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Thread: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

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  1. #1

    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) by Candelarius

    VERSION 5.5 RELEASED

    Without further ado, version 5.5 is released. The download link is available in the first post of this thread. The new installer is the full mod, and for all the features to be available, a new campaign start is required.

    Version 5.5 adds new features and a few minor fixes, nothing serious. The biggest change is the removal of the Early Generals Mod and reverting back to vanilla generals and captains. Another big change is the inclusion of Kingdoms battlemap faction leader models and some new unit additions. I've tested this mod as much as humanly possible and from the hours and hours of gameplay I've put into it I can say it is bug free, but, if you should find anything I missed, let me know.

    Here is version 5.5's change log:
    1. Minor mercenary pool tweaks in the Holy Land and Egypt.
    2. Fix for Council Mission awards giving Canons of the Holy Sepulchre unit.
    Canons are no longer recruitable from barracks, and are now only a "reward" for capturing Jerusalem (as a Catholic faction).
    Single unit of Canons, lead by a captain, will spawn outside Jerusalem immediately after capture.
    3. Removing the Early Generals Mod. This was a hard decision, but, I've decided to go this route for the following reasons:
    a. It bothers me that the strat map generals do not match the battle map generals.
    b. It bothers me that the generals in the FMV and event pictures, and faction vids, do not look alike.
    c. My mod was supposed to be a unit addon mod, and it bothers me that I've allowed myself to toss in non unit addon stuff.
    d. Sure it's nice in the early era to have early generals, but, when one gets to the late era, ones generals still look out-of-place anyway.
    4. Added faction leader battle map models from Kingdoms.
    5. Added new faction color coded textures to the faction leader strat map models (many were still "england red").
    6. Added English Huscarl mercenary unit, available for hire in early era England.
    7. Added armor upgrades to Polish and Hungarian Foot Knights.
    8. Added Knechten cavalry unit to the HRE.
    9. Added Dismounted and Mounted Late Armored Knights to England, France, Scotland, Denmark, Hungary, and Poland.
    10. Added Halberd Militia to Milan.
    11. Added Dismounted Men at Arms to Sicily.
    12. Added Mounted Men At Arms to Sicily.
    13. Added Late Crossbowmen to Venice and Milan.
    14. New UI cards for Sergeant Swordsmen.
    15. Changed name of Spanish Dragoons to "Dragoons", since unit is shared with Portugal.

    Technical Notes - PLEASE READ:
    1. You MUST start a new campaign after installing version 5.5, or your campaign may crash. Finish your 5.4 campaign and then install 5.5 if you wish. See technical note #4 if you are installing version 5.5 on top of version 5.4. For best results, though, I suggest running the Retrofit Mod uninstaller, deleting the Retrofit folder from \Program Files\SEGA\Medieval II Total War\mods\, reinstalling the Retrofit Mod, and then installing the 5.5 edition of this mod. This is not required, but will eliminate any chance at all for campaign instability.

    2. For Vista users only, please make sure the sound_fix.bat file runs after installation, if you don't see a black box pop up and disappear immediately after the installer is closed, run the file manually by double clicking on it, which is found in your main M2TW folder (the one that contains the game's .exe). Don't ask me why Vista interrupts installers...

    3. The first time you load up the mod it needs to create the game sound and music files, as my installer deletes them so the game engine can recreate them, so the new unit's voices will appear in-game. After the initial game loadup, it will load again normally the next time you start M2TW.

    4. If you are installing version 5.5 on top of version 5.4, in order to remove the Early Generals Mod, you will need to open this folder:
    C:\Program Files\SEGA\Medieval II Total War\mods\retrofit\data\unit_models\_generals_and_captains\
    And delete these two sub-folders:
    \northern_captain
    \northern_general
    Enjoy!
    Last edited by Candelarius; March 30, 2008 at 05:02 PM.

  2. #2

    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) by Candelarius

    This mod is great! But can I play it in a bigger map, something like the Map in Stainless Steel?

  3. #3

    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) by Candelarius

    Thanks!

    You could, but, it will require some work because my mod modifies the descr_strat and descr_regions files. You'll need to install the Big Map mod and then manually integrate my changes, or you'll lose the hidden_resources I have programed and thus lose the Holy Land and Outremer units from the Crusades Campaign.

  4. #4

    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) by Candelarius

    Early generals are the generals that look like the special Generals in the historic battles, right? I keep getting them as captains in custom. Is this right? Also, when I downloaded the retrofit mod as well as the addon updates, was I supposed to copy them folders or whatever into the original Mediaval2 Folder? Cause I just downloaded them and they popped up as an icon after that, and it gets to be laggy at some times.

  5. #5

    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) by Candelarius

    Quote Originally Posted by Confederate Jeb View Post
    Early generals are the generals that look like the special Generals in the historic battles, right? I keep getting them as captains in custom. Is this right? Also, when I downloaded the retrofit mod as well as the addon updates, was I supposed to copy them folders or whatever into the original Mediaval2 Folder? Cause I just downloaded them and they popped up as an icon after that, and it gets to be laggy at some times.
    1. If you are installing version 5.5 on top of version 5.4, in order to remove the Early Generals Mod, you will need to open this folder:
    C:\Program Files\SEGA\Medieval II Total War\mods\retrofit\data\unit_models\_generals_and_captains\
    And delete these two sub-folders:
    \northern_captain
    \northern_general

    2. All you need to do to install the mod is run the .exe file that you downloaded.

    3. What gets laggy at some times? The installer? That's normal, you're installing 600 megs of files. The game also loads up slow the very first time after installing the mod as the game engine loads up the new assets and recreates the game sound files, but after that, the game will load up like normal.
    Last edited by Candelarius; March 29, 2008 at 10:50 AM.

  6. #6

    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) by Candelarius

    Man, not only is it not lagging anymore, it's running smoother than when I just had the vanilla! Thanks!

  7. #7

    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) by Candelarius

    Quote Originally Posted by Confederate Jeb View Post
    Man, not only is it not lagging anymore, it's running smoother than when I just had the vanilla! Thanks!
    Okay, good! Glad you're enjoying it.

  8. #8

    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) by Candelarius

    Those heroes are used in the Historical battles, if I delete them, the Historical battles will no longer work....right?

  9. #9

    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) by Candelarius

    Well, yeah..
    You could however remove them and then edit the historical battle files and replace the hero units with generic bodyguards.

    The only real difference would be that the bodyguards will get generic names when you hover over them, but that's very, very minor.


    Also, some of those hero units(I think about a third of them) aren't used in any historical battles. They were probably meant to be used in some battles that were never added. You could at least remove those if you need space.
    Last edited by JonR; March 31, 2008 at 10:40 AM.
    Grand Campaign: Extended - Adding Kingdoms content to the Grand Campaign.

  10. #10
    Legionario's Avatar Semisalis
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    Default 5.5

    Great man,you've done it again!
    Kudos.....
    E fra chi lo ascoltò,alcuni erano buoni
    molti erano malvagi,
    e molti non erano niente,
    come tutti gli uomini...in qualsiasi luogo....

  11. #11

    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) by Candelarius

    I ran a test campaign with 5.5 today, took me about four hours, of just hitting end turn all the way through the entire game. Good news: Not a single AI turn crash. I also loaded up every single new unit for all factions, including mercs, and not a single battlemap loadup crash. So, I'm happy to report that 5.5 appears to be 100% stable, like 5.4 was. You must start a new campaign game after installing, however, or you may experience instability in your campaign. I highly, highly, highly recommend it. See the Tehnical Notes in the 5.5 announcement post for details.

    Test Campaign - Faction Progress - Mini Map Screens








    This was an interesting campaign. In my Test Campaign as Sicily with 5.4, England never left it's island, the HRE was destroyed early on, Egypt was destroyed early on, and Denmark and the Turks dominated most of the map, with Spain taking most of the south and Denmark the north. In this test campaign (which again consists of being Sicily, but doing nothing but hitting end turn), England dominates all of western Europe, Denmark goes east, and Egypt dominates the Middle East and Anatolia until the Timurids arrive. Milan also waged a holy war against the Pope, which was funny to see Milan controlling all of Italy and the Pope is exiled to North Africa!

    Cheers,
    Candelarius aka Yakaspat

  12. #12

    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) by Candelarius

    @JonR:
    Thanks, I didn't realise that. I'll keep that in mind if I decide to do an update later on.

    @Legionario:
    Cool beans, man, thanks.

  13. #13
    Queen Annes Revenge's Avatar Ordinarius
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    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) by Candelarius

    Awesome!! Great work Candelarius!

    What happened to the Mongols though? :hmmm:
    Did they get stuck moving back and forth in Russia? I believe I have a solution, it worked in every game for me so far: Edit the descr_regions.txt and delete the Eastern European settlements that have the horde_target tag. I think this leaves Constantinople, Antioch, Jerusalem, and I added Baghdad. They don't seem to get stuck when they stick to the Middle East.

  14. #14

    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) by Candelarius

    Quote Originally Posted by Queen Annes Revenge View Post
    Awesome!! Great work Candelarius!

    What happened to the Mongols though? :hmmm:
    Did they get stuck moving back and forth in Russia? I believe I have a solution, it worked in every game for me so far: Edit the descr_regions.txt and delete the Eastern European settlements that have the horde_target tag. I think this leaves Constantinople, Antioch, Jerusalem, and I added Baghdad. They don't seem to get stuck when they stick to the Middle East.

    Depends on the game, sometimes the Mongols get stuck in Anatolia or around Edessa, and sometimes they conquer all of the Middle East and Greece. Here is a pic from my Sicily campaign (my real game and not a test game):



    I've avoiding modifying any game mechanics, balancing, or other modding "enhancements", despite how tempting it is to do so, as I have intended from the start for this to be a very "vanilla" unit addon mod.

    But, you're idea is a very good one.

    I've also been toying with the idea of scripting the First Crusade, as I can't stand the fact that the AI doesn't launch the first crusade until 1200 half the time, and even then it targets Cairo and not Jerusalem. I have so far sucessfully resisted the temptation to do so, but, just barely...

  15. #15
    Queen Annes Revenge's Avatar Ordinarius
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    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) by Candelarius

    I've also been toying with the idea of scripting the First Crusade, as I can't stand the fact that the AI doesn't launch the first crusade until 1200 half the time, and even then it targets Cairo and not Jerusalem. I have so far sucessfully resisted the temptation to do so, but, just barely...
    I really like this idea too. What really irritates me is when one of the Catholic factions angers the Pope early and the Crusades never leave Europe (nothing against the real life city, but what makes Toulouse such a holy site?). That takes all the fun out of playing Egypt or the Turks.

    But as far as the Mongol suggestion, I think you can get away with calling it a "bug fix"...

  16. #16
    sinople's Avatar These Romans are crazy!
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    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) by Candelarius

    Candelarius, you can also delete normans and saxons specific units (if I remember well they are about 10) and like that you can add new units.
    With the historical campaign, it will add about 30 new units


    Ps : If players want to play historical campaign, they just have to launch the vanilla game, it will change anything

  17. #17

    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) by Candelarius

    Thanks for the suggestions guys, I will certainly consider them if and when I do a new addition.

  18. #18

    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) by Candelarius

    Hello Candelarius, thanks for the 5.5, i was just wondering (not meaning in a rude way) is there a simple way i can change the formations of light missle cavalry's back to the original, the reason is that i find it hard to deploy inside settlements during sieges, and it seems that only half of the units only fire unless they are in loosened formation, and i am also playing Byzantines so I have a lot of missle cavalry

  19. #19

    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) by Candelarius

    Quote Originally Posted by CodOfDuty View Post
    Hello Candelarius, thanks for the 5.5, i was just wondering (not meaning in a rude way) is there a simple way i can change the formations of light missle cavalry's back to the original, the reason is that i find it hard to deploy inside settlements during sieges, and it seems that only half of the units only fire unless they are in loosened formation, and i am also playing Byzantines so I have a lot of missle cavalry
    Sure, no problem, I'll be glad to tell you. I personally like the horde formation but if you don't, that's cool. Open this file: export_descr_unit.txt. Do a search for "horde", and every time that word appears in a light missile unit, change it to "square". Like this:

    type Jinetes
    dictionary Jinetes ; Jinetes
    category cavalry
    class missile
    voice_type Light
    banner faction main_cavalry
    banner holy crusade_cavalry
    soldier Jinetes, 24, 0, 1
    mount fast pony
    mount_effect elephant -4, camel -4
    attributes sea_faring, hide_forest, can_withdraw, cantabrian_circle
    formation 2, 4.4, 3, 6, 3, horde
    stat_health 1, 0
    stat_pri 9, 2, cav_javelin, 55, 8, thrown, missile_mechanical, piercing, spear, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr ap, thrown
    stat_sec 7, 2, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 2, 4, 6, leather
    ;stat_armour_ex 2, 3, 0, 0, 4, 6, 6, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 1
    stat_ground 0, 0, 0, 0
    stat_mental 5, normal, trained
    stat_charge_dist 45
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 650, 130, 65, 155, 650, 4, 190
    armour_ug_levels 1, 2
    armour_ug_models Jinetes, Jinetes_ug1
    ownership spain, portugal, slave
    era 0 spain, portugal
    era 1 spain, portugal
    ;unit_info 7, 9, 12
    recruit_priority_offset 10
    to this:

    type Jinetes
    dictionary Jinetes ; Jinetes
    category cavalry
    class missile
    voice_type Light
    banner faction main_cavalry
    banner holy crusade_cavalry
    soldier Jinetes, 24, 0, 1
    mount fast pony
    mount_effect elephant -4, camel -4
    attributes sea_faring, hide_forest, can_withdraw, cantabrian_circle
    formation 2, 4.4, 3, 6, 3, square
    stat_health 1, 0
    stat_pri 9, 2, cav_javelin, 55, 8, thrown, missile_mechanical, piercing, spear, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr ap, thrown
    stat_sec 7, 2, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 2, 4, 6, leather
    ;stat_armour_ex 2, 3, 0, 0, 4, 6, 6, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 1
    stat_ground 0, 0, 0, 0
    stat_mental 5, normal, trained
    stat_charge_dist 45
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 650, 130, 65, 155, 650, 4, 190
    armour_ug_levels 1, 2
    armour_ug_models Jinetes, Jinetes_ug1
    ownership spain, portugal, slave
    era 0 spain, portugal
    era 1 spain, portugal
    ;unit_info 7, 9, 12
    recruit_priority_offset 10
    Save your changes are you are good to go.

  20. #20

    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) by Candelarius

    Hey guys, I'm new to this site but it's good to see how many fans there are who enjoy playing this game. Anyway I was just wondering, has anyone ever successfully trained the Late Armored Knights and Dismounted Late Armored Knights using this mod? For some reason it doesn't appear on my unit selection screen. Any thoughts would be appreciated..thanks.

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