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Thread: RegionMod 3.0 - Kingdoms Version

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  1. #1
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    That looks excellent, I would like to put it in the next edition\patch. Can you get me a graphic as well just with the title? That would go onto the fe-texture file.
    And both please in TGA format!

    Another thing: have you updated your ancillaries for the mod (I saw that the king ancillaries for the new factions are not complete)?










  2. #2

    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Heh I got scared for a little while because I couldn't find this mod in the medieval 2 modding section, but I see it just moved to Kingdoms.

    I laughed aloud when I saw that the newer version included longer build times and slower population growth because this was exactly the change I thought the mod most needed. I actually had to check the private messages I had sent to see if I had mentioned it specifically.

  3. #3

    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    i have a problem on desert rebels on generals guard they have no textures or maps detail faces what should i do and when i download the two patch i cant see the hedjas faction and when i click the custom battle the game crashes and when the custom battle is successfully enterd when i start the grand campaign it crashes outs what should i do to fix this???

  4. #4

    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    hi,

    i've recently got a new cpu (still windows 7) and I'm trying to install the files from the mod I had on my old comp - the 3.70 version and 3.72 patch. They've both been installed, but I can't see where the launcher for the actual game is... can someone put me right?

    cheers

  5. #5

    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    How do i uninstall the mod?I deleted the folder of the mod and everything in it and the region_kingdom.exe(the thing that you use to install the mod).Do i need to do something else to fully delete it?

    And sorry if i made mistakes when writing this.

  6. #6
    billydilly's Avatar Senator
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Hi. I'll send you the files tomorrow.
    CPU: Intel i7-8700. GPU: MSI GTX 1070 Armor 8G. RAM: Corsair Vengance, 16Gb HD: Kingston SSD 240Gb (System), Samsung 850 Evo SSD 500Gb (Steam), Western Digital 500Gb. PSU: Corsair CX600W

  7. #7
    irishron's Avatar Cura Palatii
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    @Billydilly,

    Iforgot to mention that I added the Shaman religion to the mod. Is this one of those things too late to add to the Heraldry?

  8. #8

    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    hello
    it is a very good mod . i love to play medieval 2 in 250 men in unit .
    thanks ...

  9. #9
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Updated the patch version to 3.2

    Patch 3.2
    - Screens by BillyDilly
    - small (diplomacy) symbol for Genoa
    - tons of unit info cards










  10. #10
    irishron's Avatar Cura Palatii
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Love those load screens.

  11. #11
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    I am looking for more, got any?

    Edit:

    Version 3.0 passes 100 downloads!
    Last edited by Gigantus; August 18, 2009 at 02:59 AM.










  12. #12

    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Good day.
    RegMod Kings v.3.02.

    Found some bugs:



    Do the police do not have axes!


    Сonfused recruitment of soldiers ?!
    Last edited by Russian NORMAN; August 18, 2009 at 02:50 PM.

  13. #13
    irishron's Avatar Cura Palatii
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    The spear militia unit_info card is missing. Gigantus and I are still trying to find them all. So far we have found 200+.
    The second one is more a clone job than a bug. It came from another faction to fill a hole.
    The two buildings having the same card goes back to sb2ean. Why? I don't know and I have failed at trying to read minds.

    What faction are these?

  14. #14
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    I am on it, thanks for pointing it out.

    Edit:
    Got the cards sorted out and found my next project: recruiting in the EDB. It is somewhat of a mess and looks like it needs to be redone from the ground up. The Irish are not the only ones with a problem.
    Swedes: recruit militia just with a wall, recruit spear militia with a palisade, recruit peasants with a stone wall. (or something to that effect)

    I think I am going to kick all the peasants out (that makes way for possible future additions) and develop an AoR system while I am at it. It is a bit silly as Sweden to recruit Norse units in the Sahara.
    Last edited by Gigantus; August 19, 2009 at 12:09 PM.










  15. #15

    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    I tried this mod out on normal, hard and very hard difficultly. On all of them are Mali and Arabia not expanding either trying to expand and after a few turns the Arabians doesn’t have any money left. Lots of other factions like Scotland are besieging rebel settlements without taking into account that they have too less units. A fix could be: putting around 2-5 units in an rebel settlement.

  16. #16
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Mali has a bit of a problem due to the geographical position, but I have seen Hedjaz in Africa taking the two southern regions. Might have to change the labels (eg comfortable mao, fortified henry) somewhat.

    I am thinking of updating the AI with the latest version (3.4) from Xeryx, it looks promising. That is, I will do it after I have sorted out the recruiting in the EDB. Migth put an AoR system in while I am at it.










  17. #17

    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Valleta,
    bodyguards of rebels General ...

    Edit by gig: Cloned the SE Bodyguard and SE Bodyguard ug1 from sicily faction for use with slave faction, available next patch.
    Last edited by Gigantus; August 19, 2009 at 12:58 PM. Reason: Indicating correction of error

  18. #18
    irishron's Avatar Cura Palatii
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Want a list of Mercs that need unit_info cards?

    Bedouin Camel Riders
    Bedouin Cavalry
    Alan Light Infantry
    Armenian Archers
    Armenian Cavalry


    Edit by gig: Missing info cards inserted, available next patch
    Last edited by Gigantus; August 19, 2009 at 11:14 PM. Reason: Indicating correction

  19. #19
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Alan Light Infantry? not Cavalry?










  20. #20
    irishron's Avatar Cura Palatii
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Quote Originally Posted by gigantus View Post
    Alan Light Infantry? not Cavalry?
    Cavalry. My fault.

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