-This version of the mod (6.2) is not a standalone version, but a patch that requires prior installation of 6.1 - Install BC6.2 inside the mods folder in the folder called "BellumCrucis6" -The Abbasid Caliphate will be included only with the next version
I uploaded 6.2 on Gamefront. Links for download from Gamefront, it is divided ito four parts--unzip the BellumCrucis6 folder first and read the README text for instructions on installing.
Link for English Version of the game...Note that it is not complete but it does allow you to play and enjoy the game. The translation is being worked on and should be completed soon. (Missing are translations of Yearly Historic Events, Biographies, and Quotes--I do not have access to those translations but as soon as they are made available they will be posted). Copy and Paste into the "BellumCrucis6" folder.
Installation ------------- Unzip and copy the folder date: mods\BellumCrucis6 Do a back up of the original files.
Description ----------- Release with two small adjustments: 1-The Nizarite Sect lacked the proper location of the structure. The problem is that the sect can be built only in the cities and not in the castles as (Homs) so I moved the sect to the town (Mosul). 2-Regarding the Papal tithes, extra costs on the page you will find written 500 bezants and not 100.
Installation ------------- Download and copy the export_descr_units file inside the data folder of BellumCrucis6, after making a backup of the original file.
Description ----------- These are the general changes: 1- Heavy cavalry is more expensive (an average of 25% both in recruitment and maintenance) with some slightly lowered values for certain units (such as the Heavy Norman Knights) 2- Archers: lowered almost all range damage values, and in most cases the combat value also. In many cases there is an increase in maintenance costs (especially for those elite units that had such a low cost that it made no more sense to recruit archers of lower quality). 3- Infantry: in many cases the attack value of units with armor piercing attribute has been reduced, these were exaggerated in my opinion and allowed for battles to end too quickly (especially in combination with powerful cavalry charges and overpowered archers). Some elite units (Byzantine ones for example) have undergone sensible increase in costs (since the guard units as varagians had cost ridiculously low) 4- I changed the value for cavalry archers, which should make them more efficient in the case of auto-resolved battles. Credit ------- spipi83
Installation ------------- Download and extract the .rar file and copy the world folder inside the data folder of Bellum Crucis 6.
Description ----------- My mini mod implements 4 turns per year in the campaign. For a more immersive and more realistic gaming experience: traveling from Venice to Naples in six months is a bit much…
Credit ------- Ironman1989. The Housekeeper
** THK DOWRY MOD 1.0 ***
-------------------------
THK SUBMOD SERIES This submod series belongs to THK, created specifically for Bellum Crucis 6.2; all mod THK series are created by The Housekeeper and are fully compatible with each other.
-------------------------
INTRODUCTION This submod for Bellum Crucis 6.2 adds a new campaign ("Dowry Campaign"), in which has been implemented the "Dowry Script”, a script that adds a new interesting feature: the inheritance of feudal regional titles.
When a foreign general is corrupted and joins your faction (through bribery or marriage) if he holds a regional title you will then automatically gain the possession of that region, just select the general. In the obtained settlement there will appear two mercenary armies under your command. In addition, by installing the Dowry Campaign regional titles can be combined without limits (except for the usual limit of 8 additional for each character): this change is applied to all campaigns of Bellum Crucis. The rest of the features of the Dowry Campaign are the same as the Feudal Full Campaign. ------------------------- REQUIREMENTS
1- Installation of "Medieval II Total War" + "Kingdoms" expansion 2- Installation Official Patch 1.5 (advised but not absolutely necessary) 3- Installation of "Bellum Crucis 6.1" (do not need the quickfix) 4- Installation of "Bellum Crucis 6.2" ------------------------- INSTALLATION
1- Download and open the archive (to a temporary folder or on your desktop) 2- Copy the file "BellumCrucis6" and merge into: "...\Medieval II Total War\mods", overwrite You can access the Dowry Campaign in the campaign choices menu of Bellum Crucis 6.2. >>> Attention: <<< Before the Installation it is recommended to make a backup copy of files: - Medieval II Total War\mods\BellumCrucis6\data\export_descr_ancillaries - Medieval II Total War\mods\BellumCrucis6\data\export_descr_buildings - Medieval II Total War\mods\BellumCrucis6\data\export_descr_character_traits - Medieval II Total War\mods\BellumCrucis6\data\export_descr_units - Medieval II Total War\mods\BellumCrucis6\data\text\historic_events - Medieval II Total War\mods\BellumCrucis6\data\unit_models\battle_models
This procedure will in the future help to restore the original Bellum Crucis 6.2 without having to reinstall ------------------------- UNINSTALL
1-Manualy delete the file: Medieval II Total War\mods\BellumCrucis6\data\world\maps\campaign\custom\Dowry_Campaign
2- Manually delete the following files, but only if the backup has been done previously, and recommended ONLY IF YOU have not currently installed other THK submod series: - Medieval II Total War\mods\BellumCrucis6\data\export_descr_ancillaries - Medieval II Total War\mods\BellumCrucis6\data\export_descr_buildings - Medieval II Total War\mods\BellumCrucis6\data\export_descr_character_traits - Medieval II Total War\mods\BellumCrucis6\data\export_descr_units - Medieval II Total War\mods\BellumCrucis6\data\text\historic_events - Medieval II Total War\mods\BellumCrucis6\data\unit_models\battle_models
3- Restore the original backup files recommended previously, naturally ONLY IF IT was done. -------------------------
*** THK FORT-MERCS MOD 1.0 ***
-------------------------
INTRODUCTION
This submod to Bellum Crucis 6.2 adds a new campaign ("Fort-Mercs Campaign") that has implemented the "Fort-Mercs" Script, a script that adds some interesting features to the recruitment of mercenaries.
The human player may recruit mercenaries only within permanent forts (initially found or created in the course of the campaign), while the IA, which would not understand this mechanism, you can recruit them everywhere as usual. In addition, the grand masters can recruit crusading troops everywhere, even in periods when there are no ongoing Crusades. These features have an inherent defect that cannot be eliminated (you can pass the selection from a general within a fort\grand master to one located outside and the latter may recruit mercenaries), but if you really enjoy this submod don't exploit this defect! The rest of the features are the same as the Feudal Full Campaign. ------------------------- INSTALLATION
Same as the above submod ------------------------- UNINSTALL
1-Manually delete the folder: Medieval II Total War\mods\BellumCrucis6\data\world\maps\campaign\custom\FortMercs_Campaign
2- Follow the same steps as the above submod -------------------------
*** THK SUPPLY MOD 1.0 ***
-------------------------
INTRODUCTION
This submod for Bellum Crucis 6.2 adds a new campaign ("Supply Campaign") that has implemented the "Supply" Script, a script that introduces some interesting mechanisms to simulate the use of the baggage supplies in the campaign.
The monetary penalty, imposed 600 bezants (only for human players) for each army left on foreign soil at the end of each round of play that corresponds to the winter season (to simulate the costs of supply from the homeland), can be avoided if the army will be provided with at least one unit of baggage supplies.
The baggage can be recruited in settlements where there is at least the first level of agriculture. Once introduced into an army abroad, each unit of supplies will be consumed in the winter season; the presence of 3 units of supplies, for example, guarantees full self-sufficiency for a campaign outside of its boundaries extended for three years. The supplies of an army can also regenerate (through a forager, a fleet or spending time in home territory during the summer), but will not exceed the 3 units for the army.
The supplies are classified as siege units, despite not having the ability to attack enemy walls; this means that, in comparison to infantry and cavalry, they will have reduced movement points on the strategic map. On the strat-map the supplies look like 4 baggage wagons, cannot be garrisoned and without the possibility of movement after the initial disposition.
In addition, installing the Supply Campaign, regional titles could be combined without limits (except for the usual limit of 8 additional for each character): this change is applied to all campaigns of Bellum Crucis.
The rest of the features are the same as the Feudal Full Campaign. ------------------------- INSTALLATION
Same as the above submod ------------------------- UNINSTALL
1-Manually delete the folder: Medieval II Total War\mods\BellumCrucis6\data\world\maps\campaign\custom\Supply_Campaign
2- Follow the same steps as the above submod ------------------------- ACKNOWLEDGEMENT
- The Housekeeper ------------------------- DISCLAIMER The authors of these sub-mods do not provide guarantees of operation nor assume liability for loss of data, directly or indirectly caused by these files. Always make a backup copy of the program (or at least the files listed) it is a good habit. -------------------------
The base of the interfaces was the Teutonic and Britain campaigns, and some backgrounds and buttons already created for BC 6.2 by our courageous Cavaliere Verde, who is also credited as creating the background of Mediterranean culture, while the rest is mine
hmmmm.....i've looked and i don't really see how it could be causing it...but it definetly is (2 full 6.1 and 6.2 reinstalls) and one just plain re-install of 6.2 all fixed the ctd (unknown error) but, after install the translation I can't get past the faction selection screen, I click next and it crashes to desktop, all factions, all type of campaign. Custom battles crash too, but tutorial worked. However, If i reinstall and leave off the translation it all works fine, at least it loads, haven't really played very much yet. So something that gets overwritten by the translation is messing something up thought I'd let you know.
Spoiler Alert, click show to read:
02:12:37.548 [system.rpt] [always] CPU: SSE2
02:12:37.549 [system.rpt] [always] ==== system log start, build date: Feb 25 2008 version development ===
02:12:37.593 [system.io] [always] mounted pack packs/data_0.pack
02:12:37.609 [system.io] [always] mounted pack packs/data_1.pack
02:12:37.631 [system.io] [always] mounted pack packs/data_2.pack
02:12:37.694 [system.io] [always] mounted pack packs/data_3.pack
02:12:37.718 [system.io] [always] mounted pack packs/data_4.pack
02:12:37.738 [system.io] [always] mounted pack packs/localized.pack
02:12:48.404 [game.script] [error] Condition parsing error in mods\BellumCrucis6/data/export_descr_character_traits.txt, at line 25902, column 49
trigger not found
oh...and i looked...and line 25902 ends on column 35...so i dunno whats causing it.
Last edited by Losthief; June 10, 2011 at 03:01 AM.
Reason: addes sys log.
hmmmm.....i've looked and i don't really see how it could be causing it...but it definetly is (2 full 6.1 and 6.2 reinstalls) and one just plain re-install of 6.2 all fixed the ctd (unknown error) but, after install the translation I can't get past the faction selection screen, I click next and it crashes to desktop, all factions, all type of campaign. Custom battles crash too, but tutorial worked. However, If i reinstall and leave off the translation it all works fine, at least it loads, haven't really played very much yet. So something that gets overwritten by the translation is messing something up thought I'd let you know.
Spoiler Alert, click show to read:
02:12:37.548 [system.rpt] [always] CPU: SSE2
02:12:37.549 [system.rpt] [always] ==== system log start, build date: Feb 25 2008 version development ===
02:12:37.593 [system.io] [always] mounted pack packs/data_0.pack
02:12:37.609 [system.io] [always] mounted pack packs/data_1.pack
02:12:37.631 [system.io] [always] mounted pack packs/data_2.pack
02:12:37.694 [system.io] [always] mounted pack packs/data_3.pack
02:12:37.718 [system.io] [always] mounted pack packs/data_4.pack
02:12:37.738 [system.io] [always] mounted pack packs/localized.pack
02:12:48.404 [game.script] [error] Condition parsing error in mods\BellumCrucis6/data/export_descr_character_traits.txt, at line 25902, column 49
trigger not found
oh...and i looked...and line 25902 ends on column 35...so i dunno whats causing it.
Thanks for letting me know. I honestly don't know what could be causing it since I haven't had any problems nor have any of my friends that have installed the translation I will look over the files to see if I am missing something.
Thanks for letting me know. I honestly don't know what could be causing it since I haven't had any problems nor have any of my friends that have installed the translation I will look over the files to see if I am missing something.
me either no problem tho...eagerly awaiting full translation...which probably will fix it anyways
ok....so the system log is unrelated to the ctd, as after i deleted the old log, it won't create a new one with the translation in, so its not that...but i do have some kind of error for that trait on my main bc6.2, but it doesn't block the game. So I'm going to piecemeal the translation and find whats messing with it, so stay tuned folks
---edit---
ok fixed the parsing error i believe for my main 6.2 install...now onto the piecemeal translation.
----edit 2----
so its in the text folder under data as the world one worked fine by itself: so campaign descriptions are good, which I thought as I could get to those anyways
Last edited by Losthief; June 12, 2011 at 06:10 PM.
I have a question to the members. Which is the recommended difficulty. Im finding the mod hard as hell. Right now 5 factions declared war on me. I mean it means game over. it is impossible to fight 5 factions so early in the game and they dont fight each other but only me. The only other faction that is at war against somebody other than rebels is one muslim faction that was invaded by a crusade. So Im just wondering if normal/normal is the recommended difficulty level.
PARADAMED's PROJECTS FOR THIRD AGE TOTAL WAR! CLICK HERE
I have a question to the members. Which is the recommended difficulty. Im finding the mod hard as hell. Right now 5 factions declared war on me. I mean it means game over. it is impossible to fight 5 factions so early in the game and they dont fight each other but only me. The only other faction that is at war against somebody other than rebels is one muslim faction that was invaded by a crusade. So Im just wondering if normal/normal is the recommended difficulty level.
The game is pretty challenging but not impossible, because of the way it is scripted your faction relies entirely on individual relationships with other factions, which means you must have a standing above a certain level with your neighboring factions or they will perceive you as weak and attack you--seemingly for no reason--even if they are your allies. You do not have a faction rating as with other mods, where you are untrusworthy, trustworthy, reliable, etc. It took me a few frustrating campaigns to finally figure that one out. Give money gifts, map information, trading rights and offer to attack rebel factions whenever possible to your neighbors to keep them over a rating of 8/10--another thing that works is to never accept the marriage of your faction leader or heir with a bride that is presented to you, instead send a diplomat to your neighbors and arrange marriages with them, that seems to help alot also. Once you become stronger, you can go ahead and be the one who choses with whom to go to war. Because of this there is no "Easy" setting on the game. You may want to start with Normal/Normal and try to figure out what works best for you to keep your neighbors from attacking you and then increase the difficulty as you get more comfortable with the game.
The game is pretty challenging but not impossible, because of the way it is scripted your faction relies entirely on individual relationships with other factions, which means you must have a standing above a certain level with your neighboring factions or they will perceive you as weak and attack you--seemingly for no reason--even if they are your allies. You do not have a faction rating as with other mods, where you are untrusworthy, trustworthy, reliable, etc. It took me a few frustrating campaigns to finally figure that one out. Give money gifts, map information, trading rights and offer to attack rebel factions whenever possible to your neighbors to keep them over a rating of 8/10--another thing that works is to never accept the marriage of your faction leader or heir with a bride that is presented to you, instead send a diplomat to your neighbors and arrange marriages with them, that seems to help alot also. Once you become stronger, you can go ahead and be the one who choses with whom to go to war. Because of this there is no "Easy" setting on the game. You may want to start with Normal/Normal and try to figure out what works best for you to keep your neighbors from attacking you and then increase the difficulty as you get more comfortable with the game.
Thanks for replying. It was very helpful. I think I will start another campaign and try to use my diplomats more often.
PARADAMED's PROJECTS FOR THIRD AGE TOTAL WAR! CLICK HERE
I don´t know if there are any major change at v 6.2, but diplomacy at v 6.1 seemed to me only very frustrating. I finished the campaign (VH/VH) in disgust, when my best (7/10) ally attacked my kingdom the next turn without reason, after we fought together crusade victory over the Mamluks. Best in this mode is unfortunately only graphics of units.
I think that we are betatesters. As with the previous version I had CTD before second battle. Again the bug in the mailed knights, this time the French. Here is the fix. Replace file battle_models.modeldb in your directory ..BC6/data/unit_models/. Save game full compatible.
Last edited by one day; June 12, 2011 at 07:29 AM.
I don´t know if there are any major change at v 6.2, but diplomacy at v 6.1 seemed to me only very frustrating. I finished the campaign (VH/VH) in disgust, when my best (7/10) ally attacked my kingdom the next turn without reason, after we fought together crusade victory over the Mamluks. Best in this mode is unfortunately only graphics of units.
I think that we are betatesters. As with the previous version I had CTD before second battle. Again the bug in the mailed knights, this time the French. Here is the fix. Replace file battle_models.modeldb in your directory ..BC6/data/unit_models/. Save game full compatible.
Actually I don't know what you're talking about... I'm an italian member of the Bellum Crucis community and they confirmed that it doesn't exist any bug about the mailed knights, and I don't have any idea of what you uploaded...
About your ally attacking you, it is rare (but not impossible) that an ally with 7 or less friendship betrays you, so nothing wrong about that...
I don´t know if there are any major change at v 6.2, but diplomacy at v 6.1 seemed to me only very frustrating. I finished the campaign (VH/VH) in disgust, when my best (7/10) ally attacked my kingdom the next turn without reason, after we fought together crusade victory over the Mamluks. Best in this mode is unfortunately only graphics of units.
I think that we are betatesters. As with the previous version I had CTD before second battle. Again the bug in the mailed knights, this time the French. Here is the fix. Replace file battle_models.modeldb in your directory ..BC6/data/unit_models/. Save game full compatible.
Maybe you should learn manners before posting, and READ THE MANUAL.
This mod is a complete overhaul of vanilla, with a lot of amazing scripts and an unique AI and diplomacy: why you pretend to know how to play without reading the documentation is beyond my limited intellect, to be onest. About your "disgusting" situation, only 8/10 alliances are really trusted, lower levels leave you exposed to backstabbing if your ally perceive you as weaker.
And your fix is useless: that was an old bug of the 6.1 version, now fixed in the 6.2
Is it possible to upload Bellum Crucis 6.2 sommewhere else please I tryed to download this 18 times and it i cant download futher then 66.9MB and then it stops downloading
Maybe you should learn manners before posting, and READ THE MANUAL.
This mod is a complete overhaul of vanilla, with a lot of amazing scripts and an unique AI and diplomacy: why you pretend to know how to play without reading the documentation is beyond my limited intellect, to be onest. About your "disgusting" situation, only 8/10 alliances are really trusted, lower levels leave you exposed to backstabbing if your ally perceive you as weaker.
And your fix is useless: that was an old bug of the 6.1 version, now fixed in the 6.2
Yes, I read the manual. And I realized that I do not need diplomacy to win the BC campaign. That's determined diplomacy is really unnecessary, just destroy all surrounding factions. Sooner or later they would have betrayed. Original, but not so fun.
If there is no bug in 6.2, so where is the file en_kmail_kmail_france1.texture ?
Yes, I read the manual. And I realized that I do not need diplomacy to win the BC campaign. That's determined diplomacy is really unnecessary, just destroy all surrounding factions. Sooner or later they would have betrayed. Original, but not so fun.
If there is no bug in 6.2, so where is the file en_kmail_kmail_france1.texture ?
About diplomacy, I really don't understand your point of view: just keep the relation above 8/10 through "generous" or "very generous" proposals and regular gifts, and you are ok, trust me: the probability of such an ally to betray you are really minimal, and they will probably help you in wars without any request.
About the bug, I haven't currently my PC at hand so I cannot confirm, but it seems strange no one but you reported it: maybe a corrupted installation?
About diplomacy, I really don't understand your point of view: just keep the relation above 8/10 through "generous" or "very generous" proposals and regular gifts, and you are ok, trust me: the probability of such an ally to betray you are really minimal, and they will probably help you in wars without any request.
About the bug, I haven't currently my PC at hand so I cannot confirm, but it seems strange no one but you reported it: maybe a corrupted installation?
And why the special regural gifts? Why is ally 7 an enemy and ally 8 a friend ? Where is the respect for the alliance ? Even neutral 5 leaves me alone all the time, but all allies gradually attacked my cities with no reason. I understood one has sometimes betrayed, but this is like a hunt of allies on my kingdom. I'm strong enough, so just waiting to see who will be next, to destroy him.
My installation is correct, propably too few players.