What should i change in my mod to make it to Kingdoms mode?
What should i change in my mod to make it to Kingdoms mode?
Yes i remember it i transfered my mod when i learned kingdoms uses more cool features. It basically requires every single file to be modded again from scratch copy paste won't work.![]()
No actually it isn't that hard u can use your vanilla mod to be transfered into bare kingdoms mod that is by default on vanilla but uses kingdoms.exe.![]()
Have a look which files are included in my "Bare Kingdom" tutorial.
These are the ones that have changed from medieval2 to kingdoms.
If you are lucky and you don't have them in your mod all you need to do is copy them into your mod.
it's incredible! It's work!
One more question: od first desk in the battle i can see announcement "Your mod name here!". How can I add the name of my mod?
is there possibility to recruit units on condition presenting any buildings?
oh i couldn't see your aswer - thank you![]()
uuuhhh. I layed... It doesn't work. I mean i can start the game and i can choise new campaign, but after rebuilding map.rwm game crasches. I only receive announcement "Uh. oh. This isn't good. No idea why, but exiting now. Sorry pal."![]()
Your EDB is full of errors, not sure if they are fatal (about 700 of them), here an example:
17:32:40.421 [script.err] [error] Script Error in mods/Deus_Vult/data/export_descr_buildings.txt, at line 10640, column 1
Invalid capability specifier: _________________________________________________________________________________________
This mod woks perfectly on vanila mode. In EDB at line 10640 i have line visualy separating different recruits pools. It looks like this:
______________________________________________________________
Normally i add ";" at first position. I don't know why i didn't add it in this case.
Anyway i erased this lapse. Without effects.
Taji
yes it is![]()
10640 lines, that's a huge EDB![]()