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    Icon6 Text Overhaul Mod 1.5b - Updated August 13th

    Current Version: 1.5b - FCM and BGR III Compatible, instructions for how are in the Read-me within your Text folder after install. Back up your Text Folder before install. Check the 'Recent Changes Section:' at the bottom of the post to see what is new.

    Brief Description:

    This mod overhauls a massive amount of Text within Stainless Steel. It's aim is to create a more historically accurate interpretation of the Medieval Age. All changes are save-game compatible.

    Changes consist of more accurate nation names, character and unit titles and names, traits and ancillary description changes, general events, city titles, and more immersive 'The King of so and so is Dead!' events for each nation. Also, though not the intent of the mod, there were many spelling errors fixed as well and it is guaranteed that none were added in the process.

    Behind each change was a significant amount of research and fact finding to add aesthetic diversity to each nation. For example Papal Diplomats are now known as “Nuncio's,” and the heir to the Crown of Aragon is known as the 'Prince of Gerona.'

    Version 1.0 (Initial Release)

    Brief Nation-Name Overview:

    'The Byzantines, Byzantium, the Byzantine Empire' are now known as 'The Romans, The Roman Empire, the Empire of the Romans' and so on. What was known as the 'Byzantine Empire' in Medieval Total War was and is nothing less than the last standing sections of the Roman Empire. It is most commonly referred to today as 'The Byzantine Empire, or Byzantium' and the people 'Byzantines' because of a 16th Century error in clarity in a written work that from then on was continuously repeated. It ends here.

    The main question is in what manner did they refer to themselves? They called themselves Romans, no-less, and everyone else was still a barbarian.

    The Khwarezmian Empire is now the Khwarezmian Shahdom. Although they were an 'Empire' at one point, they never fully adopted the name. A 'Shahdom' is essentially a 'Kingdom,' as 'Shah' is the equivalent of a King, while the heir, 'Shahzade' means 'the son of the Shah' and like 'Prince' this term can actually be given to all the Sons of a Monarch or even other nobility, the ones who have it both in name and title are usually the major inheritors.

    Ireland is now known as 'The Lordship of Ireland,' which is an accurate representation of their form of Government at the time.

    Poland is now known as 'The Kingdom of Poland.' Now, oddly enough this was a hard decision between being called Duchy and Kingdom... as although the Pope and the Holy Roman Emperor had lifted Poland to the status of a Kingdom, and the rest of Europe referred to them as such, it took Poland a few centuries to adopt the term themselves. I sided with the Vicar of Christ.

    The Cumans are now known as 'The Cuman Khanate,' too many Cumans were dis-unified and fought in the service of other Lords and peoples to simply refer to them as 'The Cumans.'

    The Fatimid Caliphate is now known as the 'Egyptian Caliphate,' not necessarily for increased realism, more of a 'lateral' move for the removal of Dynastic names, which cannot change in the game as dynasties come and go. A small change with little to no loss in historical accuracy.

    The 'Rebel' Faction has been renamed to 'Independent Sovereignties,' as to better portray what they actually represent in the game. This goes down to every instance of rebels, armies are referred to as an 'Independent Army' and navies as a 'Pirate Fleet.' Cities at the Stone-wall level and above are deemed an 'Independent State' while under that, along with most castles up to fortress level are known as 'Independent Fiefs.'

    Brief Title Overview:

    The uses of 'Faction Leader' and 'Faction Heir' have been largely replaced as they are somewhat odd terms to describe medieval leaders. Kingdoms will have their Kings called Kings, Empires will have Emperors referred to as such and so on. Geography, religion, culture and historical truth have been taken into account for each one.

    Example: The Prince/Crown Prince of England now features the accurate and unique variation of this title for the England of that period, 'Duke of Cornwall' and with 'Duke' before his name and 'Heir to the Throne' as his title within the Family Tree.

    Example 2: The Holy Roman Empire's heir is now known as 'The King of the Romans,' and the title 'King' is before his name. This title was either given by the previous Holy Roman Emperor or the Electoral College of the Empire to denote a successor, sometimes after the death of the Emperor but also before as well. Although not entirely necessary, it was a clear stepping stone to the Imperial Throne.

    To explain somewhat, the name of the Empire is odd enough, it was not a true descendant of the Roman Empire nor did it ever have the city of Rome under it's control, this title was, just like the name of the Empire, boastful. To think that the real Romans in the east looked kindly on it, they certainly did not, they frequently fought with the West as they repeatedly invoked 'Roman Heritage' in manners such as these when there was clearly none present or none deserved.

    Outside of Faction-Heirs and Faction-Leaders, the titles of Family Members, Generals, Spies, Diplomats and Merchants have also been specialized for each nation depending largely upon the Nation's form of government.

    Example: Venetian and Genoese generals are known as 'Plutocrats,' rulers denoted by wealth, and Venetian and Genoese Family Members are known as 'Oligarchs' who are rulers denoted by belonging to or who have been brought into certain families who have and hold significant power within the state and make up it's government, true to the form of the Republic of Venice and Genoa.

    Example 2: The Republic of Novgorod differs from the Republic of Venice and the Republic of Genoa, as it should. Their Generals are known as 'Nobles' and their Family Members are known as 'Lords,' as although it was a Republic it was still fundamentally different than those found on the Italian peninsula.

    In-addition to changes such as those, diplomats are now referred to as 'Ministers' for Kingdoms and Empires, while Republics have 'Commissioners' and as mentioned prior the Papacy has “Nuncio's.” All of which reflect the power they would have been realistically been placed with by the type of Government that sent them, and the general terms used for each at that time period.

    The Roman Empire have 'Bureau Ministers, Bureau Spies, Bureau Curiales (Merchants) and Bureau Assassins.' What Bureau is this you ask? It is quite possibly the very first Central Intelligence Agency used by any Government, the 'BoB' or 'Bureau of Barbarians.' Which was widely considered, especially by this time-frame, to be the Empire's first weapon before anything else. It dealt with everything from every day diplomacy, to espionage missions, assassinations and grand larceny of sorts. It was the job of this bureau to track, stay in contact with, and undermine the 'Barbarians' which was essentially anything that was not Roman. Every option was to be exhausted to avoid war being brought to the Empire's borders, the Bureau saw to this.

    Certain navies within the Mediterranean are more appropriately named fleets/armadas. Roman Armies and Navies are referred to as 'Themes.' The use of the word 'armada' was actually only used once in a historical reference to any one Nation's navy, and in only one battle, but it was romanticized forever afterward, and so for the culture who built that navy, it was attributed to them for more aesthetic diversity.

    Capital Title Change Overview:

    The titles for each faction's capital have been changed to display both more pomp and prestige for them being what they are, differentiating them from other towns and provinces. Note that this does not change the name of the city, just the title it is given.

    Example: 'Capital of the Kingdom of Poland' rather than 'Capital of Poland.'

    Brief Heir-Government and Trait Description Overview:

    Governments with non-hereditary titles, where the head of Government is elected rather than chosen by blood-line, have 'Heir-elect' as their title within the 'Family-Tree' which is essentially in that instance a representation of the Oligarchy, Plutocracy or even collective Aristocracy that runs the government.

    Each Government has different ways of choosing it's next ruler, and while it is hard-coded in the Game, to simulate this both with somewhat unrealistic adoptions and differing government types but only one system of actually doing it, trait descriptions and 'the King is dead!' events (more on this later) have been altered accordingly. For instance a Regent now has the same trait description as a normal leader, as he in the end either represents an appropriately elected ruler of a Government, or a new dynastic ruler which has every right to be as strong and respected as the last, (the one you start with). The actual effect though is still the same, a regent will not receive the authority bonus but this helps represent the constant uncertainty whenever power changed hands between families and people.

    The most telling however is the trait description for the Heir Presumptive trait, which was formerly the 'regent to be' is now more appropriately seen as either a usurper, a popular electoral candidate, or simply of a weaker blood-relation to the former-ruler.

    Example: This man is clearly poised to be the next on the Throne, by accrued power and titles or popularity, rightfully or not, blood-heir or not.

    Brief Event Description Overview:

    The 'End of a Dynasty' event is now appropriately named the same as if the new ruler was a member of the starting family. So it reads, for example: 'The King of England is dead!' This stops the 'King of so and so is Dead' event from almost disappearing from the Game as the AI starts to accrue more non-original family members than original ones. Giving each King, even later into the game, a proper swan song and ce'est la ve to their terrible power.

    This will also detail how the new ruler was elected, determined by the type of government the faction boasted, and by whether or not he was a descendant of the 'royal founder' or the son of the regent who was in power when the first royal founder's line died out. The ones who are certainly of proper blood-right will be noted as such, while others who are not will be noted as such. Though for the possibility that one regent is succeeded by another regent who is actually a blood-relative, it too has a written clause labeling such a possibility, enabling a the more realistic scenario of multiple dynasties rising and falling from power.

    Example (King): With the death of the late ruler of the Crown of Aragon, a blood-
    heir has succeeded to the throne and continued his family's Dynasty. The other Royal and
    Noble Houses know not whether to find fear or comfort in this knowledge.

    Example (Regent): With the death of the late ruler of the Crown of Aragon, another
    Lord of a different family or of a weaker line to the former one has positioned himself on
    the Throne, rightfully or not. The other Royal and Noble Houses know not whether to find
    fear or comfort in this knowledge.

    Summary:

    There are more changes than what is listed here, all instances where names were changed, they were changed every where, in the Campaign Description, Battle Descriptions, Unit Descriptions, Building Descriptions and Historical Event Descriptions and so on rather than in just one occurrence for better consistency. If you by chance encounter any problems, let me know, or if you have suggestions, I am always willing to get an earful.

    This mod was made on the 6.1 version of Stainless Steel with Real Recruitment 1.0, Total Combat and RAJ 1.3 without Byg's BGR III mod and with no supply traits enabled (I find them interesting but currently too clunky). However there should be no major issues as most of the text required for the supply traits at least are present in the 6.1 text files and are simply never triggered.

    Other aspirations for this mod are for it to eventually be implemented into SS 6.2, if there will be such a thing (fingers crossed) as so I do not have to add in these changes by hand again in the next release.

    Work-in-Progress Section:

    Version 1.6

    Many more rewritten trait, ancillary and event descriptions to make them less mechanical, more immersive and more informative. And likely other small changes.

    Recent Changes Section:

    Version 1.5b

    Minor editing of events, ancillaries and traits.

    Version 1.5

    The 'Man of the Hour' and 'Candidate for Adoption' interactive events are now worded appropriately.

    Changed a few Roman Company Names and Descriptions to be more appropriate, to make them slightly more regional without ruining 'the best English translation for what they were called.' In-addition to extra historical background being introduced into the Descriptions.

    Changed many instances of the word 'Settlement' for something more appropriate, often “Region Capital, Region, Regional Capital, or this Region's Capital” as the previous 'Settlement Reference' system would make you think or would hint that this is the only settlement in the entire region. When it was meant to be, and is, just the Capital, as in most regions there are any number of settlements both small, minor and large accompanying the main-settlement. The next Version of Text Overhaul (1.6) will likely see an even further reduction in the use of the word 'Settlement,' the some will always remain where it is actually appropriate.

    Much of the User Interface options were re-worded, instances of the word 'Game' were replaced along with a few others with the words 'Campaign, Realm, Battle' and so on.

    A lot of backwards compatibility was introduced to a line of events that was previously untouched by all the changes mentioned prior to this version, due to them being stored in another folder. Some of the events were even as out-dated as Vanilla, pre-S.S.

    A few bad pre-existing (not mine) Title-Ancillary Description translations were fixed.

    Many other small changes.

    Version 1.4

    Compatibility update. Now contains files that are compatible with the BGR III mod. Read the readme within the Text-folder for more details on installation.

    Other small changes to Trait, Ancillary descriptions and text on the strategic map.

    Version 1.3

    Completely changed the way Agents and Settlements are perceived on the Strategic Map. For instance rather than 'English Castle' it will be shown as 'Castle - The Kingdom of England.'

    This better notes which sovereignty has stamped their control on this castle. 'English' and such, is and are rather ambiguous terms, and can simply refer to a culture rather than a sovereignty.

    The end result is something that looks better, sounds better, and makes more sense.

    The Holy Roman Empire still features a few ambiguous 'Germanic XXX' for their towns and a few of their agents and characters, failing to necessarily note an 'Imperial' or 'Holy Roman Empire' after or before to simulate how the Emperor's sovereignty was not enitrely absolute, or the identity of a Town and the Empire being one and the same. This will likely be tweaked as time goes on to better illustrate this.

    The Lithuanian Unit Names and Descriptions have been edited to fix serious translation and spelling errors.

    Huge Cathedrals are now known more appropriately as Massive Cathedrals, as 'Huge' is an ugly, undeserving word.

    Version 1.2c

    The word 'Faction' has largely been made extinct as it was an odd thing to call a Kingdom, an Empire, a Republic, a Caliphate etc, etc, or any kind of large Nation. 'Faction' is almost equivalent to 'Guild' and something that usually exists or takes part within a Nation, rather than 'is one itself,' at least a prominent and independent one. They are now referred to as “Sovereignty's.”

    The 'Faction Leader' trait is now named as 'Sovereign' to coincide with the above.

    The Generic terms for all Generals and Family Members for each Nations have been changed from General/Family Member to 'Leader.' As 'General' denotes someone who has predominantly spent his whole life looking at a military career, sometimes in his-own service, others under someone else. The fact that any of them would be labeled as such by simply taking a stroll is unrealistic, while the military career might be true, it will not be for all of them.

    'Family Member' denotes some fantasy single-family nation that concerning the AI at least, never exists and so is also unrealistic. 'Leader' is open to all of these accounts if they are true while on the other hand, it is not, if they are not true. Of-course Generals and Family Members still retain titles such as 'Noble, and Oligarch' for their appropriate nations, the terms that were changed were the ones that were applied to every nation and could not be individualized.

    Replaced many other instances of the word 'General' with something more appropriate. For instance, General's Bodyguards are now just 'Bodyguards' and the 'Greatest General:' from the faction-summary is now 'Greatest Commander:' to be more in line with what was talked about in the above paragraphs. The descriptions for the bodyguards were also edited to not mention a 'General' but rather a man, liege, master or 'influential person' whom they guard everywhere rather than just 'on the battlefield' as popularized in most of them. Again this is to get away from all of them being called Generals, to stop them from being immediately lobbed in with this title when it is not necessarily deserved, true, accurate or timely.

    The position of 'Governor,' (the dominant family/general inside of a settlement managing it) is now called 'Overseer' as to relate that he may not hold the title and deed for that region, and so is simply over-seeing the land in the stead of someone else who is either abroad or present but simply too lazy or inept. If he does have the title it will simply note that he is currently seeing to the day-to-day affairs of his land, and if he himself has 'over-seer' ancillary, well then he is simply delegating and a over-seer without the title is delegating his duties even further.

    'Noble Princesses' have been renamed for each applicable nation to have either 'Royal' or 'Imperial' in place of 'Noble' as Princesses are only so when they are the Biological (not married in) Daughter of a Heir or Sovereign, so they are Royalty or a member of the Imperial Family, no matter how the AI or Player chooses to handle his family tree.

    The 'Family Tree' has been renamed 'The Tree of Influentials' to denote the likeliness that it is a list of multiple dynasties rather just one, and it still is an accurate name for even a single dynasty. This better simulates the multiple dynasties that both historically rose and fell for each nation but that will also inevitably come and go in Total War. This also helps explain the Republics, Lordships and even the two Empires within the Game, who acted essentially as Monarchies when they were in-reality either fully electoral or at least partially, or supposed to be but were not most of the time.

    The words 'Troop, Troops, Unit and Units' were extremely reduced in number and replaced with variations of 'Warrior, Warriors, Soldier, Soldiers, Company and Companies.' Although not completely annihilated as for variety, both of them sounded a bit 'off' for that time period. Now while technically 'unit' is an accurate term in military terminology, it is the smallest rung in terms of size. The 'units' we use are almost exactly the same size as most medieval era companies, and so that is how they are phrased.

    Novgorodian and Kievan 'Nobles' have been renamed to the more regional name of 'Boyars.'

    A few instances of the word 'Ship' and 'Ships' was replaced with 'Vessel' and 'Vessels' for variety.

    Version 1.2b

    Rephrased most of the traits and ancillaries under the lines of 'Royalty,' 'Royal' and 'King' that could show on someone or in a nation that was a Republic (no Royalty, no King) or a Caliphate, an Empire, and so on.

    Rephrased General, Family Member and Agent Traits and Ancillaries that made reference to a 'Kingdom,' under similar terms as stated above, the possibility of it actually belonging to a Republic, an Empire, a Caliphate etc, etc.

    Make sure to back-up the files in your text folder.

    Installation:

    Extract into your Stainless Steel folder and play.

    Compatibility:

    In-general, if a mod edited any of the files within the text folder, many of the changes will be over-written if this mod is already installed and the other one is applied and vice versa.

    Mods 'Made' Compatible:

    FCM and BGR III

    Credits:

    King Kong and all the others for making Stainless Steel.

    Download it here:
    Last edited by Shaxx; August 13, 2008 at 01:27 AM.

  2. #2
    y2day's Avatar TWC STORE NOW OPEN!
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    Default Re: Text Overhaul Mod

    WOW! Alot of of changes and work. If you have the time you should post some of your resources on the Mod Resources thread sticked in this forum.

    Welcome to the forum, quite a beginning. +rep

    For the Byz to Roman fix alone you are a blessing. I had been meaning to do that for a long time.
    Last edited by y2day; June 19, 2008 at 12:12 PM.




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  3. #3

    Default Re: Text Overhaul Mod

    Downloading right now.

    Is it savegame compatable, by any chance? I don't really see a reason why it shouldn't be.

    Oh, I've done a bit of modding to make it compatable with the faction crowns mod. Merry Christmas.
    Last edited by Militia Cavalry; June 19, 2008 at 12:18 PM.

  4. #4

    Default Re: Text Overhaul Mod

    Looks very interesting, +rep

  5. #5

    Default Re: Text Overhaul Mod

    It is save game compatible.

    The only oddity will be the Historic Battles already on the campaign map. Which will bare the original nation name as they have already been fought and are a part of the saved game file, the new ones will have the updated and more accurate names though.

  6. #6

    Default Re: Text Overhaul Mod

    Brilliant

    I've uploaded a quick file fix for the faction crown mod, so if you look through it and see if I've got all the terms right, that'd be grand
    (They're all at the bottom)

  7. #7

    Default Re: Text Overhaul Mod

    Yes the BGR III effects seem to be removed after applying this mod. Can a compatible version be done?

  8. #8

    Default Re: Text Overhaul Mod

    This is great. Im so happy about the Byzantines being changed to Romans.

    Remember Constantinople
    mr bush how can u put people in jail for smoking weed when you smoke weed. that makes you a hypocrite. bush says do you like hand jobs. the guy says hell yea. bush says do you like giving hand jobs. the guy says no. bush says well then your a fing hypocrite to!!!.

  9. #9

    Default Re: Text Overhaul Mod

    This looks very interesting and I'll be sure to download it, just two things to clear up:

    1. Does this remove supply traits and stuff from BGR 2, or just BGR 3 stuff? I only use the supply traits, so loss of things from 3 is okay.
    2. Would it be simple to change the Roman Empire back to the Byzantines, or is there a lot of things where I would have to change? I haven't looked at the text files, but is it a simple code where everything references back to the entry for the faction name or does each message have the name included? I prefer Byzantines, and I don't really want to have the HRE and the Roman Empire at once.

  10. #10
    strife1013's Avatar Campidoctor
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    Default Re: Text Overhaul Mod

    + Rep 4 your hard work!


  11. #11

    Default Re: Text Overhaul Mod

    so if you look through it and see if I've got all the terms right, that'd be grand
    Done. There were a few things that required some editing. I will continue to mull over certain things with those Crowns and see if I cannot come up with some other interesting changes.

    I recall deciding between the Faction Crown Mod and the small one already included in S.S. 6.1

    I liked how the small one already included encompassed the crowns based on vast territorial acquisitions of specific regions rather than the factions themselves. Although I miss the moving your King to the Capital to be crowned feature.

    Can a compatible version be done?
    Likely, I just need to get a copy of BGR 3, find the required lines and then add them in.

    Does this remove supply traits and stuff from BGR 2,
    The Supply Traits should survive, the BGR 3 traits will not.

    Would it be simple to change the Roman Empire back to the Byzantines
    Simple... yes and no. It is simple, but repetitive, tedious and somewhat time consuming. You need to eradicate every reference to either Byzantium or Rome in each text file. If you open each one and hit control F and then type in 'Roman' and replace each reference you find with 'Byzantine' your set.

    prefer Byzantines, and I don't really want to have the HRE and the Roman Empire at once.
    Really? It always annoyed me I was playing a Nation that technically never existed. If you think it is unrealistic or not historically accurate for these two nations to exist at the same time, you would be surprised.

    After all, 'The Roman Empire' featured here, was known for a long time as the 'Eastern Roman Empire' and then when the Western Roman Empire fell they dropped 'Eastern' from their name. 'The Holy Roman Empire' was formed when the King of France, Charlemagne carved out most of central Europe and Northern Italy for his Kingdom and the Pope gave him and the territory he conquered this title. A wise choice both out of personal survival and likely some prodding from Charlemagne himself.

    The Holy Roman Empire was in no real way a representation of the 'Western Roman Empire' let alone the whole thing, it was just ceremonial. Despite that, the real Romans were not pleased and almost as immediately as Charlemagne was crowned 'Holy Roman Emperor' the real Roman Empress was quick to point out, 'you do not rule the Romans, you rule the Franks.'

    Disputes and enmity such as this were the precursors to the 'Great Schism,' the division of Orthodox Christianity and Catholicism.
    Last edited by Shaxx; June 21, 2008 at 11:28 AM.

  12. #12

    Default Re: Text Overhaul Mod

    I just prefer the name Byzantine, it sounds better to me. It also adds more difference between HRE and the plain Roman Empire, which I've had enough of from RTW. The Byzantine Empire just sounds better, I'm not a big one for historical accuracy.

    Good to know that it is simple to change it to Byzantine, and I'll have plenty of time once summer break starts tomorrow.

  13. #13

    Default Re: Text Overhaul Mod

    A few notes/questions, since I have a mod with similar aims but also made different decisions.

    Prince of Asturias: I found the problems with titles given to heirs that are tied to a territory - eg Prince of Wales, Dauphin de Viennois, Prince of Asturias were that none of these existed at the beginning of the game (1080), and land titles already exist in-game as territories. It is very awkward to have your heir title Prince of Wales and have a different general with the retinue Prince of Wales.

    England: Since I intended to have faction names in native language, I looked up the Middle English names of England. From the Middle English Dictionary online:
    Quote Originally Posted by http://quod.lib.umich.edu/cgi/m/mec/med-idx?type=id&id=MED13800
    Engelo macronnd (n.) Also Eng(e)land, (early) Engle(ne lond, (late) Ing(e)lond
    The spelling with A seem to have only been used to denote the Angle people (Angel-cynn). The Oxford English Dictionary online entry also gives variant form: a1050 O.E. Chron. an. 1014 And æfre ælcne Deniscne cyng utlah of Engla lande {asg}ecwædon.
    This was 30 years before the start of the game. I purposely ignored the fact that at the time the English court spoke Norman-French, since that would become awkward later on.

    France seemed to have stopped being "Francia" in 987 after Capetian succession.
    Last edited by Schweizergarde; June 19, 2008 at 03:27 PM.

  14. #14

    Default Re: Text Overhaul Mod

    Prince of Asturias
    Changed. Let me know if you find any others.

    England: Since I intended to have faction names in native language, I looked up the Middle English names of England.
    I will dig out my source again and read extra hard. I will likely change it back.

    France seemed to have stopped being "Francia" in 987 after Capetian succession.
    In-terms of Dynasties yes, many nations were simply referred to as whatever Family was the Royal or Imperial power. Since that cannot dynamically change in the Game, I went with the most appropriate static term.

  15. #15

    Default Re: Text Overhaul Mod

    Quote Originally Posted by Shaxx View Post
    Changed. Let me know if you find any others.
    I haven't actually installed this, since i'm using my version of expanded ><.



    In-terms of Dynasties yes, many nations were simply referred to as whatever Family was the Royal or Imperial power. Since that cannot dynamically change in the Game, I went with the most appropriate static term.
    Sorry, I didn't mean that it should be changed from Francia into Capetian.
    http://en.wikipedia.org/wiki/Francia
    Quote Originally Posted by wikipedia
    West Francia was the land under the control of Charles the Bald. It is the precursor of modern France. It was divided into the following great fiefs: Aquitaine, Brittany, Burgundy, Catalonia, Flanders, Gascony, Gothia, the Île-de-France, and Toulouse. After 987, the kingdom came to be known as France, because the new ruling dynasty (the Capetians) were originally dukes of the Île-de-France.

  16. #16

    Default Re: Text Overhaul Mod

    Here are the three files you'll need to make this mod compatible with the Faction Crown Mod. The export_ancillaries file includes Shaxx's edits to Militia Cavalry's fixes (thanks MC!), plus one fix that was still missing for the Templar Seal. The export_vnv file fixes the faction leader's authority. The historic_events file includes "era" fixes necessary to trigger certain crowns.

    I've also released a compatible download on Post #1 of the Faction Crown Mod thread.

    Enjoy!
    Faction Crown Mod for Stainless Steel 6.1

  17. #17

    Default Re: Text Overhaul Mod

    Quote Originally Posted by The Lionheart View Post
    Here are the three files you'll need to make this mod compatible with the Faction Crown Mod. The export_ancillaries file includes Shaxx's edits to Militia Cavalry's fixes (thanks MC!), plus one fix that was still missing for the Templar Seal.
    The pleasure was mine- otherwise I'd have to restart my portugal campaign all over again

    Oh, where's the download link for 1.1b?
    Last edited by Militia Cavalry; June 20, 2008 at 06:13 AM.

  18. #18

    Default Re: Text Overhaul Mod

    Brilliant piece of work +rep!
    ...longbows, in skilled hands, could reach further than trebuchets...

  19. #19

    Default Re: Text Overhaul Mod 1.2

    Updated.

    The aid is appreciated Lionheart and Schweizergarde.

    Edit:

    Oh, where's the download link for 1.1b?
    Down at the bottom. I only recently discovered the nice file-attachment system for these forums, and the files are small enough.

    Edit 2:

    Brilliant piece of work +rep!
    Out of curiosity and the risk of sounding like a noobie, what is +rep? I have seen that used more than once. Is it just a saying in this part of cyberspace or part of some sort of 'rep' system?

    The post count of 'five' is really starting to show, heh.
    Last edited by Shaxx; June 20, 2008 at 06:36 AM.

  20. #20

    Default Re: Text Overhaul Mod 1.2

    It adds to your 'reputation', in a positive way. Please also do a BGR III-compatible version, but only if you have time of course
    Last edited by Point Blank; June 20, 2008 at 06:53 AM.

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