I just checked the EDU and that seems to be it, no "slave" faction in any of the bodyguard units or timeperiods. I put slave on all the ones I found. Will the changes take effect without a campaign restart?
I just checked the EDU and that seems to be it, no "slave" faction in any of the bodyguard units or timeperiods. I put slave on all the ones I found. Will the changes take effect without a campaign restart?
Yes, it will take immediate effect.
Note that the only bodyguard that gets the slave faction ownership is the NE_bodyguard. All other bodyguards cannot be rebel generals. This is true in vanilla M2TW, too. If you give the ownership tag to other generals, you may create another problem.
For the record this problem is not in my mod. I can only imagine you have modified your EDU somehow...
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On another note.....
I just had this wicked awesome event in my French campaign tonight. I completed a mission ordered by my Council of Nobles, and check out what they gave me for my reward....in Paris! Sweet! This will definately help me out when I decide to take out Scotland next.![]()
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Well...the pikemen formation fix is just nice...not so much overpowered but if flank it will rout...that is the best...
However, there is one small problem with musketeers. They tend to wheel left and right to shoot, and cannot remain stationary. WHen I place them in front of Tercio pikes, they tend to wheel and ended up being chopped by enemy. Any musket fix?
Legionaries vs Dismounted Knights Who will win?
The formation fix for pikemen is just a unit spacing issue correction...to correct the CA-coded formation behavior your talking about is an entirely different matter. Note that I didn't change the musketeers, they are behaving the way CA designed them. I've personally never had the problem your talking about (or never noticed), but, maybe try changing them to skirmish mode or, remove them from skirmish mode? Maybe try position them farther behind your line of pikemen?
Let me also say this for the record. Although I appreciate your input, I really am not making a "bug fixer" mod here...this mod is mostly intended to just add Kingdoms units to the Grand Campaign. The few fixes I included are just a couple easy things to fix that annoyed me greatly. I really consider this mod to be "done". One could modify and tweak this game forever and one would still find something that could be changed a little bit more...that style of modding is exhausting to me and I really don't want to get to the point that I'm making a new "version 4.2", "version 4.3", etc, every other weekend.
I guess I'm trying to politely say "feel free to change the muskets yourself"!![]()
Good stuff again from you Candelarius.....I really enjoy Retrofit now!
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E fra chi lo ascoltò,alcuni erano buoni
molti erano malvagi,
e molti non erano niente,
come tutti gli uomini...in qualsiasi luogo....
-----------------UPDATE-------------------
I noticed in my current campaign as the French (in which the Mongols are kicking my ass in the Holy Land) that I made one particular unit too high up on the tech tree, which resulted it in not being available until mid-game. This unit is one of my favorites from the Kingdoms Crusades Campaign, that unit being the Canons of the Holy Sepulchre. I finally was able to recruit the unit in 1358, which is silly, considering the unit is in a mail hauberk and has a 13th century helm, and, to add insult to injury, the Mongols have nearly kicked me out of Outremer, which would have resulted in me never getting a chance to recruit the unit.
So, I've released what I'm calling version 2 of my mod and I've also made available a small patch that will bring version 1 up to speed. This new version (which will probably be the last version, in line with my modding philosophy I mentioned in my FAQ) makes the following adjustments, which are things that I've noticed in my current campaign or that have been brought up by others:
1. Revamps the Holy Land recruitment system. My design theory for the Holy Land recruitment was to have all Crusader States units available to all Christian factions (except Byzantium and Russia) from any city or castle in Jerusalem, Antioch, Acre, and Edessa (see FAQ), but to have cities suffer from a recruitment availability penalty and castles to get a recruitment experience bonus (to balance cities against castles, in line with the vanilla cities and castles system). Version 2 of the mod further emphasizes this concept.
2. Canons of the Holy Sepulchre still only recruitable in Jerusalem, but, are now available earlier (and are still a "unique unit"). This rewards the player for capturing Jerusalem.
3. Reorganized the Custom Battle Unit Selection Screen. In version 1 of my mod, the Crusader States units were all mixed in with the faction specific units. This looked confusing to me and made it difficult, when playing custom battles, to pick through the unit list, and it was really bothering me (I play a lot of custom battles). I've moved all Crusader States units (except templars and hospitallers) to the bottom of the unit selection panel. Now, the unit list in custom battles looks neater and more like the vanilla panel display.
4. Modified the Templar, Hospitaller, and Teutonic Order guilds, slightly reducing the unit recruitment pools to take into consideration the units added by the mod.
So, thanks to everyone for their feedback. I feel version 2 is a slighly more balanced and a bit more neater looking mod. Download links are in the first post of the thread.
Cheers,
Yakaspat, aka, Candelarius
Currently downloading Saturday, December 29, 2007 09:45 PM, I’m currently using Retrofit mod 1.0 2.5 update & I’m in my 200 turns, I like this Add On! My question; I don’t like the Gun Powder unit’s I prefer Sword-Fights so I deleted the Gun Powder discovery movie in descrt_events, will there be any error when I play this mod? since I’m still in the early stage on my campaign using Retrofit 1.0 2.5 update I haven’t verified it yet.
Are you using the Retrofit 1.0 2.5 update I like this update cause the AI performance is really Awesome both on Campaign Map & Battle Map![]()
I can't possibly imagine why you'd want to delete gun powder from the game, it was a major technological innovation that had a profound impact on medieval warfare, and also introduces a fun and challenging gameplay development. I'd recommend not deleting the event for that reason alone.
As for will it negatively effect my mod (you deleting the event), I have no idea, but, I think it may, so, I again do not recommend it. Please note that I only support my mod itself, and no modifications to my mod, so, you're on your own with your changes. Good luck.
I'm not sure what you mean by "are you using the Retrofit 1.0 2.5 update", as far as I know, there is only one Retrofit Mod, that is the 1.0 version by Unspoken Knight, and that is the version that my mod requires.
Let me know if that makes sense. Thanks, and enjoy.
PS> If you are downloading now then you have the most updated version. The installer will say Grand_Unit_Addon_Modv2.exe.
I'm using Retrofit 1.0 2.5 update by nickman777 http://www.twcenter.net/forums/showthread.php?t=122896
Already finish downloading! so is it compatible with this version? above mention
No, my mod is not at all compatible with that mod. Your link is not to the Retrofit Mod 1.0, nor is that an "update" for the Retrofit mod, it is to an entirely seperate mod (looks like a mod for the Darthmod project). My mod will only work if you follow the precise installation instructions in the readme. My mod is ONLY for the actual Retrofit Mod 1.0 by Unspoken Knight.
Ah ic sorry for that mistake noob mistake lol… pls don’t forget I’m a noob or a newbie but its cleary stated on the read me on the Darthmod Reloaded for kingdoms, that it’s a Retrofit 1.0 but checking the Winrar file it said darthmod reloaded my bad my stigmatism is coming back again.
Nwei the thing is I already installed it; it works perfectly fine with Dartmod Reloaded for kingdoms. I hope theres no problem with that, I already played custom battle all the new units from kingdoms are available. It was an Awesome battle with the new units from kingdoms.
When I started grand campaign I was playing HRE, on my 5 turns I found out that there was no Family Tree on the Overview any idea on how to fix this.
Once again I made a mistake, it was an accident I did not intentionally put your mod on Darthmod Reloaded for kingdoms, if you have any problem on this, I will stop playing immediately & restore my previous games.
(But if its ok with you, pls help me to fix the missing Family Tree.)
Just found out that the HRE is the only faction, who has no Family Tree, can somebody pls explained to this Noob "that's me" how come? or is this a bug since i mix up this mod to Darthmod Reloaded by accident.
Last edited by michael01; December 30, 2007 at 05:28 AM.
Michael, the first rule of being a noob is always read the mod's readme.In my readme, I state that the HRE and Venice have the "republican" family tree system from the Kingdoms Teutonic Campaign. This is because, historically, the HRE and Venice did not have a hereditary kingship, but elective instead (for the most part).
I'm very, very surprised that my mod is working with the Darthmod. The second rule of being a noob is always follow a mod's installation instructions. My mod has over-written, I'm sure, many necessary files in the Darthmod you are playing. I understand you installed them on top of each other accidentally, and, what you do from this point is entirely up to you, I personally don't care. But, I would suggest deleting your Retromod folder, reinstalling the Retromod by Unspoken Knight, and then reinstalling my mod on top of it again. If you chose to not do this, though, please do not ask for technical support in my mod thread since you did not install the mod properly. I am not responsible if you experience problems with your game unless you install it as per the readme instructions. :hmmm:
The third rule of being a noob is that mods are not often "compatible". Mods are sets of files that alter the original game. If two mods share the same files, whichever mod you install last will overwrite the files of the mod you installed first. This can cause your game to not work at all, or, cause instability and imbalance in your game. If you want to play two mods, you should install them seperately. There are tutorials on how to do this, and, I touched briefly on that subject in my readme, as well. So, even though both my mod and the one you linked me to are both based on Unspoken Knight's Retromod, they are most likely not "compatible", unless that other mod has no files in common whatsoever with my mod.
Finally, you are very welcome to enjoy my mod and I'm glad you are on the path of noobdom. Soon you'll be an experienced Total War gamer, and maybe a modder, too. Good luck.![]()
Thank you very much for this mod i'll be honest with you, cant do your suggestion on reinstalling the mod, since i'm in my 50 turns on my campaign, & i'm having a Total War Campaign, both on Campaign & Battle Map, it's understandable that i cannot ask technical help on your mod thread.![]()
Thank You very much for this Awesome mod!!!![]()
UPDATED: I still wasn't happy with when the Canons of the Holy Sepulcher unit becomes available. I ran a test campaign and found that even if you capture Jerusalem in turn 1 (using the move_character cheat), you still will not get a Canons unit until around 1200 (after upgrading the various necessary buildings). So, I've tweaked the recruitment for that specific unit again a bit, making it recruitable from the third barracks tier, and, to balance the earlier recruitment, I've increased the cost of the unit slightly. I uploaded an updated version of the full installer and also posted a new patch. This is entirely optional, since it only changes that one single unit.
This is a superb mod, thankyou. I've found most mods change too much for my taste so this is just perfect for me. However, is there any chance you could add the faction leader and heir campaign models from Kingdoms? It's about the only thing I think could improve the mod. No drama if you don't want to do this, I am happy with it how it is.
Also, I'm not sure if you're aware but the installer for the latest patch doesn't go to C:\Program Files\SEGA\Medieval II Total War as Program is spelt Progam. No biggie and easy to fix, just thought I would bring it to your attention.
Thanks again for the mod.
Not a bad idea, but, I'm not sure how to do it. Show me a tutorial and we'll see what we can cook up.![]()
Damn! Good catch! Fixed.Also, I'm not sure if you're aware but the installer for the latest patch doesn't go to C:\Program Files\SEGA\Medieval II Total War as Program is spelt Progam. No biggie and easy to fix, just thought I would bring it to your attention.
Thanks again for the mod.
You're welcome.![]()
I was less than impressed with the Islamic general model, SSJ. But I think it would be cool to have the faction leader of each faction to have his own model on the battlefield and battlemap.I did something like this for the Islamic factions on my game. Candelarius was less than "impressed".
EDIT: Okay, I've now figured out how to add king models to the strat map by reverse engineering another person's mod, but, I can't figure out how to get it to work. I'm placing the model and textures in the correct folders (/models_strat and then /textures) and I'm updating descr_characters and descr_models_strat, but the changes are not taking effect, ie, nothing happens. I guess I'm missing something....I'll keep at it....hmmmmmmmm
EDIT: SSJ, I responded to the topic you linked at the .com site. My people are ready to talk to your people now. ;-)
EDIT: Okay, I've now been up for two hours messing with this. I've placed northern_generic_king model in /models_strat folder, placed the textures in the model_strat/texture folder, and added these lines to character.txt and models_strat.txt just like how it is done in the Brittania Campaign, yet nothing at all happens when I start my mod.![]()
Added this block of text to models_strat, trying to give england a king model:
Added these lines to england in character.txt:;;;;;;;;;;;
; Kings ;
;;;;;;;;;;;
type northern_generic_king
skeleton strat_named_with_army
scale 0.7
indiv_range 40
;texture ireland, models_strat/textures/northern_generic_king_ireland.tga
;texture wales, models_strat/textures/northern_generic_king_wales.tga
;texture norway, models_strat/textures/northern_generic_king_norway.tga
;texture denmark, models_strat/textures/late_general_denmark_strat.tga
;texture scotland, models_strat/textures/northern_generic_king_scotland.tga
;texture france, models_strat/textures/late_general_france_strat.tga
;texture hre, models_strat/textures/late_general_hre_strat.tga
texture england, models_strat/textures/northern_generic_king_england.tga
;texture barons_alliance, models_strat/textures/northern_generic_king_barons_alliance.tga
;texture saxons, models_strat/textures/late_general_hre_strat.tga
;texture normans, models_strat/textures/late_general_england_strat.tga
;texture poland, models_strat/textures/late_general_poland_strat.tga
;texture hungary, models_strat/textures/late_general_hungary_strat.tga
;texture russia, models_strat/textures/late_general_russia_strat.tga
texture slave, models_strat/textures/late_general_rebels_strat.tga
model_flexi_m models_strat/northern_generic_king.CAS, max
shadow_model_flexi models_strat/shadow_sword.CAS, max
What am I missing SSJ?faction england
dictionary 2
strat_model northern_general
strat_model northern_general ; heir
strat_model northern_generic_king ; leader
battle_model Northern_General
battle_equip gladius, chainmail shirt helmet and rectangular shield
Hi Candelarius,
Assuming you have all the right textures in the right folders all you need to edit to get this to work is the export_descr_character_traits.txt. Find Trait Factionleader and add this line:
;------------------------------------------
Trait Factionleader
Characters family
AntiTraits Factionheir
Level Faction_Leader
Description Faction_Leader_desc
EffectsDescription Faction_Leader_effects_desc
Threshold 1
Effect Command 1
Effect Authority 2
Effect PersonalSecurity 3
Effect Level 2
Then add Effect level 1 to Trait Factionheir and your kings strat map models should now work. Also some of your Kings models will not look right on the map. For example France uses late_general_france_strat.tga, change it so it looks like this:
;texture france, models_strat/textures/northern_generic_king_scotland.tga
You can use models of the same colour from other factions and it works fine. Also me and Reiksmarshal are currently working on trying to get the Kings battle model from Kingdoms working in are mods. Good luck
Dave
QUOTE " EDIT: Okay, I've now figured out how to add king models to the strat map by reverse engineering another person's mod, but, I can't figure out how to get it to work. QUOTE
Was it my Mod ? :hmmm:, My mod uses four different strat and battle models for most factions. Can I help ?
Last edited by TheFirstONeill; January 06, 2008 at 07:15 AM.
House of Wilpuri :By the Patronage of Elrond: Patron of Caki : Aduellist : Borissomeone
Proud Creator of Thera, Legacy of the Great Torment: Opifex :
It was the strat model upgrade for DLV, actually. But thanks. I may need your help but I think dave scarface just answered my problem.![]()
Cool dave, I think that is the key. I'll try that out today.
EDIT: WORKED!!! That was it Dave! Thanks!
As for the king model on the battlemap, I think I'll skip that...he has 15th century armor on which would look silly to me considering the game ends at the end of the 15th century...basically, for the 11th, 12th, 13th, and 14th centuries his armor would look out of place. I actually like the early general model the best (the one I'm currently using). Good luck anyway though! Thanks again.
update: Actually, I changed my mind, I think this would be cool. Let me know if you get this working.
PS> I'll make a new patch that includes this change for everyone later today. :-)
EDIT: Okay, I've successfully added a King model to every single faction except Mongols and Timurids (I don't think they need one anyway). I even took the Mesoamerican King model from the Americas Campaign for the Aztecs! :-) The only trouble I'm having is I don't have a good texture for Hungary. I may be able to ask DLV if I can use their texture...