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

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  1. #1
    sinople's Avatar These Romans are crazy!
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    Default Re: Grand Unit Addon Mod (for Retrofit) by Candelarius

    In fact it was a little mistake from me, I forgot to delete descr_geography from my med2 data folder. And I do add units to your mod

    Thanks to have reply

  2. #2

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

    Quote Originally Posted by sinople View Post
    In fact it was a little mistake from me, I forgot to delete descr_geography from my med2 data folder. And I do add units to your mod

    Thanks to have reply
    You don't need to unpack the game files to install my mod, actually.
    But there is a hard code limit of 500 units in the EDU, I am at 499 in my mod...I can't imagine how you are adding additional units, but, good luck anyway!

  3. #3

    Default Venice Family Tree

    Hi Yak,

    Is Venice supposed to have a Teutonic Style Family Tree? I realize this is not your doing of course but under descr_sm_factions Venice is listed as having a Teutonic Style family tree. I could not figure out why I had no family tree "button" on the interface then poked around the files and saw this listed. This explains why in a couple of campaigns I saw Venice turn all rebel.. I changed it back and all is normal now..

    JW

  4. #4

    Default Re: Venice Family Tree

    Quote Originally Posted by JWoods View Post
    Hi Yak,

    Is Venice supposed to have a Teutonic Style Family Tree? I realize this is not your doing of course but under descr_sm_factions Venice is listed as having a Teutonic Style family tree. I could not figure out why I had no family tree "button" on the interface then poked around the files and saw this listed. This explains why in a couple of campaigns I saw Venice turn all rebel.. I changed it back and all is normal now..

    JW
    Somebody didn't read the readme.

    It actually is my doing (this is my mod, don't forget ), I changed Venice and the HRE to the Teutonic style family tree, because both Venice and the HRE were elective governments, not hereditary. This was done in the LTC Mod by Lusted, too. I've actually played two campaigns now with this setting and have never once seen Venice, or the HRE, turn entirely rebel, so this report concerns me. They would need to lose every single general (just like any other faction) in order for their faction to turn entirely rebel. Do you have any screenshots of these campaigns? Did the HRE turn entirely rebel? :hmmm:

  5. #5
    Queen Annes Revenge's Avatar Ordinarius
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    Default Re: Grand Unit Addon Mod (for Retrofit) by Candelarius

    This (and Retrofit) is an outstanding mod! I got tired of playing mods that changed a lot of the core gameplay elements, and ones that were paced a lot slower than the vanilla game. This, however, is exactly what I wanted: the vanilla game plus bug fixes, and Kingdoms units and features. Thank you!!

  6. #6

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

    Three quick questions:

    1. Does this include any of the sky or grass textures from Kingdoms?
    2. Is any of the Kingdoms music included?
    3. Are any unnecessary GC units removed, like the ridiculous Elephant Artillery?

    If not, is there any way I can add/remove these myself easily.

  7. #7

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

    Quote Originally Posted by BALERI0N View Post
    Three quick questions:

    1. Does this include any of the sky or grass textures from Kingdoms?
    2. Is any of the Kingdoms music included?
    3. Are any unnecessary GC units removed, like the ridiculous Elephant Artillery?

    If not, is there any way I can add/remove these myself easily.

    All the changes are listed in the readme found on the first post of this thread, so, no, no, and no.

    I don't feel any of the GC units are unnecessary or rediculous, so I didn't remove any. Yes, you can remove them yourself, but it's probably not easy. I would start by opening export_descr_buildings.txt, do a search for "elephant", and place a ";" at the start of the line, like this:

    recruit_pool "Elephants" 1 0.4 3 0 requires factions { timurids, }

    However, I'm not sure how to stop them from appearing in the spawned armies. But, really, how often in the entire GC do you really encounter this unit anyway? Is it really that rediculous to you that you want to remove it?

  8. #8

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

    Fair points, I think I'll just be happy with what has been provided. Thanks for your good work.

  9. #9

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

    Are there any other download links, this one seems very slow for me and it hasn't worked every time i tried, after about 3/4 of the way through it will say it cannot save or transfer a file.

  10. #10

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

    Quote Originally Posted by CodOfDuty View Post
    Are there any other download links, this one seems very slow for me and it hasn't worked every time i tried, after about 3/4 of the way through it will say it cannot save or transfer a file.

    You're the first person to bring this up after about 1000 have successfully downloaded the latest version of the mod so far, and I had about 1000 download the previous versions successfully as well. At this time I do not want to host my mod on numerous sites as it becomes difficult to track the number of downloads and also is a pain to update multiple sites whenever I need to release an update. I've found in the past with my previous mods that 99% of the error reports I get are from people who have downloaded an outdated version of one of my mods from some file host site I forgot to update or someone hosted the mod without my permission. At this time I am only interested, therefore, in hosting my mod on Filefront. Filefront is the leading PC game file hosting site, used daily by millions of users. If the connection is going poorly for you, your local ISP may be having connectivity issues. I would suggest trying the download link late in the evening or during the night when internet activity is less.

  11. #11

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

    Quote Originally Posted by Candelarius View Post
    You're the first person to bring this up after about 1000 have successfully downloaded the latest version of the mod so far, and I had about 1000 download the previous versions successfully as well. At this time I do not want to host my mod on numerous sites as it becomes difficult to track the number of downloads and also is a pain to update multiple sites whenever I need to release an update. I've found in the past with my previous mods that 99% of the error reports I get are from people who have downloaded an outdated version of one of my mods from some file host site I forgot to update or someone hosted the mod without my permission. At this time I am only interested, therefore, in hosting my mod on Filefront. Filefront is the leading PC game file hosting site, used daily by millions of users. If the connection is going poorly for you, your local ISP may be having connectivity issues. I would suggest trying the download link late in the evening or during the night when internet activity is less.
    Thankyou very much, I have recently got a new computer and i had this mod on my old one which i don't exactly remember very well being downloaded, my downlaod speed is usually faster if i tried from a different host.

  12. #12
    Queen Annes Revenge's Avatar Ordinarius
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    Default Re: Grand Unit Addon Mod (for Retrofit) by Candelarius

    Hi Candelarius, just a suggestion: maybe consider making the General's Bodyguard units recruitable? I liked this feature of LTC and SS when I played those mods. But I think the best thing that could come of this is help to the AI... in my experience, a crippling flaw in the AI was that it would usually attack you with stacks led by captains and not generals. These stacks could almost always be defeated with a vastly inferior army led by a good general.
    So I was thinking that if we made them recruitable at high cost and input a very high value for recruit_priority_offset, the AI could perhaps become more formidable?

  13. #13

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

    I actually strongly considered making generals recruitable, you're not the first person to suggest that. I ultimately decided against adding them in, mostly in keeping with my mod's "theme" of just being an "unofficial patch" for the Grand Campaign. I was peeved that CA released an expansion pack that didn't "expand" the base game, so, I decided to make the expansion that I was expecting to get with Kingdoms. There are all sorts of great features that I could add from all the best mods. I could easily spend the next year doing weekly updates with all sorts of changes. But, at some point, I feel, one needs to really identify what your mod's objectives are, accomplish those objectives, and then just play the game. For that reason, I haven't continued to add, add, and then add some more stuff like many modders do. If I do that, my mod will end up being a bloated hodgepodge of features and become more prone to random crashes. Anybody is welcome to key in new features on their own, but, for now, I consider this mod to be "done". Great suggestion though, I appreciate the input.

  14. #14
    Queen Annes Revenge's Avatar Ordinarius
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    Default Re: Grand Unit Addon Mod (for Retrofit) by Candelarius

    Well that's why I play this mod; because I think the core game is fine and I just want the Kingdoms features. I do see what you're saying in that once you start adding in little fixes, they can pile up and we have a different game. But since vanilla AI provides no challenge to me, I will always look for ways to improve it. Xeryx's XAI has taken a huge step in doing so; it's so close to beating me, it's scary. I think if it learns to use generals it could steamroll me.

    So after Xeryx puts out a public version of XAI, I would like your permission to post an add-on to your mod, which includes the AI and recruitable generals, that should provide a significant challenge.

  15. #15

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

    Quote Originally Posted by Queen Annes Revenge View Post
    Well that's why I play this mod; because I think the core game is fine and I just want the Kingdoms features. I do see what you're saying in that once you start adding in little fixes, they can pile up and we have a different game. But since vanilla AI provides no challenge to me, I will always look for ways to improve it. Xeryx's XAI has taken a huge step in doing so; it's so close to beating me, it's scary. I think if it learns to use generals it could steamroll me.

    So after Xeryx puts out a public version of XAI, I would like your permission to post an add-on to your mod, which includes the AI and recruitable generals, that should provide a significant challenge.

    You can post whatever mods of my mod you wish, as long as you credit my mod and myself. Afterall, my mod is just a mod for Unspoken Knight's mod.

  16. #16

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

    Hi Candelarius
    I like your mod its gooood but i have noticed that there are some units created in vanilla but never added to the rooster...i dont know why...i havent found them in your mod neither...what i have found in export_descr_unit.txt in your mod and what is unused:
    Wagon fort - crossbowmen for Hungary and Poland
    Dismounted Lithuanian Cavalry - archers for Poland
    Mounted Longbowmen - mounted longbowmen for England
    Dismounted French Archers - archers for France

    I have added them to the rooster of those factions...that was all because icons, models and descriptions were already made in vanilla so I have only modified export_descr_buildings.txt in your mod and now we have another 4 more units
    If i will find anything else i will let you know...
    btw this is the link for changed file
    http://files.filefront.com/export+de.../fileinfo.html

    If you want you can use it in your mod
    cheers
    Last edited by smiechu; February 26, 2008 at 02:10 PM.

  17. #17

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

    Thanks Smiechu!

    My EDU file is now "full" (499 units), so, I cannot add anymore units, but, I really appreciate your suggestions. I did consider adding the English Mounted Longbowmen (although the unit is a historical absurdity, but, who cares!) but I decided not to as it would take away from one of France's unique units.

    Again, thanks a bunch!

  18. #18

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

    Quote Originally Posted by Candelarius View Post
    My EDU file is now "full" (499 units), so, I cannot add anymore units, but, I really appreciate your suggestions.
    :hmmm:...tell me because i think i dont get it...what does EDU file do?
    because i am playing on your 5.2 version of your mod plus those 4 units that i have found and everything is working properly please explain it for me
    thx

  19. #19

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

    Quote Originally Posted by smiechu View Post
    :hmmm:...tell me because i think i dont get it...what does EDU file do?
    because i am playing on your 5.2 version of your mod plus those 4 units that i have found and everything is working properly please explain it for me
    thx
    The EDU is the export_descr_units.txt file. There is a hardcode limit (so I've read here in the forum) of 500 units in that file. If you count the number of times the word "dictionary" appears in that file (to determine the number of units in that file) you'll find out how many you have. If you have more than 500, the game will not load.

    But, nevermind, I just figured out how you did this...you didn't add new units to EDU you just changed the faction ownership so that England can recruit Mounted Longbowmen, etc you just added them to the building file (like you said originally). So, it wasn't necessary for you to increase the EDU count at all. That's really funny, I never knew these units were in the EDU and not in the EDB, thanks for the cool info.

    Also, if anybody else is using smiechu's EDB file, please be aware that he has also increased the recruitment pool of all non-gunpower seige weapons. That's fine, but, I intentionally downgraded their pools due to the addition of the mangonels.
    Last edited by Candelarius; February 25, 2008 at 07:33 PM.

  20. #20

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

    Quote Originally Posted by Candelarius View Post
    Also, if anybody else is using smiechu's EDB file, please be aware that he has also increased the recruitment pool of all non-gunpower seige weapons. That's fine, but, I intentionally downgraded their pools due to the addition of the mangonels.
    :hmmm:I havent changed the recruitment pool of all non-gunpowder siege weapons...As I wrote originally I have used Your mod version 5.2 and I have just added those 4 units to the recruitment pool. That was all I have changed So if You have downgraded those siege weapons recruitment pool plz send me EDB so I can put a good one on FileFront

    cheers

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