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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) by Candelarius

    Quote Originally Posted by Baron von Stadler View Post
    This is great, but I have a question:

    Is it possible to make this compatible with one of the "BigMap" mods out there? (such as RegionMod for BigMap)

    It is awesome to now have specifically Outremer units, but better if it were on a map with more than 4 provinces in the area!

    I'm sure it's possible. You'll need to add the BigMap files to the Retrofit mod folder, and do not over-write any text files, but manually integrate them yourself. You'll need basic modding skills to accomplish this. As I said in the FAQ above, I am not making multiple versions of this mod to make it compatible with other mods. I just don't have that much time.


    Quote Originally Posted by Ikusa IX View Post
    hmmm,I do not see anyone else mentioning this so i am wondering if perhaps i am on my own with my dilemma...well..here goes..it seems that for some reason or another I get an instant ctd on the retrofit mod after installing this add-on(which although I have yet to try it,I am sure it is spectacular)I have all files unpacked per the typical solution and there are no other mods installed...please,if anyone has a solution for this I would be grateful indeed..I look forward to introducing the european mainland to new world steel courtesy of the Cuirassiers.

    You're the first person to mention this, actually. Where is the insta-CTD happening? At battle load-up or game load-up? Did you install over a vanilla, fresh copy of the RetroMod? Have you modified ANYTHING?

    As for unpacking, it is not necessary with this mod. But, if you did unpack, did you follow the instructions in the unpacker readme? Did you delete these two files from EACH unpacked data folder for each Kingdoms campaign as well as the Grand Campaign? Each time you unpack a campaign, two files are generated that need to be deleted:

    - NOTE: Due to a timestamp check, the following unpacked files will
    cause the game to crash and must be deleted before the game is
    launched:

    data\descr_geography_new.txt
    data\descr_geography_new.db
    Let me know if that helps, I can only imagine you've done something wrong, I've installed the mod myself over a fresh, clean installation of Kingdoms+Retromod and everything is working fine, not a single crash.
    Last edited by Candelarius; December 17, 2007 at 08:09 AM.

  2. #2

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

    I've downloaded and enjoyed playing Grand Unit Addon Mod so far without 1 CTD. I only noticed 1 small bug which Candelarius has now fixed.

    Dave

  3. #3

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

    Quote Originally Posted by Candelarius View Post
    I'm sure it's possible. You'll need to add the BigMap files to the Retrofit mod folder, and do not over-write any text files, but manually integrate them yourself. You'll need basic modding skills to accomplish this. As I said in the FAQ above, I am not making multiple versions of this mod to make it compatible with other mods. I just don't have that much time.

    Sweet, I got it to work. I hope I can still recruit the region specific units like Jerusalem troops on the new map....guess I will see!

  4. #4
    TheFirstONeill's Avatar Father of Thera
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    Default Re: Grand Unit Addon Mod (for Retrofit) by Candelarius

    hi , great work. Ive tried to port over the flame thrower inot my mod, but keep getting ctds when the game gets to the battlefield. I know about updating edu EBU, but what other files suchas desc projectile etc do I need to mod ??

    many thanks
    Jason
    Last edited by TheFirstONeill; December 17, 2007 at 10:52 AM.

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  5. #5

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

    Just wanted to say thanks for a good and finished mod. I am a big fan of mods that do what they say they are going to do and stop right there - other than any bugs of course.

    Plus I like the original map - hate big maps3 years of playing RTW and NEVER finished a large map campaign..

    jw

  6. #6

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

    Quote Originally Posted by JWoods View Post
    Just wanted to say thanks for a good and finished mod. I am a big fan of mods that do what they say they are going to do and stop right there - other than any bugs of course.

    Plus I like the original map - hate big maps3 years of playing RTW and NEVER finished a large map campaign..

    jw
    I was using the Reg Verd map before my unfortunate accident. The big map is so distorted, but all Reg Verd does is slice up the existing map into smaller bits with only a very little size in crease. So if you want a big map that doesn't look too blocky, go with this one. It also doesn't add as many regions (there's nothing in the middle east for instance) but it's a nice change from the standard map.

    I did have to integrate it manually though.

  7. #7

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

    I've conquered Antioch and Acre as HRE but I am not getting access to the region units (its about 1150 AD). However, the Teutonic Chapter houses give me the proper units. Is there a requirement that is causing the Holy Land units not to show or did I over-write a critical file when I enabled the BigMap? (Which files are the ones that stipulate those requirements)? :hmmm:

  8. #8

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

    Quote Originally Posted by Baron von Stadler View Post
    I've conquered Antioch and Acre as HRE but I am not getting access to the region units (its about 1150 AD). However, the Teutonic Chapter houses give me the proper units. Is there a requirement that is causing the Holy Land units not to show or did I over-write a critical file when I enabled the BigMap? (Which files are the ones that stipulate those requirements)? :hmmm:
    This may be caused by one of two things, both of which are related to your bigmap:

    1. The game needs to recreate the map.rwm file. Locate a file called map.rwm in your retromod\data\world\maps\base folder, and delete it. This is because the game needs to recreate that file in order for the new hidden_resources to show (upon which the Holy Land units depend). By deleting that file, you force the game to recreate the file.

    2. Does the bigmap you installed have a new descr_regions file? If so, it may have removed my hidden resources. You'll need to go to retromod\data\world\maps\base\ and file the descr_regions.txt file. Find the following provinces and add the follow resources (see bold text):
    Spoiler Alert, click show to read: 

    Jerusalem, Antioch, Acre, Gaza, Aleppo, Damascus, and Edessa should look like this (these are not in order)

    Jerusalem_Province
    Jerusalem
    egypt
    Arab_Rebels
    244 13 29
    crusade, jihad, horde_target, jerusalem, holyland
    5
    4
    religions { catholic 2 orthodox 48 islam 35 pagan 0 heretic 15 }

    Gaza_Province
    Gaza
    egypt
    Arab_Rebels
    35 244 13
    holyland
    5
    2
    religions { catholic 0 orthodox 5 islam 80 pagan 10 heretic 5 }

    Acre_Province
    Acre
    egypt
    Arab_Rebels
    33 131 128
    tripoli, holyland
    5
    3
    religions { catholic 0 orthodox 5 islam 90 pagan 0 heretic 5 }

    Damascus_Province
    Damascus
    turks
    Arab_Rebels
    244 203 14
    sugar, swordsmiths_guild, holyland
    5
    4
    religions { catholic 0 orthodox 10 islam 80 pagan 10 heretic 0 }

    Aleppo_Province
    Aleppo
    turks
    Seljuk_Rebels
    175 171 244
    holyland
    5
    4
    religions { catholic 0 orthodox 2 islam 90 pagan 0 heretic 8 }

    Antioch_Province
    Antioch
    turks
    Seljuk_Rebels
    13 244 165
    sugar, cotton, crusade, horde_target, antioch, holyland
    5
    5
    religions { catholic 0 orthodox 2 islam 90 pagan 0 heretic 8 }

    Edessa_Province
    Edessa
    turks
    Seljuk_Rebels
    244 122 13
    edessa, holyland
    5
    4
    religions { catholic 0 orthodox 30 islam 70 pagan 0 heretic 0 }

    Edit those entries by adding the bold text, delete map.rwm, and restart your game (you don't need to restart your campaign I DON'T THINK, but I'm not sure). Check your building browser in one of those cities and the units should be there.

    This is the problem with addings mods to other mods.....



    @About the bigmap:
    I don't have any plans on changing the map in my mod.
    Last edited by Candelarius; December 18, 2007 at 09:44 PM.

  9. #9
    AngryTitusPullo's Avatar Comes Limitis
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    Default Re: Grand Unit Addon Mod (for Retrofit) by Candelarius

    Quote Originally Posted by SSJPabs View Post
    I was using the Reg Verd map before my unfortunate accident. The big map is so distorted, but all Reg Verd does is slice up the existing map into smaller bits with only a very little size in crease. So if you want a big map that doesn't look too blocky, go with this one. It also doesn't add as many regions (there's nothing in the middle east for instance) but it's a nice change from the standard map.

    I did have to integrate it manually though.
    Yup. I personally use Reg Verd too for my campaign and with Candels add-on.

    I have to do it manually though especially since I have use the realisticbuildingtree (I think the name).


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  10. #10
    Turbo's Avatar Civitate
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    Default Re: Grand Unit Addon Mod (for Retrofit) by Candelarius

    The new units adds some badly needed balance for the muslim factions versus vanilla. The muslim armies were deficient in decent ground troops. The new units really help flesh out the game. Overall a much more enjoyable experience.

    Well done!
    Work of God

  11. #11

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

    Quote Originally Posted by Turbo View Post
    The new units adds some badly needed balance for the muslim factions versus vanilla. The muslim armies were deficient in decent ground troops. The new units really help flesh out the game. Overall a much more enjoyable experience.

    Well done!
    I agree. And thanks!

  12. #12

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

    Along the same lines as the horseless Templar Knights for HRE, I noticed riderless horses for the Rebel Generals (though the general himself is present). Some pissed off thoroughbreds. However, if the new patch takes care of this, note I hadnt started a new campaign to see if that is needed for the changes to go into effect.

  13. #13

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

    would anyone suggest an ai mod for this or is diplomacy and battle ai decent?

    cheers and plus rep
    True bread is for True Romans

  14. #14

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

    Quote Originally Posted by KozaK101 View Post
    would anyone suggest an ai mod for this or is diplomacy and battle ai decent?

    cheers and plus rep

    Well, of course the diplomacy and battle AI are decent, this mod is for the Retrofit mod, which features vastly improved AI. There are plenty of AI mods out there, though, for you to try out. I'm personally very happy with the Retrofit Mod's AI.

  15. #15

    Default

    Hey, will this overwrite my save data from retrofit before I installed this? Will it make in inaccessible? And if I manually went into retrofit and unlocked factions manually, will it screw with Medieval in any way? I had a bad CTD related to descr_strat modification a while back, and I don't want a repeat.

    Thanks.

    I don't have much time, so i haven't started a campaign, but I looked in custom battle roster and I really like the new units. Good job!
    Last edited by Sher Khan; February 08, 2008 at 07:45 PM.

  16. #16

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

    Thanks Mr. Cursed.

    No, installing this mod will not make your saved games inaccessible, however, I highly recommend starting a new campaign after you install this mod. Many of the changes require a new campaign to take affect, and I cannot guarantee that your old campaign will be 100% stable...

    You do not need to manually unlock all the factions, I already unlocked them for you. But no, if you manually unlock them again, it will not hurt anything.

  17. #17

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

    As I said earlier, I'm planning on releasing a full installer that contains the hotfix I released this week that removed the "teutonic family tree" from Venice and the HRE (due to it causing those factions to become the rebel faction far too easily). I plan on releasing that full installer version this weekend, and, just for fun and to fix a few minor annoyances, I'm including a couple small surprises. Since I'm bored at work right now, I thought I'd go ahead and share with you what those changes will be. Once again, I'm planning on this being the final version of this mod (don't laugh), unless some other bug pops up, that requires me to do this process all over again.

    What Is In Version 5.4:
    1. Removed Teutonic Family Tree system from HRE and Venice. They are back to normal now.
    2. Reduced number of Byzantine Firethrower Mercs available in Anatolia, as these should be more rare.
    3. Reduced catapults and mangonels recruitment pools (due to feedback received).
    4. Special Surprises: Added helmets to all Mailed Knights now, to Crusader Sergeants (so they now match their UI card!), Great Cross Sergeants, and, best of all, my own unit, the Sergeant Swordsmen, now also has a helmet! I'm very happy about this last bit, it's been bothering me that the armored sergeants have helmets and the sergeant swordsmen do not. See pics below.








    The sergeant swordsmen were previously just the CA baltest_sword model from the unused entry in the modeldb file, but, that model doesn't come with a helmet. I thought it was rather unlikely that a sword equipped professional soldier, like a sergeant, would be able to afford a sword and shield, and full mail halberk, but have no helmet. Kettle helms were extremely popular during the early middle ages, especially with foot soldiers, as they were effective at deflecting downward sword swings from mounted knights (reference: French Medieval Armies by Osprey Publishing). I don't know why this never occured to me before, but, while playing as Sicily this week I recruited a unit of Squires of Tripoli after taking Acre, and it suddenly occured to me: THERE'S MY SERGEANT SWORDSMEN! So, I've reskinned the unit for each faction, so now every faction has a helmeted sword equipped sergeant complete with cool medieval kettle helm. My only gripe is that my Polish and Hungarian Foot Knights lack helmets, instead have only mail coifs, but, alas, I cannot change that. But, at least now the majority of all units in the game now have helmets (the reason this bugs me is that in all my research on this era, nearly everybody wore a helmet into battle. Only mounted knights are shown without helmets [nobody knows why] with mail coifs only, and even that is very rare. Only the most poor pathetic militia would have gone to battle bare headed).


    On another note, I had an interesting experience playing as Sicily yesterday, too. I was assaulting Jerusalem with a battering ram, and, as the ram is doing it's work, it created a breach in the door. What happens? Several mounted Muslim warriors from inside the city actually slip through the breach in the door, before it is fully destroyed, and begin attacking my men with the ram! The ram stops working, as more and more men are needed to man the ram...the few mounted warriors are actually stopping me from entering the city with a vastly superior army! I was shocked. Finally, luckily, the ram breaches the gate, and, what floods out? The rest of the mounted warriors! They route my men around the gate, but, fortunately, the rest of my army rushes to the scene and I win the day. But, it was a really unique Total War experience, one of those random little things that really make this game so friggin awesome.


    EDIT:

    New full installer is available for version 5.4, which includes the latest hotfix, and the following changes:
    1. Removed Teutonic Family Tree system from HRE and Venice. They are back to normal now.
    2. Reduced number of Byzantine Firethrower Mercs available in Anatolia, as these should be more rare.
    3. Reduced catapults and mangonels recruitment pools (due to feedback received).
    4. Special Surprises: Added helmets to all Mailed Knights now, to Crusader Sergeants (so they now match their UI card!), Great Cross Sergeants, and, best of all, my own unit, the Sergeant Swordsmen, now also has a helmet!
    Last edited by Candelarius; February 09, 2008 at 12:03 AM.

  18. #18

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

    As soon as I got kingdoms I enabled the Teutonic family tree for HRE and have played countless games both on vanilla and Retrofit. I've never seen any problems arise from it, I'll be keeping it in until I'm convinced it causes the rebel bug. In my latest campaign however all Poland's lands suddenly went rebel so perhaps the problem lies elsewhere.

  19. #19

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

    I think jihad units should be recruitable by islam factions in the holy lands, and therefor its unbalanced.

  20. #20

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

    Quote Originally Posted by Neptulon View Post
    I think jihad units should be recruitable by islam factions in the holy lands, and therefor its unbalanced.
    No, it is certainly not "therefore unbalanced", that's a giant leap in your logic Neptulon. I actually did give the Islamic factions additional units and mercs to help balance the new Crusader units, such as Ghulams, Dismounted Ghulams, and many others. In addition, the Crusader units have very limited recruitment pools.

    Regardless, it doesn't matter, because one can only recruit either faction-specific units or Crusader units based on a settlements number of recruitment slots. Therefore, one can recruit a regular armored sergeant or one can recruit a templar sergeant, for example....it doesn't disrupt the game balance by giving the Western factions more choices, it would only disrupt the game balance if I gave them more recruitment slots.

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