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Thread: Total Vanilla Beyond 3.0 Release - Once more with feeling

  1. #21

    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    @mariotrue

    Now, now, all you need to do is to paint the map white. Otherwise I won't recognize you as polish...
    jk POLAND STRONK

  2. #22

    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    My Norway game goes great!!! I love that lil thing when you take Britain. Skall!!!!

  3. #23
    4zumi's Avatar This one sparks joy
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    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    @karasis
    Good to hear Happy conquering.

    @all
    in case you did not follow the "Road" thread closely.
    I have totally forgotten to include in the change notes, that every faction can reemerge
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

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  4. #24
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    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    Quote Originally Posted by 4zumi View Post
    @karasis
    Good to hear Happy conquering.

    @all
    in case you did not follow the "Road" thread closely.
    I have totally forgotten to include in the change notes, that every faction can reemerge
    woooow that amazing 4zumi!!
    Rise of Mordor 3D Modelers Wanted
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    Are you a 3D Environment and Character artist, or a Character Animator?

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    Massive Overhaul Submod Units!
    D you want some units back in MOS 1.7? Install this mod http://www.twcenter.net/forums/showt...n-1-1-RELEASED
    It adds back units who were deleted from the campaign in MOS 1.7, namely the Winged Swordsmen, the Citadel Guard Archers and the Gondor Dismounted Bodyguard.

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  5. #25

    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling





    yes! yes! yes!

    thank you so much for this 4zumi, without a doubt your mod has been my favorite for M2TW. looking forward to many hours of 3.0!

  6. #26

    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    hey guys, i'm getting a corrupted rar. file for the media share link are they both working??

  7. #27
    ♔atthias♔'s Avatar dutch speaking
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    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    Quote Originally Posted by sAad shoib View Post
    hey guys, i'm getting a corrupted rar. file for the media share link are they both working??
    try downloading the files without doing anything else on your PC no games work etc just downloading
    Rise of Mordor 3D Modelers Wanted
    Total War - Rise of Mordor
    Are you a 3D Environment and Character artist, or a Character Animator?

    If yes, then the Rise of Mordor team linked above is looking for you!
    Massive Overhaul Submod Units!
    D you want some units back in MOS 1.7? Install this mod http://www.twcenter.net/forums/showt...n-1-1-RELEASED
    It adds back units who were deleted from the campaign in MOS 1.7, namely the Winged Swordsmen, the Citadel Guard Archers and the Gondor Dismounted Bodyguard.

    Under the proud patronage of
    Frunk of the house of Siblesz

  8. #28
    4zumi's Avatar This one sparks joy
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    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    @sAad

    They should work correctly. Otherwise I think there would have been a lot more report on a broken zip file.
    Let me know if it worked for you in the meantime. if not, I will give it a look.
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

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

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  9. #29

    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    Incredible work. Many thanks!

    greetings

  10. #30

    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    Thanks for the great mod! It's really fun

    I have a question..

    How I can change character aging? My generals are aging too fast for my taste

    If I change the descr_strat - timescale, it affects years per turn, but not the aging.
    What I need to do, to change aging?

    Help pls

  11. #31
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    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    Quote Originally Posted by Allaneox View Post
    Thanks for the great mod! It's really fun

    I have a question..

    How I can change character aging? My generals are aging too fast for my taste

    If I change the descr_strat - timescale, it affects years per turn, but not the aging.
    What I need to do, to change aging?

    Help pls
    how is your timescale set? to 2 or 4 or 8 or 12 turns per year?
    Rise of Mordor 3D Modelers Wanted
    Total War - Rise of Mordor
    Are you a 3D Environment and Character artist, or a Character Animator?

    If yes, then the Rise of Mordor team linked above is looking for you!
    Massive Overhaul Submod Units!
    D you want some units back in MOS 1.7? Install this mod http://www.twcenter.net/forums/showt...n-1-1-RELEASED
    It adds back units who were deleted from the campaign in MOS 1.7, namely the Winged Swordsmen, the Citadel Guard Archers and the Gondor Dismounted Bodyguard.

    Under the proud patronage of
    Frunk of the house of Siblesz

  12. #32
    4zumi's Avatar This one sparks joy
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    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    @allaneox

    Thanks, and you are welcome.

    As far as I know you can not change how the character ages. You can only set the advancement of time.
    I think if you set it to 0.5 or 2 turns per year the character will age according to time past, but events will take forever to appear and you are more than likely to have finished a campaign, before gunpowder is invented.

    The aging of a character is not bound to the year, it is bound to turn number. So there is no real change, as far as i know, that will prevent the character aging "too fast".

    If someone knows more, feel free to correct me
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

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

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  13. #33
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    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    GrnEyedDvl did some research with aging and turn numbers back then: http://www.twcenter.net/forums/showt...h-proper-aging

    Cannot remember the exact detail, but I believe generals age on transition from winter to summer, there are only two seasons in M2TW (and RTW, not sure about agents and admirals), and the game by default alternates from one to the other. This was intended for the timescale of 0.5, or two seasons per year. This can be observed from the script in GrnEyedDvl's post, where a season repeats for a set number of turns with script, and then changes afterwards.

    In the unmodded Grand Campaign timescale is set to 2.0, so general essentially live 4 times as long as their natural age (2 / 0.5 = 4), which is why you can have your beginning generals from the 11th century still be alive to fight the Mongols in the 13th century.

    I also got a submod ready for release if you are still up for it 4zumi (got working berserkers!).
    Last edited by Medusa0; July 09, 2018 at 11:32 PM.

  14. #34
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    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    @Medusa0

    Thanks for the insight and additional infos

    And sure, I am up for it. You mean Berserkers that can lose control? I thought that this would not be possible as only animals can get out of control.

    I am still thinking about how to show submods.
    I think for the moment the best would be making a new thread with the title "Submod: "Whatever you want to call your mod"".

    And I think about making a sticky thread accumulating all the submods with a short description and link to the appropriate 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

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    Fighting for launch of "Cookie Friday" and "No Pants Saturday"

  15. #35
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    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    Quote Originally Posted by 4zumi View Post
    You mean Berserkers that can lose control? I thought that this would not be possible as only animals can get out of control.
    That is exactly how I have implemented them. I will go ahead and create the thread once I get the files compressed and uploaded somewhere.

    Edit: Thread created and file added, have fun with it.
    Last edited by Medusa0; July 10, 2018 at 10:13 PM.

  16. #36
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    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    Hahaha,
    I may call them now the lost branch of small norwegian elephants . Thanks for your effort
    I will create a sticky later this week.
    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

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  17. #37

    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    @4zumi

    Here to make a small report of an error I found, Playing as Holy Roman Empire, and I have a good chunk of the holy lands under my belt. Come to Edessa the province, and when ever I attempt to build the final tier of the Edessa Barracks for the Holy Land/Outremer Units, and the building is finished being built my game crashes, anyway to remedy this?
    Last edited by KasierStahl; July 11, 2018 at 05:42 AM.

  18. #38
    4zumi's Avatar This one sparks joy
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    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    @kasier

    oh noes, this could have several reasons. Could you post the last few lines of the crash log and give me some more infos.
    I would need to know which buildings are present in Edessa.
    Is Edessa a city or a castle?

    I think I know why it happens (too much units recruitable in one city), but need to confirm it.
    Easiest way would be uploading your savegame, so I can try it myself.

    Have you altered anything in the mod? Otherwise the savegame will not work with my setup?

    If you have changed some things in the mod, like given the HRE more units to recruit or something like this, this could very well be the cause.
    Because as far as I recall I had tested this exact scenario in Jerusalem (where you can recruit most of the troops) to prevent this crash happening.

    So the crash cause can very well be something as simple as a missing entry in one of the text files.
    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 3.0 Release - Once more with feeling

    Hey 4zumi, will you create something like a Media thread for people to share their screenshots?
    Last edited by Cokjan; July 11, 2018 at 06:45 AM.

  20. #40
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    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    Sure, why not
    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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