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  1. #1

    Default Submod & Fix !

    some friends can not run this game
    i work it and fix now. you can run game with my submod (english users)

    i have changed economy and little military stats too
    so let's play & ENJOY


    http://www.dosya.tc/server/cdbfWb/Se...ubmod.rar.html (.rar)
    http://www.dosyasitesi.com/download....a74b528cc6e20b (.7z)



    i hear some people can not run game with my fix. so let's try another guarantee way ! but that's not legal...
    let's talk about it:
    1)remove your game or install again different location. but install only original medival II total war 1.0 (vanilla)
    2)and open a new folder named mods in medieval II main folder
    3)copy and paste or install your mod at mods folder
    4)find an illegal kingdoms.exe and copy it to medival II main folder
    5)run your mod
    6)find your faul and remove it
    7)install original game. so let's play your game original!!!!!!
    8)say me thank you !

    ( i found this way 3 years ago and i am using it when i trying to make a new mod. that's easy way to repair crashed m2tw. everythings in mod folder about kingdoms. boiling oil, firing, models, captains, units everythings are in your mod. so you can use it everymods. modding friends can do it too )
    Last edited by Segrek; February 15, 2013 at 06:36 PM.

  2. #2
    Senator
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    Default Re: Submod & Fix !

    Thanks. At least no crash now.
    But the language still a barrier.



  3. #3

    Default Re: Submod & Fix !

    does this have a more complete english translation?

  4. #4

    Default Re: Submod & Fix !

    no
    this is fix & submod so if the game %40 english, this too. but someppl get crash when installing english text. that fix removing error. so you can run game & enjoy!

  5. #5
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    Default Re: Submod & Fix !

    The economy grow too fast and other faction are spamming stacks. Can u fix that?



  6. #6

    Default Re: Submod & Fix !

    well you have to chose - either dismiss armies (in this period most armies was irregular and mercenarie) and make economy or make war))
    meteor above my city Chelyabinsk 15.02.2013:

    http://www.youtube.com/watch?v=tJOJ6B2XOyA

  7. #7
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    Default Re: Submod & Fix !

    Why dismiss army? I have too much money right now and other faction too (in fact they are spamming stacks around their settlements but not attack)



  8. #8

    Default Re: Submod & Fix !

    ups)) i missread) what faction are you talking about? there are some differents factions you play - somtimes AI agressive sometimes not... depends...
    meteor above my city Chelyabinsk 15.02.2013:

    http://www.youtube.com/watch?v=tJOJ6B2XOyA

  9. #9
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    Default Re: Submod & Fix !

    Playing as Cossacks. I only have two little towns and some castles but get thousands of income in some turns. It's ok but the Ottomans and Poland are spamming stack around their castles. I really don't like to fight all those stacks.



  10. #10

    Default Re: Submod & Fix !

    hmm.. interesting... is it version 0.9.2?
    meteor above my city Chelyabinsk 15.02.2013:

    http://www.youtube.com/watch?v=tJOJ6B2XOyA

  11. #11
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    Default Re: Submod & Fix !

    Yes. With English trans and segrek's fix.



  12. #12
    Hanti's Avatar Semisalis
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    Default Re: Submod & Fix !

    Quote Originally Posted by naq View Post
    Yes. With English trans and segrek's fix.
    In standard v. 0.9.2 beta the economy is very weak. All factions have huge armies and no money. If this fix adds too much income, you may try my way. I think it's enough to add trade bonus values to a few buildings (market, ports, mines). I use pattern trade_base_income_bonus +4 as base value, then +6, +8, +10 etc.
    It looks like it brings some substantial income, some countries have positive finance balance from the start, most are on slight minus.
    But it gives players more options (not only disband an army).
    Included file goes to:
    your hard drive\Medieval II Total War\mods\OiM2\data\HERE

    EXAMPLE: what I have done


    building port
    {
    convert_to castle_port
    levels port shipwright dockyard naval_drydock
    {
    port city requires factions { northern_european, middle_eastern, eastern_european, hungary, greek, byzantium, southern_european, }
    {
    convert_to 0
    capability
    {
    recruit_pool "ladya" 1 1 3 0 requires factions { russia, }
    recruit_pool "chaika" 1 1 3 0 requires factions { sich, }
    recruit_pool "dhow" 1 1 3 0 requires factions { egypt, turks, }
    recruit_pool "galley" 1 1 3 0 requires factions { venice, spain, }
    recruit_pool "caravel" 1 1 3 0 requires factions { spain, }
    recruit_pool "longboat" 1 1 3 0 requires factions { byzantium, denmark, normans, }
    trade_base_income_bonus bonus 4
    }
    material wooden
    construction 2
    cost 1200
    settlement_min town
    upgrades
    {
    shipwright
    }
    }
    shipwright city requires factions { northern_european, middle_eastern, eastern_european, hungary, greek, byzantium, southern_european, } and hidden_resource rmore
    {
    convert_to 1
    capability
    {
    recruit_pool "ladya" 1 1 3 0 requires factions { russia, }
    recruit_pool "chaika" 1 1 3 0 requires factions { sich, }
    recruit_pool "dhow" 1 1 3 0 requires factions { egypt, turks, }
    recruit_pool "baghlah" 1 1 3 0 requires factions { egypt, turks, }
    recruit_pool "galley" 1 1 3 0 requires factions { turks, byzantium, denmark, normans, hre, milan, spain, sicily, venice, hungary, poland, saxons, russia, }
    recruit_pool "war galley" 1 1 3 0 requires factions { venice, spain, }
    recruit_pool "caravel" 1 1 3 0 requires factions { spain, }
    recruit_pool "carrack" 1 1 3 0 requires factions { venice, spain, }
    recruit_pool "longboat" 1 1 3 0 requires factions { byzantium, denmark, normans, hre, sicily, poland, saxons, russia, }
    recruit_pool "dragon boat" 1 1 3 0 requires factions { byzantium, denmark, normans, }
    trade_base_income_bonus bonus 6
    }
    material wooden
    construction 3
    cost 2400
    settlement_min large_town
    upgrades
    {
    dockyard
    }
    }
    dockyard city requires factions { northern_european, middle_eastern, eastern_european, hungary, greek, byzantium, southern_european, } and hidden_resource rmore
    {
    convert_to 2
    capability
    {
    recruit_pool "ladya" 1 1 3 0 requires factions { russia, }
    recruit_pool "chaika" 1 1 3 0 requires factions { sich, }
    recruit_pool "dhow" 1 1 3 0 requires factions { egypt, turks, }
    recruit_pool "baghlah" 1 1 3 0 requires factions { egypt, turks, }
    recruit_pool "galley" 1 1 3 0 requires factions { turks, byzantium, denmark, normans, hre, milan, spain, sicily, venice, hungary, poland, saxons, russia, }
    recruit_pool "war galley" 1 1 3 0 requires factions { turks, byzantium, denmark, normans, hre, milan, spain, sicily, venice, hungary, poland, saxons, russia, }
    recruit_pool "galleass" 1 1 3 0 requires factions { venice, spain, }
    recruit_pool "caravel" 1 1 3 0 requires factions { spain, }
    recruit_pool "carrack" 1 1 3 0 requires factions { venice, spain, }
    recruit_pool "grande carrack" 1 1 3 0 requires factions { venice, spain, }
    recruit_pool "longboat" 1 1 3 0 requires factions { byzantium, denmark, normans, hre, sicily, poland, saxons, russia, }
    recruit_pool "dragon boat" 1 1 3 0 requires factions { byzantium, denmark, normans, hre, sicily, poland, saxons, russia, }
    recruit_pool "dromon" 1 1 3 0 requires factions { byzantium, denmark, spain, }
    trade_base_income_bonus bonus 8
    }
    material wooden
    construction 5
    cost 3600
    settlement_min city
    upgrades
    {
    naval_drydock
    }
    }
    naval_drydock city requires factions { northern_european, middle_eastern, eastern_european, hungary, greek, byzantium, southern_european, } and hidden_resource rmore
    {
    convert_to 3
    capability
    {
    recruit_pool "ladya" 1 1 3 0 requires factions { russia, }
    recruit_pool "chaika" 1 1 3 0 requires factions { sich, }
    recruit_pool "dhow" 1 1 3 0 requires factions { egypt, turks, }
    recruit_pool "baghlah" 1 1 3 0 requires factions { egypt, turks, }
    recruit_pool "galley" 1 1 3 0 requires factions { turks, byzantium, denmark, normans, hre, milan, spain, sicily, venice, hungary, poland, saxons, russia, }
    recruit_pool "war galley" 1 1 3 0 requires factions { turks, byzantium, denmark, normans, hre, milan, spain, sicily, venice, hungary, poland, saxons, russia, }
    recruit_pool "galleass" 1 1 3 0 requires factions { venice, spain, }
    recruit_pool "caravel" 1 1 3 0 requires factions { spain, }
    recruit_pool "carrack" 1 1 3 0 requires factions { venice, spain, }
    recruit_pool "grande carrack" 1 1 3 0 requires factions { venice, spain, }
    recruit_pool "longboat" 1 1 3 0 requires factions { byzantium, denmark, normans, hre, sicily, poland, saxons, russia, }
    recruit_pool "dragon boat" 1 1 3 0 requires factions { byzantium, denmark, normans, hre, sicily, poland, saxons, russia, }
    recruit_pool "dromon" 1 1 3 0 requires factions { turks, byzantium, denmark, normans, hre, milan, spain, sicily, venice, hungary, poland, saxons, russia, }
    recruit_pool "fire ship" 1 1 3 0 requires factions { byzantium, denmark, spain, }
    trade_base_income_bonus bonus 10
    }
    material wooden
    construction 6
    cost 4800
    settlement_min large_city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }

    Here it is again:
    export_descr_buildings.txt
    Last edited by Hanti; April 21, 2013 at 02:51 PM.

  13. #13
    Dominick's Avatar Ordinarius
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    Default Re: Submod & Fix !

    The .rar download link isn't working properly anymore :/

  14. #14

    Default Re: Submod & Fix !

    Does this go on top of the mod and patch and modders translation?

    My copy of the mod worked, now it does not, but works again with the fix. The excess revenues are an easy fix. Lots of us will have tampered with those export txt files.

    Thanks OP.

    edit2: my Venetian game so far has reasonable revenues.
    Last edited by Glycerius; March 01, 2013 at 10:05 AM.

  15. #15
    Chevalier IX's Avatar Primicerius
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    Default Re: Submod & Fix !

    @ Hanti
    I would e interested in attempting your trade bonus modification but it seems that the DL link is somehow disabled or broken....

  16. #16

    Default Re: Submod & Fix !

    Yes please re-upload this fix Hanti! I can't play this mod while engaging in battles every other turns.

  17. #17
    Hanti's Avatar Semisalis
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    Default Re: Submod & Fix !

    Done it.
    But I have not played so much, so please report if it's balanced enough or still too much money flow through economies.

  18. #18
    Chevalier IX's Avatar Primicerius
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    Default Re: Submod & Fix !

    Thank you for reuploading the file,I will be sure to let you know if it is still balanced as you remember it

  19. #19
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    Default Re: Submod & Fix !

    Please update your fix for ver 0.9.5. I can't play campaign with this fix.



  20. #20
    Domesticus
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    Default Re: Submod & Fix !

    What does the submod do?

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