Results 1 to 14 of 14

Thread: Changing mod to kingdoms mode

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Changing mod to kingdoms mode

    What should i change in my mod to make it to Kingdoms mode?

  2. #2

    Default Re: Changing mod 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.

  3. #3

    Default Re: Changing mod to kingdoms mode

    disaster...

  4. #4

    Default Re: Changing mod to kingdoms mode

    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.

  5. #5
    Gigantus's Avatar I am not special - I am a limited edition.
    Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    52,682
    Blog Entries
    35

    Default Re: Changing mod to kingdoms mode

    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.










  6. #6

    Default Re: Changing mod to kingdoms mode

    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?

  7. #7
    Gigantus's Avatar I am not special - I am a limited edition.
    Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    52,682
    Blog Entries
    35

    Default Re: Changing mod to kingdoms mode

    ...\data\menu\textures\fe_texture1.tga










  8. #8

    Default Re: Changing mod to kingdoms mode

    is there possibility to recruit units on condition presenting any buildings?

    oh i couldn't see your aswer - thank you

  9. #9

    Default Re: Changing mod to kingdoms mode

    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."

  10. #10
    Gigantus's Avatar I am not special - I am a limited edition.
    Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    52,682
    Blog Entries
    35

    Default Re: Changing mod to kingdoms mode

    Can you compress and upload your log? Could be one of the files in the \data folder.










  11. #11

    Default Re: Changing mod to kingdoms mode

    there you are:

  12. #12
    Gigantus's Avatar I am not special - I am a limited edition.
    Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    52,682
    Blog Entries
    35

    Default Re: Changing mod to kingdoms mode

    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: _________________________________________________________________________________________










  13. #13

    Default Re: Changing mod to kingdoms mode

    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

  14. #14
    /|\/|\/|\/|\/|\/|\/
    Join Date
    Jun 2005
    Posts
    10,770

    Default Re: Changing mod to kingdoms mode

    10640 lines, that's a huge EDB

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •