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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 Maledon View Post
    Awesome, thanks Candelarius!

    One thing I did notice was a lot of purchase/up keep prices were not balanced (to my untrained eye).
    I used "vanilla" (and Retrofit) prices for everything, actually. I didn't change any stats (or only a few, AFAIK) at all, and I even tried to keep "vanilla" stats and prices for the Kingdoms' units I brought over. The only prices and stats I "made up" were for the totally custom units that I made, like the Knights of Calatrava, Marshall of St John, Polish Foot Knights, etc. I did my own careful balancing and pricing analysist during this process, and I personally am happy with the pricing and unit stats in the mod. But, you are more than welcome to tweak the changes as much as you like.

    It's easy to change unit stats and pricing, just open up export_descr_unit.txt, and change these figures (sample below is my Hungarian Foot Knight):





    You probably already know all of that (or more than I know), but, I thought others may also appreciate that little chart I whipped up.


    Quote Originally Posted by Maledon View Post
    For instance Germany’s Zwei Handers were cheaper and has less upkeep than most other hard hitting units so there was really no incentive to build anything else. I ended up easily wiping out all the other nations (H/VH).
    I see this type of unit price/Up keep balance in quite a number of units in retrofit and your mod.

    I went though almost all the units and tested them and altered the prices and upkeep based on combat finesse, number of men, weapon/armor, upgradeability, and so forth.

    I was wondering if you (or anyone for that matter) would care to look through my changes for feedback.

    I appreciate your feedback, and, I'm sure many would like to take a look at your stats and pricing changes. Maybe post your EDU in the Mod Discussion subforum for people to chat about? I personally am going for a "vanilla" game balance (on purpose!), that's the nature of this mod, but, I'm sure your improvements are very well thought out and I definately encourage you to share your work with the community.

    Thanks!!!
    Last edited by Candelarius; January 13, 2008 at 10:05 PM.

  2. #2

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

    Hi Candelarius,

    Thanks for the chart, lots of good info there.

    I didn't change any stats just buy cost and upkeep cost.

    I'm new to the forums - where would I find the "Mod Discussion subforum"?

    Thanks for taking the time to respond.

  3. #3

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

    I should have been more specific, I meant the Mod Ideas sub-forum (for Medieval II), which is here, probably the best place to put forth your unit pricing plans:

    http://www.twcenter.net/forums/forumdisplay.php?f=428

    There is also the Mod Workshop, a good place to ask and answer modding questions (you could present your idea there, too, probably in the text editing section):

    http://www.twcenter.net/forums/forumdisplay.php?f=272

    And welcome to the twc site. Most of the entire site is one big modding discussion forum!

  4. #4
    sinople's Avatar These Romans are crazy!
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    Default Re: Grand Unit Addon Mod (for Retrofit) by Candelarius

    Ok thanks a lot

  5. #5
    Dsturbed's Avatar Libertus
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    Default Re: Grand Unit Addon Mod (for Retrofit) by Candelarius

    Selamun Aleykum Candelarius,

    Thanks for good job, i m still using retrofit mod and really i need new funny things

    But unfortunately i cannot downoad it, from filefront. i think this site servers closed for my country (nobody can donwload it in Turkey), if you upload to another site, i and my friends will be pleasure.
    God bless you...

  6. #6
    sinople's Avatar These Romans are crazy!
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    Default Re: Grand Unit Addon Mod (for Retrofit) by Candelarius

    Hello Candelarius,

    I try to add units to the game, but I don't know how to use a checkmodeldb syntax with your modeldb. May you help me ?

  7. #7

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

    Yo! my skin will be in mod! cool

  8. #8

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

    Thanks for the final update and congrats on a superb mod.

  9. #9
    iobor's Avatar Foederatus
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    Default Re: Grand Unit Addon Mod (for Retrofit) by Candelarius

    Hi Candelarius!

    Thank you for your great addon! I have modded the retrofitmod for my own personal taste, and your addon was the final bit i needed.

    I'm now trying to implement the skins from Ornamentum by myself, but the battle_models.modeldb is not easy to understand.

    I have already added the BigMap by Spurius with some extra provinces, and the ancillaries, traits and some graphic from DLV. I have also modded the campaign_script with some extra lines, and introduced an huge erasystem in the export_descr_building.txt. (mail_armor, heavy_mail_armor, partial_plate_armor, full_plate_armor, gothic_armor, longbows, crossbows, poleaxe, the_twohanded_sword and so on )
    The idea for this was shamelessly stolen from the TLR-mod.
    My final wish now is that PointBlank releases a RealCombat for the Crusadecampaign because there are some units in your addon that he hasn't modified yet.

    This mod is not something i will release, but use for my own pleasure

    iobor

    If nothing else works, a total pig-headed unwillingness to look facts in the face will see us through.

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

    Quote Originally Posted by iobor View Post
    I'm now trying to implement the skins from Ornamentum by myself, but the battle_models.modeldb is not easy to understand.
    I give up!!!

    The game loads ande everything looks fine, but when i try custom battle to check the skins i get a CTD when loading the battle.

    Anyone got any suggestions?

    iobor

    If nothing else works, a total pig-headed unwillingness to look facts in the face will see us through.

  11. #11

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

    Quote Originally Posted by iobor View Post
    I give up!!!
    The game loads ande everything looks fine, but when i try custom battle to check the skins i get a CTD when loading the battle.
    Anyone got any suggestions?
    iobor
    You probably have a formatting error someplace in your modeldb. It could be something as simple as a space in the wrong position, a missing space, the wrong character count on a line, etc. That file is very challenging to mod. I would suggest start over and be more careful with your editing.

    EDIT: Although I'm symaphetic to your plight, as I've mentioned to others in this thread, I only have time to offer tech support for those playing my mod in it's "pure" unmodded, unaltered state. I work a full time job, about 10 hours a day, and I have a family of my own...I only mod in my spare time, which isn't much. Good luck.
    Last edited by Candelarius; January 18, 2008 at 08:00 AM.

  12. #12

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

    @unDa
    I loved your skins, unDa, you did a great job. So thank you sir. :-)

    @Lord Snow
    You're welcome, and thanks for your input and suggestions.

    @iobor
    The modeldb file is a *****, good luck untangling it! And good luck with your mod. :-)

  13. #13

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

    If you post a link to this mod that you're trying to install, people might be able to help you fix that error a bit better.

    And I don't think that there's any such difference between Medieval 2 and Kingdoms. If there's a critical error in some of your files, the game wont launch.

  14. #14

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

    The problem is that no matter which host I put my mod on, somebody somewhere will be unable to download it for some reason...that's why I've picked one single host for my files and stuck with it. I'm sorry you cannot download from Filefront, but, I really do not want my files floating around on a bunch of different sites, it makes it hard for me to track them and takes forever to upload to them when I do an update...maybe you can send an email to Filefront and ask how you can go about downloading from their site?

  15. #15
    Harry Lime's Avatar Not a ToS violation
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    Default Re: Grand Unit Addon Mod (for Retrofit) by Candelarius

    @Dsturbed

    FileFront has issues with download managers. If you're using one I would advise disabling it before downloading from the site.
    Proud Patron of derdrakken, dave scarface, J@mes & irishron
    Indulging in the insight & intelligence of imb39

  16. #16

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

    A patch has been released that adds the missing unit voices to all new units in the mod. The newest build is now version 5.2. You can download the patch if you have version 5.0 or 5.1, or, download the 5.2 full installer if you have an older version of the mod or are downloading for the first time. See the first post in this thread for the download link.
    Last edited by Candelarius; February 03, 2008 at 07:57 PM.

  17. #17

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

    Where is the download link for GUAM 5.2?

  18. #18
    Binkowzyki's Avatar Laetus
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    Default Re: Grand Unit Addon Mod (for Retrofit) by Candelarius

    excellent work

  19. #19

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

    UPDATE

    Sure I said this mod was done, but, thanks to a nice fan, I was able to add a couple Kingdoms Crusades Campaign FMV sequences (movies) to this mod. The mod is now updated to version 5.3, and a new full installer is available now as well as a patch for those playing with version 5.0, 5.1, or 5.2. The new FMV movies will only show up if you start a new campaign. There are no other changes in this version.
    Last edited by Candelarius; February 03, 2008 at 07:56 PM.

  20. #20

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

    I've never used a "checkmodeldb syntax" program with the modeldb, I simply used a parsed modeldb file that I downloaded from this site, and then added the Kingdoms units to the file. You don't need any other files or programs, just time and patience. I would suggest locating a tutorial (there are several good ones on this site) if you have questions about the syntax of this modeldb file.

    Besides, you cannot add any more units to my mod, the EDU file is at the hardcoded unit max.

    Good luck!

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