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  1. #1

    Default Patch 6.2 is out... play !

    Important : Patch DLV_62
    [Spoiler]
    It only works if you have Kingdoms_Patch 1.5 installed !!!!!!!!!!!!!!!!!!!!!!!!!!!:
    - DLV 6.0 necessary (clean, unchanged)
    Changelog Patch 6.2 (not save compatible to 6.1 or betas)
    - thanks to geomod tool from sinople i fixed errors regarding map, names,...
    - included Text Overhaul Mod v0.85 Beta from Shaxx
    - fixed the 6.2 openbeta 02 crashes and missing stuff
    - included Grimblade little fixes 0.5: except the castle dungeons
    - Archaon's Loyal Allies: alliances can only be broken by diplomacy, provocative cold war tactics, multiple alliance break chain reactions etc.
    - Tokus Maximus Graphik
    - added new decision at game start regarding faction relations: standard DLV relations (example France dislikes england,...) or all starting faction relations are neutral
    - economic system: reduced the crash (total loss) probability of your depot, reduced the probalitiy of negative economic events
    - new grass+flowers: thanks to davide.cool
    - added newest Taijis battle 21\08\2009 optimizations: CBUR, Rusichi Units, balancing, (i have not included some special edb stuff and some other...), Germanicus5 battle scripts,...
    - thanks to the CBUR Team (AnthoniusII,...) and Rusichi Team for their excellent units
    - inflation : fieldcosts will double\triple similar to settlement costs if higher inflationlevels (> 50000, > 100000) are reached, new inflation popups in financial overview screen
    - added gfortune jerusalaem addon for historical campaign: except Acre
    - fixed hedjaz stuff: thanks to BamaToon
    - added unitcards 1.5: thanks to Agis Tournas (practically his minimod compilation except the grimblade stuff...needs more investigation from my side)
    - middle eastern event pics: thanks to JJN
    - updated warhorns: thanks to Brips
    - economic system: now you can get a total crown_duty (tax on nobles: Idea from Crusader Kings game) dependent on the rank level of your nobles: this means tax money for the king from each Knight (500), Banneret (1000), Commander (1500), Grand Cross (2000).
    You can decide in the finance overview screen to have it or not for each turn. Crown duty reduces happiness of your nobles each turn.
    In reality during the middle ages most of the nobles were tax exempt but there existed sometimes a scutage system or you can imagine a tribut to the king.
    Last edited by repman; September 24, 2009 at 08:56 PM.

    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: Openbeta 6.2 discussions

    Awesome mate, The crown duty is awesome...Simulating placating nobles at time of transition...

    I like the inflation stuff as well, forces the player to use the banking system.

    So is Taiji's new siege work in or out?

    It's a huge step forward in my opinion.

  3. #3

    Default Re: Openbeta 6.2 discussions

    Taijis is all in, except some edb effects (as AI recruiting, ...)


    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

  4. #4

    Default Re: Openbeta 6.2 discussions

    That is good news indeed. He has been working hard and deserves it.

    I would add that to the list of new features because it's really going to throw people who have not been playing with BB...

    You haven't tried it so I'll explain.....

    The town square of settlements is turned off. You can no longer take a town by rushing units into the square and timing it out.... You have to slug it out.

  5. #5
    /|\/|\/|\/|\/|\/|\/
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    Default Re: Openbeta 6.2 discussions

    It all looks great to me, thanks very much for including my work

    I can understand leaving out the AI recruit stuff, it's still WIP and I'm not quite sure what will happen in the late game. I am certain that it is working but not really certain of the full effect yet.

  6. #6

    Default Re: Openbeta 6.2 discussions

    Wonderfull changes, I'm realy looking forward to it

    Are you going to include some non-breakable alliances (without a diplomat) in it? Could be good for TO and HRE for example.

    Anyways, nice changes!

    cheers.

  7. #7
    Kjertesvein's Avatar Remember to smile
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    Default Re: Openbeta 6.2 discussions

    Quote Originally Posted by repman View Post
    Changelog Openbeta Patch 6.2 (includes Patch 6.1)
    - added new decision of starting faction relations: standard DLV or none.
    I think your point, is to ease the harsh diplomacy. It can be pretty hard after 25-40 turns in both campaigns(6.1). I would also suggest something in the line of:
    Historical Campaign:Non-brakeable alliances without a diplomat or (none/standard DLV)

    Defult campaign:Standard DLV or none
    Non-breakable alliances without a diplomat

    I really suggest this to be implemented for Historical campaign. To specificly create better relations with: Teutonic/Germany, Scottland/France, Teutonic O/Crusader. In 6.1, these close, ally nations, have a great tendency to bump into eachother from the begining. I have not jet got around to test it myself, but Philippus have:
    Spoiler Alert, click show to read: 



    Quote Originally Posted by Philippus View Post
    I noticed that it can be applied to the DLV without altering or overwrite any file ...

    Includ in BB2.2 ...

    Is working!
    Quote Originally Posted by Archaon View Post
    Hey guys, I am not familiar with DLV. Has anyone tried to combine these two mods yet? is any file prompted to be over written in the DLV mod folder?


    Quote Originally Posted by repman View Post
    - economic system: reduced depot crash probability, reduced negative economic events probalility
    - new grass+flowers: thanks to davide.cool
    Nothing to say, but 2 up.

    Quote Originally Posted by repman View Post
    - added newest Taijis battle 30\05 optimizations: except some buildings effects
    Superb! There are alot of good stuff in there that blows ya right of.

    So "building effects" is the Wall recruitement?
    Spoiler Alert, click show to read: 



    About the wall recruitement: The armys them-self are excellent buildt up. Greatly divided range, spearmen, and horses over time, and diffrent models for each faction. Germany have more spears, while spain will more have javelins. And you dont get the peasant archers armys in gunpowder age no more

    Typical european:
    Wooden castle - serg. Spears, ranged peasants, mounted serg.
    Castle - armoured spears, mailed knights, dis. mailed, swords, x-bow
    Fortress - Fudal knights, etc

    Constructive critisism: It can be toned down abit, because they have a tendency to steam roll with many stacks, specially if you are fighting on several fronts.

    Quote Originally Posted by repman View Post
    - inflation : fieldcosts will double\triple similar to settlement costs if higher inflationlevels (> 50000, > 100000) are reached, new inflation popups in financial overview screen (normal, high, extreme)
    Ok, so if I read clear: If I reach more money = higher field cost?:

    Less then 50k = normal
    More then 50k = high(doubble)
    More then 100k = extrme(tripple).

    Im confused, but it sound cool no matter what I know now.

    Quote Originally Posted by repman View Post
    - added gfortune jerusalaem addon for historical campaign: except Acre
    - fixed hedjaz stuff: thanks to BamaToon
    - added unitcards 0.9: thanks to agistournas
    - updated warhorns: thanks to Brips
    - gov\mil points: removed the restrictions for the governors\general with rank\ring ancilliaries to be in settlements to collect points
    - economic system: you can get a total crown_duty dependent on the rank level of your nobles: tax money for each Knight (500), Banneret (1000), Commander (1500), Grand Cross (2000).
    You can decide in the finance overview screen to have it or not for each turn. Crown duty reduces happiness of your nobles each turn.
    Im really looking forward to this! I remember BamaToon had some issue's. Might have been some thing else.

    EDIT: Additional suggestion regarding;
    - Wardraft (this is from the polluted thread, feedback for 6.1)
    Spoiler Alert, click show to read: 

    Quote Originally Posted by Blackleaf-Wille View Post
    War draft- I think this is a heavily under-estimated system. I don't think the current system is tempting enuff for the player.

    Example: I belive this should be changed with a popup that tells you that HRR attcks you, b/c you have violated some sort of medieval agreement, or several agreements over the years etc. Might even be something unimportent as "This is the last time you lay your hand on my familiy! This is War!". Some thing or issues that was commen in the middel ages. Then you can also click on the recruitement screen(the same as Used military-points button) And a popup with wardraft comes up.
    This time it's optionel whenever the player feel like he is in a tight spot.
    Opening up the Cavalry recruitement restrictions(for 10 turns) might also be a good Idea.
    Quote Originally Posted by Taiji View Post
    I like this idea.... really really like this idea.

    I would like to add something to it:

    War draft event fires off and stays active for the duration of the war draft period.

    Add a second line for every unit recruitment entry in edb which requires war draft event to be active.

    Halve the pool recharge rate for units while setting the war draft activated pool recharge to the same amount.

    The length of the war draft period could depend on faction population size in relation to number of settlements as densely populated citys might sustain more combat. Also wealth, happiness, combined levels of certain buildings like barracks, banks, mayors office, etc. and leader traits like excessive chiv or dread and high authority could also come into play. Basically it would be nice to be able to manipulate the war draft in some way.


    The result would be that in order to produce troops at the same speed we are producing them now we would need to activate the war draft. It would make it so that refusing the war draft in times of war could cause serious problems. I think that this raised importance of using the war draft combined with being able to manipulate it's length and various effects would add something really interesting.
    Quote Originally Posted by ivanhoex View Post
    i never used the war draft. not planning to do it either. and i have faced the unit cap in dire times.

    i wont use anything that puts me in a bad loyalty situation, civil war is by far the last thing i want

    Crimson Tide 4.2
    I have had report of "bad blood" on the current version of CT in 6.1 bug thread. Maybe its time to update. I don't got a computer to compare the files(see quote below), but the results can be over the top, from what i hear
    Spoiler Alert, click show to read: 


    Installation:
    Point the installer at the /data folder of the mod of your choice.

    Compatability:
    should be completley compatible with most mods, Crimson Tide 4 alters a few files
    other than the textures in order to get the best effect. These files are as follows:

    descr_geography_new.db
    descr_effect_impacts.txt
    descr_flaming_projectiles.txt
    descr_particle.txt
    and then of course the overlay textures
    -Link to the mod: http://www.twcenter.net/forums/showthread.php?t=174686
    -Bug Report:
    Quote Originally Posted by SirWarts View Post
    i did a campaign battle this time. The same think some of the blood on the clothing appears to be like vanilla med2.(fogy light patches is the best way I can describe it).Some blood looks like the new and improved DLV blood.

    Is it meant to show both??
    any help would be apreaciated
    Quote Originally Posted by SirWarts View Post
    Hey Blackleaf-Wille

    I talked to the guy who maid the Crimson Tide miny mod.Wich is whats used for (DLV blood). He said to download the miny mod from the SS forum. And then I maid the install path go to Med2/mods folder. And the blood appears to be working good.

    Just letting you know as I said I would once I figured it out.

    BTW did you or any body who reads this have the problem with the blood??

    A lot of the time it would appear patchy and fogy on the clothing like vanilla med2.
    Not thick and dripping like Crimson Tide miny mod.
    Last edited by Kjertesvein; May 31, 2009 at 05:41 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.

  8. #8
    Agis Tournas's Avatar ★ Modder-at-Arms ★
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    Default Re: Openbeta 6.2 discussions

    It seems that 6.2 will be a major hit!

    As for the unit cards,
    the latest version is v.11 and the completed factions are the following:
    - Byzantium
    [
    complete from version v.01]
    - Armenia
    [v.08]
    - all mercenaries
    [v.09]
    - ELO [Kingdom of Jerusalem]
    [v.10]
    - Flanders
    [v.11]
    Feel free to use any version you like...

    Cheers
    Agis
    Last edited by Agis Tournas; May 30, 2009 at 11:21 AM.
    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





  9. #9
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    Default Re: Openbeta 6.2 discussions

    B-W, the question I see with this unbreakable alliance thing is will the AI ever break an alliance? If not then I think it sucks... the player can break them but the AI will not. I've never had an AI faction declare war on me before attacking, so I wonder if it is possible.
    Last edited by Taiji; May 30, 2009 at 11:22 AM.

  10. #10

    Default Re: Openbeta 6.2 discussions

    Also if two factions without a diplomat went to war.... Wouldn't they be at war for the rest of the game?

  11. #11

    Default Re: Openbeta 6.2 discussions

    In which version will we see an improved america?

  12. #12
    Kjertesvein's Avatar Remember to smile
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    Default Re: Openbeta 6.2 discussions

    Quote Originally Posted by Mac-Picsou View Post
    In which version will we see an improved america?
    If Repman see something "america"-ish in the mini-mod section, then I would belive it gets improved.

    Just look at the little things BamaToon did; BANG, now it's in.

    *hint, hint*
    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.

  13. #13

    Default Re: Openbeta 6.2 discussions

    Quote Originally Posted by Mac-Picsou View Post
    In which version will we see an improved america?
    Personally, I am hoping that DLV will go the route of DLV Europa, and do away with the Americas. Eliminating the Azteks and Native Americans will free up slots better used by European, African or Asian factions, such as a Muslim faction or the Pagan Prussians.
    Former Historian & Dev Member for Broken Crescent Mod
    Dual-Major BA in Medieval History / Political Science, Adelphi University Aug. 1989
    Member of the World History Association
    Member of the Medieval Academy of America
    Member of the Richard III Society
    Member of the Society for the Study of the Crusades and Latin East
    If you like my post, please +Rep...if you dislike my post, please +REP me twice

  14. #14

    Default Re: Openbeta 6.2 discussions

    Quote Originally Posted by CelticPagan View Post
    Personally, I am hoping that DLV will go the route of DLV Europa, and do away with the Americas. Eliminating the Azteks and Native Americans will free up slots better used by European, African or Asian factions, such as a Muslim faction or the Pagan Prussians.

    Seconding this. DLV Europa had probably the best map I have yet seen of a Medieval Era Mod.

    In my opinion the Americas add Zero to the game, whereas the extra cities and provinces add immensely to the depth of gameplay when in Europe/Asia Minor.

  15. #15

    Default Re: Openbeta 6.2 discussions

    Will save compatible to 6.1?

  16. #16

    Default Re: Openbeta 6.2 discussions

    will there be an option or port for kingdoms only? aka teutonic or crusades subcampaigns only

  17. #17
    Kjertesvein's Avatar Remember to smile
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    Default Re: Openbeta 6.2 discussions

    Quote Originally Posted by Flea‘s Bass View Post
    Will save compatible to 6.1?
    You might run it, but it is labeled as, "No". Because of all the new scripts.

    Quote Originally Posted by Rapyer View Post
    will there be an option or port for kingdoms only? aka teutonic or crusades subcampaigns only
    You mean; 6.2 Teutonic, 6.2 Britannia, 6.2 Americas, instead of the older versions. Well since he has not brought it up, no I doubt it. 2nd, From what I know, Derdrakken worked on that project.

    The most updated version would be the stand-alone Lithuania mod Baltic crusades. It uses DLV-Teutonic campaign, but it has ALOT of new stuff to it. I heard they are currently working on a new danish/polish roster.

    (Back to topic)
    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
    Ahlerich's Avatar Praeses
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    Default Re: Openbeta 6.2 discussions

    glad to finally have a option about the diplomacy style

  19. #19

    Default Re: Openbeta 6.2 discussions

    Repman,

    You are absolutely correct..... The 1+ Gov points for Treasury kicks in at 50,000. It's actually a good compromise.. That script is working perfectly...

  20. #20
    Ahlerich's Avatar Praeses
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    Default Re: Openbeta 6.2 discussions

    if the beta is open where is the download link? :-/

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