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Thread: Total Bananas - 1099 - beta#4 - And with utter certainty, I say it is half in the bag...

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    Default Total Bananas - 1099 - beta#4 - And with utter certainty, I say it is half in the bag...



    Total Bananas -1099
    beta#4.5 release


    (I hate you, Nebaki!)


    All about Eve:
    -This is a vanilla+ mod. Expanded map, more units, more factions, more fun.


    Download & Install:

    Bananas beta 4.5.2
    https://mega.nz/#!CaZxSQ6K!jmtBUtgMn...Au4xFSTyi4UT8I

    2 gig donwload 4 gig unpacked (because i am lazy and just copied everything into each other, shoot me...)

    Installation
    -Unpack the zip
    -Put the banana folder into you mods folder of you Medieval 2 installation
    -Start the mod with the provided bat in the banana folder
    -should work for steam an cd version

    -You will need a clean Mediel 2 installation (NO! Other mod that is installed in the base game folder! - if its a mod folder mod, like this one, there will be no problem)
    -You might want to use the english language in the game (but it should work regardless if you use another language -i think)
    -Do not copy the banana folder into a previous alpha version of this mod, or have the great idea, that this is a submod of Total Vanilla Beyond (it is not, its a standalone mod!)


    Features:

    -Everything to keep it very, very close to the vanilla experience just with a hint of bananas flavor


    Factions Playable:

    Grand Campaign (22 Factions):

    -Byzantium
    -Denmark
    -Egypt
    -England
    -France
    -HRE (with integrated Teutonic Order Units)
    -Hungary
    -Milan
    -Moors
    -Poland
    -Portugal
    -Russia
    -Scotland
    -Sicily
    -Spain
    -Turks
    -Venice
    -Aztecs

    -Papal states (non playable)

    -Mongols (non playable horde)
    -Timurids (non playable horde)
    -Rebels (non playable)

    -Lithuania

    -Wales
    -Ireland
    -Norway

    -Mayans
    -Apachean
    -Tarascans
    -Chichimeca

    -Jerusalem



    Campaign Map:

    Roughly doubled the size:

    -The original Americas Campaign Map is integrated into the Grand Campaign map.
    -Some Regions from the other expansions made it as well into the map
    -The Caribbean Islands are greatly expanded
    -South America is expanded as well
    -Some new settlements in the Grand Campaign Map part to fill some empty regions out or have more islands (Gotland, Baleares, Malta, Island, Greenland, etc.)
    -Changed some starting conditions for settlements (made Tunis and Cagliari into a city, instead of a castle, etc.)
    -The Americas Map is almost exactly the same with the resources and growth conditions and settlement states. Slightly lowered the rebel occupational forces of slave settlements
    -A literal Eastern Egg on the map



    Travel:

    -You can travel with every ship to the americas through deep sea corridors


    Units:

    -Imported all (or most) of the units from the kingdoms expansion


    Traits & Ancillaries:

    -Imported all (or most) traits and ancillaries from the kingdoms expansion


    Religion & Culture:

    -Great Spirit religion for the Apachean only
    -Sun God religion for all other americas factions

    -Native American Culture for Apachean only


    Settlements & Forts:

    -Imported the Meso Settlements and Native Indian Settlements from the kingdoms expansion (there is some weird thing with the shadows on these maps, but it is in the original game too. So do not blame me.)
    -Imported the stone forts. They are not permanent (i think)

    Sound & Music:

    -Imported all new faction Sounds, Voices and some Music from the kingdoms expansion


    Event & Mechanics:

    -Lithuania can convert and get access to other units and loses the pagan ones. You have two chances.
    -Apachean do have a war path "mechanic" but it is tied to a trait that lets the generals army move like it would be on a jihad. This will only correctly trigger, if you beat an army in a open field and the general is the sole named character in the stack. The effect will subside once the general takes a settlement or loses a battle.
    -Apachean recruitment mechanic (you have to train 20, 50, units of a class bow, foot, etc. to get access to better buildings and units, have to defeat an army with horses x times to get horses, have to defeat an army with gunpowder x times to get access to gunpower troops. Same for the Chichimeca.
    -Jerusalem, You have to hold certain settlements in the holy land (Tripoli, Antioch, Jerusalem,Edessa, Krak...) to get access to certain units. Without them you only have access to your basic roster. Important! This is no regional recruitment thing, you can recruit a Tripoli Knight everywhere, as long as you hold Tripoli. - Only faction to have access to Unique units like the Constabler or the Sepulcher Canons.
    -HRE; to gain access to Teutonic Order expanded units you have to have a teutonic order guild building and hold certain settlements (Stettin, Marienburg, Riga). Also the availability is tied to certain military buildings. Christ Knights and Swordbrethren are only available in the Baltics region.

    Scripts:

    -Implemented my stripped down debt script, to keep the AI active

    Works of others:

    -Retrofit Mod by Unspoken Knight (TWCenter)
    -Stone Forts Complete by Gigantus (TWCenter)
    -G5 Settlement Tweaks v1.01 for M2TW\Kingdoms by Germanicu5 (TWCenter)


    Various Changes:

    -Some other minor changes


    What else to do?:

    -Enjoy your campaign


    What to to if you encounter bugs:

    -Don't panic
    -Please post here what happened
    -If you encounter a CTD please post the last few lines (10-20 lines) of your log here as well
    -Help is on the way


    Thanksloveyoubye
    zumi


    Total Bananas - 1099 - beta#2
    BETA 2

    !Important! Please do not copy the beta 2 into the beta 1 folder you may already have! just delete the old "banana" folder and place the new one in the "mods" folder


    What has changed:

    -corrected missing entries in the xpanded.txt which caused ctds
    -expanded unit availability for france, england, hre in the americas
    -tried to nerf the green monster wave, otherwise know as wales
    -some minor changes to settlements
    -removed the deep sea between europe and americas completely
    -mesos can now build ships after the gunpowder event, if they can conquer a port
    -mesos later access to merc ships
    -castle settlements can not be build in the americas, only cities
    -some minor changes to some factions
    -fixed some missing unit portraits
    -upped the movement range of everyone slightly
    -tried to make the ai a bit more aggressive
    -fixed (hopefully) the diplomatic text issues
    -integrated my full debt script
    -mesos culture settlement level is now corrected to max city
    -some other things i do not recall
    -added the "americas" hidden resource to all americas lands (now the european americas units can be recruited properly everywhere there)

    What is know and not solved right now:

    -merchant cav shields textures in wales are off
    -ladder and tower might not match the walls (they work, but fit not the size)
    -some rough edges on the coastlines
    -mangonel sounds are missing (explosion, etc)

    What is to come:

    -bugfixing
    -i am thinking about a "hardmode" where it is at the beginning of a campaign for the player to decide if the kings purse of all ai factions is upped by "10.000 money" or something like this (testing). this may lead to a very active ai, that takes on the americas.
    -i found room for two more units, i will soon decide what to do with them
    -i think i have 2 unuses resources, will see, what i do with them maybe i port over glass and honey and make them respectively unique to the levant and lithuanian regions, we will see.
    -undecided about the fate of stone forts - buildable and destroyable/permanent or preplaced (for now i tend to preplaced and bring back the wooden forts as buildable, if that is possible.



    Total Bananas - 1099 - beta#3
    BETA 3

    !Important! Please do not copy the beta 3 into the beta 1 or 2 folder you may already have! just delete the old "banana" folder and place the new one in the "mods" folder


    What has changed:

    -Starting Capitals are now again correct
    -Some minor changes to settlements regarding garrisons and castle or city
    -Some minor changes to the campaign map ground types
    -Adding missing regions to the mercenary pools
    -Ballista Towers for Cities are now only available in huge cities (that was a base game bug. You could build them in large_cities and they showed up on the battle map, but only fired arrows)
    -Adding officer models to the unique units
    -Hardmode implemented (Basically you can choose at the start of a campaign if you want to allow the AI Factions to get their Kings Purse upped by 10.000 Florin (mo money)
    -added a hanseatic league building for some cities/ castles in the north sea and baltic sea
    -Some AI tinkering (still in testing) AI should be now much more happy to take rebel settlements and even going to the americas
    -Free Upkeep for all units in cities and castles (6 units max)
    -Detail changes, bugfixing, and some other minor stuff
    -Ladder and Tower now match the walls
    -Rough edges on the coastline are gone, now smooth like an androids butt
    -new resources obsidian, salt, honey, glas (sulfur is gone)
    -no castles can be built in the americas


    What is know and not solved right now:

    -merchant cav shields textures in wales are off
    -mangonel sounds are missing (explosion, etc)
    -the apacheans seem to stall after taking all settlements surrounding them, not sure what that is... it's annoying

    What is to come:

    -bugfixing
    -more available units in the americas in cities for european factions
    -maybe some in between patches for beta#3


    Total Bananas - 1099 - beta#4 (this was typed under the influence, so do not blame me... loveyou xoxox
    BETA 4

    !Important! Please do not copy the beta 3 into the beta 1 or 2 folder you may already have! just delete the old "banana" folder and place the new one in the "mods" folder


    What has changed:

    -Everything
    +-no settlements in custom battles? dragour - there are settlements

    +-main menu screen - got a nice version 0.9

    +-Wales Merchant Cav Shields fixed

    +-wales weaker - lancaster has now a larger garrison, this should stop the grenn goblin for a while

    +-fe_map final - yeah i know, i made one regardless

    +-Americas Units for other factions - every faction should have some now

    +-native mercs in iberia - kicked them out, go back to your own country!

    +-red brick castle eastern european battle models - should work, is not tested yet (don't kill me)

    http://www.twcenter.net/forums/showt...nd-battle-maps

    +-ballista tower huge city (already implemented)

    +-AI Tinkering (the AI is now a smooth and silky cat, with really big whiskers)

    +-captain model constabler & marshall & canons sepulcher (added some)

    +-hardmode increment kings purse (already known)

    +-mayans + pachies just sit there (nope, they will move a bit later (they are slow, do not judge them)

    +-Check Capitals (all capitals are now capitals)

    +-Yamacraw only 3 units (so the vikings are not to scared to go over here)

    +-Palma mercs? (they got some, oh boy, did they got some)

    +-russia to novgorod colors (i like colors)

    +-forts americas wooden ladders (no forts for americas, nobody likes americas...)

    +-forts pricing, permanent? no fort in americas? (permanent forts, pricing 3000 for old world factions, everybody cheer... cheer! i said!




    What is know and not solved right now:

    -mangonel sound

    -Americas plague


    What is to come:

    -bugfixing
    -release of 1.0



    Have a fun weekend
    zumi out
    Last edited by 4zumi; April 10, 2019 at 02:48 AM.
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

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    Default Re: Total Bananas - 1099 - beta#4 - And with utter certainty, I say it is half in the bag...

    reserved for naughty fotos
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

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    Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2

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    Default Re: Total Bananas - 1099 - beta#4 - And with utter certainty, I say it is half in the bag...

    reserved for Äppler and Musik
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

    Author of
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    Default Re: Total Bananas - 1099 - beta#4 - And with utter certainty, I say it is half in the bag...

    Uploading right now, approx an hour from now.

    This one is for you Dragour, wherever you are in New Zealand xoxo

    22:04
    Friday, 29. March 2019
    Time in Wiesbaden, Germany

    10:04

    Saturday, 30. March 2019 (GMT+13)

    Time in Wellington, New Zealand
    10:49 Chatham Island (GMT+13:45)

    Have a nice no-pants-saturday
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

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    Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2

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    Default Re: Total Bananas - 1099 - beta#4 - And with utter certainty, I say it is half in the bag...

    download link for 4.0 removed because 4.5 is up (same thread (see link above)

    Good night sweet Princes and Princesses, I will dream now of a fun game of C&C Generals, and maybe get some new shoes....
    Last edited by 4zumi; April 06, 2019 at 03:42 AM.
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

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    Default Re: Total Bananas - 1099 - beta#4 - And with utter certainty, I say it is half in the bag...

    Woo! The no settlements in custom battles only happened once and I can't replicate the bug XD I was playing as the Chichimec, went back to the menu and had the bug but I can't make it happen again, argh
    Also like in Total Vanilla could we please be able to recruit bodyguards from Castles? =D

  7. #7
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    Default Re: Total Bananas - 1099 - beta#4 - And with utter certainty, I say it is half in the bag...

    Your wish is granted.
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

    Author of
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    Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2

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    Default Re: Total Bananas - 1099 - beta#4 - And with utter certainty, I say it is half in the bag...

    Went to save my game and I see all your turk saves still in there XD

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    Default Re: Total Bananas - 1099 - beta#4 - And with utter certainty, I say it is half in the bag...

    I was lazy and forgot to delete them, but they are not really up to date with this version. So use with care
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

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  10. #10

    Default Re: Total Bananas - 1099 - beta#4 - And with utter certainty, I say it is half in the bag...

    Well I do have one other computer left so I will download it today. I will let you know how it goes.

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    Default Re: Total Bananas - 1099 - beta#4 - And with utter certainty, I say it is half in the bag...

    Short update:

    Because I love the Scots so much, they got Crossbow Militia in the city barracks. They were severely lacking in the city units with just pikes and spears.

    Otherwise I am shuffeling around the americas units, while testing

    Apart from some very rare non repeatable CTD everything looks shiny
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

    Author of
    Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
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  12. #12

    Default Re: Total Bananas - 1099 - beta#4 - And with utter certainty, I say it is half in the bag...

    Great work mate! And great and funny descriptions like always You are my favorite modder!

  13. #13
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    Default Re: Total Bananas - 1099 - beta#4 - And with utter certainty, I say it is half in the bag...

    Can we get the Lithuanian Pagan cities to upgrade to Huge Cities (and Citadels if the castles are the same?), I love my Paganism but it feels like they are the weakest in Europe because of their city limits as Pagans, they should eventually get access to some gunpowder stuff too (later than other factions) like the simple Hand Gunners and Bombards at least

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    Default Re: Total Bananas - 1099 - beta#4 - And with utter certainty, I say it is half in the bag...

    @karasis

    aww , thanks. You are welcome

    @dragour
    But you already got one wish...

    I will take both things into consideration, when I get around testing them


    @all
    So far tested:

    Scotland
    Venice
    Turks
    Egypt
    Moors
    Russia (Novgorod)
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

    Author of
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    Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2

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

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    Default Re: Total Bananas - 1099 - beta#4 - And with utter certainty, I say it is half in the bag...

    I might be a kiwi but I love my Pagan ancestry XD and since for history reasons, we can't make Denmark Pagan, Lithuania is the next best thing! ^^.. .. .. or since Lithuania can become Catholic and there is now Protestant.. can Norway and Denmark be given an option to go back being Pagan? =O -throws money at Azumi-

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    Default Re: Total Bananas - 1099 - beta#4 - And with utter certainty, I say it is half in the bag...

    The Explorers Guilds don't seem to be working properly, no trade fleets are being added and income doesn't change. After a few turns I have destroyed a guild and it had no effect as well

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    Default Re: Total Bananas - 1099 - beta#4 - And with utter certainty, I say it is half in the bag...

    I will consider it, as a Norway goes pagan for the play only option, like in TVB.
    And the Protestants do not show up in Bananas, but I strongly consider porting this option to TVB, as I found that the games tend to last much longer in Bananas and this would be a nice change, I might try to add a choice for the player at the beginning (much like the hard mode) if they want to aktivate the Protestant event.

    And for the Explorers Guild I will have a look at it. I just added the bonus without checking if it works, assuming it might.
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

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

  18. #18

    Default Re: Total Bananas - 1099 - beta#4 - And with utter certainty, I say it is half in the bag...

    HeyH working great so far! One thing though; I am unable to convert cities to castles.

  19. #19
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    Default Re: Total Bananas - 1099 - beta#4 - And with utter certainty, I say it is half in the bag...

    Hey Brian,

    good to hear.
    That is a base game thing. Once you reached the stone wall level with a city you can not convert to a castle anymore to simulate the growing prominence of cities.
    I don't think I am gonna change that, but will ponder over it
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

    Author of
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    Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2

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    Default Re: Total Bananas - 1099 - beta#4 - And with utter certainty, I say it is half in the bag...

    @Azumi I think he means the City line of buildings, even Large Towns cannot convert to castles, but castles can convert to towns. Might have something to do with the changes you made to the Americas? Not being able to convert those towns to castles makes sense (.. hehe sorry for that weird crash bug), but it seems nowhere can convert towns to castles

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