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  1. #1
    karamazovmm's Avatar スマトラ警備隊
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    Default Deus Lo Vult wiki page

    Dear Deus Lo Vult community,

    We of the wiki team are in the search for some information to create a wiki page for this mod. If you fans/creators could answer some simple questions we could get the page up and running in due time.

    Form is below:
    Spoiler Alert, click show to read: 
    = Description =

    = Features =

    = The Team =

    = Included Mods =

    =History= (of the mod how it all come to it, how was the development, any info related to the process of the development

    =visual material= (you can include any screenshots, fan made vids, factions previews, feature previews)


    Many thanks in Advance,
    The TWC Wiki Team

    The very ugly forgive, but beauty is essential - Vinicius de Moraes

  2. #2

    Default Re: Deus Lo Vult wiki page

    Haven't seen Repman for a while - am sure he'll be back at some point and respond. I'll wait a bit until I try to fill in the gaps but if any of the learned DLVelopers can answer some of your questions in the meantime, they are welcome.

    Tokus*Maximus

  3. #3
    Harry Lime's Avatar Not a ToS violation
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    Default Re: Deus Lo Vult wiki page

    DLV was the first mod available for MII:TW.

    http://www.twcenter.net/forums/showthread.php?t=67501
    Proud Patron of derdrakken, dave scarface, J@mes & irishron
    Indulging in the insight & intelligence of imb39

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    Kjertesvein's Avatar Remember to smile
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    Default Re: Deus Lo Vult wiki page

    Quote Originally Posted by Mr MM View Post
    Dear Deus Lo Vult community,

    We of the wiki team are in the search for some information to create a wiki page for this mod. If you fans/creators could answer some simple questions we could get the page up and running in due time.

    Form is below:
    = Description =

    = Features =

    = The Team =

    = Included Mods =

    =History= (of the mod how it all come to it, how was the development, any info related to the process of the development

    =visual material= (you can include any screenshots, fan made vids, factions previews, feature previews)
    Many thanks in Advance,
    The TWC Wiki Team
    Ha ha ha, you can't be serious? The maximum numer of digits on 1 post is about 10 000 letter, IIRC. Oh my. Anyway, lets head on down to the vault.... Just don't mind the addicts in the hallway. They arn't dangerous unless you try to take away their DLV fix.

    = Description =
    DLV -- Heart of Iron.

    These are the current coat of arms for DLV 6.3 BETA:
    Spoiler Alert, click show to read: 
    However, I assume Repman will incorporate the upgraded version in the full release with REVAMP'D SYMBOL SET SAMPLER by Tokus & Shadrach.
    Spoiler Alert, click show to read: 

    From upper left; Denmark, Kiev, "Moors", Scotland, Mongols, HRE, Desert Tribes, Spain, Poland, Norway, Hungary, Armenia, Kingdom of Jerusalem, Egypt, Americas, England, Portugal, Rebels(?), Ireland, France, "Turkey", Georgia, Venetia, Sicely, Milan, Papal States, Byzantine Empire, Flanders, Lithuania and the Teutonic Order.


    Crowns, Swords and Royal Standards, also made by Tokus Bombadil:
    Spoiler Alert, click show to read: 


    = Features =

    Since the Wiki's last update on DLV 5.5, these are changes:
    Spoiler Alert, click show to read: 
    Changelog Patch 6.2
    - 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.


    Changelog Patch 6.1
    - added new player first turn decisions: population recruitement limitation (yes\no), AI money help script (yes\no), activate character career related - cavalry recruitement\building construction limitation (yes\no) (see below)
    - bugs fixing: empty forts, kiev 7,.....
    - thanks to Tokus*Maximus new Total graphical Artfixer (11022009): ancilliaries, events, menue,....
    - thanks to new graphics from agistournas: Symbol(SIP4) + Menue (MIP3) + Building (BIP4 only construct pictures)
    - thanks to Taiji: total rebalanced Battle System (BB1.7) (except mass + unit size): cavalry spread gone (Chim, Point Black from SS mod), new Taiji animations , better spread between lower and higher troops (costs, effectivity,..),
    - added additional battle warhorns: thanks to Brips and Wolfslayer
    - faction hedjaz tribes full playable
    - changes behind the scene: ... lol
    - 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 to 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.....
    Each invest of 10000 adds 1 gov_point
    - added credit system (replaced old money lender): ust inverse to investment
    if the player has less than 0 Fl. and has built a bank or jewish temple, he can loan money in steps of 10000 Fl. each turn up to a maximum of 100000 Fl. credit line.
    Information about the actual credit level and the possibility to get more loans\or repay all of them, all of it can be found in the financial overview screen.
    Interest on the credit will be calculated dependent on the actual total economic status (20% boom,....0% Depression) and subtracted from the actual player money (not added to the credit).
    A little fee of 10% for each loan\repay transactions will be subtracted.....
    Each loan of 10000 subtracts 1 gov_point
    - character trait dependent cavalry recruiting
    cavalry troops are the most valuable troops on the battlefield, so your general need the adequate military career trait level in the higher stable buildings (> stables) in castles.
    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


    Changelog DLV 6.0
    - new graphics from Tokus Maximus
    - added first turn player decisions: fieldcosts (yes\no), settlement cost (yes\no), Point (gov\mil) System (yes\no), AI Playstyle (yes=Total War\no=DLV Standard Civ like)
    - fixed bugs: wonders, wrong factionsizes, mangonel ..
    - added Taijis unit changes (except the mass changes)
    - changed battle mechanics
    - included new strat city models: thanks to Agis Tournas, Agart
    - pointsystem: added mil_point gains dependent on your military flag anciliaries: banneret, grand cross,..
    - metropolis settlements are shown on the map in uppercase format
    - negative destruction economic events for roads, markets, mines, markets, harbours cost now 1000 Fl. to rebuild, negativ times longer than the positive ones
    - enhanced some event text descriptions
    - added interactive event gambler: If you have a tavern, a gambler will ask sometimes for a quek game. If you accept (loose 2 gov_points and earn gambling traits, loyal for generals, disloyal for governors) then you have to bet 5000 Fl. and the win probability is 50%. Decline give disloyal generals.
    - player inflation modi: enhanced settlement costs depending on your treasury surplus
    - splitted extra cost popup into 2: field cost popup and settlement cost popup for better information
    - added economic status overview screen: shown in the financial overview popups: it is calculated by the stochastic economic +- events: -5 Depression (all economic events are negative)... 0 normal....+5 Overheated Boom (all economic events are positive)
    - reduced arrow blood effect
    - added rusichi mod units to russia, kiev, poland, lit: thanks to Taiji and Rusichi Team
    - added enhanced blood textures (removed dust textures), normal maps, attachment sets: thanks to Blueoran
    - added scenario battles: Battle_of_Herrings, Brignais_1362, Mello_1358, Mohacz_1526, Orleans_1429, Warna_1444, Muret_1213, Szekesfehervar_1096, Los_Navas_De_Tolosa, Lechfeld_955, Frankenhausen_1525, Ain_Jalut_1260 : thanks to Pinotchet09
    - after Dark Ages: reset of all diplomacy and faction standings to start values (only in DLV Standard Civ modus)
    - added faction standing effects of the new religious monk buildings and other fixes: (dominican, sunni, ....)
    - changed some animations: shuffle backwards into shuffle forward
    - included GrandViz new BC diplomacy values: no more easy trade rights,.....(faction standings are more important now)

    Patch 5.74
    - mercenary buildings (in metropolis castle) + mercenary trader: if you have a building, the trader will pop up from time to time and will offer some mercs (random chosen) to you.
    - only 2 campaigns: player can decide in imperial\historical campaign : +- garrison spawn
    - bugfixes and other changes
    - new 10 wonder buildings: Notre Dame de Paris, Moskovskiy Kreml, Mezquita de Cordoba, Palazzo Ducale di Venezia, Kaaba, Bayt al Hikma, Hagia Sophia, Dome of the Rock, Tower of London, Roemer...only buildable in large metropolis cities if gov points > 120


    Patch 5.73
    -bugfixing anfd little changes
    - accelerated campaign turns
    - added penalties -10, -20 gov_points for offensive_to_nobles, inspire_civil_war traits of the factionleader
    - added boni +1 gov_point for ancillaries: ring, coin, key of the governors
    - fixed crashes: dungeon, sardinia, 100 gov points
    - some new Tokus Graphics
    - more historical decriptions: thanks to Hekk
    - more fire, explosions, dust,
    - included Real Horses 1.0: thanks to Argent Usher
    - 3 piece artillery: thanks to Furin
    - reduced cavalry spread
    - fixed 5.6 bugs: education, units thanks to Dave Scarface, names,...
    - Crimson Tide Bloodmud-mod 3.0 (partially): thanks to Magus
    - reduced unrest effects of jewish temple and requirement for merchants: 3,5,10,15,15 %
    - changed Campaign\Battle AI parameters
    - new pics for: well, synagogue
    - extracosts for besieging a fort in home territory: 1000 Fl.
    - new punishment buildings: dungeon->execution place->torture chamber (only in metropolis settlements)
    - refined hording: thanks to Furin
    - added fieldcosts for diplomats\princess: 300 p.turn in enemy land
    - 2 orthodox monk groups: Cenobitic Monasticism (=dominicans), Hesychast Monasticism (=Fransiscan) + buildings\traits
    - 2 islam priest groups: Sunni (=dominicans), Sufi (=Fransiscan) + buildings\traits
    - changed garrison script: faster, only player-AI not AI-AI, only every 10 turns possible
    - deleted vanilla custom campaign
    - included warhorn sounds from BBW Mod
    - reduced population requirement for huge cities
    - big stone castles for greek and middle_eastern: thanks to Agart
    - 2 rank point systems : governmental + military

    Spoiler Alert, click show to read: 
    The player can collect government points (gov_points) and military points (mil_points) depending on his actions. Higher settlement levels can only be achieved by adequate point levels: No points no upgrading (even if the other population requirements are fullfilled) not only for the player but although for the AI (so player and AI stay on the same levels) :
    Point requirements:
    City upgrade:
    - Corn Exchange: gov_points > 10
    - Market: gov_points > 30
    - Fairground: gov_points > 60
    - Great Market: gov_points > 100
    Castle upgrade:
    - Garrison Quarters: mil_points > 10
    - Drill Square: mil_points > 30
    - Baracks: mil_points > 60
    - Armoury: mil_points > 100



    Dependent on your economical or political actions as a governor you can get or loose Governmental Points !
    - SettlementLoyaltyLevel: -1, for unhappy ones
    - CityRebels: -2
    - BecomesFactionLeader: -1
    - PopeAcceptsCrusadeTarget: +1
    - PopeRejectsCrusadeTarget: -1
    - CharacterMarriesPrincess: +1
    - PriestBecomesHeretic: -1
    - CardinalPromoted: +1
    - CardinalRemoved: -1
    - InquisitorAppointed: +1
    - SettlementUpgraded: +1
    - GuildUpgraded: +1
    - GuildDestroyed: -1
    - FactionNewCapital: -1
    - FactionAllianceDeclared: +1
    - FactionTradeAgreementMade: +1
    - VotedForPope: +1
    - FactionExcommunicated: -3
    - FactionBreakAlliance: -2
    - Treasury: < 0, > 30000, > 60000: -1,+1,+2
    - LeaderMissionSuccess, LeaderMissionFailed: +1, -1
    - MissionSucceeded: AssassinationMission, SpyMission, SabotageMission, DiplomacyMission: all +1
    - Events: Trade Fair +1, Royal_Justice +1, Money_Lender -1, War Draft -1 gov
    - Generals Disobedient: Disobeys His Liege -1, Rebels ! -2 each turn
    - Build wooden_wall, stone_wall, large_stone_wall, huge_stone_wall: -1, -2, -3, -4 each and once
    - every large_stone_wall, huge_stone_wall: -1, -2 each turn

    Dependent on your military actions as a general you can get or loose your Military Points !
    - LeaderMissionSuccess, LeaderMissionFailed: +1, -1
    - ArmyTakesCrusadeTarget: +1
    - UnitsDesertCrusade: -2
    - GeneralJoinCrusade: +1
    - GeneralAbandonCrusade: -1
    - GeneralArrivesCrusadeTargetRegion: +1
    - GeneralTakesCrusadeTarget: +3
    - GeneralCapture(loose)Settlement: +-1, +-2, +-3, +-4
    - SackSettlement: +1 (-1 gov)
    - ExterminatePopulation: +1 (-2 gov)
    - FactionWarDeclared: +1 (-1 gov)
    - LeaderDestroyedFaction: +5
    - Win, Loose Battle (Odds < 0.5, > 0.5, > 1): +-1, +-2, +-3
    - Events: War Draft +1, Tournament +1, Royal_hunt +1
    - Build wooden_castle, castle, fortress, citadel: -1, -2, -3, -4 each and only once
    - every fortress, citadel: -1, -2 each turn


    To get an overview regarding your actual point status click on the button “show faction ranking scroll” (click again if you see the normal ranking popup). You only get the 2 popups if you have more than 0 points.



    ------------------------------------------------------------------
    - added Dungeon event:
    Disobedient Generals can be thrown into dungeon or bribed into happiness
    Nobles that have the trait "Disobedient" must travel to the capitol to seek an audience with the King to receive a pardon. If they end their turn in the capitol with a building >= dungeon, and the King is present, then a window will popup “Royal Court”.
    Open the character overview panel and click on the disobedient character. A window will pop up “dungeon or royal pardon ?” and you have to decide:
    - throw the character into the dungeon (the disloyal Noble will receive the trait "Thrown in the Dungeon"...essentially immobile + other bad traits, until released (% chance of release each turn, with average stay in the Dungeon being 5 years (10 turns)).
    - Give the royal pardon and bribe him with 3000 Fl.


    -----------------------------------------------------------------------
    - Retire old Generals:
    If Generals are getting over the age of 60 they are too old for the battlefield and you can retire them into governors.
    Nobles over the age of 60 must travel to the capitol to seek an audience with the King to receive a retirement decision . If they end their turn in the capitol with a building >= town_hall, and the King is present, then a window will popup “Retirering General”.
    Open the character overview panel and click on the retirement character. A window will pop up “Retire this general ?” and you have to decide:
    - Yes:
    This honorable general will be retired and continue to do his excellent work as a governor
    The retirement and governor inauguration procedure cost 1000 Fl.
    - No:
    We need your excellent capabilities on the battlefield. So your retirement wish will be refused!

    Patch 5.6
    - turntimes reduced by 50%
    - new unit skins\models on the campaign map: thanks to Isilendil
    - adapted settlement parameters
    - all field costs for armies + agents + the settlement maintenance costs are collected (in rounded up 500 steps) in a popup available through clicking on the finance screen (only 1x per turn)
    - the 2 population popups (Used Military Size, Maximum Possible Military Size ) are available through clicking on recruitement advice button on the recruitement screen
    - implemented +adapted Lithuania 1.3 + Teutonic Halbbruder: thanks to Isilendil and MadTao Team

    - flagbearer officer units: thanks to Isilendil and Niko's mod

    - many (> 200) permanent stone forts in all campaigns + moved some main events backwards in time: thanks to Furin


    - removed rankdependent recruitement of horseunits (not working since 5.4)
    - Refill Population factor: randomized with chance > 40%
    - added brewery building: needs grain
    - changed health techtree: well -> sewers -> public_baths -> aqueduct -> city_plumbing
    - new interactive event: royal justice
    - added 2 Catholic Orders: Dominicans (law and order) + Franciscans (spiritual) with 3 level-building tree and corresponding priest traits + event triggers
    - economic events: reduced spawning rate + higher costs and higher start buildings
    - added some map textures from Charge
    - adapting recruitement tree: thanks to Ivanhoex
    - added some Ivanhoex battle stuff: AI + Sinuhet AI Formations
    - implemented Music from kingdoms: thanks to Dave Scarface
    - civilian\military student careers need education buildings: scholarium (civil) in large towns or drillsquare (military) in castles
    - battle terrain smoother: thanks to Lusted
    I will see if I can formulte this into something more... wiki friendly.

    = The Team =
    derdrakken, repman, Harry Lime, Taiji, Tokus*Maximus

    = Included Mods =
    You got to be kidding?! I suggest those who have made their mod to present it on their own here.

    =History=
    I guess the elders have spoken...

    =visual material=
    Now hold on there, I think I can dig up some goodies from POTW winning pictures later. In the mean time *blows away dust from an old big book* -- the DLV Screenshot thread.

    The DLV Manual, only downloaded (secretly and in shame) when all other options fail.

    Not speaking as one of the elders, but I would note SGFNP as it's extencive and good for DLV Padwans. As opposed to the DLV Manual -- the SGFNP is unofficial but I give my word that it's deam good.

    I'll be back.

    ~Wille
    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.













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  5. #5
    karamazovmm's Avatar スマトラ警備隊
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    Default Re: Deus Lo Vult wiki page

    you havent said hasta la vista baby

    The very ugly forgive, but beauty is essential - Vinicius de Moraes

  6. #6
    Kjertesvein's Avatar Remember to smile
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    Default Re: Deus Lo Vult wiki page

    Affirmative.

    WIP for http://www.twcenter.net/wiki/Deus_lo_Vult#Releases

    If you want to add anything, let me know

    The wiki page is the most updated, but your get the idea:

    {{mod4|mod=Deus lo Vult|image=[[Imagelv sig.jpg]]|platform=[[Medieval II: Total War]]|era=Medieval|leader=[[repman]]|release=[http://www.twcenter.net/forums/showthread.php?t=155476 Version 5.5]}}
    ==Overview==
    Deus lo Vult (commonly abbreviated as DLV) is a [[modification]] for [[Medieval 2: Total War]] which focuses on creating an accurate medieval atmosphere. The mod features a big campaign map and many scripts and is meant to be played in a more slow and strategic manner.
    ==Features==
    [[ImagelV faction symbols.jpg|thumb| Faction Symbols]]
    ===Large Map===
    ===Campaign Selection===
    The player can choose between 2 campaigns, Imperial Campaign and Historical Campaign.
    ===New Factions===
    Ireland, Armenia, Lithuania, Teutonic Order, Flanders, Norway, Kingdom of Jerusalem and Hedjaz Tribes.
    Some minimods have changed the Native Americas faction slot for [http://www.twcenter.net/forums/showthread.php?t=365313 Aragon], [http://www.twcenter.net/forums/showthread.php?t=373490 Sweden].
    ===Career system===
    Once a boy reach the age of 14(general), you may choose a career path for him. Inorder to school a general, you must send him of to a Drill Square inside a castle. For a governor, you need to construct a School building, inside a city. You may upgrade to a univercity in later city stages.
    ====The General=====
    =====Heraldic Ranks=====
    {| align="right"
    |-
    |[[ImagelV_crowns.jpg|thumb|Crowns, Swords and Standards]]
    |}
    The Heraldic Rank System has been expanded to now include Byzantine, Moors, Egyptian and Turkish factions. All European factions (including Russian) were included in the 1.9 release. Byzantine and Islamic factions have unique rank names. They receive their banners (Imperial Army Banner or Banner of the Prophet) at Rank 4 (Knight Commander equivalent) which provides a nice morale boost to their army. Also, promotions to the next rank for all factions can now be had through victory on the battlefield in addition to time campaigning.
    ======Command Experience======
    Generals now have a trait that records number of battles in which they have led the army. Generals which have never or seldom led an army in battle get Authority and Hit Point penalties (they don't know how to handle themselves on the battlefield). This trait improves by commanding more battles. Royal heirs who just sit in their castles waiting to be crowned King start off with an Authority penalty as a result.
    ======Retire old Generals======
    If Generals are getting over the age of 60 they are too old for the battlefield and you can retire them into governors.
    Nobles over the age of 60 must travel to the capitol to seek an audience with the King to receive a retirement decision. If they end their turn in the capitol with a building >= town_hall, and the King is present, then a window will popup “Retirering General”. Open the Character Overview Panel and click on the retirement character. A window will pop up “Retire this general ?” and you have to decide:
    * Yes - This honorable general will be retired and continue to do his excellent work as a governor
    The retirement and governor inauguration procedure cost 1000 Fl.
    * No - We need your excellent capabilities on the battlefield. So your retirement wish will be refused!
    ====The Governor====
    The life of a Governor is Deus lo Vult is less hectic, but there are still dangers as he is more easily prone to face disease from local plauges. By staying in settlements the turn a building is finished, the governor be the one to cut the ribbon and recive the glory. This may put him in a position to recive gifts from the Royal like for loyal service. This range from Ring -> Coin -> Key and will be very a valuable sentimental gifts in times of chaos.
    ===Military===
    ====Mercenary Building====
    Mercenary buildings are available in your metropolis castles (Name in capital letters). After these buildings are constructed, a mercenary trader may pop up from time to time and will offer some exotic mercs (random chosen) to you.
    http://img255.imageshack.us/i/dlv574qb2.jpg/
    ====War Draft====
    A War Draft is a system were the King signs a decleration to recruit wast amount of his people by sword point. Before a new war against a new faction is decleare, a message will give you the choice to accept or decline such conscription. It will cost extra Fl. and some discontent among your followers is expected, but the pool is massive.
    ====Garrison script====
    All settlements now raise garrisons for their defense when besieged, depending on the faction owner. In fact, every settlement has a unique garrison scheme. The garrison is raised at the time an invading army lays siege so having a spy open the gates or bringing up your own siege equipment does not bypass the garrison. This simulates the idea that the feudal system was basically a system for defense (standing armies being very expensive) and on the approach of an invading army, the knights, yeomanry and peasantry in the settlement and surrounding countryside rally to the defense. The size of the garrison depends not only on the importance of the settlement but also on the local zeal of the citizenry.
    New changes were done to Deus lo Vult 5.73. Now, these defencive action will only happend with player-AI -interaction, and not AI-AI -interaction. Only possible every 10 turns.
    ===Diplomacy System===
    DLV used the diplomacy system from the [[Ultimate AI]] mod.
    From Deus lo Vult 6.0, GrandViz new BC diplomacy values were used. This meant no more easy trade rights,.....(faction standings are more important now.
    ===Economic System:===
    ====Economic Status Overview screen====
    Shown in the financial overview popups: It's calculated by the stochastic economic +- events: -5 Depression (all economic events are negative)... 0 normal....+5 Overheated Boom (all economic events are positive)
    ====Investment Script====
    The Investment Script was included in the Deus lo Vult 6.1 release. 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
    * 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.....
    Each invest of 10000 adds 1 gov_point.
    ====Money Loan Script====
    If the player has less than 0 Fl. and has built a bank or jewish temple, he can loan money in steps of 10000 Fl. each turn up to a maximum of 100000 Fl. credit line.
    Information about the actual credit level and the possibility to get more loans\or repay all of them, all of it can be found in the financial overview screen.
    Interest on the credit will be calculated dependent on the actual total economic status (20% boom,....0% Depression) and subtracted from the actual player money (not added to the credit).
    A little fee of 10% for each loan\repay transactions will be subtracted.....
    Each loan of 10000 subtracts 1 gov_point.
    ====Gambler event====
    If you have a tavern buildt, a gambler will ask sometimes for a quek game. If you accept (loose 2 gov_points and earn gambling traits, loyal for generals, disloyal for governors) then you have to bet 5000 Fl. and the win probability is 50%. Decline give disloyal generals.
    ====Inflation Script====
    The Inflation Script adds extra inflation cost to the Field Cost Script and Settlement Cost Script if the player exceeds 50000Fl. and even more if the player exceeds 100000 Fl.
    enhanced settlement costs depending on your treasury surplus
    ===Optional Scripts:===
    Player can decide during first turn which DLV features he wants to activate. The player may automatically choose between a number of diffrent scripts to be activated or declined in the 1st turn pop-ups. The following scripts are therefor only the human player or a host in Hotseat campaign.
    ====Character trait dependent cavalry recruiting====
    cavalry troops are the most valuable troops on the battlefield, so your general need the adequate military career trait level in the higher stable buildings (> stables) in castles.
    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
    ====Field Cost script====
    Field Army Costs
    * Besieging army costs 2000 Fl. plus 500 Fl. for each additional named general beyond the first
    * Army in enemy territory costs 500 Fl. plus 500 Fl. for each additional named general beyond the first
    * Army in friendly territory (outside a settlement) costs 200 Fl. +200 Fl. each additional named general beyond the first
    * Army in fort (captain-led) has zero cost (so you can set up forts on the frontier as a defensive strategy)
    * Army in fort led by a named general costs 500 Fl. (enemy lands) or 200 Fl. (friendly lands) plus 500 or 200 Fl. extra for each additional Named General beyond the first
    * Army in a settlement - no additional cost
    Assasins and Spies:
    * they cost 500 Fl. each per turn in enemy land.
    Diplomats and princess':
    * They cost 300 Fl. each per turn in enemy land.
    The Inflation Script will influence this Script. Individual cost can also be checked ingame.
    ====Settlement Cost Script====
    Upkeeping a large Citedal or massive city did take it's toll on a King's tressury, ergo: The Settlement Cost Scipt will add cost related to settlement level within your Kingdom. Motte & Baily cost little to upkeep, while in stages, Huge Walls or Citidals cost the most.
    The Inflation Script will influence this Script. Individual cost can also be checked ingame.
    ====Point system, Mil/gov.====
    The player can collect government points (gov_points) and military points (mil_points) depending on his actions. Higher settlement levels can only be achieved by adequate point levels: No points no upgrading (even if the other population requirements are fullfilled) not only for the player but although for the AI (so player and AI stay on the same levels):
    Point requirements:
    ======City upgrade:======
    * Corn Exchange: gov_points > 10
    * Market: gov_points > 30
    * Fairground: gov_points > 60
    * Great Market: gov_points > 100
    ======Castle upgrade:======
    * Garrison Quarters: mil_points > 10
    * Drill Square: mil_points > 30
    * Baracks: mil_points > 60
    * Armoury: mil_points > 100
    http://img113.imageshack.us/i/pointsystemki2.jpg/
    ======Gov. Points======
    Dependent on your economical or political actions as a governor you can get or loose Governmental Points!
    * SettlementLoyaltyLevel: -1, for unhappy ones
    * CityRebels: -2
    * BecomesFactionLeader: -1
    * PopeAcceptsCrusadeTarget: +1
    * PopeRejectsCrusadeTarget: -1
    * CharacterMarriesPrincess: +1
    * PriestBecomesHeretic: -1
    * CardinalPromoted: +1
    * CardinalRemoved: -1
    * InquisitorAppointed: +1
    * SettlementUpgraded: +1
    * GuildUpgraded: +1
    * GuildDestroyed: -1
    * FactionNewCapital: -1
    * FactionAllianceDeclared: +1
    * FactionTradeAgreementMade: +1
    * VotedForPope: +1
    * FactionExcommunicated: -3
    * FactionBreakAlliance: -2
    * Treasury: < 0, > 30000, > 60000: -1,+1,+2
    * LeaderMissionSuccess, LeaderMissionFailed: +1, -1
    * MissionSucceeded: AssassinationMission, SpyMission, SabotageMission, DiplomacyMission: all +1
    * Events: Trade Fair +1, Royal_Justice +1, Money_Lender -1, War Draft -1 gov
    * Generals Disobedient: Disobeys His Liege -1, Rebels ! -2 each turn
    * Build wooden_wall, stone_wall, large_stone_wall, huge_stone_wall: -1, -2, -3, -4 each and once
    * every large_stone_wall, huge_stone_wall: -1, -2 each turn
    ======Mil. Points======
    Dependent on your military actions as a general you can get or loose your Military Points!
    * LeaderMissionSuccess, LeaderMissionFailed: +1, -1
    * ArmyTakesCrusadeTarget: +1
    * UnitsDesertCrusade: -2
    * GeneralJoinCrusade: +1
    * GeneralAbandonCrusade: -1
    * GeneralArrivesCrusadeTargetRegion: +1
    * GeneralTakesCrusadeTarget: +3
    * GeneralCapture(loose)Settlement: +-1, +-2, +-3, +-4
    * SackSettlement: +1 (-1 gov)
    * ExterminatePopulation: +1 (-2 gov)
    * FactionWarDeclared: +1 (-1 gov)
    * LeaderDestroyedFaction: +5
    * Win, Loose Battle (Odds < 0.5, > 0.5, > 1): +-1, +-2, +-3
    * Events: War Draft +1, Tournament +1, Royal_hunt +1
    * Build wooden_castle, castle, fortress, citadel: -1, -2, -3, -4 each and only once
    * every fortress, citadel: -1, -2 each turn
    ======Gov./Mil. Overview screen======
    To get an overview regarding your actual point status click on the button “Show faction ranking scroll” (click again if you see the normal ranking popup). You only get the 2 popups if you have more than 0 points.
    http://img515.imageshack.us/i/pointclickuy9.jpg/

    ====AI Playstyle====
    (yes=Total War\no=DLV Standard Civ like)
    ===Misc features===
    ====Random Events====
    Every now and then, random events will strike you domain, and threatn the king's health or trade in diffrent sectors or perhaps religion itself.
    Trade Fairs, Religious Councils, Justice Council, Royal Hunt

    War Draft
    ====Royal Justice====
    Disobedient Generals can be thrown into dungeon or bribed into happiness
    Nobles that have the trait "Disobedient" must travel to the capitol to seek an audience with the King to receive a pardon. If they end their turn in the capitol with a building >= dungeon, and the King is present, then a window will popup “Royal Court”.
    Open the Character Overview Panel and click on the disobedient character. A window will pop up “Dungeon or Royal Pardon ?” and you have to decide:
    * Throw the character into the dungeon (the disloyal Noble will receive the trait "Thrown in the Dungeon"...essentially immobile + other bad traits, until released (% chance of release each turn, with average stay in the Dungeon being 5 years (10 turns)).
    * Give the royal pardon and bribe him with 3000 Fl.
    The new buildings are dungeon, Execution Place, and last, Torture Chamber. These are only possible to construct in your metropolis settlements.
    http://img135.imageshack.us/i/dungeonvw4.jpg/
    ====New Units====
    Rusichi mod units were added in Deus lo Vult 6.0. These were given to Russia, Kiev, Poland and Lithuania. Thanks to Taiji and Rusichi Team.
    CBUR units are added to Byzantine Empire, aswell as a Armenia type, but also as rebels.
    =====Soon to come=====
    New units for Norway is likly to appear from Raaka in Deus lo Vult 6.3. You can pre-try [http://www.twcenter.net/forums/showthread.php?t=225499 Raaka's Norse Roster] via Taiji's Mini Mod - [http://www.twcenter.net/forums/showthread.php?t=219603 Battle Ballance].
    ====Wonder Buildings====
    10 new wonder buildings have been added after Deus lo Vult 5.74. These wonder-buildings are only buildable in large metropolis cities if gov points > 120:
    * Notre Dame de Paris, Paris.
    * Moskovskiy Kreml, Novgorod.
    * Mezquita de Cordoba, Cordoba.
    * Palazzo Ducale di Venezia, Venice.
    * Kaaba, Mecca.
    * Bayt al Hikma, Baghdad.
    * Hagia Sophia, Constantinople.
    * Dome of the Rock, Jerusalem.
    * Tower of London, London.
    * Roemer, Frankfurt.
    http://img839.imageshack.us/img839/7598/wondery.jpg
    ====Ecclesiastical Buldings====
    During the middle ages, new religious orders were created all across Europe. As time go, a event (pop-up) will tell the player of 2 new order-buildings available for construction in your citys. The one you choose will produce priests relating to that specific order, and can advance via 3 ecclesiastical ranks.
    2 Catholic Orders: Dominicans (law and order) + Franciscans (spiritual) with 3 level-building tree and corresponding priest traits.
    Also, a unique system for Muslims (Sunni vs. Sufi) and eastern Europe.
    ====Resource Buildings====
    Many new buildings are available. Each building depend on the resources in the hinterland around a settlement on the Campaign map, inorder to be available in the in the Building que.
    * Brewery building: needs grain resource.
    * Joiner_shop
    * Sawmill
    * Vineyard
    * etc.
    ====Health Buildings====
    Because of the increase risk of plauge and filth in the medieval citys, you mason has presented new buildings:
    * Wells -> Sewers -> Public Baths -> Aqueduct -> City Plumbing.
    ====Fort====
    Thanks to Furin, more then 200 permanent stone forts have been added in all campaigns.
    http://img241.imageshack.us/i/castlenu9.jpg/
    ====War Horns====
    Thanks to [http://www.twcenter.net/forums/showthread.php?t=229015 Brips' mini mod], many new war harns can be heard while rallying your troops on the battle map.
    ===Scenario Battles===
    The old Vanilla Senario Battles have been disabled. Thanks to Pinotchet09, several new Senatio Battles have been added to Deus lo Vult. Included after 6.0
    * Battle of Herrings
    * Brignais 1362
    * Mello 1358
    * Mohacz 1526
    * Orleans 1429
    * Warna 1444
    * Muret_1213
    * Szekesfehervar 1096
    * Los Navas De Tolosa
    * Lechfeld_955
    * Frankenhausen 1525
    * Ain Jalut 1260
    ==Handbooks==
    A useful [http://www.filefront.com/14601185/De...k_english.pdf/ DLV Handbook] has been released by Repman. The Handbook is in pdf file can be downloaded from the [http://www.twcenter.net/forums/showthread.php?t=219295 Deus lo Vult 6.2 Installer thread].
    Thanks to [http://www.twcenter.net/forums/member.php?u=25496 Xtiaan72], an extencive unofficial guide has be released for the begginers market, [http://www.twcenter.net/forums/showthread.php?t=224276 Strategy Guide for New Players (SGFNP)]. This guide has been in long development for a long periode and features an index, followed by many pages filled with hints and tips.
    ==AAR==
    See many more AAR's in [http://www.twcenter.net/forums/forum...esc&sort=views DLV's AAR Forum] or search these in the [http://www.twcenter.net/forums/forumdisplay.php?f=268 General AAR Forum].
    Example of a DLV AAR: [http://www.twcenter.net/forums/showthread.php?t=122408 The Merchant of Venice]
    ==Multiplayer==
    In hotseat campaign, the Host will be able to use the normal scripts, but any human player who join will not be affected by these (incl. career script, the optional scripts, etc.). The Multiplayer Battles work as normal.
    ==Team / Contributors==
    *[[Repman]] (the "Creator")
    *[[TheDrakken]]: the new DLV Master
    *[[Tokus Maximus]]: Graphical Artwork and Ideas (Artist Maximus Augustus)
    *[[DeZzErX]]: Flanders
    *[[Boicote]]: Kiev Rus
    *[[Joedreck]]: banner, shields, graphics
    *[[Renown]]: Traits/Ancillaries
    *[[Lusted| Lusted\Palamedes]]: EDU balancing
    *[[Oda Nobunaga]]: Traits/Ancillaries Enhancements
    *[[Spurius]]: (Big Map 1.06)
    *[[Rawghi]]: Heraldic mod
    *[[Kobal2]]: Traits Bugfixer
    *[[Marcus Camillus]]: old Career System, refined by Drakken
    *[[GAFH modder]]: Age simulation
    *[[Dearmad]] : smoke mod, cannon fix; traits/ancillary system
    Thanks also to:
    *[[Ordensritter]]
    *[[Burrek]]
    *[[Eternal cocoon]]
    *[[Himmelsfeuer]]
    *[[Horsearcher]]
    *[[Salty]]
    *[[plasticfigurine]]
    *[[WhiteWolf]]
    *[[zhumin1978]]
    *[[ziher]]
    *[[Maced0n]]
    *[[Silent Resident]]
    ==Releases==
    *Version 4.0 for M2TW official patch 1.2 released in [http://www.twcenter.net/forums/showthread.php?t=114748 this thread] - 23/09/07
    *Version 5.5 for M2TW:Kingdoms (1.4) released in [http://www.twcenter.net/forums/showthread.php?t=155476 this thread] - 30/03/08
    *Version 6.2 for M2TW:Kingdoms (1.4) released in [http://www.twcenter.net/forums/showthread.php?t=219295 this thread] - 18/01/09
    ==External Links==
    *Deus lo Vult [http://www.twcenter.net/forums/forumdisplay.php?f=309 hosted forums] at TWC
    *[http://www.twcenter.net/forums/showthread.php?t=83190 DLV Faq]
    [[Category:TWC_Hosted_Modifications]]
    [[Category:Medieval 2: Total War Modifications (Released)]]


    ~Wille
    Last edited by Kjertesvein; August 30, 2010 at 11:55 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

    Default Re: Deus Lo Vult wiki page

    Ok lets wrap up folks.
    It will be completed in a couple of hours.

  8. #8
    /|\/|\/|\/|\/|\/|\/
    Join Date
    Jun 2005
    Posts
    10,770

    Default Re: Deus Lo Vult wiki page

    = Rough Description =
    DLV is a game based on M2TW which has an emphasis on character development and empire management on the stratgey map. On the battle map it emphasises gameplay and challenge while maintaining a high level of realism.

    = Features =
    'New mechanics for campaign and battle.' (Vague as hell)

    Or

    'Too many to mention.'

    = The Team =
    Too many to mention. (And unfortunately I doubt everyone is properly credited. Anyone who has contributed or had their work used is a team member. But also the audience is a part of the team too, their feedback over the years has helped to groom DLV into the ravenous beast it is today.)

    = Included Mods =
    Too many to mention. (See above, 'The Team')

    =History=
    It is the first M2TW mod, the oldest, the longest surviving, the most innovative, and it is still in development while being complete.

    =visual material=
    Covered already in previous posts.

    -----------
    Perhaps just refer them to the manual. It covers a lot of the mechanics of the mod, it's what I typically refer people to when they want some idea of what they will experience.

    And Ishan, my friend, have you downloaded DLV yet? (I am still waiting to hear what you think of it.)
    Last edited by Taiji; August 30, 2010 at 01:01 PM.

  9. #9

    Default Re: Deus Lo Vult wiki page

    I'm sorry Taiji but i haven't downloaded it yet but i'll i promise, I'm always busy doing some modding or browsing TWC and helping as much i can.
    And i'm starting to believe that the gamer inside me is slowly dying.
    AC-II was like the last game i played for continuously 17 hrs.

    I just download the .pdf file for it and it looks like more than .
    I'll try my level best to update the Wiki page and since i have a lot of intel on it i'm gonna take more time on it coz DLV seriously deserves it.

    Thankyou all for ur inputs.

  10. #10
    /|\/|\/|\/|\/|\/|\/
    Join Date
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    Posts
    10,770

    Default Re: Deus Lo Vult wiki page

    Quote Originally Posted by Ishan View Post
    And i'm starting to believe that the gamer inside me is slowly dying.
    ... You need to play something else for a while

    I recommend a Battlefield 2 mod called Project Reality, if you like online first person shooters, it's nothing short of amazing. Find the manual and get an idea of the detail and teamwork in the game, if you like wargames and it doesn't get you going then I don't know what will

    Plus you have the PC for it, PR takes the BF2 engine way out of it's original requirements, it is a nice mod to look at and listen to.

    And the community is great, or it was when I played, very helpful to new players. There is often a great deal of organisation, most people using mics (a chance to brush up on your already excellent english perhaps) and following orders (roughly lol). Although of course sometimes there are 'not so funny drunks' and squeaky children, but not so much, it tends to be more mature.

    And often a great sense of realism; bullets sometimes cause audio disturbance as they pass, make vision a little blurry, people can become pinned by it. Or you might actually get shot and spend your last seconds of bleeding to death calling out for a medic while wandering about in a bloody haze. There isn't a more realistic shooter to compare with it that I know of, PR is literally jawdropping at times. Like 'OMG that was so damn realistic!!!1!!", and that happens a lot. And not the 'movie style realism' of COD and other commercial tripe, PR delivers real, slightly disturbing at times, realism

    I wonder how you'd be set for a server nearby though. Anyway I hope you can try this one, if you like modern wargames then you'll love it
    Last edited by Taiji; August 30, 2010 at 05:09 PM.

  11. #11

    Default Re: Deus Lo Vult wiki page

    DLV v6.2 Wiki Page Completed.

    Click Here see it.
    Hope you guys like my work.


    @Taiji
    Yeah i have the DVD for BF2 but i didn't completed the game since i was having BSOD problems on my pc i solved it later(onboard sound issue) but now i think i should continue it. Thanks Taiji for the heads up +rep.

  12. #12
    LaMuerte's Avatar Senator
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    Default Re: Deus Lo Vult wiki page

    Very nice work , Ishan.(+rep) I hope you get to play DLV one day. Do make sure you visit the sub-mods forum as well , because a lot of 'kewl' stuff is happening there as well.

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