Page 2 of 18 FirstFirst 123456789101112 ... LastLast
Results 21 to 40 of 350

Thread: Total Vanilla Beyond 2.0 Release

  1. #21
    RexImperator's Avatar Biarchus
    Join Date
    Nov 2009
    Location
    Toronto, Canada
    Posts
    652

    Default Re: Total Vanilla Beyond 2.0 Release

    Awesome, can't wait to load it up! Ever thought of adding in Florence?

  2. #22
    4zumi's Avatar This one sparks joy
    Join Date
    Feb 2015
    Location
    HRE - Aquis Mattiacis
    Posts
    1,239

    Default Re: Total Vanilla Beyond 2.0 Release

    Thanks.
    Sadly I have no faction slots left. And I think it would get a little to cramped in Italy with another faction there.
    Thanks for the rep
    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"

  3. #23
    PhilipO'Hayda's Avatar Vicarius
    Join Date
    Feb 2009
    Location
    Éire, in the Kingdom of Munster
    Posts
    2,640

    Default Re: Total Vanilla Beyond 2.0 Release

    This is Epic!!

    Irish Historical adviser for Albion:Total war


  4. #24
    icenii's Avatar Civis
    Join Date
    Jul 2012
    Location
    In my Body
    Posts
    186

    Default Re: Total Vanilla Beyond 2.0 Release

    Were there any install instructions ?
    I cannot force you to believe the truth but i can allow you to believe a lie. Quote by me " Icenii " In the game of Life Death always wins. Patience is a Virtue that takes time to acquire. The Answer is "7". No 1 wins all the time except God and he cheats.

  5. #25
    4zumi's Avatar This one sparks joy
    Join Date
    Feb 2015
    Location
    HRE - Aquis Mattiacis
    Posts
    1,239

    Default Re: Total Vanilla Beyond 2.0 Release

    @icenii

    jep,
    right in the bottom half of the first post of this thread
    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"

  6. #26

    Default Re: Total Vanilla Beyond 2.0 Release

    I'd like to play a good medieval era mod but Stainless Steel and Deus lo Vult are just too unbearably slow to play a long campaign with (they get to 5+ minutes between turns after a while). I get the impression this mod is lighter, how are people finding the performance?

  7. #27
    icenii's Avatar Civis
    Join Date
    Jul 2012
    Location
    In my Body
    Posts
    186

    Default Re: Total Vanilla Beyond 2.0 Release

    Quote Originally Posted by 4zumi View Post
    @icenii

    jep,
    right in the bottom half of the first post of this thread
    Thanks got it, must have been distracted by all the pretty pics thanks for the mod.
    I cannot force you to believe the truth but i can allow you to believe a lie. Quote by me " Icenii " In the game of Life Death always wins. Patience is a Virtue that takes time to acquire. The Answer is "7". No 1 wins all the time except God and he cheats.

  8. #28
    4zumi's Avatar This one sparks joy
    Join Date
    Feb 2015
    Location
    HRE - Aquis Mattiacis
    Posts
    1,239

    Default Re: Total Vanilla Beyond 2.0 Release

    @BHL20
    You have to decide if this mod is what you deem good, but I can say a thing to the turn times.
    Albeit I have a pretty powerful rig, so I can't speak for everybody.
    I have not experienced turn times as long as 5 minutes, but as the game progresses and more agents and armies roam the map, it can go up to 1 maybe 2 minutes sometimes (with show CPU turns disabled).
    It helps a lot, if you deactivate the show CPU turns.

    @icenii
    sure, you are welcome.
    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"

  9. #29
    _Tartaros_'s Avatar "Harzschütze"
    Join Date
    Aug 2009
    Location
    kvet.lɪnˌbuʁk
    Posts
    4,492

    Default Re: Total Vanilla Beyond 2.0 Release

    damn, i can´t can get the mod running.
    as soon as i start campaign it ctd.
    tried all the fixes above + entered a new batch + cfg file from my own and deleted the map.wrm... nothing seem to work

  10. #30
    4zumi's Avatar This one sparks joy
    Join Date
    Feb 2015
    Location
    HRE - Aquis Mattiacis
    Posts
    1,239

    Default Re: Total Vanilla Beyond 2.0 Release

    Mhhh, ok lets start with the questions.

    You can start up the mod and it crashes when you select a faction for the grand campaign and hit start? Or does it crash at startup?
    Where exactly does it crash and does the crashlog say something helpful?
    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"

  11. #31
    _Tartaros_'s Avatar "Harzschütze"
    Join Date
    Aug 2009
    Location
    kvet.lɪnˌbuʁk
    Posts
    4,492

    Default Re: Total Vanilla Beyond 2.0 Release

    Quote Originally Posted by 4zumi View Post
    Or does it crash at startup?
    Where exactly does it crash and does the crashlog say something helpful?
    it ctd as soon as i choose a faction and press start campaign.the loadingscreen chow´s up for 1 frame and crash
    sadly there´s no log created

    edit:
    changed the logs creation a bit
    and show up some error´s
    Code:
    00:26:10.872 [script.err] [error] Script Error in mods/totalvanillab/data/export_descr_buildings.txt, at line 7761, column 3Building DB error - culture db max settlement level differs from building db max settlement level for faction apachean (bdg town vs clt huge_city)
    00:11:22.155 [script.err] [error] Script Error in mods/totalvanillab/data/world/maps/base/descr_regions.txt, at line 1698, column 1
    Couldn't find region name 'Basra_Province' in stringtable
    00:26:43.205 [script.err] [error] Script Error in mods/totalvanillab/data/world/maps/base/descr_regions.txt, at line 1707, column 1
    Couldn't find region name 'Nishapur_Province' in stringtable
    Last edited by _Tartaros_; November 10, 2017 at 05:29 PM.

  12. #32
    4zumi's Avatar This one sparks joy
    Join Date
    Feb 2015
    Location
    HRE - Aquis Mattiacis
    Posts
    1,239

    Default Re: Total Vanilla Beyond 2.0 Release

    It seems to be related to the error Sar1n reported as you already guessed.
    And this seems not to be the bane of my existence "the startup error", so there is hope

    Do you use the CD version or the steam version of the game?
    Do you have the kingdoms expansion installed?

    I guess you are using the CD version, so I can not be as helpful or reproduce errors, as I only have the Steam version. But it seems related to the game using medieval.exe instead of kingdoms.exe when it starts up.
    Maybe you could try renaming the kingdoms.exe to medieval.exe and see if it helps.
    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. #33
    Hoplite of Ilis's Avatar Domesticus
    Join Date
    Apr 2009
    Location
    Hellas
    Posts
    2,121

    Default Re: Total Vanilla Beyond 2.0 Release

    Still trying to install this - steam mode. + rep point for you Mr.

  14. #34
    4zumi's Avatar This one sparks joy
    Join Date
    Feb 2015
    Location
    HRE - Aquis Mattiacis
    Posts
    1,239

    Default Re: Total Vanilla Beyond 2.0 Release

    @tartaros

    ok, this error should be fixable. why it occurs is beyond my comprehension.
    But I encountered it in a past release, when something was wrong with the descr_regions.txt in the installation.
    I will upload mine as soon as I can and that should fix it.
    May be some weird unpacking bug, or whatever.

    The first error is expected and nothing to worry about.
    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"

  15. #35
    4zumi's Avatar This one sparks joy
    Join Date
    Feb 2015
    Location
    HRE - Aquis Mattiacis
    Posts
    1,239

    Default Re: Total Vanilla Beyond 2.0 Release

    @hoplite

    thanks for the rep.
    where do you encounter a problem in the installation?
    Did you put the "totalvanillab" folder into the mods folder of your Medieval 2 installation path?
    And then you will have to use either the .bat or make the entry in the steam command line for Medieval 2.

    Let me know where you run exactly into trouble.
    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. #36

    Default Re: Total Vanilla Beyond 2.0 Release

    So.

    I used to have problems with version 1.5 of the mod, nothing really worked right, just kinda gave up on it after a while. Then the other day I thought: "i'mma come back, see maybe there's a fix for it or something", here you go, here's version 2.0. And instead of installing it properly like you've said to do it, I just replaced one of the other Campaigns with the mod.

    Surprisingly, it works without any flaws. This mod is probably what the vanilla game should've been. Currently playing as Damascus, conquered most of the world, just the germans (who by the way get OP as hell late game), whatever is on the british isles by now, the new world, and the mongols who've been just a massive pain to take out. I love the mod, it's not like anything else really, it doesn't change the entire game into a completely new game for me, like Stainless Steel does.

    Thanks for creating such a masterpiece, and thank god I can finally play it.

  17. #37
    4zumi's Avatar This one sparks joy
    Join Date
    Feb 2015
    Location
    HRE - Aquis Mattiacis
    Posts
    1,239

    Default Re: Total Vanilla Beyond 2.0 Release

    @tartaros

    I dont know why this error happens, maybe a faulty download, unpacking, etc. as the mentioned lines are perfectly fine in my version.
    But let's try this:
    here, download this file and replace it in totalvanillab/data/world/maps/base
    http://www.mediafire.com/file/fv8233tqdxsggms/descr_regions.txt


    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"

  18. #38
    4zumi's Avatar This one sparks joy
    Join Date
    Feb 2015
    Location
    HRE - Aquis Mattiacis
    Posts
    1,239

    Default Re: Total Vanilla Beyond 2.0 Release

    @yones

    It still amazes my what helps to make my mod run

    The Mongols are there to be a massive pain XD.
    And I have seen the HRE get crushed in one of my playthroughs and other factions becoming a superpower (beware of the spanish Dragoons), but I agree. The HRE has some of the best troops available, especially the Teutonic Order Troops.
    If they get it running, it runs...
    Same as the Mongols, I have seen them contained despite their massive cash bonus, and also conquering half the map.

    Thanks for the praise and have fun on your campaign.

    Edit: Oh, and on the british isles its either the scots or the irish. I think it will be the green tide of doom. I have seen them do things, you people wouldn't believe.
    Edit 2: Or Norway, the Vikings like islands...
    Last edited by 4zumi; November 11, 2017 at 12:37 PM.
    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"

  19. #39

    Default Re: Total Vanilla Beyond 2.0 Release

    Installed the mod +rep. I'm wondering though why the Terra Incognita message appears after just one turn?

  20. #40
    4zumi's Avatar This one sparks joy
    Join Date
    Feb 2015
    Location
    HRE - Aquis Mattiacis
    Posts
    1,239

    Default Re: Total Vanilla Beyond 2.0 Release

    Thanks for the rep

    The Terra Incognita message was a conscious decision, because originally it happened so late in the game that there was no reason to really go to the Americas.
    Now you can use any ship to sail west, because there are certain sea routes that allow the travel.
    My reasoning was, that the Vikings had discovered North America very early, so why should it be impossible to sail over there.
    And gameplay wise it spices empire building a bit up if you can conquer the unknown west. And now you have to take into account that other nations could attack your New World settlements because I made everything closer in proximity.
    You will see some AI nations go to the new world and settle there (granted, that they will most likely get booted by the Aztecs or Apachean, but they will keep the island holdings like the carribbean or brazil)
    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"

Tags for this Thread

Posting Permissions

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