Regarding the Valkyrian Principality's voices to remake the sound files need to be remade. I can teach you how to do this if you want. It's not difficult but it is time consuming.
I can also teach you how to edit the maps.Of course, the last, but least important aspect, would be an upgrade to the campaign map. It's admittedly dull, flat, and the shorlines are jagged beyond belief. Perhaps with a few mountains and rivers, movement points for units could be drastically reduced. It seems units can traverse massive distances, making Crusades especially deadly.
The problem is that I haven't given the captain's a mercenary texture, so they're fine with their native factions but not with other factions. When I made this mod I didn't realise this problem existed.I've compiled a list of bugs I've noticed through extensive playing, some of which I've mentioned already:
1) Unit captains that belong to units that are not native only to one faction do not have any textures. Example: hiring Samurai as the Valkyrian Principality leaves a textureless captain (it also does this when hiring Samurai as the Zenchen Shogunate, their native faction, since Samurai can be hired by multiple factions that conquer Zenchen lands); this applies to all units who have an ownership set to "all" I think. This list contains units such as Mercenary Squirettes, Militia Pikewomen, Samurai, Spearwomen, Naginata, and other units that can be hired by multiple factions.
Invisible units are usually caused by assigned the wrong model_db entry in the export_descr_unit.txt, or assigning the texture to the wrong faction in the model_db.2) Dismounted Tuareg Spearmen have no textures.
That's odd swords should be their secondary weapon.3) Knight units from the Lignarius Empire that utilize long range fire/wind attacks have no swords when engaged in close combat.
That's either a problem with the animations or the mesh.4) Eagle Archers' swords float in the air when in melee.
They're supposed to be invisible because I couldn't put them in the right place.5) The people in the dragon control towers lack textures and seem misplaced (major clipping issues; some are standing through the top of the dragon; I'll see if it's possible to just remove the crews, though I doubt it is). Not sure how much you can do about this though, since I think these meshes were from the Blue Lotus mod (might be wrong).
Probably a mesh or animation problem.6) The Samurai and Yari Samurai have a mesh problem with their right arms that prevents the arms from connecting to the shoulders, but instead they stretch straight down into the ground. Same with the Shiva units. These are fairly minor issues. Again, this may be a problem with the original meshes and not something you can fix.
I had to make the whole mod myself back then I wasn't as skilled at making banners and faction symbols.7) An upgrade to the faction banners would be great. The Zenchen have their own already, but it shows up as Milan on the battlefield and various other places. Santa's Kingdom and the Titanocene are fine. The Valkyrian Principality, while I actually do think it's a pretty appropriate banner (pinkish bird/Valkyrie display) it's a recolor of the Denmark banner. I believe the Silvians use the Russian banner. The Veneficians use the (Chichimec?) banner from the Americas campaign. These aren't really major issues. Just pointing them out. I'm sure there are a ton of banners around the forums you could receive permission to use.
I admit I didn't balance the mod very well. Though I did make Titanocene units very expensive to compensate for their high attack and defence.I can upload the updated unit/building descriptions and screenshots later. You can also take a look at the export_descr_units.txt file I updated, which nerfed the range of all long range mounted magic units that completely overpowered everything.
I have all the files needed to remake the sounds (I've needed them in other mods).I am currently working at replacing the sounds like I mentioned above, asking for assistance over at the sounds and other media forum, but I have met with zero success. Perhaps you would have a much better idea how to go about remedying this problem?
Unfortunately that file wasn't in the mod. Unless a later version of this mod was made I don't know if it was every released.There was one final thing I was wondering about. I found a picture of a unit from rainyXP's work that I didn't see implemented in this mod (attached at bottom). Is this because you were unable to locate the files? There was a link to download the original mod towards the bottom of this page:
http://www.twcenter.net/forums/showt...=146300&page=4
I believe this model would make for a perfect Valkyrian captain.
Thanks for fixing that.I believe the Nekomimi and (Female?) Musketeers are supposed to become recruitable at the same time as the Lady Reiters for the Valkyrian Principality after the Guns Adopted event, right? The Lady Reiters are available, but the musketeers aren't. In the export_descr_buildings.txt (or something like that) they are available under the "gun_a" building, but Byzantium is not included in the list of required factions. After looking at the building text file in the text folder, I'm assuming "gun_a" refers to "Gun Factory", though gun_a never becomes available to the Valkyrian Principality. A few minor adjustments fixed this.
I added text descriptions to the following buildings, since there were none for the Valkyrian Principality: Aqueducts, Bath House, and "gun_a" which I renamed to "Gun Factory".
These buildings shouldn't be providing any income. The trade buildings such as markets, ports, and merchants guilds should be the only buildings that increase the amount of money you make.Not sure if this is intentional, but Thieves Guild Headquarters and Assassins Guild Headquarters provide an insane boost to income. After building one of each in all of my territories, about 400,000 out of 475,000 Florins was coming directly from Corruption (net gain). I assume it's the same for the other factions that can build these as well.
Were you getting any money from Protectorates, as money from then is listed as Corruption / other.
It's probably a limit in the engine.Is there a hardcoded limit to the amount of troops you can have in the game, or a limit for each faction individually? The funds I received from corruption allowed me expend about 430,000 Florins on army upkeep. Once I hit a certain limit (not sure if it's purely decided in troop numbers or according to my Military Faction Ranking score), the game would crash every time I hit the "End Turn" button. It's not a big deal, since I don't need that many soldiers. After disbanding a few stacks, everything went back to normal for now. Just wondering if it's a limitation in the engine or a bug.
The Titanocene are supposed to be aliens that shoot rockets. Invisible units are usually caused by assigned the wrong model_db entry in the export_descr_unit.txt, or assigning the texture to the wrong faction in the model_db.Regarding the Titanocene, are they supposed to be wielding guns? Not sure, but I don't see any. Additionally, the Carboxylates (sp?)(the soldiers on the camels, and not the Irmines) don't appear. Just the camels.
The lizards are supposed to be invisible so it looks like the angels can file. Sadly units without textures are only invisible on the lower texture settings.I ran into the same problem as someone else, where the Lizard Mounts for the Angel Principes were visible but missing their textures. I just remade the Principes into a dismounted unit of 60 soldiers with two hitpoints each. Also upped their range a bit to match (not entirely) the Venefician Dragons, Mamluks, Demon Domini, and Santa soldiers. I also upped the attack of archers for each faction, since in the face of magical units archers were entirely useless. Additionally, the White and Black Knights are supposed to wield maces, I believe, but they are using lances (the kind wielded by cavalry). Is this because they were formally mounted units?
If the knights have a lance they probably were once cavalry. Unfortunately I didn't know how to make dismounted units when I made this mod.
That's probably a bug that keeps reoccuring. The error log should explain what's causing this.Finally, it should be noted that if you run into a case where after pressing "End Turn" the turns become stuck, allowing you to move the screen around during another faction's turn but not allowing you to continue, you can fix it by saving the game (preferably create a new file) after it gets stuck, then reloading that save. The faction the turn was stuck on should finish its moves and you can move on. Not sure what causes this, but it's happened a lot, mostly during the Animositan's and Venifician's turns.
I'm glad that your enjoying my mod oldmanpoo. If I find time I fix some of the bugs in this mod or teach you how to do fix them if you'd try to fix them yourself.