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Thread: Announcement: Submod JKDv2 is released

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  1. #1

    Default Announcement: Submod JKDv2 is released


    List of the released modifications:


    Reworked religious features :

    • 4 New religions (Zoroastrianism, Judaism, Shiism, Ibadism)
    • Jizya (muslim tax on dhimmis – jew, christians, zoro, hindus).
    • As new Christian or muslim ruler, you can choose your religious policy towards infidels during your reign. The governors and generals would follow your religious policy and receives tolerant or intolerant traits if they are loyal or if they agreed the new policy. The policy would affect Jizya if faction is muslim, but also troops morale bonus, communities buildings (jewish, Christian, zoro, or muslim quarters), happiness, trade, unrest, and possibility to have ancillaries from these communities.
    • Zakat (muslim), Almsgiving (Christian), Bhiksha (Hindu): Sometimes, your leader has the possibility to give money to the poorest (christian/muslim) or the the Brahmins (Hindu); This almsgiving might be followed by some of your generals, if they are pious or if they appreciate the Faction Leader. It would also cost some money and develop some charity traits which increase piety and reduce squalor, but also reduce drastically tax efficiency. So your cities might grow faster, but you will earn few less money.
    • Added Patriarch agent (or Catholicos, the chief of the Apostolic Church amongst the Armenians and Georgians) for the Eastern Christian factions.
    • Added Great Imam level for muslims.
    • I have also tried to accurate the representation of the religious demographic situation in 1174.
    • Religious building names are more specific depending of the faith of their faction (ex: Ismaili masjid, Ibadi Madrassa, Armenian apostolic Basilica, Coptic monastery etc…)
    • Added the four Patriarchates in Jerusalem, Constantinople, Antioch and Alexandria. Useful for some ancillaries, titles and bonuses.
    • A lot of new religious ancillaries (icons, relics, muezzins, new convert, etc…)


    Reworked general features:

    • Regions have their historical names.
    • Settlement names change according to the faction; ex: Jerusalm is Hierosolyma when occupied by KOJ, but Al-Quds when occupied by Muslims. Same thing for almost all settlements in Levant, Egypt, Anatolia, Caucasus, Mesopotamia.
    • Add some unique buildings (Al-Azhar, Medina Mosque, Bamyan’s Buddhas, etc…)
    • Add some new buildings with their texts and UI, especially communities’ quarters.
    • Add a lot of new ancillaries and titles (65 in total):

    turncoat/renegade-> after a big battle against infidels with a great victory, if the winning general put to death the prisoners, you may receive a “renegade”, someone who prefer to convert instead being executed.

    Books: new books like the Shahnameh, Sasunitsi Davit, Baghavad Gita, Akritika and holy bible.
    According to your faction, your generals may receive it, if they have the cultured trait or if there is a library in your castle.
    People from communities: Middle east is the cradle of an gigantic number of religions, sects, etc… according to the settlement building, the religious population of the settlement, your general, if he is someone tolerant and according his faction religion, can receive a new ancillary, like a Jewish or an Assyrian physician, Jewish jeweler, Christian farmer, a Zoroastrian poet or astrologer, Buddhist monks, Harranians, Manicheans and many more…

    Banners: A very pious general can receive a religious banner to lead his troops to the battlefield. It would affect morale against infidels.
    Titles: Wali and Hero of Christendom titles added
    And many other ancillaries J

    • Trait realism, especially for “hate” traits: example -> no more Makurian who hates Georgians without reasons (or just because Makuria and Georgia replaced England and Scotland vanilla).
    • I have also tried to reinforce mongols invasion, mongols generals will move faster, and mongols have more spawning armies and more reinforcements.




    Reworked Makuria

    • The Baqt: Since the 7th century, Christian Nubia had a treaty with Muslim rulers of Egypt. At the beginning of the game, or each time you have a new ruler, Makuria has the possibility to renew the Baqt; it means pay a tribute in exchange of the promise of peace (at the end of each turn of peace, since the baqt has been renewed) to Ayyubid Egypt. During the Baqt, muslim merchant have the right to settled in Nubia.
    • Add an interface for African Culture.
    • Makuria can now recruit priest agents.
    • Makurian priests/Bishop/Patriarch have now their own textures.
    • Makuria can now build Coptic monasteries and icon-artists in Egypt.
    • Specific new ancillaries


    Reworked ERE, Georgia, Armenia.

    • ERE start in 1174 with some trade privileges granted to the Latin merchants. Historically, the Komnenos have made treaties with Italian cities of Genes, Venice and Pisa, because the Roman Empire was unable to booth reconquered Anatolia and defend seas against Muslim and Slavic pirates and foes. In exchange of the protection of the seas by the Latins, the Italian traders have been granted by profitable tax free privileges and the right to settle in Latin quarters in the coastal cities. It cost a lot of money to the Empire and increased tensions between Greeks and Italians, until the “Massacre of Latins” and the 4th Crusade events.

    As new Basileus of the Roman Empire, if you are the successor of Manuel Komnenos (because in 1174, the choice have already been made), you have the possibility to choose your policy towards Latin traders. If you renewed advantages to Latins, it could improve your relations with KOJ, but you will earn much less money than planned.

    • Armenia can build some Katchkars in his national provinces.
    • Armenia, ERE and Georgia princesses and diplomats have new models and textures, based on those of the Rusichi TW team (thank to them)


    Reworked Oman and Shindh

    • In 1174, Sindh is Ismaili, an Shia sect. So the Sindh faction start has a shia faction.
    • But later in the game, each time there is a new Sindhi ruler; the Sunni Caliph of Baghdad send dignitaries to Sindh and ask the new Malik to convert to Sunni Islam. You can accept, or refuse, with different consequences. If the Caliphate is destroyed, there will no more Sunni dignitaries sent to Sindh.
    • Oman is now Ibadi, a muslim sect, nether Shia or Sunni.


    Reworked Rajputs:

    • Just added some new images for events like marriages
    • Rajput might recruit priests with their own new texture (just need to modify it in EDB)
    • Bhiksha: offering to the gods and to the Brahmins.





    I want also to thank Wudang Clown and the BC Team for their wonderful mod, the Rusichi Team for letting me using their strat models, Jermagon for giving me new ideas, Atheniandp who helped me to correct some settlement names, as well as all those who have supported and helped or encouraged me.
    Don't hesitate to give me good improvement ideas



    Spoiler Alert, click show to read: 

    If you have more infos about the religious sociology of Middle-East during the 12th century, dont keep it for yourself, and help me to make my minimod more historic and realistic.


    INSTALLATION:

    1/Make a save of your precedent Broken Crescent Data file;
    2/Download the submod here (twcenter)
    3/Copy your data of JK&D, paste it in your \SEGA\Medieval II Total War\mods\Broken_Crescent_kingdoms folder
    4/Say Yes to Overwrite the files,

    /!\ This submod can be compatible with all others submods about units, EDU, and battle system; and ask in this thread if you have questions.
    Compatible with BC 2.3.2 (and 2.3.2.1 and 2.3.2.2)

    Please, Report every bug or UI building missed in this Thread
    Thank you,

    If there are problems, I would release a patch.




    Rappel: You can download it here:
    http://www.twcenter.net/forums/downl...o=file&id=4017
    Last edited by Byzantineboy; July 10, 2013 at 04:52 AM.

  2. #2
    zburanuki's Avatar Ducenarius
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    Default Re: Announcement: Submod JKDv2 is released

    I'm really curious to see if the Mongols will do their job correctly at last!

  3. #3
    zburanuki's Avatar Ducenarius
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    Default Re: Announcement: Submod JKDv2 is released

    Sorry for the second post, but I have to report some things.

    1) I choosed religious intolerance with ERE and in Con/nople the % of the orthodox was -21243464567 or something like that. The same in Alexandria but for the Sunna.
    2) In turn 2 I had the famous message ''MTW2 has encountered an error and will now exit'', so a CTD.
    3) Why the Byzantines begin with -4000 florins only? The AI ERE will roll much easier now. I prefered the -50000 debt instead.

    Just these 3 things in one turn on a very promising submod nevertheless. Great job with skins or textures of diplomats and the patriarchs and of course the region names.

    edit: the same issues 1 and 2 for the Shahs and maybe all the factions.
    Last edited by zburanuki; July 09, 2013 at 08:13 AM.

  4. #4

    Default Re: Announcement: Submod JKDv2 is released

    Ok, really sorry.
    Is there someone else who experienced a bug?
    I will need to see what happens, very strange by the way, because all was working fine during testing/ edited and seems also working again.
    have you tried to suppress the map.rmv file in the /base folder?
    Are you using the same previous data of the JKDv1?


    And about ERE, in original BC 2.3 Campaign script, ERE played by AI received 40000 florins the first turn.
    Now they receive nothing, and crusaders have great chances to take Konstantinoupolis during the 4th crusade.

    During my last testing, AI ERE kept only 4 settlements in 1220.

    And about what i experienced with mongols:
    The first turns they appear:
    mongol turn n°1: they appear
    turn n°2: they are in way of bukhara (i think the problem is the fort in front of Samarqand, in the previous BC versions, when there was any fort, the mongols were taking Samarqand)
    turn n°3: they assiege Bukhara
    turn n°4: I experienced that they left Bukhara and attack Urgentch (I don't know why...), but during another test they took Bukhara
    turn n°5: They are in way of Urgentch
    etc... usually, turn 8, mongols have taken Urgentch and Bukhara
    turn n°10 they are in way for attacking Khiva, Merv and Samarqand... etc...
    Last edited by Byzantineboy; July 09, 2013 at 08:55 AM.

  5. #5
    zburanuki's Avatar Ducenarius
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    Default Re: Announcement: Submod JKDv2 is released

    Ok that explains everything got the ERE. I had the previous submod installed before installing the version 2.0. Does it affect anything? Also I don't understand what to do with the map.rmv file.

  6. #6
    wudang_clown's Avatar Fire Is Inspirational
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    Default Re: Announcement: Submod JKDv2 is released

    The map.rwm file has to be removed each and every time a change is made to the files within world/maps/base directory.

    Under the patronage of m_1512

  7. #7

    Default Re: Announcement: Submod JKDv2 is released

    Zburanuki, give me some feedback when you have deleted map.rmv
    If it still doesn't work, try with a clean BC 2.3.2(.2) data.

    I have tried with both a data JKDv1.0 and a BC 2.3.2 and it seems to work fine...

  8. #8
    zburanuki's Avatar Ducenarius
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    Default Re: Announcement: Submod JKDv2 is released

    I deleted that file, but still the same problem. I will try later to re install BC and see if the problem insists. Any other have the same problems?

  9. #9
    zburanuki's Avatar Ducenarius
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    Default Re: Announcement: Submod JKDv2 is released

    I re installed BC 2.3 and the patches and still the same problem. I simply delete the map.rwm file right?

  10. #10

    Default Re: Announcement: Submod JKDv2 is released

    Yes, and theorically, you don't need to do that, since I have put my last map.rmv into the folder..
    So i really don't understand..

    Someone else could say if it works or not, with his computer?

    Zburanuki could you post your log, I will maybe find the problem.

  11. #11

    Default Re: Announcement: Submod JKDv2 is released

    I installed the submod in my data which had the previous JKD v1.0. But now the only problem that I have found is that my diplomatics don´t have the new look of the rusichi models.



  12. #12
    zburanuki's Avatar Ducenarius
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    Default Re: Announcement: Submod JKDv2 is released

    Where can I find that ''log'' thing?

  13. #13

    Default Re: Announcement: Submod JKDv2 is released

    @ Rampante-Cid: Thank you very much for your feedback, very strange by the way... Is the Patriarch of Alexandria with a new texture? (not like other patriarchs)
    @Zburanuki, in your main Medieval II Total War folder , you will see the log of the previous MTW2 game you have launched.

  14. #14

    Default Re: Announcement: Submod JKDv2 is released

    Quote Originally Posted by Byzantineboy View Post
    @ Rampante-Cid: Thank you very much for your feedback, very strange by the way... Is the Patriarch of Alexandria with a new texture? (not like other patriarchs)
    @Zburanuki, in your main Medieval II Total War folder , you will see the log of the previous MTW2 game you have launched.
    The patriarch of Alexandria has the same textures of the other patriachs.



  15. #15
    zburanuki's Avatar Ducenarius
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    Default Re: Announcement: Submod JKDv2 is released

    Ok I will upload it now.

  16. #16
    VINC.XXIII's Avatar Retired
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    Default Re: Announcement: Submod JKDv2 is released

    Maybe delete the .string version of text files, sometime it can have issues with these ones.

  17. #17
    zburanuki's Avatar Ducenarius
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    Default Re: Announcement: Submod JKDv2 is released

    Also now on the faction selection the names are like this:

    The Roman Empire Khwarezmian Empire The Ayyubids
    Basileia ton Rhomaion Kharezmshahian Al-Ayyubiyun

    The first time I installed 2.0 the faction names were correct, Saljuqian Rumi Khwarezmshahian, etc

    @giacomo: there are many strings files, which ones I have to delete?
    @byz boy: you have a pm.

  18. #18
    VINC.XXIII's Avatar Retired
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    Default Re: Announcement: Submod JKDv2 is released

    @zburanuki, remove them all, type .string into your shearch engine on BC text folder. They will regenerate automatically, like map.rwm

  19. #19

    Default Re: Announcement: Submod JKDv2 is released

    Yes, Zburanuki has tried, but it doesn't help...

    @Giacomo Colonna, do you have installed JKDv2? It works?

  20. #20
    VINC.XXIII's Avatar Retired
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    Default Re: Announcement: Submod JKDv2 is released

    I've only played the first version of your submod. Hope you will find what goes wrong.
    I've suggested it because issues seems due to texts.

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