View Poll Results: What new factions would you like to see in The Medieval World?

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  • Svealand

    4 14.29%
  • Kingdom of Croatia

    7 25.00%
  • Republic of Pisa

    7 25.00%
  • Kingdom of Bohemia

    8 28.57%
  • Cumans/Kipchaks

    10 35.71%
  • Kingdom of Cilician Armenia

    6 21.43%
  • Kingdom of Burgundy

    10 35.71%
  • Great Saxon Rebellion (HRE Shadow)

    1 3.57%
  • Zirids/Hammadids

    7 25.00%
  • Other - please specify

    2 7.14%
Multiple Choice Poll.
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Thread: TMW (The Medieval World) *suspended*

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  1. #1
    Dan the Man's Avatar S A M U R A I F O O L
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    Default Re: The Medieval World: A Kingdoms Mod (Version 0.1 Released!)

    Okay, I just tried to run the batch file and I get a popup message that says "Windows cannot find 'kingdoms.exe.' Make sure you typed the name correctly, and then try again."
    Clearly I've done something wrong, but I can't tell what it is. I extracted everything in the rar file to my Medieval II directory like it says in the instructions. Anything I might've missed?
    Proudly under the patronage of The Holy Pilgrim, the holiest of pilgrims.


  2. #2

    Default Re: The Medieval World: A Kingdoms Mod (Version 0.1 Released!)

    Oh . I screwed that up. My bad! It needs to go in your /mods folder. So sorry 'bout that! Will update instructions.

  3. #3
    Dan the Man's Avatar S A M U R A I F O O L
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    Default Re: The Medieval World: A Kingdoms Mod (Version 0.1 Released!)

    No problem! Best to have caught it early on than later. I'll move the files around and report back when it's done.
    Proudly under the patronage of The Holy Pilgrim, the holiest of pilgrims.


  4. #4
    Dan the Man's Avatar S A M U R A I F O O L
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    Default Re: The Medieval World: A Kingdoms Mod (Version 0.1 Released!)

    Just tested it and it works perfectly! Excellent work!
    Proudly under the patronage of The Holy Pilgrim, the holiest of pilgrims.


  5. #5

    Default Re: The Medieval World: A Kingdoms Mod (Version 0.1 Released!)

    Almost 100 downloads in 2 days? Wow guys, thank you so so so much for your interest, I'm so excited about the future of this mod. Please leave any comments/suggestions/criticisms here in this thread so I can improve and correct things for the next version!

    Looking forward to hearing from everyone.

  6. #6
    NikeBG's Avatar Sampsis
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    Default Re: The Medieval World: A Kingdoms Mod (Version 0.1 Released!)

    The only thing I can note so far is something of a technical problem - it seems the game has some issues with the diacritics in some places (not everywhere, just in some windows - f.e. I played as the Byzies, got a candidate for adoption and the name in the window was "Komnnos", probably because the e has a diacritics mark and was thus skipped). Though that's an issue of the game itself, I imagine.

  7. #7

    Default Re: The Medieval World: A Kingdoms Mod (Version 0.1 Released!)

    Quote Originally Posted by NikeBG View Post
    The only thing I can note so far is something of a technical problem - it seems the game has some issues with the diacritics in some places (not everywhere, just in some windows - f.e. I played as the Byzies, got a candidate for adoption and the name in the window was "Komnnos", probably because the e has a diacritics mark and was thus skipped). Though that's an issue of the game itself, I imagine.
    Thanks for the heads up. As I started putting in my "authentic" faction names yesterday, I noticed the faction selection screen can't handle macrons while the regular in-game text can. It's annoying, but I would much rather have a plain letter than no letter at all, so I'm going to have to cut some of the more 'exotic' diacritics (mainly the macrons, they're the only ones I've been having problems with so far).

  8. #8
    AJStoner's Avatar Lord of Entropy
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    Default Re: The Medieval World: A Kingdoms Mod (Version 0.1 Released!)

    Just downloaded. Giving this a spin tomorrow after some much needed sleep.

    *MEMBER OF THE HOUSE OF HADER* *UNDER THE CRUEL & MERCILESS PATRONAGE OF y2day*

  9. #9

    Default Re: The Medieval World: A Kingdoms Mod (Version 0.1 Released!)

    How's the alpha going for everyone? Any other bugs or issues I need to know about?

  10. #10

    Default Re: The Medieval World: A Kingdoms Mod (Version 0.1 Released!)

    nice job man

  11. #11
    Dan the Man's Avatar S A M U R A I F O O L
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    Default Re: The Medieval World: A Kingdoms Mod (Version 0.1 Released!)

    Works well for me. In fact, I'm just about to play it again.
    Proudly under the patronage of The Holy Pilgrim, the holiest of pilgrims.


  12. #12
    Ixor_Drakar's Avatar Senator
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    Default Re: The Medieval World: A Kingdoms Mod (Version 0.1 Released!)

    Its been going good for me as well. When do you plan on working on the next version?
    I survived the Mayan Apocalypse 12/21/12

  13. #13

    Default Re: The Medieval World: A Kingdoms Mod (Version 0.1 Released!)

    I've already been working on some little things, and once I accumulate enough little things I'll release a "patch" of sorts to fix a few of the spelling issues and bring a little bit more functionality to the test version. While I'm working on those little fixes though, I'm also planning to start the research stage of my larger-scale implementation stuff, i.e. new units for both new and existing factions, more 2D art, mini-mods such Agart's strat models, things like that.

    With regards to new factions, I don't know yet if I want to do one big release or release them in "pairs" or "groups". I've got a long way to go before that rolls around though, so stay tuned and I'll keep working on all this. Within the next few days I'm planning to post an ad in the modder's classifieds for a skinner and 2D artist to help with new units and such, since I'm (scarily) artistically challenged, and art like that is not my thing.

    Don't hesitate to post comments, suggestions, and alpha feedback here as I'll be checking often and working hard for you guys.

  14. #14
    Ixor_Drakar's Avatar Senator
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    Default Re: The Medieval World: A Kingdoms Mod (Version 0.1 Released!)

    Sounds good and I wish you luck.
    I survived the Mayan Apocalypse 12/21/12

  15. #15

    Default Re: The Medieval World: A Kingdoms Mod (Version 0.1 Released!)

    I've been doing some name corrections the past few days, among which are Old English names for England, Greek names for Southern Italy, and Old East Slavic names for Rus'. The last one is a bit difficult, since transliteration of the Cyrillic alphabet is often tricky and imprecise, especially considering the abundance of "half vowels" which have since become less distinctive in the modern Russian language (those ъ, ь, and ы signs you sometimes see). Now, in my mind, seeing something like Smolьnьskъ doesn't bother me, as I feel it more accurately conveys the pronunciation of the name than constructed transliterations like Smolĭnĭskŭ, but I also realize that might be weird for some people and its a matter of flavor I'm absolutely willing to put to you guys. So what would you guys rather see and be more comfortable with: transliterated consonants and long vowels with short vowels in Cyrillic or completely transliterated names?

  16. #16
    NikeBG's Avatar Sampsis
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    Default Re: The Medieval World: A Kingdoms Mod (Version 0.1 Released!)

    Quote Originally Posted by knin View Post
    So what would you guys rather see and be more comfortable with: transliterated consonants and long vowels with short vowels in Cyrillic or completely transliterated names?
    Although I personally wouldn't mind if it's Cyrillic, I agree it would probably be too strange and undecipherable to most people. Just as if you'd write the Greek names with the Greek alphabet - almost only Greek-readers would be able to understand anything from those specific letters. Besides, half-Latin/half-Cyrillic signs look rather... irritating to me as well. So I'd "vote" on full transliterations (preferably with diacritics).

  17. #17
    Heathen Storm's Avatar Where's my axe?
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    Default Re: The Medieval World: A Kingdoms Mod (Version 0.1 Released!)

    For all of the Scandinavian factions, I would recommend using the Wrath of the Norsemen team's unused units

    Proud mod leader, modeller and public relations officer of Heiğinn Veğr: Total War


  18. #18

    Default Re: The Medieval World: A Kingdoms Mod (Version 0.1 Released!)

    Gosh those are awesome! Thanks for the heads-up

  19. #19
    Dan the Man's Avatar S A M U R A I F O O L
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    Default Re: The Medieval World: A Kingdoms Mod (Version 0.1 Released!)

    I have two pretty successful campaigns going at the moment, one as England and the other as Russia. I'll post some screenshots later today.
    Proudly under the patronage of The Holy Pilgrim, the holiest of pilgrims.


  20. #20

    Default Re: The Medieval World: A Kingdoms Mod (Version 0.1 Released!)

    Looking forward to seeing it in action!

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