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  1. #1

    Default New mod

    Ok im kinda new but i had a good mod idea
    There are 3 main submods for Stainless steel = The templars mod by Lord Calidor, Battle for the baltic, and perfectly polished, Now i wanna get a team put together to combine these mods best fetures added with point blanks RR, Permenent arrows, Total combat and add new ancilleries like crowns and swords. but i have no idea how to do it

    this is just an idea but i dont know if itll be liked

    also barsers faction leaders mod would be nice
    "God Is On The Side With The Biggest Artillary "

  2. #2
    Barser's Avatar Senator
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    Default Re: New mod

    Aint all of these mods not combined in perfectly polished already?

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  3. #3

    Default Re: New mod

    nope
    "God Is On The Side With The Biggest Artillary "

  4. #4

    Default Re: New mod

    perfectly polished is very buggy and templars isnt put in correctly
    "God Is On The Side With The Biggest Artillary "

  5. #5
    Oddball_E8's Avatar Senator
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    Default Re: New mod

    yeah... templars is "supposed" to be in perfectly polished, but apparently its not very well implemented (might not be Ryu's fault tho since i heard that the guy who did templars was the one importing it into polished) and i think the next thing on the map for polished is the baltic mod...

    and perfectly polished is BASED on SSTC and RR, so its not like they have to be "added"

    and the permanent arrows is easy to make yourself (theres been a few explenations on the fourms, including at least one by me so search for it)

    give Ryu some time... im sure hell make a better job of it for the next version since im certain all this nagging about the mod being buggy is bugging the heck out of him (pun intended)
    addicted modder... but crap at it

  6. #6
    Barser's Avatar Senator
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    Default Re: New mod

    Oddball_E8: Calidor did ruy a very big help when adding the templar so he is certently not to blame.
    But like I have mentionet earlyer it is hard to get a lot of mods to work together wihout bugs and well we will see what happens in the future and whats get added.

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  7. #7

    Default Re: New mod

    I don't see how anyone can say the Templar's weren't implemented very well when the only problem that existed with them was literally 2 lines of a unit description text.

    Lord_Calidor did a fantastic job implementing them since he had to implement them on top of Barser's already modified battle_models.db file - something with Grandmaster Ryu says he could of never done.

  8. #8
    Oddball_E8's Avatar Senator
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    Default Re: New mod

    yeah, but it messed up MY mod... so somewhere along the way someone messed up my changes... either Ryu by not giving the correct files to Calidor, or Calidor by not checking what i had done...
    but it was messed up when the templar mod was incorporated... and since thats the only mod that was added that changed the files that i know have been messed up (when it comes to my mod that is) it must have been that...
    addicted modder... but crap at it

  9. #9

    Default Re: New mod

    yea the units werent the same names and everything but other than that pp is good, id like to see battle of the baltic in it
    "God Is On The Side With The Biggest Artillary "

  10. #10

    Default Re: New mod

    Odball, I would be more careful with accusations and blames towards anyone. We are all volunteers and dont profit from making the mods. For most of us this is a hobby, which we practice in our spare time after work, school, time with wifes/gf's etc.
    So instead of pointing the finger, you could help solve the problem. In that notion, I'll attach the patch which I sent to Ryu before PP 3.0 was released. It contains the files Ryu sent me, with added changes to incorporate Templars into PP. I have no idea which other mods they already contained, but that wasn't really important. I keep a good changelog for my mod, so it could be easily added into any other mod. Check the attach, and look for any stuff that's messed up. Then we can solve all the problems anyone has reported.

    As far as Templar mod in PP is concerned, I've seen reports only about text/description errors, which I promptly corrected.

    Author of the ---== Knights Templar Mod ==---
    Creator of the ---== Lord Calidor's Weapon Pack 1 ==---
    Member of the ---== Dominion of the Sword ==--- and ---== C.B.U.R.P ==---

  11. #11
    Oddball_E8's Avatar Senator
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    Default Re: New mod

    Quote Originally Posted by Lord_Calidor View Post
    Odball, I would be more careful with accusations and blames towards anyone. We are all volunteers and dont profit from making the mods. For most of us this is a hobby, which we practice in our spare time after work, school, time with wifes/gf's etc.
    So instead of pointing the finger, you could help solve the problem. In that notion, I'll attach the patch which I sent to Ryu before PP 3.0 was released. It contains the files Ryu sent me, with added changes to incorporate Templars into PP. I have no idea which other mods they already contained, but that wasn't really important. I keep a good changelog for my mod, so it could be easily added into any other mod. Check the attach, and look for any stuff that's messed up. Then we can solve all the problems anyone has reported.

    As far as Templar mod in PP is concerned, I've seen reports only about text/description errors, which I promptly corrected.

    dude... im not "accusing" or "blaming" anyone... the simple fact remains... my mod worked bofore your mod was added... how or where it went wrong is unknown, but since you and Ryu were the only ones (to my knowledge) working on that, it must have been one or both of you that missed something.

    its not like im saying you personally ruined the mod or anything like that...
    im just saying that it went wrong somewhere in the incorporating of your templar mod into the PP mod...

    thats all...

    jeez, people take things way too seriously here...

    EDIT: out of curiosity i looked at the files...
    and the first thing that struck me is that he didnt include my late era campaign files... dont know if he still used them in the mod itself but they werent included here and if they werent in the mod it could cause all kinds of trouble.

    im goint to try to get to the bottom of this since its annoying the snot out of me... im downloading 3.0 as we speak and with your files i should be able to see where (and possibly when) it all went wrong.

    EDIT2: and maby THEN i can point fingers and start accusing people (*in the best richard impersonation i can manage*)

    EDIT3: well... now i can start pointing fingers...
    Ryu didnt include the files for the late era campaign so im assuming that all those who have the invisible bodyguards bug and such are playing the late era campaign...
    if so, just install the files for the late era campaign (found under world/maps/campaign/custom) from my 1.2 version of my Bodyguards & Orders mod and i think it should work.
    if not, then please report it here again (preferably with a screen) and ill look into it... but im busy so it might take a while.

    EDIT... what... 4?: i also noticed that some stuff that i put in my mod is not in this mod... like the shield wall ability on the viking mercenaries and heavy spearmen. In fact, alot of the changes i made for the EDU file seems to be gone so im gonna go out on a limb here and assume that Ryu used the old 1.0 version of the mod as a base, even tho i told him to use my 1.2 version.
    no biggie here, since i dont really care if he includes the small stuff or not, but it indicates where it might have all gone wrong.

    also, alot of changes have been made in the modeldb file that might be why the knights templar and jerusalem bodyguards dont have textures (since they basically use knights templars as bodyguards)
    since my mod allows several factions to use templar sergeants, squires, confrere knights, knights and dismounted knights, this might have caused a whole drove of problems.

    my suggestion would be for Ryu to actually download my 1.2 version (made for his 1.2 version and supposed to be included in 3.0 but is not) and kinda start over on 3.0... for 4.0 if you know what i mean.

    either that or remove my mod completely, because as it is right now, its a mess... and i dont intend to clean it up...

    EDIT 5 (last one, promise): im gonna copy and paste this post to the ACTUAL perfectly polished thread so we dont completely derail this thread (if we havent already)
    Last edited by Oddball_E8; August 23, 2008 at 05:16 PM.
    addicted modder... but crap at it

  12. #12
    WarnerVH's Avatar Miles
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    Default Re: New mod

    Just my humble opinion on the PP mod for SS 6.1 . The modding in and of itself should be commended as I for one have been somebody who has tried to paste together mods from the old Total War Medieval and Viking Invasion and have two or three work properly. Of that fact the modder of PP should be comended because when you start adding mods together what you find is that there are the same files that are modded to different degrees. Putting two mods that call for the modding of 1 or more of the same file leaves somebody responsible for compiling the info of the two or more separate; but same files and combining them by hand. Which can be many lines of script that need added by hand and then altered to allow both mods to respond in their proper ways. Some mods have different ideas for the same script. For example, if a mod you are installing uses 1 year per turn while another mod you are installing on top of that has 1 turn lasting 1/2 a year you will have issues and compatibility problems that the person melding to mods must account for. Long winded reply made short, PP has done the best it can by providing a mod that combines the better of all the SS 6.1 mods.

    Now for my point of suggestion for the mod. There are things that keep me from downloading it and running it on top of SS 6.1 . I have played PP for some time and these are the things that keep me from installing PP ver. 3 . And my suggestion if possible.

    Suggestion.... when you are combining many submods together you start to underwrite the intent of the original mod. For example. I think SS already has a good faction to financial balance and does not need to be mod with that. In fact, the only mods I have simply change a few things with battle play, eye candy and sound effect and not the core design of SS. I don't like the new names that some of the factions are given PP, for another example.... My suggestion would be to have the PP mod enabled (if possible) in a way to have the installer select the mods that he wants to add to SS from the total entirety of all the mods that PP incorporates into SS.

    I think the jewel that is PP is also it's downfall as it stands. Too many mods trying to serve the taste of too many palets.

    But the modders of PP must be commended for their efforts. I could never have the patience or time to do what they dedicate to do. Not meant to be a critism; but just an observation from a neophyte gamers.

    Cheers!

    **edited by myself** I must admit I do reinstall the game from time to time as it offers a greater challenge. ;@)
    Last edited by WarnerVH; August 23, 2008 at 03:56 PM.

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