Page 2 of 6 FirstFirst 123456 LastLast
Results 21 to 40 of 101

Thread: Kingdoms, Empires and Republics | Released Beta2.7 -- 9/3/14

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    fatihkrmn's Avatar Laetus
    Join Date
    Dec 2013
    Location
    Constantinople
    Posts
    13

    Default Re: Kingdoms, Empires and Republics | Released Beta1 -- 4/27/14

    and SSHIP 0.8.2 ?

  2. #2

    Default Re: Kingdoms, Empires and Republics | Released Beta1 -- 4/27/14

    Currently no, maybe in the future.

  3. #3

    Default Re: Kingdoms, Empires and Republics | Released Beta1 -- 4/27/14

    Too bad. It would be a great compostion. I will check for updates though!

  4. #4

    Default Re: Kingdoms, Empires and Republics | Released Beta1 -- 4/27/14

    Hey can you add the Principality Of Antioch?? same as it is in Kingdoms Crusades. Thank You.

  5. #5

    Default Re: Kingdoms, Empires and Republics | Released Beta1 -- 4/27/14

    sorry your the same person, great mod by the way.

  6. #6

    Default Re: Kingdoms, Empires and Republics | Released Beta1 -- 4/27/14

    This mod is not adding any new faction, just enhances already existing ones through ancillaries, traits and some very minor editing in starting family members.

    There could be some special traits for crusader states though, that somehow makes account for the different states that composes it, Kingdom of Jerusalem, Principality of Antioch, County of Edessa and County of Tripoli...(and possibly the later states such as Kingdom of Cyprus and Rhodes, Latin Empire, Principality of Morea, Duchy of Athens and Kingdom of Thessalonica)

    Yes there are already ancillaries that grant the titles, but I would expand them and even make them hereditary, as well as increase the ruling family members and interconnect them through bogus distant ancestors so they all show in the family tree.

    Yep im doing this

    can expect it for next release
    Last edited by Melooo182; May 09, 2014 at 07:44 AM.

  7. #7

    Default Re: Kingdoms, Empires and Republics | Released Beta1 -- 4/27/14

    yeah that would be cool. prince of Antioch was how they named their king.

  8. #8

    Default Re: Kingdoms, Empires and Republics | Released Beta1 -- 4/27/14

    Bad news guys :/

    My laptop died this morning, some nasty overheating problem which i think fried either the GPU or CPU...
    I didnt loose any data so no worries about that but i won't be having a gaming/modding platform for a while :/

    So i will be away from TWC until a find a solution to my problem.

    See ya'all soon!

  9. #9
    Andytheplatypus's Avatar Domesticus
    Join Date
    Jan 2010
    Location
    . U.S. - MS, Gulf Coast.
    Posts
    2,384

    Default Re: Kingdoms, Empires and Republics | Released Beta1 -- 4/27/14

    That sucks man. Had that happen to my other computer. Good luck, hopefully youll get it resolved soon buddy.

  10. #10

    Default Re: Kingdoms, Empires and Republics | Released Beta1 -- 4/27/14

    Ok i got an old macbook which can handle M2 on bootcamp Win7 xD
    just finished installing PS and other tools of trade, i think i can start modding again in a few

  11. #11

    Default Re: Kingdoms, Empires and Republics | Released Beta1 -- 4/27/14

    Finished implementing the Hereditary Crusader States ancillaries
    FTM only Kingdom of Jerusalem, Principality of Antioch, County of Edessa and County of Tripoli are hereditary, however there are still circumstances in which they might not be inherited so if that's the case they can be obtained the traditional way by leaving a general 1 turn in the appropriate city.

    The expanded Crusader States family tree will not be part of this module but I will be on another which will be available for download later, probably along with the bugfix compilation 1.2.

    Also as stated in 1st post this mod now incorporates the Civil Unrest addon which was previously part of Viva La Rebelion Expanded, including the marriageable rebel generals ,rebel prisoners, rebel subfaction names and rebel campaign map symbols improvements.

    The other module I talked about which contains the expanded family trees, is a complete historical improvement of the starting family members for all factions and their territories in the campaign map, it goes as far as reshaping some of the provinces so they actually match the borders of those factions at 1100AD according to some maps I found in the internet . It also contains more rebel faction enhancements which were previously planed for Viva La Rebelion Expanded, which includes a great deal of new rebel subfactions, more rebel unit types like Hashashims, Persian Spearmen and Persian Archers.
    Last edited by Melooo182; June 06, 2014 at 10:08 AM.

  12. #12

    Default Re: Kingdoms, Empires and Republics | Released Beta1 -- 4/27/14

    Cool man, looking forward to trying it out!! Do you need help with anything?

  13. #13

    Default Re: Kingdoms, Empires and Republics | Released Beta1 -- 4/27/14

    Finished to add the other crusader states

    I recommend to 1st delete the old version from the sub folder and then add the new ones, nothing wrong will happen if done otherwise but you'll have unused files doing nothing inside those folders.

    Same thing with Viva La Rebelion Expanded module, it should be removed as KER already add the same things.

    @Deteriorate: well you can help with bug hunting and beta testing
    Last edited by Melooo182; June 12, 2014 at 10:18 AM.

  14. #14

    Default Re: Kingdoms, Empires and Republics | Released Beta2 -- 6/7/14

    update, mod was missing some localized text

  15. #15

    Default Re: Kingdoms, Empires and Republics | Released Beta2 -- 6/7/14

    So to install this mod, all i have to do is extract and then copy SS6.3 folder that i get from rar to Medieval II Total War/mods ? I'm asking because i did that but when launching ss_setup i don't see this mod anywhere

  16. #16

    Default Re: Kingdoms, Empires and Republics | Released Beta2 -- 6/7/14

    Yes

    LOL good you ask because i forgot to include the .txt that SSM reads xD

    will upload the updated version in a few

    Ok all good now and uploaded
    Last edited by Melooo182; June 12, 2014 at 10:18 AM.

  17. #17
    MCJ's Avatar Foederatus
    Join Date
    Jul 2010
    Location
    Mexico.
    Posts
    28

    Default Re: Kingdoms, Empires and Republics | Released Beta2.1 -- 6/12/14

    Hi! I have tried to install this submod several times and it worked fine until I tried to install it with the new BugFix Compilation update 1.21 and it doesn't work anymore. I always get error and I have reinstalled SS6.4 a couple of times and I still get the same errors It used to work on the older version of the Bugfix compilation
    Please help me! Thank you
    here are some images:




  18. #18

    Default Re: Kingdoms, Empires and Republics | Released Beta2.1 -- 6/12/14

    Wow thats really odd, unless its the earlier version of BETA2 which was missing the .txt files that the SMM reads to apply the submod, so if you placed it on top of old BETA1 that could explain the errors in the SMM.

    Although some of the errors in the top screenshots seem more like if the clean files this submod changes were already altered or corrupted, possibly by the SMM.

    My recommendation is to run the SS_setup.exe without mods, in hope it will clean the mess and then try again with freshly downloaded KER and Bugfix compilation. If it still gives error, reinstall SS6.4 -> bugfix -> KER.

  19. #19
    MCJ's Avatar Foederatus
    Join Date
    Jul 2010
    Location
    Mexico.
    Posts
    28

    Default Re: Kingdoms, Empires and Republics | Released Beta2.1 -- 6/13/14

    I reinstalled SS6.4 again and then the bugfix and then then KER and I still get errors with KER , although I get less errors messages this time.

  20. #20

    Default Re: Kingdoms, Empires and Republics | Released Beta2.1 -- 6/13/14

    ah late era, yep another oversight from my part sorry

    to fix you can either go to .../ss6.3/data/campaign/sub/zRepublicsGovL/family/ copy or move its content to .../ss6.3/data/campaign/sub/zRepublicsGovL/

    or open zRepublicsGovL.txt and at the bottom of the file where it says:
    Code:
    replace data\world\maps\campaign\imperial_campaign\descr_strat.txt with republics_venice_descr_strat.txt from:character    Pietro Ziani, named character, male, leader, age 47, x 168, y 173 
    to:
    relative     Alessandro Ziani,    Alegreza,    Barbus Ziani,    end
    replace data\world\maps\campaign\imperial_campaign\descr_strat.txt with republics_milan_descr_strat.txt from:
    character    Rambertino Buvalelli, named character, male, leader, age 54, x 142, y 166 
    to:
    relative     Cristoforo Buvalelli,    Bella,    Simona,    Agostino Buvalelli,    end
    replace data\world\maps\campaign\imperial_campaign\descr_strat.txt with republics_russia_descr_strat.txt from:
    character    Vsevolod Novgorodskii, named character, male, leader, age 50, x 303, y 267 
    to:
    relative     Vladimir Novgorodskii,    Evfimia Novgorodskii,    Vyacheslav Novgorodskii,    Mstislav Novgorodskii,    end
    edit red text to look like this:
    family\republics_venice_descr_strat.txt

    family\republics_milan_descr_strat.txt

    family\republics_russia_descr_strat.txt

    respectively

    will upload the fixed version later today also

    --------------------------------------------------------

    FIXED VERSION UPLOADED
    Last edited by Melooo182; June 14, 2014 at 05:25 PM.

Page 2 of 6 FirstFirst 123456 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •