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Thread: [Update 2019/08/11 V 5.6!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

  1. #101
    RollingWave's Avatar Praepositus
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    Default Re: [beta version 1!] The Historical Roster Revision Mod!

    smokey: SS6.3\data\campaign\backup\text have a original backup file I think
    1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....

  2. #102

    Default Re: [beta version 1!] The Historical Roster Revision Mod!

    Ok I'll give it a go and get back to you later.

    Also the textures of the Norman knights for England arn't there (silver surfers.)

  3. #103
    RollingWave's Avatar Praepositus
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    Default Re: [beta version 1!] The Historical Roster Revision Mod!

    hmmm ok i'll have a look on that.

    also, i think i figured out how to do the submod thingy, hopefully i can get a version out today in submod format for the early 2tpy and adjust to the other modes as well soon
    1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....

  4. #104
    RollingWave's Avatar Praepositus
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    Default Re: [beta version 1!] The Historical Roster Revision Mod!

    OK! a new version (fixed a few minor bug compare to last time and also added in new sergeant models) but most importantly

    This version is now Toggleable VIA the submod folders, right now if you choose a 2tpy early campaign you'll see the option of Historical Roster Mod appear along with the other sub mods, toggle it on and it'll be in effect, toggle it off and it'll go off again.
    1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....

  5. #105
    Meneth's Avatar I mod, therefore I am
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    Default Re: [beta 1.2!] The Historical Roster Revision Mod! (now easy to use)

    What about people using the earlier version?
    Re-applying the Compilation, then installing this will probably make sure everything works properly.
    BTW, I'd recommend using a shorter version-system. I'd name the current version 0.2 or something like that. Possibly b1.2.

  6. #106
    PedroL's Avatar Citizen
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    Default Re: [beta 1.2!] The Historical Roster Revision Mod! (now easy to use)

    In my opinion you should make some changes in the Description of the military unit Vilan Knights.
    You must (in my opinion) remove the word (Caballeros Villanos in Spanish), because the Vilan Knights were also Portuguese, and in Portuguese it's Cavaleiros-Vilãos. Since the Unit is for Portuguese and Castille and Leon Kingdoms, the Spanish word Caballeros Villanos should disappear or also put the word in Portuguese Cavaleiros-Vilãos.
    I think it should only be Vilan Knights in English, or if the unit is Portuguese Cavaleiro-Vilão, if the unit is Spanish Caballero Villano.
    Vencerei não só estes adversários mas quantos a meu Rei forem contrários

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  7. #107

    Default Re: [beta 1.2!] The Historical Roster Revision Mod! (now easy to use)

    09:12:30.838 [system.io] [info] exists: missing mods/SS6.3/data/unit_models/_Units/me_mail_plate_hvy_mplate/askari_spearmen_lod0.mesh
    09:12:30.838 [system.io] [trace] file open,,data/unit_models/_Units/me_mail_plate_hvy_mplate/askari_spearmen_lod0.mesh,,not found
    09:12:30.838 [system.io] [trace] pack open,packs/data_3.pack,data/unit_models/_Units/me_mail_plate_hvy_mplate/askari_spearmen_lod0.mesh,,not found
    09:12:30.838 [system.io] [warning] open: data/unit_models/_Units/me_mail_plate_hvy_mplate/askari_spearmen_lod0.mesh is missing
    09:12:30.903 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
    I keep getting this error

    Ghulams and gazis are also silver.

    solution to Ghulams
    6 ghulam
    1 1
    48 unit_models/new/islamic/ghulam_cavalry_lod0.mesh 6400
    5
    4 merc
    62 unit_models/new/islamic/textures/ghulam_medium_cavalry.texture
    69 unit_models/new/islamic/textures/ghulam_medium_cavalry_normal.texture
    36 unit_sprites/egypt_Ghulam_sprite.spr
    5 turks
    62 unit_models/new/islamic/textures/ghulam_medium_cavalry.texture
    69 unit_models/new/islamic/textures/ghulam_medium_cavalry_normal.texture
    36 unit_sprites/egypt_Ghulam_sprite.spr
    5 egypt
    62 unit_models/new/islamic/textures/ghulam_medium_cavalry.texture
    69 unit_models/new/islamic/textures/ghulam_medium_cavalry_normal.texture
    36 unit_sprites/egypt_Ghulam_sprite.spr
    7 kwarezm
    62 unit_models/new/islamic/textures/ghulam_medium_cavalry.texture
    69 unit_models/new/islamic/textures/ghulam_medium_cavalry_normal.texture
    36 unit_sprites/egypt_Ghulam_sprite.spr
    5 moors
    62 unit_models/new/islamic/textures/ghulam_medium_cavalry.texture
    69 unit_models/new/islamic/textures/ghulam_medium_cavalry_normal.texture
    36 unit_sprites/egypt_Ghulam_sprite.spr
    5
    4 merc
    53 unit_models/AttachmentSets/attach_ghulam_diff.texture
    55 unit_models/AttachmentSets/attach_ghulam_normal.texture 0
    5 turks
    53 unit_models/AttachmentSets/attach_ghulam_diff.texture
    55 unit_models/AttachmentSets/attach_ghulam_normal.texture 0
    5 egypt
    53 unit_models/AttachmentSets/attach_ghulam_diff.texture
    55 unit_models/AttachmentSets/attach_ghulam_normal.texture 0
    7 kwarezm
    53 unit_models/AttachmentSets/attach_ghulam_diff.texture
    55 unit_models/AttachmentSets/attach_ghulam_normal.texture 0
    5 moors
    53 unit_models/AttachmentSets/attach_ghulam_diff.texture
    55 unit_models/AttachmentSets/attach_ghulam_normal.texture 0
    1
    5 Horse
    13 MTW2_HR_Lance
    12 MTW2_HR_Mace 2
    21 MTW2_HR_Lance_Primary
    14 fs_test_shield 2
    17 MTW2_Mace_Primary
    14 fs_test_shield
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    10 ghulam_ug1
    1 1
    52 unit_models/new/islamic/ghulam_cavalry_ug1_lod0.mesh 6400
    5
    4 merc
    53 unit_models/new/islamic/textures/ghulam_heavy.texture
    60 unit_models/new/islamic/textures/ghulam_heavy_normal.texture
    36 unit_sprites/egypt_Ghulam_sprite.spr
    5 turks
    53 unit_models/new/islamic/textures/ghulam_heavy.texture
    60 unit_models/new/islamic/textures/ghulam_heavy_normal.texture
    36 unit_sprites/egypt_Ghulam_sprite.spr
    5 egypt
    53 unit_models/new/islamic/textures/ghulam_heavy.texture
    60 unit_models/new/islamic/textures/ghulam_heavy_normal.texture
    36 unit_sprites/egypt_Ghulam_sprite.spr
    7 kwarezm
    53 unit_models/new/islamic/textures/ghulam_heavy.texture
    60 unit_models/new/islamic/textures/ghulam_heavy_normal.texture
    36 unit_sprites/egypt_Ghulam_sprite.spr
    5 moors
    53 unit_models/new/islamic/textures/ghulam_heavy.texture
    60 unit_models/new/islamic/textures/ghulam_heavy_normal.texture
    36 unit_sprites/egypt_Ghulam_sprite.spr
    5
    4 merc
    53 unit_models/AttachmentSets/attach_ghulam_diff.texture
    55 unit_models/AttachmentSets/attach_ghulam_normal.texture 0
    5 turks
    53 unit_models/AttachmentSets/attach_ghulam_diff.texture
    55 unit_models/AttachmentSets/attach_ghulam_normal.texture 0
    5 egypt
    53 unit_models/AttachmentSets/attach_ghulam_diff.texture
    55 unit_models/AttachmentSets/attach_ghulam_normal.texture 0
    7 kwarezm
    53 unit_models/AttachmentSets/attach_ghulam_diff.texture
    55 unit_models/AttachmentSets/attach_ghulam_normal.texture 0
    5 moors
    53 unit_models/AttachmentSets/attach_ghulam_diff.texture
    55 unit_models/AttachmentSets/attach_ghulam_normal.texture 0
    1
    5 Horse
    13 MTW2_HR_Lance
    12 MTW2_HR_Mace 2
    21 MTW2_HR_Lance_Primary
    14 fs_test_shield 2
    17 MTW2_Mace_Primary
    14 fs_test_shield
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    Dismounted Ghulams
    17 dismounted_ghulam
    1 1
    49 unit_models/new/islamic/ghulam_infantry_lod0.mesh 6400
    4
    4 merc
    62 unit_models/new/islamic/textures/ghulam_medium_cavalry.texture
    69 unit_models/new/islamic/textures/ghulam_medium_cavalry_normal.texture
    47 unit_sprites/egypt_Dismounted_ghulam_sprite.spr
    5 egypt
    62 unit_models/new/islamic/textures/ghulam_medium_cavalry.texture
    69 unit_models/new/islamic/textures/ghulam_medium_cavalry_normal.texture
    47 unit_sprites/egypt_Dismounted_ghulam_sprite.spr
    7 kwarezm
    62 unit_models/new/islamic/textures/ghulam_medium_cavalry.texture
    69 unit_models/new/islamic/textures/ghulam_medium_cavalry_normal.texture
    47 unit_sprites/egypt_Dismounted_ghulam_sprite.spr
    5 moors
    62 unit_models/new/islamic/textures/ghulam_medium_cavalry.texture
    69 unit_models/new/islamic/textures/ghulam_medium_cavalry_normal.texture
    47 unit_sprites/egypt_Dismounted_ghulam_sprite.spr
    4
    4 merc
    53 unit_models/AttachmentSets/attach_ghulam_diff.texture
    55 unit_models/AttachmentSets/attach_ghulam_normal.texture 0
    5 egypt
    53 unit_models/AttachmentSets/attach_ghulam_diff.texture
    55 unit_models/AttachmentSets/attach_ghulam_normal.texture 0
    7 kwarezm
    53 unit_models/AttachmentSets/attach_ghulam_diff.texture
    55 unit_models/AttachmentSets/attach_ghulam_normal.texture 0
    5 moors
    53 unit_models/AttachmentSets/attach_ghulam_diff.texture
    55 unit_models/AttachmentSets/attach_ghulam_normal.texture 0
    1
    4 None
    9 MTW2_Mace 0 2
    17 MTW2_Mace_Primary
    14 fs_test_shield 0
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    21 dismounted_ghulam_ug1
    1 1
    53 unit_models/new/islamic/ghulam_infantry_ug1_lod0.mesh 6400
    4
    4 merc
    53 unit_models/new/islamic/textures/ghulam_heavy.texture
    60 unit_models/new/islamic/textures/ghulam_heavy_normal.texture
    47 unit_sprites/egypt_Dismounted_ghulam_sprite.spr
    5 egypt
    53 unit_models/new/islamic/textures/ghulam_heavy.texture
    60 unit_models/new/islamic/textures/ghulam_heavy_normal.texture
    47 unit_sprites/egypt_Dismounted_ghulam_sprite.spr
    7 kwarezm
    53 unit_models/new/islamic/textures/ghulam_heavy.texture
    60 unit_models/new/islamic/textures/ghulam_heavy_normal.texture
    47 unit_sprites/egypt_Dismounted_ghulam_sprite.spr
    5 moors
    53 unit_models/new/islamic/textures/ghulam_heavy.texture
    60 unit_models/new/islamic/textures/ghulam_heavy_normal.texture
    47 unit_sprites/egypt_Dismounted_ghulam_sprite.spr
    4
    4 merc
    53 unit_models/AttachmentSets/attach_ghulam_diff.texture
    55 unit_models/AttachmentSets/attach_ghulam_normal.texture 0
    5 egypt
    53 unit_models/AttachmentSets/attach_ghulam_diff.texture
    55 unit_models/AttachmentSets/attach_ghulam_normal.texture 0
    7 kwarezm
    53 unit_models/AttachmentSets/attach_ghulam_diff.texture
    55 unit_models/AttachmentSets/attach_ghulam_normal.texture 0
    5 moors
    53 unit_models/AttachmentSets/attach_ghulam_diff.texture
    55 unit_models/AttachmentSets/attach_ghulam_normal.texture 0
    1
    4 None
    9 MTW2_Mace 0 2
    17 MTW2_Mace_Primary
    14 fs_test_shield 0
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    Last edited by lordyu; December 02, 2010 at 08:51 AM.

  8. #108

    Default Re: [beta 1.2!] The Historical Roster Revision Mod! (now easy to use)

    Right so I need to reinstall teh compilation and download the latest version of this mod?

    Once someone has confirmed that and I have it working I'll start checking the files for you.

  9. #109
    PedroL's Avatar Citizen
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    Default Re: [beta 1.2!] The Historical Roster Revision Mod! (now easy to use)

    Another thing:
    Portugal Faction:
    The Dismouted Feudal Knights have the Unit card of The Dismouted Santiago Knight and Vice versa.

    Here the Picture:

    You can see the picture on your right belong to the Santiago Foot Knight and not to the Feudal Foot Knight. Can you change it?? Thanks.. Or can you tell me how to do it!!
    Last edited by PedroL; December 02, 2010 at 10:32 AM.
    Vencerei não só estes adversários mas quantos a meu Rei forem contrários

    MEMBER OF THE IMPERIAL HOUSE OF HADER
    UNDER THE PATRONAGE OF y2day

  10. #110

    Default Re: [beta 1.2!] The Historical Roster Revision Mod! (now easy to use)

    Hi RollinWave i've just noticed that after appliyng your mod on Meneth's 4.2 Compilation i'm having an issue with BGR IV only in the 2pty early era. The pop up of BGR IV concerning the costs just don't pop up when i select the faction button. Anyway to fix it?

  11. #111
    PedroL's Avatar Citizen
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    Default Re: [beta 1.2!] The Historical Roster Revision Mod! (now easy to use)

    What happend to the almugavers (Aragon)?

    "The Almogavars came mainly from the mountain regions of Aragon, Catalonia and, to a lesser extent, from Navarre. They were frontiersmen and foot-soldiers who wore no armour, dressed in skins, were shod with brogues (abarcas), and carried the arms similar to those of Roman legionaries: two heavy javelins, or azconas in Spanish language, and a short stabbing sword."

    You should replace javelinmen with Almugavers
    Last edited by PedroL; December 02, 2010 at 10:27 AM.
    Vencerei não só estes adversários mas quantos a meu Rei forem contrários

    MEMBER OF THE IMPERIAL HOUSE OF HADER
    UNDER THE PATRONAGE OF y2day

  12. #112
    RollingWave's Avatar Praepositus
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    Default Re: [beta 1.2!] The Historical Roster Revision Mod! (now easy to use)

    hmmm my bad there lordyu , i'll have a quick look I think I can fix that right now....

    redinside: that is odd, i'll check what BGR manipulates, but there's a good chance my stuff don't work with BGR as that changes a lot of stuff
    1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....

  13. #113
    Meneth's Avatar I mod, therefore I am
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    Default Re: [beta 1.2!] The Historical Roster Revision Mod! (now easy to use)

    It probably doesn't work with BGR, since BGR relies on unit names in its scripting. The campaign script therefore breaks when BGR is enabled.
    @RollingWave: BTW, I could make some sort of banner or similar for the OP. Take a look at my art (link in my signature) to see what kind of stuff I can do.

  14. #114

    Default Re: [beta 1.2!] The Historical Roster Revision Mod! (now easy to use)

    well probably yes...i've got another proof of incompatibility...i never had so much money in the first turns palying with BGR IV!!! Anyway really good stuff here. Have some rep!

  15. #115
    Meneth's Avatar I mod, therefore I am
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    Default Re: [beta 1.2!] The Historical Roster Revision Mod! (now easy to use)

    @RollingWave: I'm seeing some redundant files in your zip-file.
    For some reason descr_rebel_factions.txt, export_units.txt, and battle_models.modeldb are included in each campaign folder, even though they get overwritten by the SMM.

  16. #116
    PedroL's Avatar Citizen
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    Default Re: [beta 1.2!] The Historical Roster Revision Mod! (now easy to use)

    MOORS:

    Missing unit name:
    here:
    Vencerei não só estes adversários mas quantos a meu Rei forem contrários

    MEMBER OF THE IMPERIAL HOUSE OF HADER
    UNDER THE PATRONAGE OF y2day

  17. #117
    RollingWave's Avatar Praepositus
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    Default Re: [beta 1.2!] The Historical Roster Revision Mod! (now easy to use)

    Meneth: I tried before but without those files they don't overwrite.

    Pedro: hmmm... i didn't change the UIs for knights, I'm not sure why it look like that. I'll fix the text entry I'm not sure why it's like that hmmm..

    I updated a bit, the heavy spearmens should work now, and turkish ghazi / ghulams should look fine now
    1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....

  18. #118

    Default Re: [beta version 1!] The Historical Roster Revision Mod!

    Quote Originally Posted by RollingWave View Post
    edit: hold on the attachment didn't work quite right, uploading again.

    to Karaislam: this is an expansion of the islamic roster project, it touches on other factions, but the islamic faction as a whole recieved a lot more revision and obviously most of the new models
    Whats with the angry smilie as topic image?

  19. #119
    maxstill's Avatar Semisalis
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    Default Re: [beta 1.2!] The Historical Roster Revision Mod! (now easy to use)

    crash at loading screen
    any idea?

  20. #120
    RollingWave's Avatar Praepositus
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    Default Re: [beta 1.2!] The Historical Roster Revision Mod! (now easy to use)

    bane: my mistake

    max: that's odd, it appears that your BMDB and Descr_rebel_faction didn't overwrite properly for some reason. can you try to manually do it ? (go to data / campaign / sub / twoearlyhrr and find the battle_models.battlemodeldb file and descr_rebel_factions and use them to manually overwrite (BMDB is under data/unit_models , while rebel faction is under the main data folder)
    1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....

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