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  1. #1
    4zumi's Avatar This one sparks joy
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    Default Total Vanilla Beyond 1.0 Release



    Total Vanilla Beyond 1.0 is released...

    !!! Important Notice !!!
    This version is no longer supported, go get v 1.5!


    Description

    Total Vanilla Beyond is the successor of my „Total Vanilla“ mod. It is a Vanilla+ experience with the base game greatly expanded, but keeps the feeling of the vanilla experience.
    It provides more factions, more units and a bigger campaign map (With Americas and to the East) with more settlements.
    There are also some tweaks and features added.
    If you look for a mod, that keeps the vanilla feeling but expands the experience, you may like it.

    Campaign Map



    Mod summary/ change notes

    New factions and faction changes


    • Mongols – starting far east at Karakorum. (If the Mongols are not played by the player, they will get a huge money boost from 1218-1300. If they feel like it, they could visit europe with some stacks.)


    Added from the kingdoms expansion as playable factions:


    • Ireland – starting in ireland obviously


    • Norway – starting in norway and on iceland
    • Lithuania – starting as a pagan faction with the possibility to convert to catholicism with the famous „catholicism wow“ campaign
    • Novgorod – starting in the old russia starting position, russland moved to kiev


    New non playable factions:


    • Added the Apacheans from the kingdoms expansion in north america as non playable faction, Idle until discovered
    • Added the Tuareg as a non playable faction to counter egypt and moors expansion in north africa


    New playable factions:


    • Damascus – starting in Damascus, with a mix of egyptian and turkish units and focus on heavy infantry and an elephantastic surprise.
    • Khwarazmian Empire – starting east of the caspian sea, with a mix of Middle Eastern Troops
    • Cumans – starting north of the caspian sea, with a mix of turkish and mongol troops.


    Units


    • 500 Units in game
    • Changed Pikemen spacing and values, should be more useful now
    • Integrated units from the Kingdoms Campaign (used GUAM v6 + others that were not included in GUAM)
    • Made some new units, like the Holy Sepulcher Sergeants, Berserkes, etc.
    • Changed the firing stance of every gun unit, so they wont shuffle around more range for ribault units + more ribaults
    • New units for the knightly orders (dismounted knights, teutonic hochmeister, sergeants, crossbow, etc.)
    • New units for the holy land, recruitable by catholic factions in the outremer training grounds, and available in special places like Jerusalem, Antioch, Edessa (Constable of Jerusalem, Knights of Antioch, Tripolitan Squires, and many more. They are replenishable troughout the Holy Land.
    • Welsh Unit Rooster available in Wales by the Welsh Mercenary Building Chain. Can be replenished throughout Britannia.
    • Gunpowder Units now pack a lot more punch, but are reduced in unit size.
    • Dismounted mailed knights are available
    • Pike and sword mercenaries are available in the new world


    Events


    • World is round event happens on turn one
    • You can now travel to the Americas with every ship using the northern route.
    • No Mongol invasion, as they are playable now
    • Removed Timurid invasion, because the timurids are now the Cumans
    • Small handcrafted movie cutscene if you have conquered half the world
    • Smallpox event in the new world
    • New event movie when apacheans get discovered
    • Lithuania can converse to christendom


    Script


    • Debt Script for AI Factions to prevent them from going into crushing debt. If the Ai is in debtthey cant build any more armies before they are out of debt, but they can still build buildings to help them get out of debt. So they wont stay dormant, because of a negative treasury. When they get out of debt and have a positive income, they will continue as normal and get no building cost bonus.


    Misc


    • Added 2 new intro movies when the game starts up. Replaced the old one with them.
    • Added new main menue movie
    • Added new loading screens
    • Changed the campaign and battle interface for the european factions


    Campaign Map


    • Added new settlements (198 now in total)
    • Expanded the Map to the east to Karakorum (a little bit squished), Americas are still there
    • Added new landmasses (Iceland, Greenland)
    • 3 new Trading ressources (Salt, Honey, Tar)
    • There are 2 ressources in every province, they yield now more money
    • Changed some starting positions and settlements to accomodate new factions
    • Doubled movement range for agents and ships
    • No more floods, because after they occured they prevented building of watchtowers in this region
    • Slightly altered Campaign Map Ground Textures with more saturation and contrast
    • Ocean Routes. Specific Routes to the americas should now be much faster, because i made water corridors
    • Toned down Rebel, Heretic and Witch spawn
    • Buildable Stone forts, they tend to crumble if left not garrisoned


    Buildings


    • Reduced Building Time. No Building takes longer than 5 Turn.
    • Tier 3 Roads (Highways) can now be built after the gunpowder event
    • Roads slight trading boosts
    • Ballista/ Cannon Towers provide a bit of Happiness
    • Explorers Guild now provides Diplomats with traits (Journeyman, etc)
    • Merchants Guild gives Merchants Journeyman Trait
    • Theologians guild now provides a conversion bonus and gives priests journeyman traits
    • Thieves Guild is now harder to get. Removed the trigger that gave all settlements Thiefes Guild points if a spy ended his turn in a foreign settlement
    • Masons Guild now gets a small amount of points from unit recruited in a settlement
    • Swordsmith guild now grants experience to all units created, instead of the weapon upgrade
    • Woodsmen Guild now available for all factions



    • New World Garrison let France, England, Spain, Portugal recruit conquistadores and cuirassers (only in america)
    • New World Mission provides religious conversion and morale bonus in america
    • Supply Lines – Guild and Knightly Order units now can get replenished where this is build.
    • Unique Buildings (St. peters Basilika, Hagia Sophia, Kaaba, Dome of the Rock, Church of the holy sepulcher) with factionwide boni to religion and happiness
    • Unique Buildings in Toledo and Damascus – provides Weapon upgrades, first local, the factionwide
    • A complete new set of buildings for the non playable tuareg faction
    • New Guild (Hanseatic League, Sub saharan traders, silk road traders) (Provides special units, Ships, Trade bonus) only buildable in port towns. You have to recruit ships to get this guild.
    • Castle Market – Provides a small trade boost in castles

    Knightly Orders


    • The Knightly orders get a whole set of buildings. If you have a minor Chapter House in a city or castle, you can build the foot Quarters that give you access to the foot troops or other troops of the order, escpecially as the teutonic Order.
    • It is possible to get the hospitaller and the templar order at the same time.
    • Every order gives a special bonus, so it is now more viable to go for templars too.
    • Example: Templar provide Morale for recruited troops.

    Rebel/Mercs


    • Slave/Rebel Faction Changed to Free Cities.
    • Dismounted Knights (Frankish, German,...) are now available as mercs


    Other Changes


    • There May be other changes i can‘t recall, because i have not kept track of them In my book of grudges.


    Mods used as a base for this mod
    (Much thanks for this work and effort)


    • Retrofit Mod by Unspoken Knight (TWCenter)
    • Grand unit addon mod by Calendarius (TWCenter)
    • Stone Forts Complete by Gigantus (TWCenter)
    • Dismounted Mailed Knights by Lord Condormanius (TWCenter)
    • G5 Settlement Tweaks v1.01 for M2TW\Kingdoms by Germanicu5 (TWCenter)
    • And much inspiration and help from the TW Center Forum

    FAQ


    • No, it does not require any previous Total Vanilla releases. It is a standalone mod.
    • No, it's the same AI as in vanilla
    • No, I can't make "insert faction", I already reached the faction limit
    • No, it's not hardcore realism and historicaly accurate, it plays like vanilla
    • No, it is not comparable with Stainless Steel (hole team, many years of development), it's just me doing the modding
    • If you enjoy the vanilla Medieval 2 experience you should probably check this mod out
    • Yes I would love a cookie

    Installation instructions:

    Installation Steam
    I only have the Steam version of this game, so this is the only installation
    instruction i can give you.

    1. copy the totalvanillab folder in the zip to the mods/ folder of the medieval 2
    installation This is found whereever steam installs your games
    2. Open up steam
    3. Right click on Medieval 2
    4. Open up Properties
    5. In the General Tab, Click on Launch Options
    6. Put this in: --features.mod=mods/totalvanillab
    6a. Do not forget the "b" in totalvanillab
    7. Save it, go back to steam and start up the game
    8. Enjoy, it should run now

    Installation CD Version
    As stated above i don‘t know if this works. I have provided Two .bat files inside
    the totalvanilla folder and two cfg files. But i can not confirm any of this,
    because i can‘t test it.
    1. copy the totalvanilla folder in the zip to the mods/ folder of the medieval 2
    installation.
    2. Maybe you have to manually adjust the settings in the provided cfg file,
    resolution, etc to your specific settings.
    3. Run one of the .Bat files and see if it works

    Bugs/Known Issues


    • New Factions use the english soundfiles, I do not want to mess with this, so you have to live with that or change it yourself
    • Maybe some typos, missing unit portraits, text etc.


    • Rarely a CTD, but this could be the normal Medieval 2 CTD unrelated to this mod.
    • Skins for the Cumans and Kwahrezmians are not changed, but may be part of a future update
    • If you start a campaign, it could take a while to load, so please do not be impatient. When it is started up, it will play just fine.
    • For some people the mod does not load up. baselhun has found a possible solution for this, please read the posts on page 2.
    • It seems, that the entries in the totalvanilla.cfg file can lead to a startup error. Please copy your original game cfg file config lines into the total vanilla cfg file (found in the mod folder).
    • replace everything starting from [audio] with the lines from the original cfg file. leave the first three entries intact, save and start the game.

      If you find any bugs, please let me know. I will try to fix them.
      If you run into an issue, I will do what I can to help you, if you ask.

    Download Link approx 1.5 GB (3.7 GB unpacked)
    http://www.mediafire.com/file/53539s8w96aby5g/totalvanillabeyond_1.0.zip

    Thanks for the attention, enjoy the mod
    azumi
    Last edited by 4zumi; July 13, 2017 at 11:53 AM.

  2. #2
    4zumi's Avatar This one sparks joy
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    Default Re: Total Vanilla Beyond 1.0 Release

    Hotfixes/Patches

    Hotfix 1#
    Bug: Canons of the Holy Sepulcher are recruitable in castles throughout the Holy Land.
    They should only be recruitable in Jerusalem.
    Download and replace the following file in the data folder of the mod
    http://www.mediafire.com/file/kgqvm0...otfix_1%23.zip

    Last edited by 4zumi; April 17, 2017 at 01:28 AM.

  3. #3

    Default Re: Total Vanilla Beyond 1.0 Release

    Quote Originally Posted by 4zumi View Post

    Download Link approx 1.5 GB (3.7 GB unpacked)
    http://www.mediafire.com/file/dbcuvu91g4tpzqb/totalvanilla_1.0.zip
    Hi Azumi,

    I am not the most experienced m2tw player, but I rly enjoy the game more with this mod, so thank you for making it.
    There are two problems though, first is that my loading times when starting new campaign/ loading saved game are stupidly long ( game seems to freeze for a while, before it loads. Loading the game itself is fine, same for loading into/from battle). This was an issue in the BETA release, because I can not test the full release version... That is the problem number two, download link for version 1.0 is link for "Total vanilla 1.0" not for "Total vanilla beyond 1.0".
    Please post correct link asap, I rly wanna play, please....

  4. #4
    4zumi's Avatar This one sparks joy
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    Default Re: Total Vanilla Beyond 1.0 Release

    Well #?*$,
    that was a nice start for a release by releasing the wrong mod XD.
    Thanks for pointing this out, I corrected the download link. It got mixed up by mistake, sorry for that.

    And you are right, it takes a very long time to start up a new campaign, but then it plays fine. Maybe it is not as noticeable on my system, because I use a SSD, so it has not bothered me much.
    But I will try to reduce the startup loading time, if I can figure out how to do it.

    So here you go, hope you like the Total Vanilla Beyond 1.0 Version.

    Edit: And sorry for everyone, that downloaded the wrong mod. My mistake, please forgive me.

  5. #5

    Default Re: Total Vanilla Beyond 1.0 Release

    Thank you very much for fast response.
    No need to apologize, it was actually quite amusing
    If you can manage to somehow reduce the loading loading time of saved game, it would be very nice. Other than that, it seems to run fine. I am running on calculator made of wood, no SSD for me.
    Thanks again.

  6. #6
    4zumi's Avatar This one sparks joy
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    Default Re: Total Vanilla Beyond 1.0 Release

    Sure, no problem.
    I just woke up from a good nights rest and checked here, to see if there are any issues.

    I will try my very best, but I can not promise anything. Seems like I would have to read a lot about optimization. Albeit I can imagine that the new bigger campaign map and new factions (foremost that), the units maxed out to the limit and a few other additions are the culprits.

    And I'm quiet amazed of this wooden calculator. Back in my day, you could only add and subract numbers, and if you wanted to write on it you would have to turn the whole display upside down. And now they run games.. amazing

    Happy Eastern

  7. #7
    crazyroman's Avatar Artifex
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    Default Re: Total Vanilla Beyond 1.0 Release

    Hello.Your mod seems interesting and congratulations for the release.I want to know if you added officers and standard bearers to the units cause i would totally loved this little feature.Anyways congratulations again for your mod !!!

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    4zumi's Avatar This one sparks joy
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    Default Re: Total Vanilla Beyond 1.0 Release

    Thank you crazyroman,
    much appreciated.

    I have not added officers or standard bearers. But it sounds like a good suggestion and I will look definively look into it for a patch or later addition.
    Although I have never seen standard bearers in the vanilla game (maybe i have overlooked them). Are they a vanilla model or a custom model?

  9. #9
    bigdaddy1204's Avatar Campidoctor
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    Default Re: Total Vanilla Beyond 1.0 Release

    This is exciting! I am downloading the mod now. Thanks Azumi!

    I just started a campaign as Khwarezmian empire. I think you need to increase the movement points for armies on the campaign map. Moving across the map takes too many turns. Please double the movement points for armies, so that they can move further:

    Last edited by bigdaddy1204; April 16, 2017 at 05:04 AM.
    Quote Originally Posted by Adar View Post
    I am quite impressed by the fact that you managed to make such a rant but still manage to phrase it in such a way that it is neither relevant to the thread nor to the topic you are trying to introduce to the thread.

  10. #10
    4zumi's Avatar This one sparks joy
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    Default Re: Total Vanilla Beyond 1.0 Release

    Hi bigdaddy,
    you are welcome.

    I will not increase the movement range of the armies for the base mod just now, but I have written a small submod so you can try it with double movement points for armies.
    I have no idea how this will work out, because of the distance difference between the europe region and the steppes, it could lead to some interesting developments, so to say.
    I think you can expect an enemy army much quicker at your doorstep, and if you get a crusade or a jihad called upon you, you will have much tighter respond times.

    But anyways here is the file. Just unzip and drop it into the mods data folder and overwrite the existing one. Maybe you want to backup the old one first.
    http://www.mediafire.com/file/409lt9...__movement.zip

    I will try this change myself and see what it feels like. Maybe I will provide a small movement range submod from now on.

    Greetings

    azumi

    Edit:
    And what I just noticed from your screenshot. There are no developed roads in this region.
    If there are roads, movement will be significantly faster, if you move along them.
    Last edited by 4zumi; April 16, 2017 at 11:17 AM.
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

    Author of
    Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
    Developer of
    Total Bananas mod for Medieval 2 - Kingdoms (beta)

    Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2

    Discord: zumi's cookie corner
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  11. #11
    baselhun's Avatar Civis
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    Default Re: Total Vanilla Beyond 1.0 Release

    Gonna try the mod, I hope you added new resources to new reigons. Also being able to trading camels and elephants would be cool, just saying ALso I hope silk road buildings can only can built in well on silk road cities.
    Last edited by baselhun; April 16, 2017 at 05:36 PM.

  12. #12
    4zumi's Avatar This one sparks joy
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    Default Re: Total Vanilla Beyond 1.0 Release

    Hi everyone,

    here is a hotfix. It adresses an issue with the recruitment of the Canons of the Holy Sepulcher.
    They should only be recruitable in Jerusalem. Due to a wrong EDB entry they are recruitable in Castles throughout the Holy Land.
    Please unzip and replace the file in the the mods data folder.

    http://www.mediafire.com/file/kgqvm0...otfix_1%23.zip
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

    Author of
    Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
    Developer of
    Total Bananas mod for Medieval 2 - Kingdoms (beta)

    Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2

    Discord: zumi's cookie corner
    Fighting for launch of "Cookie Friday" and "No Pants Saturday"

  13. #13
    4zumi's Avatar This one sparks joy
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    Default Re: Total Vanilla Beyond 1.0 Release

    Hi baselhun,
    i think I will have to disappoint you a bit.
    The new ressources are placed all over the map, where they fit. And there are no camels or elephants to trade.
    The Silk Road Guild will appear, if you build a lot of ships in one settlement, I'm still thinking of other triggers, but for now it is tied to ships.

    Have fun.
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

    Author of
    Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
    Developer of
    Total Bananas mod for Medieval 2 - Kingdoms (beta)

    Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2

    Discord: zumi's cookie corner
    Fighting for launch of "Cookie Friday" and "No Pants Saturday"

  14. #14
    baselhun's Avatar Civis
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    Default Re: Total Vanilla Beyond 1.0 Release

    I wasn't dissapointed, I respect your good effort, very fine work for one man. ALso how do I make heretics and witches spawn more?
    Last edited by baselhun; April 17, 2017 at 05:48 AM.

  15. #15
    4zumi's Avatar This one sparks joy
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    Default Re: Total Vanilla Beyond 1.0 Release

    Thank you

    Out of the top of my head.
    You have to edit the descr_campaign_db.xml (use editor or notrepad++) in the mods data folder
    Then look for the <religion> entry and here for:

    max_witches
    max_heretics

    Set a higher numer, then there should spawn more of them. You could play around with the max_xxx_per _region too.

    That should do the job, if somebody knows better, feel free to correct me.
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

    Author of
    Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
    Developer of
    Total Bananas mod for Medieval 2 - Kingdoms (beta)

    Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2

    Discord: zumi's cookie corner
    Fighting for launch of "Cookie Friday" and "No Pants Saturday"

  16. #16
    baselhun's Avatar Civis
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    Default Re: Total Vanilla Beyond 1.0 Release

    Can I make a request can you turn ocean between arguin and marrakesh into a sea? So that they can trade each other via sea route? If not can you show me how? Also how did you make pikemens more effective?

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    crazyroman's Avatar Artifex
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    Default Re: Total Vanilla Beyond 1.0 Release

    Hi.Sorry for not responding for a long time.Some mods for Medieval: Total War II and the Kingdoms expansion have officers and standard bearers.For example Stainless Steel has this feature.

  18. #18
    baselhun's Avatar Civis
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    Default Re: Total Vanilla Beyond 1.0 Release

    ANy reason to have this bug? Note that I have installed this game fairly new, it hasnt even been 3 days. WHat should I do?


  19. #19

    Default Re: Total Vanilla Beyond 1.0 Release

    Dear baselhun

    at this forum it is always good if you have a crash to post your log file.
    It is usually in the mod/logs folder and a .txt file.

    Also post if you have the disc or steam version.

    Greets M.

  20. #20
    4zumi's Avatar This one sparks joy
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    Default Re: Total Vanilla Beyond 1.0 Release

    @ crazyroman:
    No problem, I'm too not always here on the forums. I've looked into it a bit. The officer is a vanilla modell, but the standard bearer seems to be a custom made unit.
    I like the idea of the officer and will test this out, but don't excpect it to be implemented soon. But it could very well be with a patch.
    Thanks for the idea.

    @baselhun
    Sure you can make a request. I will always consider these.
    But I have to deny this request, because i like the early seclusion of this african province and I think the lost trade is pretty low.
    I can't write an extensive modding tutorial, but you will find plenty of those here in the Medieval 2 modding section. The easiest way would be to use the Geomod tool by Gigantus. Look for it. He wrote a very good handbook too. There you will find everything you need to change this yourself. You will have to replace the deep red (ocean) map part on the coast of africa with the red color of the sea, to makeit traversable.

    As for the error, the screenshot you posted, is the standard ctd screen of Medieval 2 and gives me no hints on the problem.
    I would need an excerpt from the system.log file, located in the vanilla folder. There you will most likely find a pages long log, of which I mostly only need the last 10 lines.
    So please send me these.
    It is although helpful if you could describe the error.
    When does it happen (startup, campaign, ai turn, battle, etc.)
    Do you recognize any pattern when it happens? (Specific AI turn? Some action you are doing?)
    If you give me these infos, I might be able to help.
    If it is a random crash, this could be hard to track down.
    I have not had a crash, since I fixed the "Damascus" Bug from the beta, in playing this release, but there is always a possibility that there is some bug that only shows itself under certain circumstances.

    But to get another thing out of the way: Did you touched the files? Because you asked how to increase the heretic spawn. If so, and it happens since then, it might very well be related.
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

    Author of
    Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
    Developer of
    Total Bananas mod for Medieval 2 - Kingdoms (beta)

    Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2

    Discord: zumi's cookie corner
    Fighting for launch of "Cookie Friday" and "No Pants Saturday"

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