Your welcome! Keep me undated with your teams work and such stuff because I like the mod want to contribute in some way.
Your welcome! Keep me undated with your teams work and such stuff because I like the mod want to contribute in some way.
Hey 4zumi, excellent mod, really enjoyable to play. I noticed Norway isn't able to recruit Dismounted Feudal Knights as well as Dismounted Chivalric Knights even though these units are available in custom battle. Is it intended? Just wondering
@vigile
thanks
if i remember correctly, that is intended, to distinguish norway further from denmark. i may have forgotten to kick them out of custom battles too.
or it simply is an oversight from me, but i doubt it if those two units especially are targeted.
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"
Alright, thanks for your answer!
Hi 4zumi
I have come across numerous threads that talk about vanilla M2TW's 'two handed bug', whereby units equipped with, e.g., poleaxes are deemed to be much less effective than they should be because, IIUC, their animations get 'interrupted' or 'knocked back' when in combat. There again, some people argue this is not a bug, but reflects/models the weightiness of this class of weapons which makes the wielder poor at parrying, etc.
There are also conversations along the lines of, 'while original M2TW's implementation of 2HWs was poor, it was significantly improved in Kingdoms'.
I am interested to hear your opinion on this issue. But, and more relevant to this TVB thread, I would like to know what, if any, measures you have implemented in your TVB mod in relation to this aspect of the vanilla game.
(Apologies if this has already been addressed elsewhere. I did check to see if the 2HW issue features in your change notes on page 1, but recognised no mention.)
Thanks in advance.
V
hi victor,
yes i too have stumbled over multiple threads about this. honestly i do not know what to think about it as there are things ranging from the bug is still there, to it was already fixed by ca with a patch and it is only a myth now, that comes up everytime.
in my opinion two handed units should mostly be used as shock troops. hit em quick and hard, from the side or the back, or from the front (but backed up with a close combat melee unit with a shield that follows in behind).
in tvb i gave the two handed troops a bit more oomph! and a bit more charge oomph! so they should be deadly in the right situations, but not overpowered. as i personaly have the feeling, that many people think, they should be godlike and hakng through infantry at an insane pace, this would not be the case if they are pitted against a shielded foe, that is much quicker.
for my gut feeling (and balancing is mostly that) they do fine in tvb.
thanks for the question
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"
Cheers 4zumi. And thanks for the quick reply.
(For what it's worth, I have no position on this issue. So I am happy to go along with the views of a mod developer such as yourself who will have tons more hours of M2TW gameplay, etc., on which to base an opinion and formulate a balanced 2HW implementation. I did get a sense from some posts that a section of 2HW fans felt that their favourite death dealer - zweihander/poleaxe/halberd/etc. - had been neutered when it ought to be cutting through opponents like a hot knife through butter.)
Best regards
V
You should have added Kingdom of Georgia. It was a Caucasian empire at that time.
Also, someone should have put County of Flanders and Wales as part of the game. That would have been amazing!!
@parsman & sulli
I should have added a lot of things... and someone (me) should have added even more things...
It is the sad truth, that Medieval 2 has certain hardcoded limits, like there can be only 31 factions, only 500 units, only 200 settlements, only 128 building trees, etc.
So i had to made some decisions on what to include and what not. I would have loved to make more factions, more units, etc, but I could not.
Those factions that are now present in the mod, represent my decisions, and before you ask, no I will not remove the aztecs or apachean to make two other factions, because I like those two in the game.
Yes, a mod could be more amazing, if those limits were not there, but we have to live with that, and I doubt CA will change those limits.
cheers
zumi
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"
Some bugs:
-The Mongolian faction has no voice.
-When joining the jihad of the generals, there is a black flag without any signs.
Несколько багов:
-У фракции монголов отсутствует озвучка.
-При присоединении к джихаду у генералов черный флаг без каких-либо обозначений.
@said11
thanks for reporting:
-The Mongols do not have many voice lines, so they might appear for the most of the time silent (so not technically a bug, and i won't record mongolian voices )
-The jihad flag is plain black - there is no bug, i had a version with a white inscription, but as atthias pointed out this rembled the ISIS flag and I did not want to associate with that. So my decision fell on a plain black one, that would somehow be more or less historical accurate.
But thanks anyways
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"
Oh and so I do not forget.
Titus has send me on reddit some very detailed bug reports and suggestions again. This will take a while, but there is enough for a 3.3 patch that will be coming up the line in the future. Stay tuned until then.
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"
What will this patch have?
I'm dreaming of making a mod like grand compaign including the eastern expansion of features ,land ,factions and units of broken crescent .... it's gonna be great
hey prince,
then just start your modding career , most of the things rose from humble beginnings.
good luck.
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"
can you add to your wonderful mod: "New-king Scrip" and "dynasty script" ?
@said
i will not promise anything, but i will look at it.
And I really don't like scripting very much...
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"
I've noticed that for some factions upgrading a unit recruitment building removes the previous units?
As the Egyptians I upgrade my Barracks where I recruit Ghulams and then get a new unit, but can't recruit Ghulams anymore. It makes it tedious with retraining wounded troops