Results 1 to 4 of 4

Thread: A question and maybe a bug

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default A question and maybe a bug

    first of all congrats for the mod, definetely a very good job
    the serious thing: i wanted to check the new units for the various faction, so i selected 8 of them in custom battle, in the early period, only for some faction (England, France, maybe others), there are no units, only a mangonel;



    is it a bug or something? i don't know if it was already posted. also i'm using the latest patch.


    then my question:is there any chance of seeing this without the Big Map?
    don't get me wrong i absolutely love the graphic,and the concept too,plus the addiction of more settlements is great, but the lag in movements and the 20-40 sec in the infra-turn kills my patience.

    if not: i have a small experience in modding, (mostly units, building export desc files), how much is it difficult to reduce the size of the map?is it necessary to remake entirely the map?just wondering, i think i could do it myself

    thanks for your attention

  2. #2
    TiTiTimmy's Avatar Centenarius
    Join Date
    Jan 2008
    Location
    Denmark
    Posts
    801

    Default Re: A question and maybe a bug

    Instead of early period set it to all period that should do it.

  3. #3

    Default Re: A question and maybe a bug

    Sorry for this small bug, but as Timmy says you can play custom battles fine most of the time. And yes I am already aware that on occassion this does happen. About the map I use, there are no plans to make this mod for the vanilla map. However it should be possible for an experienced modder to convert my mod to the vanilla map yes.

    Here are the step by step instructions I posted for somebody else about this on another forum, good luck!


    Step 1: Go to this directory in my mod SEGA\Medieval II Total War\mods\kingdoms_grand_campaign_mod\data\world\maps\base delete everythink in the base folder (you've just deleted Bigmap) Now copy the entire contents from the vanilla base folder into the mods now empty base folder. Delete the map.rwm, when the mod restarts it will build the vanilla map.

    Step 2: Now copy the descr_strat in my mod to your desktop (you need this later). Delete the descr_strat in my mod at SEGA\Medieval II Total War\mods\kingdoms_grand_campaign_mod\data\world\maps\campaign\imperial_campaign. Copy the descr_start from the original game into my imperial_campaign folder.

    Step 3: While your still in SEGA\Medieval II Total War\mods\kingdoms_grand_campaign_mod\data\world\maps\campaign\imperial_campaign folder delete the following:

    descr_regions_and_settlement_name_lookup.txt
    descr_mercenaries.txt

    The spawn points for the Mongols and Timurids need to be copied from vanilla in the campaign_script.txt.

    Step 4: from the mod data folder you need to go in the text folder. Find the imperial_campaign_regions_and_settlement_names.txt and BIN file, delete them both. Since you now only use regions in the vanilla map.

    Step 5: Go back to SEGA\Medieval II Total War\mods\kingdoms_grand_campaign_mod\data\world\maps\campaign\imperial_campaign and open descr_strat.txt with notepad again. All that needs to be done is adding new regions for Jerusalem and Antioch for my mod to work properly. I will show you how to start doing this. In the descr_strat.txt select Edit in the tool bar, click on Find and type in jerusalem, click Find Next. Highlight this:

    settlement
    {
    level city
    region Jerusalem_Province
    year_founded 0
    population 14000
    plan_set default_set
    faction_creator moors
    building
    {
    type core_building stone_wall
    }
    building
    {
    type barracks town_guard
    }
    building
    {
    type hinterland_farms farms
    }
    building
    {
    type hinterland_roads roads
    }
    building
    {
    type market corn_exchange
    }
    }

    Right click and cut, scroll up and find faction papal_states, paste this in the gap between the papal_states and Aztecs. Now add this to the top so it looks like this:

    faction jerusalem, balanced smith
    ai_label catholic
    denari 10000
    denari_kings_purse 2500
    settlement
    {
    level city
    region Jerusalem_Province
    year_founded 0
    turns_owned 0
    population 14000
    plan_set default_set
    faction_creator moors
    building
    {
    type core_building stone_wall
    }
    building
    {
    type barracks town_guard
    }
    building
    {
    type hinterland_farms farms
    }
    building
    {
    type hinterland_roads roads
    }
    building
    {
    type market corn_exchange
    }
    }

    Then add Acre and leave it at 2 settlements for now. You need to add the characters but for this you need coordinates. So start up a campaign in retrofit mod or vanilla. Take off FOW find jerusalem put your mouse over it and type show_cursorstat in the console. write down coordinates for jerusalem, Acre, Antioch, Edessa, Aleppo, then exit. Go in SEGA\Medieval II Total War\mods\kingdoms_grand_campaign_mod\data\world\maps\campaign\imperial_campaign again and open the descr_strat.txt. In the upper tool bar click Edit, then find. Type the first 3 numbers from each coordinate click on find next. Delete rebels at these coordinates. Then add in your faction leader and heir to the coordinates of your settlements, add their armies. If you like copy the family trees etc from Kingdoms crusades descr_strat.txt. Dont forget to add jerusalem and antioch at the top of the descr_strat.txt as campaign playable. And in the bottom of the descr_strat add

    faction_relationships jerusalem, at_war_with slave

    You now should have a working version of my mod using the vanilla map only! And as long as you edit the descr_strat.txt correctly you have 2 new factions Kingdom of jerusalem and Antioch fully functional. This may seem like a lot of work, but to any modder this is nothink and can be done in no time.

    p.s. If you copied my mods descr_strat.txt to your desktop earlier, use this to copy my faction leaders in for each faction. You will then have working heroes such as Richard the Lionheart and Saladin from the start of the campaign. just add them in at the coordinates of faction leader from vanilla.

    Dave

  4. #4

    Default Re: A question and maybe a bug

    thanks,it doesn't look hugely difficult, and i have a mediocre experience in modding, i'll make an attempt in the upcoming week.actually my goal is to have the same regions, settlements and possibly forts as your mod, but in a normal size

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •