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Thread: BELLUM CRUCIS 7.0 + bugfixer - SUBMODS and UNOFFICIAL PROJECTS Thread

  1. #21

    Default Re: BELLUM CRUCIS 7.0 + bugfixer - SUBMODS and UNOFFICIAL PROJECTS Thread

    The Enhanced is not updated to the ENG texts, hence it needs a new translation for the new content... the rest is fine...


  2. #22

    Default Re: BELLUM CRUCIS 7.0 + bugfixer - SUBMODS and UNOFFICIAL PROJECTS Thread

    Thank you.

  3. #23
    Hennin's Avatar Libertus
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    Default Re: BELLUM CRUCIS 7.0 + bugfixer - SUBMODS and UNOFFICIAL PROJECTS Thread

    Quote Originally Posted by rafmc1989 View Post
    Hence, here 8 Youtube video links to show the new BC map look thanks to the content got by Againster (again, really thanks for this great work!)

    Other submods used in this video sequence are the "Enhanced Submod" and the "Music Pack submod", video done with the ITA version of BC:

    https://www.youtube.com/watch?v=bK92ORWh2sw
    https://www.youtube.com/watch?v=llnFV-mKTMo
    https://www.youtube.com/watch?v=JhpPggDBZsw
    https://www.youtube.com/watch?v=q5zIUBty6VA
    https://www.youtube.com/watch?v=PZiHH2n9ogs
    https://www.youtube.com/watch?v=zDTT2NKuso0
    https://www.youtube.com/watch?v=XBdyDt01I_Q
    https://www.youtube.com/watch?v=yWKkq8hi4a8

    Finally, here the MEGA link to get the new map content done by Againster:
    https://mega.nz/#!90cHxK6I!fXtx_jd3f...Bn6nwLX14yOfsY

    All the .txt files contained in the archive must go in data/folder, whereas the other folders have to substitute the respective original ones.

    And again, ALL CREDITS to Againster for this great work!!
    Hi,

    Link donīt work, please can you upload it.

    Thanks.

  4. #24

    Default Re: BELLUM CRUCIS 7.0 + bugfixer - SUBMODS and UNOFFICIAL PROJECTS Thread

    Ah, the new map textures... mmh ok I'll need to re-ask againster again...

    I'll refresh asap, thanks for the notification


  5. #25

    Default Re: BELLUM CRUCIS 7.0 + bugfixer - SUBMODS and UNOFFICIAL PROJECTS Thread

    DOWNLOAD LINKS - New map textures Submod

    Here the link (Mega) containing the archive with the new textures for the campaign map, nice work done by Againster... (thanks a lot!)

    https://mega.nz/#!x1EGTRQJ!T60o7VuBB...uaeMVglNkh5In8

    To install, extract the content of the archive into the data of BC, after everything is overwritten, delete the file map.rwm before starting a new campaign. It will be regenerated again by the engine.


  6. #26
    isa0005's Avatar Campidoctor
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    Default Re: BELLUM CRUCIS 7.0 + bugfixer - SUBMODS and UNOFFICIAL PROJECTS Thread

    Any news on the translation? Has anyone offered to do it?

  7. #27

    Default Re: BELLUM CRUCIS 7.0 + bugfixer - SUBMODS and UNOFFICIAL PROJECTS Thread

    There is, available, the one done by Wino...

    As far as I know, no one is working on another one... Maybe someone could improve the current texts of Wino...


  8. #28

    Default Re: BELLUM CRUCIS 7.0 + bugfixer - SUBMODS and UNOFFICIAL PROJECTS Thread

    MEGA link to the new map content done by Againster is broken. Could you fix this ?

    Thank you so much for you work.

  9. #29

    Default Re: BELLUM CRUCIS 7.0 + bugfixer - SUBMODS and UNOFFICIAL PROJECTS Thread

    ah yes, while cleaning contents from the mega account, the files of the textures got deleted.. I will restore the dl asap


  10. #30

    Default Re: BELLUM CRUCIS 7.0 + bugfixer - SUBMODS and UNOFFICIAL PROJECTS Thread

    I have again the campaign map and water HD textures:

    so download this:

    https://yadi.sk/d/e0XE1eaD3RCD3f

    Then, you have add. files folder, open, you see "map tex." & "new wat.":
    - in map text, the three descr_ go in data, terrain folder overwrites the existing terrain folder
    - in new wat, the four descr_ go in data, BETTER_WATER go in data...

    Before playing, delete the file map.rwm as always, it regenerates...


  11. #31

    Default Re: BELLUM CRUCIS 7.0 + bugfixer - SUBMODS and UNOFFICIAL PROJECTS Thread

    I am confused now. I need BC 7.0 without the ENG translation for the enhanced sub-mod right? Then what file do I have to download cause there is a bunch of them scattered over a bunch of posts.

  12. #32

    Default Re: BELLUM CRUCIS 7.0 + bugfixer - SUBMODS and UNOFFICIAL PROJECTS Thread

    yes, sorry for this dispersion of new contents... it's mainly because I received files from collaborators, but didn't have time to gather all together...

    For the enhanced btw, it only works for the ITA version of BC, if you play ENG, it won't work... Instead, the new released contents all work with the application of ENG texts, both the HD textures and the music pack... for the time being I don't think I manage to make a unique pack, as I'm working on other mods, but then I'll see


  13. #33

    Default Re: BELLUM CRUCIS 7.0 + bugfixer - SUBMODS and UNOFFICIAL PROJECTS Thread

    Quote Originally Posted by rafmc1989 View Post
    I have again the campaign map and water HD textures:

    so download this:

    https://yadi.sk/d/e0XE1eaD3RCD3f

    Then, you have add. files folder, open, you see "map tex." & "new wat.":
    - in map text, the three descr_ go in data, terrain folder overwrites the existing terrain folder
    - in new wat, the four descr_ go in data, BETTER_WATER go in data...

    Before playing, delete the file map.rwm as always, it regenerates...
    Thank you. I'm using this now together with your MusicPack and PiterAI. Everything is working perfectly

  14. #34

    Default Re: BELLUM CRUCIS 7.0 + bugfixer - SUBMODS and UNOFFICIAL PROJECTS Thread

    Ok, yes, these three are perfectly in line with the current ENG version of BC...

    mhm, in case but don't feel obliged, would you like to pack these three together and make a unique dl to ease??


  15. #35

    Default Re: BELLUM CRUCIS 7.0 + bugfixer - SUBMODS and UNOFFICIAL PROJECTS Thread

    Thanks for all the wonderful work rafmc 1989

    I have a question: why in your submod do the generals rebel with such extraordinary ease?

    I'm in the campaign with Regnum Siciliae and as soon as I let Princeps Tancredi Altavilla out of the walls of Naples, the next turn rebels me...
    and had the maximum of loyalty.
    It happens very often with all the factions and with all the generals..


    What shall I do to overcome this problem and return (only for this aspect) to the conditions before the sub-mod without affecting any other news of your beautiful submod?

    Grazie mille per lo splendido lavoro e per la tua generosa dedizione.

  16. #36

    Default Re: BELLUM CRUCIS 7.0 + bugfixer - SUBMODS and UNOFFICIAL PROJECTS Thread

    hey ruggero...

    at that time yes I think parameters for character rebellions were a bit high (but it also depends on the dinasty of belonging and the faction leader traits)... btw if you wanna decrease the chance to rebel, do this:

    open the descr_campaign_db with Notepad++, then look for this:

    <end_turn_modifier float="10"/>
    <excommunicated_modifier float="30"/>
    <new_leader_modifier float="30"/>
    <max_effective_loyalty float="45.0"/>
    <rebel_region_modifier float="1.0"/>
    <shadow_region_modifier float="1.0"/>
    <rebel_border_modifier float="1.0"/>
    <shadow_border_modifier float="1.0"/>
    <num_units_modifier float="1.0"/>
    <captain_modifier float="0.5"/>
    <min_revolt_chance float="0.0"/>
    <max_revolt_chance float="60.0"/>
    <ai_revolt_modifier float="0.5"/>
    <revolt_additional_armies bool="true"/>
    <revolt_crusading_armies bool="true"/>
    </revolt>
    here you can change the settings for the exommunication, the end of turn, the new leader, the region where the character is, the captains, the chances, etc... revolts are all in these settings..


  17. #37

    Default Re: BELLUM CRUCIS 7.0 + bugfixer - SUBMODS and UNOFFICIAL PROJECTS Thread

    Thanks, it works!


    I wanted to ask you another question:


    I played Bellum Crucis for years: from 6.1 to 7 and I never saw the AI spawn massively agents and use boats (and create them) since the first turn like in this submod.


    Which parameters you have modified, compared to the vanilla version of Bellum Crucis 7, to get to this results?



    Thanks in advance!

  18. #38

    Default Re: BELLUM CRUCIS 7.0 + bugfixer - SUBMODS and UNOFFICIAL PROJECTS Thread

    mhm, now I do not have BC at hand... yes I know it's weird, I'm local moderator, but I cannot work on BC due to my other projects ongoing..

    btw it's part in the export_descr_unit by regulating the recruit offset of units (so as to find a balance between them and the agents of BC), and other parts are in the export_descr_buildings by allowing for more agent limits/recruitments... and some other xml files to edit with notepad++ (here the explanation is a bit harder, but there are tutorials about editing xml files)..

    and, and welcome on TWC, I didn't realized you have just registered!


  19. #39

    Default Re: BELLUM CRUCIS 7.0 + bugfixer - SUBMODS and UNOFFICIAL PROJECTS Thread

    Thanks, you have been very kind.

  20. #40

    Default Re: BELLUM CRUCIS 7.0 + bugfixer - SUBMODS and UNOFFICIAL PROJECTS Thread

    rafmc1989

    Sorry if I disturb you again.
    one thing is not clear to me.
    in bellum crucis 7 without submod, the AI not recruits agents and boats, if not rarely in some stages of the game, but certainly at least after 40 or 60 turns; it creates some merchants all in a few turns and then remains silent for another 40 or 50 turns, it is not realistic.
    this in my opinion is a big limitation that affects the playability.


    Your submod is certainly fantastic for a whole series of aspects. (especially public order, and turns in unit recruitment, alternative way of economy etc..)
    among these there is one aspect: the recruits shipments and agents from the very first turns: the map is full of ships, merchants and "priests" constantly and from the first moments of play.


    I wanted to ask you, precisely not generically, which files you need to modify in bellum crucis 7 (without submod) to reach this goal.
    Only in the export_descr_unit? or is it also about export_descr_buildings? Or others files?


    I'm going crazy trying to reach this goal


    I know I ask you a boring question and I read that you're working on other mods.
    for this I do not ask you, kindly, to answer me immediately, but to carry out, of course, all your projects and only then, calmly and precisely, dedicate yourself to this madness that hit me.

    Thanks again and in advance.

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