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  1. #1
    irishron's Avatar Cura Palatii
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    Default Regionmod 2.3 revision3

    Greetings to all.

    This is the third revision regionmodBM 2.3. You will need the first revision to be able to see and use this version. This revision includes many campaign map and resource revisions so they all show up in the game and the benefits are felt. There still seem to be a couple of random crash points but reloading your savegame seems to work.

    The download link to the first revision is:http://files.filefront.com/RPM+23zip.../fileinfo.html

    The download link to the third is:http://files.filefront.com/Regionmod.../fileinfo.html

    Thank you to CA and SEGA for the game, to Spurius for the big map, to sb2ean for this mod and allowing me to revise it and make as he envisioned, and to Dimitr_Harkov for his assistance, to cwastoinand for his enthusiasm and willing to learn and help, and to Boztorgai_Khan for his research of the Cumans that I have not had a chance to include in 2.4.

    Now to take care of the eyecandy aka symbols foe Ireland, Mali, and Sweden.

    Please download it, play any and all factions and all feedback, positive or negative are welcome. Without it, I won't know where the bugs are.

  2. #2

    Default Re: Regionmod 2.3 revision3

    Is this version compatable with MTW v1.3? If not, does anyone know how I can have two version of MTW2 installed on my comp?

  3. #3
    irishron's Avatar Cura Palatii
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    Default Re: Regionmod 2.3 revision3

    Quote Originally Posted by MadFrancis View Post
    Is this version compatable with MTW v1.3? If not, does anyone know how I can have two version of MTW2 installed on my comp?
    It works with 1.3 very well.

  4. #4

    Default Re: Regionmod 2.3 revision3

    hi there, im a bit confused!!I have installed RPM2.3 and i have problem with Egypt as u know! So what should i do now? DL first revision and 3rd revision and installed them to the same directory? where is2nd revision?? thanks

  5. #5
    irishron's Avatar Cura Palatii
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    Default Re: Regionmod 2.3 revision3

    You have the order right. They go in the same directory. There is no longer a 2nd revision. It was too confusing trying to separate 2nd and 3rd so I combined them and made them 3rd revision.

  6. #6

    Default Re: Regionmod 2.3 revision3

    thanks!!! downloaded revision 1 and RPM2.4 . Brilliants!!!Thanks a lot. Oh yeah! i couldnt dl revision 3 as there is error in filefront. i try numerous times but still cannot. Is there any others links where i can dl the files? thanks in advanced!!!

  7. #7

    Default Re: Regionmod 2.3 revision3

    Kingdoms 1.4 = M2TW 1.3 -> so, if it works with M2TW 1.3 it will work with Kingdoms 1.4.

    Cheers!

    Retired creator of 'Das Heilige Römische Reich' - Get v. 0.7 here.
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  8. #8
    irishron's Avatar Cura Palatii
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    Default Re: Regionmod 2.3 revision3

    Quote Originally Posted by Dimitri_Harkov View Post
    Kingdoms 1.4 = M2TW 1.3 -> so, if it works with M2TW 1.3 it will work with Kingdoms 1.4.

    Cheers!
    Thank you.

  9. #9

    Default Re: Regionmod 2.3 revision3

    I need help, I can't play this mod. When I start new campaign the game crashes and tells: "Medieval 2: Total War encountered an unspecified error and will now exit."

    I got no problems with unmodified M2: TW, it works perfectly well...

  10. #10
    irishron's Avatar Cura Palatii
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    Default Re: Regionmod 2.3 revision3

    What version of this mod are you trying to play? Use the zip file I uploaded or it will crash. If you use sb2ean's original .exe, and add my revisions, it will crash. Too many differences. In the system.log.txt, what does it say?

  11. #11

    Default Re: Regionmod 2.3 revision3

    Hi Irishron,

    First let me say thank you for taking over this mod, I always thought it had a lot of promise and potential.

    However for me personally, I've always wanted it more for the expanded map and provinces, not the added factions. Do you have any plans for a stripped down version that doesn't include the new factions and units?

  12. #12
    irishron's Avatar Cura Palatii
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    Default Re: Regionmod 2.3 revision3

    As far as right now, my only concern is to get 2.3 to work with only CA causing the crashes with the three added factions. I believe these are the best choice for this mod if only three are added. Crash concerns and a lot expirementing as being the only tester, the reason I haven't added the rest of the symbols for the added factions.
    All the work I have done to this point can even be backward ported to 1.5 of which has no added factions but is also missing few added goodies as of right now I don't remember.
    What would be your wish list without the added factions? Make castles and cities more alike? More different? Rework the event counters to include more?
    Come to think of it, there is a base map version of 2.3 or 2.4 around. http://www.twcenter.net/forums/downl...o=file&id=1460 Try this link for the 2.4 version. I hope it still wirks.

  13. #13

    Default Re: Regionmod 2.3 revision3

    I tried that a while back; I'm afraid even the base map crashed on me regularly after a certain point.

    I would be quite happy with simply an expanded campaign map, just new provinces with the roads, ports, resources, and garrisons required to make them fit in with the vanilla cities. It made western Europe feel so much more 'alive' for me when there was a great many more cities and provinces to plan my strategies around.

    As for the factions and unit, Vanilla always had enough factions and units to please me. I once tried to add in some new units myself and found that I didn't quite like the change to playing style it gave me. The English, for example, don't feel like such a distinct faction when you give them back the Mounted Longbowmen unit.

    Mind, with the expansion that the big map version offers, there is definitely room on the map to include new factions. Ireland makes an interesting choice - with a naval unit to transport armies they could attempt to invade Wales ahead of England, and possibly run over the 'land bridge' to challenge the Scots and establish a new Celtic/Gaelic empire that would frighten the Normans out of London. If the Irish mercenary units could be added in to the faction then that would cut down on a bit of the work to fully realize their inclusion. This has probably already been done; I've never actually played the 'full' version of the mod.

    The Swedes would make another interesting choice to include. Again, assuming the big map version has opened up the Scandinavian region enough, the inclusion of Sweden could pose interesting challenges to the Russian faction as well as the Holy Roman Empire. However, there's one important consideration: The Danes. I've always felt Denmark had a bit of a raw deal in Vanilla. They have to race to capture the province directly south of their starting position in order to buy any time, but the juiciest targets of all are in Flanders, Antwerp and Bruges, two of the most heavily fortified cities in the early game. Adding the Swedes could seal the Dane's fate completely. However, properly expanding those forested Scandinavian areas on the vanilla map would give the Danes a chance to move north AND allow for competition with another faction. Unfortunately (and embarrassingly, as I have enough Norwegian and Swedish friends that I should know better), I can't think of any potential units or buildings to add for a Swedish faction to make them distinct. Possibly a sauna lodge? Grants a small reduction in squalor or something?

    Looking at the southern areas of the map, I think the Vanilla map is fairly well covered by the major Islamic factions. I'm not sure if a fourth Islamic faction would have much to offer, and it would be difficult to place anywhere that wouldn't guarantee its core provinces were food for the Mongols or Timurids when they invade. However, there are few Orthodox factions to play and no Pagan or tribal factions. There are a number of interesting historical options to consider. Looking at it from more of a gameplay/design point of view, I think the area would offer the most potential for a unique faction that has a distinct style of play. Consider an Ethiopian faction to add another Orthodox presence, this one below Egypt. One could add Armenia to challenge the Turks or the Steppes. We could even move back up north and consider splitting Russia into Novogorad and Muscovy.

    I think the game lacks any decent 'hit and run' factions at this point, but that's also a limitation of the period and the current engine. The AI would need some adjustment before a true ambush/skirmish style would pay off, as right now you only really see open battles as a brief punctuation between sieges. I'm fairly certain that the AI's judgment of an individual unit's strength is based firmly off the unit's individual abilities and not a pre-defined score, so I don't think there's any easy way to create units that the AI would consistently chose to sally forth and engage, and the units themselves would not, by their very nature, do that well in most sieges.

    Anyway, I think your original question was what my wish list would be? I started on this post some time ago and I'm afraid I've digressed quite a bit. I quite like Vanilla M:TW2, my biggest wish would just be a map with more provinces and territories.

    After that, anything that would add to the characterization of my generals would be appreciated. You may know the game Crusader Kings by Paradox Plaza. It can be very addictive, but it offers none of the tactical brilliance that Creative Assembly's games have. Instead you get a combination of grand strategy and feudal soap opera as you focus on building your dynasty rather than your empire. I know certain traits and tags were not working perfectly in Vanilla 1.2, I don't know if 1.3 straightened them all out yet or not (I bought Kingdoms, but stopped playing M:TW2 almost immediately after it came out!). If it's possible to add more in, or events that make use of which traits a General already has, that might add some more humanity to my digital family tree.

    The other area that I would be happy to see expanded on is Religion. Actually, I tell a lie. Religion and Trade. It's gone half midnight, so I'm afraid I can't offer anything coherent on how they could be enhanced just yet, but I believe I saw one version of the RPM that included holy buildings for certain cities (such as Mecca and Jerusalem... fairly sure it was this mod!). Perhaps that could be expanded on... Maybe the same thing could be done with certain cities also designated as centers of trade? Something above and beyond the other game coding for such matters?

    Anyway, I've done a completely clean reinstall of Vanilla and Kingdoms tonight. In the morning I shall apply the 2.3r3 work that you've done and see how I get on with it. I'll let you know of any issues I see within the game once I get it up and running.

    And thanks again, to you and to Sean2b and everyone else who's worked on this ambitious project. It may not be as far reaching as a total conversion, but it's clearly obvious that expanding the map and the data necessary for the roads and ports and filling in all the garrison details is a lot trickier than we may have expected!

  14. #14

    Default Re: Regionmod 2.3 revision3

    Quote Originally Posted by irishron View Post
    What version of this mod are you trying to play? Use the zip file I uploaded or it will crash. If you use sb2ean's original .exe, and add my revisions, it will crash. Too many differences. In the system.log.txt, what does it say?
    I got it working now, just had to reinstall whole game and mods.

    Thx for the advice, though.
    This mod is great, u've done great work.

  15. #15
    irishron's Avatar Cura Palatii
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    Default Re: Regionmod 2.3 revision3

    Thank you for the compliment. Glad you like it.

  16. #16

    Default Re: Regionmod 2.3 revision3

    Okay, I've finally found a few minutes to try the mod out. Here's what I did, in order of operation:

    1) Completely uninstalled M:TW2 and the Kingdoms campaigns
    2) Manually deleted any remaining files in the directory and the directory folder itself.
    3) Reinstalled M:TW2
    4) Reinstalled Kingdoms
    5) Started M:TW2, set the graphics and audio settings to where I like them.
    6) Played a quick custom battle, very enjoyable
    7) downloaded the version of 2.3 RPM linked to in the first post of this thread and extracted it to a new folder on my desktop
    8) downloaded the 3rd revision files linked to in the first post of this thread and extracted it to the same folder on my desktop, overwriting any existing files.
    9) copied these files from the folder on my desk top to my M:TW2 directory
    10) Ran configfixer.bat
    11) ran io_filefirstRegionModBM.bat

    the game loaded as normal. at the main menu i selected start new game, then selected grand campaign.

    The game then crashed to a black screen, producing the 'unspecified error' message pop up.

    Have I done something stupid?

  17. #17
    irishron's Avatar Cura Palatii
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    Default Re: Regionmod 2.3 revision3

    Of which some graphic(s) files didn't catch up. Is there anything in your systemlog.txt? Did you clean your registry before reinstall? The custom battle says it isn't M2TW or Kingdoms but could be from a previous mod. It also could something in the unit files doing it even though I didn't touch them.
    I know this sounds stupid but when the configfixer.bat and io_filefirstRegionModBM.bat both read the regionmodbm.cfg of which points to the regionmodBM folder. If the game cannot find that folder, it will revert to its default data folder. When that happens and with the units sb2ean added, it will crash. It did it to me, too, until I found the syslog in the M2TW folder.
    If you still have problems,I'll do what I can.
    After I uploaded these, I realized that one folder name is my oops and I will rectify it when I do some more stability testing.
    All input from you and everyone else is needed. As an army of one, I'm not going to catch them all by myself.

  18. #18

    Default Re: Regionmod 2.3 revision3

    Hey people I am getting mad!!! Which is the latest version?There so many ones I can't get after it.Please help!

  19. #19
    irishron's Avatar Cura Palatii
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    Default Re: Regionmod 2.3 revision3

    I get mad enough for both of us.
    The Latest version of RPMBM 2.3 is a combination. The RPM2.3.zip removes all of Darth's ai that was causing problems and some other quick fixes.This is the one you want, not the .exe file. Revision 3 catches up with a lot of the map issues outstanding. You need both.

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