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Thread: DLV 6.1 Openbeta_03 (02\17\2009)

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  1. #1

    Default DLV 6.1 Openbeta_03 (02\17\2009)

    DLV 61 openbeta_03
    38 MB
    http://files.filefront.com/DLV+61+Op.../fileinfo.html

    It only works if you have Kingdoms_Patch 1.5 installed !!!!!!!!!!!!!!!!!!!!!!!!!!!:
    - DLV 6.0 necessary (clean, unchanged)

    Changelog openbeta_61_03 (not save game compatible to beta2)
    - added player first turn decision: activate character career related - cavalry recruitement\building construction limitation (yes\no)
    - added Taiji battle changes (except mass + unit size) (thanks goes although to Chim, Point Black from SS mod): cavalry spread gone, new Taiji animations , better cost spread between lower and higher troops
    - battle changes: increased melee lethality
    - added menue graphic improvements from agistournas


    Changelog openbeta_61_02
    - some minor fixes
    - added player first turn decision: activate population recruitment limitation (yes\no)
    - added player first turn decision: activate AI money help script (yes\no)
    - added menue\symbols improvements from agistournas
    - faction hedjaz tribes full playable in both campaigns
    - added investment system:
    if the player has more than 10000 Fl. available and has built a bank or jewish temple, he can invest money in steps of 10000 Fl. each turn up to a maximum of 100000 Fl. depot. Investing has two advantages: earning money and avoiding negative inflation effects because of money overflow.
    Information about the actual depot level and the possibility to invest\sell, all of it can be found in the financial overview screen.
    Interest on the savings will be calculated dependent on the actual total economic status (20% boom,....0% Depression) and added to the actual player money (not the depot). There is although a risk of total loss (Madloff) dependent on economic status (< 10% per turn).
    A little fee of 10% for invest\sell transactions will be subtracted.....


    includes Changelog openbeta_61_01 (not save game compatible)
    - fixed the invisible starting troops in the historical campaign
    - character trait dependent cavalry recruiting (better system than the one 1 year ago)
    Cavalry troops are the most valuable troops on the battlefield, so your general needs the adequate military career trait level in the higher stable buildings (> stables) in castles to recruit the higher cvalry troops.
    Calculation is based on the actual real governor in the castle !!!
    Knight--> knights_stables troops
    Banneret --> barons_stables troops
    Commander --> earls_stables troops
    GrandCross --> kings_stables troops
    Faction Leader + Crown --> kings_stables troops

    Examples:
    if you want to recruit a Feudal Knight in Knight Stables you need a general with knight trait in the stable
    if you want to recruit a Halbbruder in Earls Stables you need a general with Banneret trait in the stable




    includes Changelog hotfix_01 (save compatible to 6.0)
    Spoiler Alert, click show to read: 
    - fixed Crusader faction crashes
    - included the standard sd files to avoid the white text boxes effect
    - some unit changes from Taiji
    - some more Tokus Graphics


    Installation: not save compatible to DLV 6.0, 6.1_01, _02
    Spoiler Alert, click show to read: 
    - install kingdoms patch 1.5 !!!!!
    - clean Install DLV 6.0 (no addons or...)
    - Execute file Deus_lo_Vult_61_openbeta_03.exe and enter the correct path for the installation
    Example: C:\Program Files\SEGA\Medieval II Total War
    (For Germans change it to: C:\Programme\SEGA\Medieval II Total War !!!!)
    Not into the mods folder as for 6.0 !!!!!!!!!!!!!!!!!!!!!!!!!!
    Ignore the warnings of write protected files !
    Don't close the pop-up windows even if takes minutes to perform, wait until they close by themselves.


    Have fun and test if it works correctly

    Next Steps:
    - Government Systems: Absolute Monarchy (Religious Despot), Feudal States, Mercantile Republic
    - Tech Points and Research: Historical Book hunting + ....
    - Structured Society: Nobility, Peasants, Patricians (Mercantil), Priests

    repman
    Last edited by repman; February 20, 2009 at 08:38 AM.

    BareBonesWars 8.1 for RTW 1.5
    Integration Mod which combines unique strategic challenges due to a 4 Season scripted campaign from 280 BC - 180 AD on several big/small maps and with an ruthless AI on the battlefield.
    Deus lo Vult DLV 6.2 for MTW II Kingdoms
    Norway+Ireland+Flanders+Kiev+Lithuania+Teutonic_Order+Armenia+Crusader+Georgia,1y2t script, army field costs, Ultimate AI 1.6, big map, military career, economic system, age simulation, heraldic system, new factions, garrison script, Crowns + Swords, Trait bugfixer, religion dependent recruiting, ancillary enhancements, darth battle mechanics

  2. #2

    Default Re: DLV 6.1 Openbeta_01 (02\01\2009)

    YAY

  3. #3

    Default Re: DLV 6.1 Openbeta_01 (02\01\2009)

    Nice!!

    Question:
    so in order to get a knigth banneret i need to have him stationed in a castle with knights stables??
    Deus lo Vult Player
    AAR Writer: Wrath of the Norsemen

    Lovin' cav spread

  4. #4

    Default Re: DLV 6.1 Openbeta_01 (02\01\2009)

    @bacus
    No, if you want for example to recruit a Feudal Knight in Knight Stables you need a general with knight trait in the stable

    repman

    BareBonesWars 8.1 for RTW 1.5
    Integration Mod which combines unique strategic challenges due to a 4 Season scripted campaign from 280 BC - 180 AD on several big/small maps and with an ruthless AI on the battlefield.
    Deus lo Vult DLV 6.2 for MTW II Kingdoms
    Norway+Ireland+Flanders+Kiev+Lithuania+Teutonic_Order+Armenia+Crusader+Georgia,1y2t script, army field costs, Ultimate AI 1.6, big map, military career, economic system, age simulation, heraldic system, new factions, garrison script, Crowns + Swords, Trait bugfixer, religion dependent recruiting, ancillary enhancements, darth battle mechanics

  5. #5

    Default Re: DLV 6.1 Openbeta_01 (02\01\2009)

    Wow. These are some radical changes! I like this idea High level cavalry should only be able to be trained by men who have the necessary experience and leadership. This makes governors with military experience much more important than in the past.

    Two questions for you, repman:

    1) Can a general hop into a castle, train some knights, and then leave by the end of the turn to avoid his penalties for governing?

    2) Does this affect knights of the various guilds, such as the Templar and Knights of Santiago?

  6. #6
    Kjertesvein's Avatar Remember to smile
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    Default Re: DLV 6.1 Openbeta_01 (02\01\2009)

    Great Repman, jet again I'm unable to go past 200 turns. haha, best mod!

    Looking forward to next lvl.

    Im currently playing as Kiev Rus.“

    EDIT: Im unable to play past 200 turns before Repman updates DLV.*
    Last edited by Kjertesvein; February 07, 2009 at 08:46 AM.
    Thorolf was thus armed. Then Thorolf became so furious that he cast his shield on his back, and, grasping his halberd with both hands, bounded forward dealing cut and thrust on either side. Men sprang away from him both ways, but he slew many. Thus he cleared the way forward to earl Hring's standard, and then nothing could stop him. He slew the man who bore the earl's standard, and cut down the standard-pole. After that he lunged with his halberd at the earl's breast, driving it right through mail and body, so that it came out at the shoulders; and he lifted him up on the halberd over his head, and planted the butt-end in the ground. There on the weapon the earl breathed out his life in sight of all, both friends and foes. [...] 53, Egil's Saga
    I must tell you here of some amusing tricks the Comte d'Eu played on us. I had made a sort of house for myself in which my knights and I used to eat, sitting so as to get the light from the door, which, as it happened, faced the Comte d'Eu's quarters. The count, who was a very ingenious fellow, had rigged up a miniature ballistic machine with which he could throw stones into my tent. He would watch us as we were having our meal, adjust his machine to suit the length of our table, and then let fly at us, breaking our pots and glasses.
    - The pranks played on the knight Jean de Joinville, 1249, 7th crusade.













    http://imgur.com/a/DMm19
    Quote Originally Posted by Finn View Post
    This is the only forum I visit with any sort of frequency and I'm glad it has provided a home for RTR since its own forum went down in 2007. Hopefully my donation along with others from TWC users will help get the site back to its speedy heyday, which will certainly aid us in our endeavor to produce a full conversion mod Rome2.

  7. #7
    loet66's Avatar Senator
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    Default Re: DLV 6.1 Openbeta_01 (02\01\2009)

    Hi Repman,

    Great update !

  8. #8

    Default Re: DLV 6.1 Openbeta_01 (02\01\2009)

    hmm i think it's just cosmetic update,nothing more

  9. #9
    Tiro
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    Default Re: DLV 6.1 Openbeta_01 (02\01\2009)

    Quote Originally Posted by Wader View Post
    hmm i think it's just cosmetic update,nothing more
    Except that all Repman listed involves text editing and nothing to do with art.

  10. #10
    Agis Tournas's Avatar ★ Modder-at-Arms ★
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    Default Re: DLV 6.1 Openbeta_01 (02\01\2009)

    Quote Originally Posted by Wader View Post
    hmm i think it's just cosmetic update,nothing more
    My dear friend,
    I have been a visitor of this mod's threads for almost a year. I can assure you that repman has never given any attention to cosmetis. He is - let's put it simply - one of the best modders in the forum, in my opinion. The DLV team relies to other members (see Tokus) for the artwork.
    With respect
    Agis
    Last edited by Agis Tournas; February 02, 2009 at 04:46 PM.
    A mini-mod is never late! Nor is it ever early. It arrives precisely when I mean it to do!


    Son of Agisilaos / Grandson of jimkatalanos / Great-grandson of Garbarsardar





  11. #11
    mattgonzo's Avatar Libertus
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    Default Re: DLV 6.1 Openbeta_01 (02\01\2009)

    thats very nice man......thx much for the fix of the invisible starting troops....my suggestion was heared
    +rep
    [SIGPIC][/SIGPIC]

    STEAM SUCKS!!!

  12. #12
    mattgonzo's Avatar Libertus
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    Default Re: DLV 6.1 Openbeta_01 (02\01\2009)

    oh and your planed improvements at ''next steps'' are very nice....keep on doing....
    [SIGPIC][/SIGPIC]

    STEAM SUCKS!!!

  13. #13
    Sogesu's Avatar Campidoctor
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    Default Re: DLV 6.1 Openbeta_01 (02\01\2009)

    @Repman

    I seem AIs are more aggressive and most of them declare war to human but they don't conquer rebel regions. I am in year 1280 with Leon campaign but so many regions still rebell. It is different from older ver (5.74) when it takes about 40 turns for AIs to annex most of rebell settlements.

  14. #14
    Kjertesvein's Avatar Remember to smile
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    Default Re: DLV 6.1 Openbeta_01 (02\01\2009)

    Ok, lets bring on the experience on the importent matter:

    Knight--> knights_stables troops
    Banneret --> barons_stables troops
    Commander --> earls_stables troops
    GrandCross --> kings_stables troops
    Faction Leader + Crown --> kings_stables
    The faster we respond, the faster the next lvl comes to life!!

    Bugs etc....
    Thorolf was thus armed. Then Thorolf became so furious that he cast his shield on his back, and, grasping his halberd with both hands, bounded forward dealing cut and thrust on either side. Men sprang away from him both ways, but he slew many. Thus he cleared the way forward to earl Hring's standard, and then nothing could stop him. He slew the man who bore the earl's standard, and cut down the standard-pole. After that he lunged with his halberd at the earl's breast, driving it right through mail and body, so that it came out at the shoulders; and he lifted him up on the halberd over his head, and planted the butt-end in the ground. There on the weapon the earl breathed out his life in sight of all, both friends and foes. [...] 53, Egil's Saga
    I must tell you here of some amusing tricks the Comte d'Eu played on us. I had made a sort of house for myself in which my knights and I used to eat, sitting so as to get the light from the door, which, as it happened, faced the Comte d'Eu's quarters. The count, who was a very ingenious fellow, had rigged up a miniature ballistic machine with which he could throw stones into my tent. He would watch us as we were having our meal, adjust his machine to suit the length of our table, and then let fly at us, breaking our pots and glasses.
    - The pranks played on the knight Jean de Joinville, 1249, 7th crusade.













    http://imgur.com/a/DMm19
    Quote Originally Posted by Finn View Post
    This is the only forum I visit with any sort of frequency and I'm glad it has provided a home for RTR since its own forum went down in 2007. Hopefully my donation along with others from TWC users will help get the site back to its speedy heyday, which will certainly aid us in our endeavor to produce a full conversion mod Rome2.

  15. #15

    Default Re: DLV 6.1 Openbeta_01 (02\01\2009)

    whats the restriction on AI? is there any?

    with so many deaths on the family, illness, oldages.. i dont like this kind of features.
    you will have to have your king roaming around your castles, and therefore always away from capitol which is not in his best interest.
    also this augments his chances of falling ill and lack childs..
    Last edited by ivanhoex; February 02, 2009 at 12:31 PM.

  16. #16
    G Rider's Avatar Tiro
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    Default Re: DLV 6.1 Openbeta_01 (02\01\2009)

    Repman,

    Version 6.01 and 6.1 still has the freeze when enabling unlimited reinforcements when more than one large army is on the field. I have to use Lusted's AI to fix this bug that has been around for the better part of a year. I get the freeze every big battle with England. Though I didn't get it with Byzantine with your AI.

    DLV Battle AI = Freeze in big battles while Lusted's AI doesn't have any freezes.

    http://www.twcenter.net/forums/showthread.php?t=165635

    http://www.twcenter.net/forums/showthread.php?t=213008


    Also can you make the general required for cavalry a yes or no question in the beginning of a campaign?

  17. #17
    Kjertesvein's Avatar Remember to smile
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    Default Re: DLV 6.1 Openbeta_01 (02\01\2009)

    Quote Originally Posted by ivanhoex View Post
    whats the restriction on AI? is there any?

    with so many deaths on the family, illness, oldages.. i dont like this kind of features.
    you will have to have your king roaming around your castles, and therefore always away from capitol which is not in his best interest.
    also this augments his chances of falling ill and lack childs..
    Read the text. Kings are only needed to build Kings-stable, not to recruite High-end Lancers. Generals do the recruite.

    Please try the system, then post here. Thanks.
    Last edited by Kjertesvein; February 02, 2009 at 02:07 PM.
    Thorolf was thus armed. Then Thorolf became so furious that he cast his shield on his back, and, grasping his halberd with both hands, bounded forward dealing cut and thrust on either side. Men sprang away from him both ways, but he slew many. Thus he cleared the way forward to earl Hring's standard, and then nothing could stop him. He slew the man who bore the earl's standard, and cut down the standard-pole. After that he lunged with his halberd at the earl's breast, driving it right through mail and body, so that it came out at the shoulders; and he lifted him up on the halberd over his head, and planted the butt-end in the ground. There on the weapon the earl breathed out his life in sight of all, both friends and foes. [...] 53, Egil's Saga
    I must tell you here of some amusing tricks the Comte d'Eu played on us. I had made a sort of house for myself in which my knights and I used to eat, sitting so as to get the light from the door, which, as it happened, faced the Comte d'Eu's quarters. The count, who was a very ingenious fellow, had rigged up a miniature ballistic machine with which he could throw stones into my tent. He would watch us as we were having our meal, adjust his machine to suit the length of our table, and then let fly at us, breaking our pots and glasses.
    - The pranks played on the knight Jean de Joinville, 1249, 7th crusade.













    http://imgur.com/a/DMm19
    Quote Originally Posted by Finn View Post
    This is the only forum I visit with any sort of frequency and I'm glad it has provided a home for RTR since its own forum went down in 2007. Hopefully my donation along with others from TWC users will help get the site back to its speedy heyday, which will certainly aid us in our endeavor to produce a full conversion mod Rome2.

  18. #18
    /|\/|\/|\/|\/|\/|\/
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    Default Re: DLV 6.1 Openbeta_01 (02\01\2009)

    Quote Originally Posted by G Rider View Post
    Repman,

    Version 6.01 and 6.1 still has the freeze when enabling unlimited reinforcements when more than one large army is on the field. I have to use Lusted's AI to fix this bug that has been around for the better part of a year. I get the freeze every big battle with England. Though I didn't get it with Byzantine with your AI.

    DLV Battle AI = Freeze in big battles while Lusted's AI doesn't have any freezes.

    http://www.twcenter.net/forums/showthread.php?t=165635

    http://www.twcenter.net/forums/showthread.php?t=213008


    Also can you make the general required for cavalry a yes or no question in the beginning of a campaign?
    I have also experienced this issue with freezing during battles with reinforcements in DLV 6.0 and like you I've had to resort to using Lusted's AI.

    I've modified it and uploaded a DLV6 version for anyone who has problems with reinforcement battles freezing, you'll find it in the minimods section.
    Last edited by Taiji; February 03, 2009 at 08:23 AM.

  19. #19
    Agis Tournas's Avatar ★ Modder-at-Arms ★
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    Default Re: DLV 6.1 Openbeta_01 (02\01\2009)

    Hello guys!
    Just check a new mini-mod for your DLV:
    http://www.twcenter.net/forums/showthread.php?t=223852
    Cheers
    Agis
    Last edited by Agis Tournas; February 06, 2009 at 01:48 PM.
    A mini-mod is never late! Nor is it ever early. It arrives precisely when I mean it to do!


    Son of Agisilaos / Grandson of jimkatalanos / Great-grandson of Garbarsardar





  20. #20

    Default Re: DLV 6.1 Openbeta_01 (02\01\2009)

    Quote Originally Posted by blackleaf
    Read the text. Kings are only needed to build Kings-stable, not to recruite High-end Lancers. Generals do the recruite.

    Please try the system, then post here. Thanks.

    Quote Originally Posted by repman
    if you want for example to recruit a Feudal Knight in Knight Stables you need a general with knight trait in the stable

    i am at work, i know how to read, so i comment here my thoughts. sorry if that bothers you.



    i never throw fruits on the head of those whose intention is to make a better game.
    but i always try to call their atention to certain factors that i pressume are being left out of consideration.


    can i also pressume that you havent reach king“s stable level yet?
    Last edited by ivanhoex; February 02, 2009 at 03:19 PM.

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