Is there a link to the Kingdoms 1.5 patch?
Is there a link to the Kingdoms 1.5 patch?
Any reason why the Teutonic Order Spearmen weren't included in this mod? They were the plate armored spearmen in the Teutonic Campaign.
This mod looks fantastic, and will doubtlessly rejuvenate the game.... and obviously works because so many people have offered feedback.
However, I cannot get it to work - and have tried dozens of times now?!? There only seems to be the one place I can download this file "GUAM v_6.exe", and that's Filefront... but when you clink on the link, a file of a different name is downloaded. When downloading is complete and I double-click on it, Windows asks me what programme I want to use to open what seems to be only a text file (although it IS the right size: 235MB). Every other mod i've tried was a simple zip file and fairly self explanatory, and I can't even begin to get this one to install...
I'm fairly convinced there must be an error on the download link.... but if I'm just being an idiot, PLEASE someone tell me where I'm going wrong???
If there's any one out there who could help, I would be greatly appreciative. Thank you.
Alex
Can this be used with the grand campaign mod? I'd love the idea of the HRE having crusader units and everything and being able to conquer the world with all the extra provinces !
Is there some kind of Recruitment limitation in this unit add-on, or can one just recruit musketeers as soon as gunpowder becomes available in 1200-and-something?
I dont know, i assume not.
Look in the export_descr_buildings.txt (edb), use notepad, and search for musketeers, the search button is in the drop-down menu 'edit'. Then at the end of the recruit pool for musketeers, you will find what restrictions to its availability are, e.g 'hidden resource requires blah, blah'.
Hi I wanted to say that your Guam mod is really neat. I have had the game for about 5 years now, and it was awesome to see the extra add ons that it gives. I was wondering though, how does it affect AI on there? I did about 40 turns with HRE, then France, and not once was I attacked by any faction, and both were on hard difficulty. Any ideas? thanks :O
Hey guys, I had a quick question and wondered if anyone else has had this going on. I have this Guam mod in place and it plays fine, but it seems the AI even on hard setting never attacks you. They have stacks of men and just sit at your borders. I was on year 105 and had to be attacked with HRE , which as you know is always under the gun on all fronts.
Indeed i did look into the files you mentioned to be sure they wrre gone,and indeed they are.The place the ctd occurs is right after the initial medieval 2 retrofit mod screen.It begins to load and then crashes.I tried running the based campaings(britania and what not)and they ran fine,but when I clicked to run retroift..poof..nothing again..I am sure there must be some sort of oversight on my part...just can figure out what it is.also,I noticed several others are actually having this problem but they have been posting about it in the retrofit thread rather than here..hmm..I will take a look at my files again and see what the problem is,but if anyone has any more suggestions i would love to hear them![]()
You have Medieval II + Kingdoms + RetroMod + Grand Unit Addon Mod? No other changes? Installed in that order? Is there an error message in your log file? For the life of me, I haven't a clue. Maybe try re-downloading, maybe your copy is corrupt? Which download mirror did you download from? Also, did you ONLY download the patch, or did you download the entire mod? :hmmm:
EDIT: I haven't seen any others posting any bug reports about my mod in the retrofit mod either. One other person posted a similar problem to yours, but, he didn't say he downloaded my mod, just the retromod. AFAIK, this is the only bug report I've had, and, so far over a hundred people have downloaded this....so, I don't think the problem is the mod, something you've not done correctly. Maybe try deleting your retromod folder (or better yet, run the uninstaller for the retromod, you'll find the uninstall file in the retromod folder), then reinstall the retromod, and then reinstall my FULL mod, the current version (not the patch), and then let me know if that helps.
You did? Good job. And yes, you can.
You need the EDU, the modelsdb entry (both of them), the fire settings (I think) from the \battlefield folder, the flamethrower sound files from \sounds, and I think that's it. Good luck!
Maybe this is a silly question, but here it goes: I have installed your mod for Kingdoms, but I can't seem to find launch the game, because the launcher is .itt. I'm want to fix this, but can I get it to work?
Last edited by Janissary; December 20, 2007 at 08:01 AM.
The law is reason free from passion - Aristotle.
The end does NOT justify the means.
I've come across a slight problem
So far this has only happened to the HRE since I was going up against French Hospitaller/Templar knights and the horses appeared in game.
Manifest plainness,
Embrace simplicity,
Reduce selfishness,
Have few desires.
Yup, that's a problem. Thanks.
I'm fixing it right now and will have a patch uploadedin a couple hours...updated: patch is available now.
Use the Retrofit mod launcher. The .itt file is my installer's file, just ignore it.
---------------UPDATE-------------------
I uploaded a patch for those that have already downloaded and installed the Grand Unit Addon Mod for Medieval II Total War Kingdoms. This patch corrects a minor bug reported in which the HRE, Spain, and Portugal are missing horse textures for Templar and Hospitaller knights. The patch also includes the Kingdoms unit cards for the Templars and Hospitallers (previously I was still using the original M2TW unit cards for those units). I've also repacked the full mod installer and re-uploaded it, so anyone who downloads the full mod will be downloading the most current, updated version of this mod.
That is the problem. I can't find the launcher, the only thing I can find is the itt. file and obviously I can't get it to work with that file, right? So help would be appericiated.
The law is reason free from passion - Aristotle.
The end does NOT justify the means.
Well, as I said earlier, that itt file is not the launcher, it is only a file my installer uses...just ignore it.
The launcher for this mod is the Retrofit Mod's launcher. You must have the Retrofit Mod installed to install this mod. The Retrofit Mod's launcher is on your desktop, unless you deleted it...reinstall the Retrofit Mod if you deleted the launcher, and then re-install my mod on top of the Retrofit Mod again.
Let me know if you have any questions. Merry Christmas.![]()
I don't know why Rebel Generals would lose their bodyguards....which unit? Can you show me a screenshot?
Are you sure you haven't modified the mod yourself at all?
EDIT: I researched this as much as I can think to do, and, I haven't a clue why you would see riderless rebel General's Bodyguards. The only unit in the game that that could be would be the NE_Bodyguard unit, and, I didn't change anything to do with it...I checked all the appropriate files. Are you sure it was a rebel general? A rebel for which faction?
Here is a pic of my rebel general, it appears to be working for me. Are you sure the unit you saw was a General unit and not some other horse unit?
![]()
I guess it is possible, since I did change the mod to fit the large map, but I don't know why that would have happened, I didn't think I altered any of the units.I have no idea what to say, I guess if someone else reports it then take it seriously, in the meantime I guess its just me, hehe.
I think I saw it in Prague and Scandinavia too, though I cant recall if I saw it in Acre as well....if I stumble across more I will let you know, in the meantime I guess I flubbed some file somehow.
I'm guessing you must have fubbed something, because if the Rebel Bodyguard is missing in one area, it will be missing in all areas of the map....Did you change the EDU or modelsdb files? Sounds like it...for a unit to be missing from it's horse, the game is finding the unit in the EDU file, but, it's not find the model in the modelsdb file. If you've mixed two mods together, this can happen. If you see this again, take note of the exact unit, or, better yet, screenshot it, and let me see it.
I don't think it is my mod, I'd be surprised if it was, like you said, I didn't change any general units either...
EDIT: On a side note, here is a way to research a bug like this - In order for a faction to have a unit, the unit must have "ownership" assigned to it in EDU. The Rebels are another "faction" in the game files. In the EDU, all the units the Rebels have access to have "slave" in the ownership line of the unit. So, one need only verify that the General's Bodyguard unit in the EDU has Rebel ownership. Once you see that is correct, you then look and see what model is assigned to the unit. There is a "soldier" line that tells you this, and, for mounted units, a "mount" line as well. So, I verified that each mounted bodyguard unit has a model assigned. Then, I opened the modelsdb file, and did a search for that model name (ne_bodyguard, etc). As long as that model has a "slave" entry, you know there is an assigned texture to the model (if there were not, the game wouldn't even start, every ownership entry in the EDU must have a texture entry in modelsdb). Anyway, I thought this may be interesting to you since you're modifying your game.