apaches are a special faction. As a 'nomadic' tribe their units have ridicules low upkeep. Check out Chichimechs units which are similar to some apache units but have 3 or 4 times higher upkeep. This is offset by the fact that Apachean villages generate relative low income, and that compared with the recruiting cost make training Apaches really expensive. But after that they are essentially 'free units'. Because of that Apache have this build that make retraining of units 40% cheaper. Think it was Sweathouse Tipi or so.

    Anyway I didn't touch it because I just wanted to do a fix for a error that the developer would have fixed if they had did a 'beta' or something like that.
    No "improvements, just vanilla.

    But if you want free upkeep units open the export_descr_unit.txt with a text editor. Notepad is fine.
    In the header of the file you will see some explanations. Lookout for "free_upkeep"
    this is the flag that you must add to the units you want to have it in this file to receive free support.
    All new units can be found at the end of the file. Just press F3 to use search.
    Take a look at Sword_militia or pike_men
    They are already flag as free_upkeep. So you have an example how to do it.

  10. #10

    Default Re: 2 Bugfixes for Americas Campaign (both affect Apachean Faction)

    Hi dragon,

    i did what you mentioned, unzip over the data directory but the graphics are bahaviouring strangly

    in the strategic map i got some collored squares...and i cannot click on nothing.

    I used the already existing desktop shortcut and in the properties i now have
    "H:\GAMES\Medieval II Total War\kingdoms.exe" --io.file_first --features.mod=mods/americas

    does anyone have this problem?
    i post the printscreens in another forum please check it
    http://www.portclan.com/forum/index....dpost&p=116385
    Last edited by MOSH007; October 21, 2007 at 05:42 PM.

  11. #11

    Default Re: 2 Bugfixes for Americas Campaign (both affect Apachean Faction)

    Quote Originally Posted by MOSH007 View Post
    Hi dragon,

    i did what you mentioned, unzip over the data directory but the graphics are bahaviouring strangly

    in the strategic map i got some collored squares...and i cannot click on nothing.

    I used the already existing desktop shortcut and in the properties i now have
    "H:\GAMES\Medieval II Total War\kingdoms.exe" --io.file_first --features.mod=mods/americas

    does anyone have this problem?
    i post the printscreens in another forum please check it
    http://www.portclan.com/forum/index....dpost&p=116385
    Could you post your screenshots at Imageshack.com?
    I can't access your screenshots at portclan.com.

    My fixes should not affect any graphic related, since I didn't touch anything in that direction.

    Does your game run fine without "--io.file_first" ?

    Did download some addition Mods/Fixes ?

    If so maybe one of them is the cause.

  12. #12
    Methoz's Avatar Senator
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    Default Re: 2 Bugfixes for Americas Campaign (both affect Apachean Faction)

    any "all" apachean unit quick mod?? only long terrible road?
    TotalWarForum.cz
    Česko-Slovenské fórum o hrách ze série Total War

  13. #13

    Default Re: 2 Bugfixes for Americas Campaign (both affect Apachean Faction)

    Quote Originally Posted by Methoz View Post
    any "all" apachean unit quick mod?? only long terrible road?
    Yeah I would like that too if Apache can build Onde's men and Koitsenko immediately. They should add new units to Apache like some sort of good high attack tomahawk melee infantry unit, similar to Onde's men except not spears but a tomahawk and have a mounted Koitsenko for massive horse archer firepower.

    Also, did Apache's use cannons stolen from their enemies? I believe the Iroquois did use cannons, I think at least.

  14. #14

    Default Re: 2 Bugfixes for Americas Campaign (both affect Apachean Faction)

    Quote Originally Posted by Methoz View Post
    any "all" apachean unit quick mod?? only long terrible road?
    Quote Originally Posted by Kiki52 View Post
    Yeah I would like that too if Apache can build Onde's men and Koitsenko immediately. They should add new units to Apache like some sort of good high attack tomahawk melee infantry unit, similar to Onde's men except not spears but a tomahawk and have a mounted Koitsenko for massive horse archer firepower.

    Also, did Apache's use cannons stolen from their enemies? I believe the Iroquois did use cannons, I think at least.

    This is easy to do... so I did it. Even I ain't at home.
    To make all apachean units available from start you have only to the triggers from export_descr_buildings.txt.

    I downloaded my own fix and edited the export_descr_buildings.txt that is included with Notepad.
    Now, not only all Apachean Units are available but also all Chichimecs Units from the beginning.

    I made two versions:
    On that exclude Horse and Guns.
    So you still have to fight europeans to get them.
    The other liked said all Units. Spain is left untouched. Don't think there is a need for Spain since in all my games I got quickly promoted.

    Installation:
    Download the version of your choice. Extract and the replace/overwrite the file that comes with my bugfix. Even this would work whiteout my fixes, but you have to start the game with a shortcut to use this custom file
    You know...
    "YOUR PATH\kingdoms.exe" --io.file_first --features.mod=mods/americas

    Beware that since I am not at home I coulnd't test it.
    If the game crash replace it with the one from my bugfix.

  15. #15
    Grimmy's Avatar Ordinarius
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    Default Re: 2 Bugfixes for Americas Campaign (both affect Apachean Faction)

    Thank you for this bugfix. I've been playing Kingdoms off and on since it was released, and the Americas campaign is by far my fav.

    You've made it even better.

  16. #16

    Default Re: 2 Bugfixes for Americas Campaign (both affect Apachean Faction)

    If someone cares the two files above will work with Darth AI for Kingdoms since it doesn't touch the export_descr_buildings.txt

  17. #17
    Methoz's Avatar Senator
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    Default Re: 2 Bugfixes for Americas Campaign (both affect Apachean Faction)

    wow,great job, thx
    TotalWarForum.cz
    Česko-Slovenské fórum o hrách ze série Total War

  18. #18

    Default Re: 2 Bugfixes for Americas Campaign (both affect Apachean Faction)

    This is exactly what I was looking for, but I need one that is compatible with the 1.5 patch! Could you please make one that is compatible with the patch, or tell us how to access the files so we can make the same changes you made?

  19. #19

    Default Re: 2 Bugfixes for Americas Campaign (both affect Apachean Faction)

    hi , im wondering if this is save game compatible, the bug-fixes in firstpost file, and whether having the game updated to latest patch will affect the edu/edb files you have provided; ie are they compatible or do they need to be edited/new lines added etc?
    thanks for time


  20. #20

    Default Re: 2 Bugfixes for Americas Campaign (both affect Apachean Faction)

    Quote Originally Posted by don776 View Post
    hi , im wondering if this is save game compatible, the bug-fixes in firstpost file, and whether having the game updated to latest patch will affect the edu/edb files you have provided; ie are they compatible or do they need to be edited/new lines added etc?
    thanks for time
    Non of the fixes will work with the patch 1.5 because the original files have been altered.
    All fixes will work with save games, but my unlock mod not. The scripts are only loaded once at campaign starts. To have the proper unlock mod work you must start a new campaign.

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