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Thread: Mundus Magnus 6.0

  1. #1
    ahowl11's Avatar RTR Project
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    Default Mundus Magnus 6.0

    I have decided to continue making Mundus Magnus Versions, focusing on modding factions and units, as well as other things to compliment this great map made by ngr. I am aiming for historical accuracy, while still keeping the vanilla feel.

    5.0 Version
    Spoiler Alert, click show to read: 
    Hello,

    For those of you who do not know, Mundus Magnus has been one of RTW's most popular mods since 2005. Created by ngr, MM is a map mod for RTW vanilla 1.5/1.6. It expands the vanilla map north to include Scotland, south to include Arabia and Nubia, and east to include the western half of India. It is a great mod for vanilla as the Seleucids are represented better and there are a lot more regions to capture. Other than that, there is nothing new to the original game. Many mods such as XGM and EB have used Mundus Magnus as a base for their map.

    About a year ago, Alejandro Magno released MM 4.0. It featured many geographical upgrades to the original mod.

    Today I was just digging around and I found the older versions of MM and I thought I should bring it back. It would have included new faction symbols and some new units among other things, but I decided not too, because there were many parts missing and it was for the 1.2v of RTW.

    Instead, I have decided to include the Bug Fixer, from player1 which was made around the same time as MM. Together, I believe it should make for the best vanilla RTW experience out there, Enjoy!

    Features:

    From Mundus Magnus:

    The new map


    Four new resources: Horses, Salt, Fish, and Ivory

    From Bug Fixer:
    List of fixes for Imperial Campaign


    Changes in descr_model_battle.txt file:

    -Fixed shoulder armor for Legionary and Praetorian Cavalry (fixed models added)
    -Fixed Velite Gladiator shoulder armor
    -Fixed the wrong color of Spanish generals by giving them proper texture


    Changes in export_descr_unit.txt file:

    -Added warcry ability to Thracian Bastarnae, since Mercenary Bastarnae already have it


    Changes in export_descr_buildings.txt file:

    -Added +1 experience bonus to Greek Cavalry trained in Greek Elite Cavalry Stables, since it makes no sense to build Elite Cavalry Stables just to get Incendiary Pigs
    -Made Slingers available from Practice Range in place of Archers for Numidian faction, since otherwise when you get Slingers at Archery Range they are already obsolete
    -Made Onagers recruitable by Spaniards in campaign, since they are already available for them in custom battles
    -Added law bonus to academy-type buildings like it's done in Barbarian Invasion expansion and was intended in 1.5 patch
    -Fixed the bug when Awesome Temple of Epona and Pantheon would show up in building browser for Gauls and Spaniards


    Changes in export_descr_ancillaries.txt file:

    -Fixed the issue with Numidian and Spanish governors not gaining priests as their retinue members
    -Fixed the bug when Judge retinue member could get doubled
    -Fixed triggers for gaining Heroic Saviour and Shieldbearer retinue members
    -Fixed Roman Turncoat ancillary, so it actually gives command bonus against Romans
    -Fixed the trigger for Navigator ancillary, so it can be gained by admirals
    -Fixed the trigger for Poisoner ancillary, so it can be gained by assassins


    Changes in both export_descr_character_traits.txt and export_VnVs.txt files:

    -Parts of Energetic line of traits tweaked, so they won't get worse at higher levels
    -To prevent drop in morale bonus when becoming Legendary Hero, this trait gets its morale bonus increased from +2 to +4 (to same level as National Hero) and also gets a +1 bonus to Command when attacking (like same trait in Barbarian Invasion expansion)


    Changes in export_descr_character_traits.txt file only:

    -Added anti-traits to some traits to prevent weird or impossible combinations
    -Several anti-traits that worked in one direction fixed to work in both directions
    -Added the workaround for a bug when gaining an anti-trait would reset trait value to 0 (instead of reducing it for value of anti-trait)
    -Increased point awards in birth and adoption triggers for traits that need more then one point to get first level of the trait, so it's actually possible to gain those traits at character generation (expect more vices and virtues from new family members)
    -Changed crushing victory condition in triggers for GoodRiskyAttacker/Defender line of traits to clear or better, since winning difficult battles with just clear victory is great accomplishment on its own
    -Removed the trigger for gaining IndecisiveAttacker group of traits when ending turn in enemy zone of control, since trigger does not work as intended (it can fire even when you can't attack the enemy, or when you are besieging)
    -Fixed trigger for Logistical skill, so it can be gained by generals that move a lot
    -Smoothtalker changed to be diplomat trait, since its effects deal with bribing
    -Fixed trigger for BadTaxman line of traits, so it won't be awarded in situations when tax policy is best as it could be
    -Fixed problems with Senate Office triggers, which could result in losing some senate titles
    -Implemented new triggers for Warlord, Siege and Ambusher traits from Barbarian Invasion expansion, in order to make it possible to improve these traits in imperial campaign
    -Introduced two new birth triggers to make it possible that Intelligent and Genius characters could be born


    Other:

    -Added hotfix to formation for light cavalry armies, to prevent generals getting placed at same tile as other infantry (descr_formations_ai.txt)
    -Added missing unit info card for Spanish Onagers (carthaginian_onagers_info.tga)
    -Fixed the bug when some soldiers would die when exiting medium siege towers (descr_engines.txt)
    -Fixed the bug when two of senate family members had Greek names and looks (descr_regions.txt)
    -Fixed the bug when all Italian provinces spawned rebels of Greek culture (descr_regions.txt)
    -Fixed an issue when game would crash at 237BC and several other dates (historic_events.txt)

    My own:

    -Made Rebels unplayable
    -Set Custom Locations so that you can play custom battles without everyone drowning in the ocean
    -Made MM mod foldered
    -Changed Resolution of Strategy and Battlemaps

    Download links:
    http://depositfiles.com/files/i2of6iwn4
    http://www.twcenter.net/forums/downl...o=file&id=3958

    Installation:
    -Download and extract the files to your desktop
    -Move the MM folder to your RTW folder
    -Create a shortcut of your RTW game and name it 'Mundus Magnus'
    -Right click the shortcut and in the target line add this after ALL quotations: -show_err mod:MM
    -Play!


    5.5 Version
    Spoiler Alert, click show to read: 
    Well, I have decided to add on to Mundus Magnus after all. In this version there are many changes, but the vanilla game is not changed a whole lot. In my opinion it was made better!

    Features:
    -Scipii and Brutii completely removed from campaign
    -Julii now hold Ariminum, Arretium, Capua, and Cannae while the Senate holds Rome and still gives out missions
    -Diadochi Total War's Wooden walls have been implemented. Credits to Redfox
    -Barbarian Buildings from BI have been implemented
    -New faction symbols for every faction except for the Romans. They are from Mundus Magnus 2.0
    -Egypt is now represented as a Greek faction
    -Many units removed from the game, including all fantasy units, most siege units, and the ahistorical Roman units along with others.
    -About 48 new units including three new Mercenary units. These are all 'reskinned' units.
    -Resef's Combined Animations Pack, which means many units will have better animations.

    Download:
    http://depositfiles.com/files/002zhmdo5
    http://www.twcenter.net/forums/downl...o=file&id=3959


    Here are the new units. The weird errors are not shown in the game



    The Original faction symbols from Mundus Magnus 2.0 made by ngr:





    6.0 Version
    Spoiler Alert, click show to read: 
    Here is version 6.0!

    No BUGS!!

    Features:
    2 New factions:
    The Mauryan Empire
    The Hellenic States
    All Bugs fixed
    More historical starting positions
    All banners and symbols implemented
    Buggy DTW walls and BI buildings removed (for now)

    Download:
    http://depositfiles.com/files/u5kwzi9eq
    http://www.twcenter.net/forums/downl...o=file&id=3999


    Install:
    Simply Extract the MM folder into your RTW directory. If you have had previous versions of MM, delete your current folder and extract the new one.
    Make sure you go to properties on your shortcut and set the target line to: -show_err mod:MM
    Play!



    Trouble Shooting:
    -If your game crashes when you try to start a campaign, go to your MM/data/world/maps/base folder and delete the 'map.rwm' file. The campaign should work then.
    -For some reason when scrolling over the new resource icons, the old resource names appear in the tooltip. If someone knows how to change that let me know.
    -About two unit cards are missing (should be fixed soon)
    -Some models don't do well with the new animations (will be fixed soon)
    -The Gallic Slinger has his sword out along with his sling (will be fixed soon)
    -Other little fixes dealing with history

    I should be coming out with a patch soon, so please play and see if you notice anything wrong.

    If there are any other known issues, please comment.

    A note to the public:
    I actually have decided to take this mod as far as it can go!




    Credits:
    ngr for his Mundus Magnus Map
    Alejandro Magno for his geographical modding for version 4.0
    player1 for his Bug Fixer v3.36 for RTW/BI 1.5/1.6
    comrade_general for his recoloring skills and his mod 'The Hellenic States' that I pulled some UI's and textures from
    RedFox for the new Wooden Walls from 'Diadochi: Total War'
    DimeBagHo for some of his textures and UI's from his 'Extended Greek Mod'
    The 'Macedon Expansion' team for some textures and UI's
    Resef for his Combined Animations Pack
    Rarity for some modelling fixes on some units
    The Rise of Empire mod for some textures and UI's
    Maraxus for some UI's

    If I leave anyone out who offered their services or works please let me know and I will add you!
    Last edited by ahowl11; April 28, 2013 at 02:16 PM.

  2. #2

    Default Re: Mundus Magnus 5.0

    Good work. Do you know if there is a mundus magnus map for BI?.

  3. #3
    Red-bearded's Avatar Foederatus
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    Default Re: Mundus Magnus 5.0

    Hello ! Good Work !!!I Trying this mod soon^.^

  4. #4
    Red-bearded's Avatar Foederatus
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    Default Re: Mundus Magnus 5.0

    Quote Originally Posted by Warcrafthero View Post
    Do you know if there is a mundus magnus map for BI?.
    YES - i did MM4.1 ( for Bi 1.6) , based on MM 4.0- http://imtw.ru/index.php?app=links&showlink=1053
    That's just I have there another nick-name.

  5. #5
    ahowl11's Avatar RTR Project
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    Default Re: Mundus Magnus 5.0

    Thanks! For the MM for BI, are the settlements and regions the same? Or did you edit them to fit the BI era?

  6. #6

    Default Re: Mundus Magnus 5.0


    +rep

  7. #7
    Red-bearded's Avatar Foederatus
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    Default Re: Mundus Magnus 5.0

    Quote Originally Posted by ahowl11 View Post
    Thanks! For the MM for BI, are the settlements and regions the same? Or did you edit them to fit the BI era?
    I tried to give the names of the era of BI. But if there is an error - you can just corrected without compromising gameplay.
    By the way, You can try another MM for Bi, I downloaded it from TWC long time ago,but I lost the link, so post the link to mini-mod with my Fix - http://imtw.ru/index.php?app=links&showlink=203
    Large map for BI 1.6 with many lotions author ( not My )
    - 116 - 600 years,
    - Rome - "united" (red) - at the start campaign have units of RTW 1.5 - Legionnaires cohorts, the city Legionnaires, some of the elite troops of the other faction of the RTW (the Spartans, the Egyptian royal archers, etc.)
    -instead of the Western Roman Empire (purple) - Parthia,have one part of the unit "Eastern empire", another part , from the Sassanid )))
    - Instead of the "Western Roman Empire Rebels" ("azure" color) - "Kingdom of Meroe" - some Berbers units and the some units "Eastern Empire"
    In general - not "just a standard map", it's natural mini-mod for vanilla BI
    NOT SWITCH!!!

  8. #8
    Rescator's Avatar Libertus
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    Default Re: Mundus Magnus 5.0

    Good work, MM 5.0 is for RTW 1.5?
    the freedom of each one stopped where that the others begin

  9. #9
    loet66's Avatar Senator
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    Default Re: Mundus Magnus 5.0

    Hi,

    Great work !

    + rep !

  10. #10
    ahowl11's Avatar RTR Project
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    Default Re: Mundus Magnus 5.0

    It is for 1.5 yes. And thanks!

  11. #11
    Rescator's Avatar Libertus
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    Default Re: Mundus Magnus 5.0

    Thank you!
    the freedom of each one stopped where that the others begin

  12. #12
    ahowl11's Avatar RTR Project
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    Default Re: Mundus Magnus 5.0

    You are welcome! I just want to let you guys know, that I will be coming out with a new release soon I have decided to continue making Mundus Magnus and make it better and more unique while still keeping the vanilla concept in tact. I have a few more things to do, but expect a release soon!

  13. #13
    Rescator's Avatar Libertus
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    Default Re: Mundus Magnus 5.0

    That is good idea!! +1 REP
    the freedom of each one stopped where that the others begin

  14. #14
    ahowl11's Avatar RTR Project
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    Default Re: Mundus Magnus 5.5 (New Release)

    A new release!

    Well, I have decided to add on to Mundus Magnus after all. In this version there are many changes, but the vanilla game is not changed a whole lot. In my opinion it was made better!

    Features:
    -Scipii and Brutii completely removed from campaign
    -Julii now hold Ariminum, Arretium, Capua, and Cannae while the Senate holds Rome and still gives out missions
    -Diadochi Total War's Wooden walls have been implemented. Credits to Redfox
    -Barbarian Buildings from BI have been implemented
    -New faction symbols for every faction except for the Romans. They are from Mundus Magnus 2.0
    -Egypt is now represented as a Greek faction
    -Many units removed from the game, including all fantasy units, most siege units, and the ahistorical Roman units along with others.
    -About 48 new units including three new Mercenary units. These are all 'reskinned' units.
    -Resef's Combined Animations Pack, which means many units will have better animations.

    Download:
    http://depositfiles.com/files/jirbrkuic
    http://www.twcenter.net/forums/downl...o=file&id=3959

    Please play it and let me know if you find any problems, this mod is not in it's final stage! A lot more will come in the future!

    Here are the new units. The weird errors are not shown in the game



    The Original faction symbols from Mundus Magnus 2.0 made by ngr:

    Last edited by ahowl11; January 20, 2013 at 07:27 PM.

  15. #15
    ahowl11's Avatar RTR Project
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    Default Re: Mundus Magnus 5.5 (New Release)

    Is anyone experiencing a CTD when you hit the end turn button for the first time?

  16. #16

    Default Re: Mundus Magnus 5.5 (New Release)

    The units and symbols look great and the mod looks great.

    Nice work ahowl11

  17. #17
    ahowl11's Avatar RTR Project
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    Default Re: Mundus Magnus 5.5 (New Release)

    Thanks Asgaroth, I just wish I could play it. If anyone can think of a solution to a CTD when I hit the end turn button, please help me out!

  18. #18

    Default Re: Mundus Magnus 5.5 (New Release)

    Thanks Asgaroth, I just wish I could play it. If anyone can think of a solution to a CTD when I hit the end turn button, please help me out!
    Do you get any message or just a CTD without anything ?

    ( I will answer you tomorrow)

  19. #19
    ahowl11's Avatar RTR Project
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    Default Re: Mundus Magnus 5.5 (New Release)

    An errorless CTD. If you don't have time I understand, but the sooner I fix this the sooner I can come out with a patch and a next version

  20. #20

    Default Re: Mundus Magnus 5.5 (New Release)

    We had the same problem at VVVTW. That is why I always back up my files twice when I mod the units.

    It must have something to do with EDU, DMB.

    Also it can be the fact that you removed some units from the vanilla game when modding but didn't remove them in other spaces like descr_rebe_faction or descr_mercenaries.

    Try to check if there are errors in this files.

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