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Thread: Total Bananas - 1099 - 1.0 Release - Over the Edge

  1. #1
    4zumi's Avatar This one sparks joy
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    Default Total Bananas - 1099 - 1.0 Release - Over the Edge



    Total Bananas -1099
    #1.0 release


    (I hate you, Nebaki!)


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

    More about Eve:
    -You can thank Nebaki for planting the idea for this mod in my head. Now after roughly 5 month of development the Banana is ripe. This mod is now, apart from inevitable bugfixes, considered done, as the goal was to stay as vanilla as possible and have no fancy things like unneccessary scripts, bloated building trees or fancy units in it. You will get a Grand Campaign Map that includes the whole Americas Map and an additonal part of South America by me. I ported most of the events and scripts from the expansions, most of the units and factions. I did whatever the harcoded limit allowed me to do.

    zumi out


    Download & Install:

    Bananas #1.0

    2 gig donwload ca. 3 gig unpacked (because i am lazy and just copied everything into each other, shoot me...)
    Mega.nz
    https://mega.nz/#!KMFGVIiC!oX-wd6XT7...IMtBBeZdQy454c

    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:

    -Byzantium
    -Denmark
    -Egypt
    -England
    -France
    -HRE (with integrated Teutonic Order Units)
    -Hungary
    -Milan
    -Moors
    -Poland
    -Portugal
    -Novgorod (Russia)
    -Scotland
    -Sicily
    -Spain
    -Turks
    -Venice
    -Aztecs
    -Teutonic Order
    -Lithuania
    -Wales
    -Ireland
    -Norway
    -Mayans
    -Apachean
    -Tarascans
    -Chichimeca

    -Jerusalem

    -Papal states (non playable)

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



    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
    -new resources obsidian, salt, honey, glas (sulfur is gone)


    Travel:

    -You can travel with every ship to the americas through deep sea corridors
    -Mesos can now built ports after a certain date and recruit small boats to invade europe
    -upped the movement range of everyone

    Units:

    -Imported all (or most) of the units from the kingdoms expansion
    -Expanded unit availability for european faction in the americas
    -Added officer models to the unique units
    -Mongols got the Timurid Units
    -Some new units (Baltic Bidenhanders, Prussian Spearmen, Cossack Mounted Musketeers, Mounted Naffatun,...)

    Buildings:

    -castle settlements can not be build in the americas, only cities
    -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)
    -added a hanseatic league building for some cities/ castles in the north sea and baltic sea
    -Free Upkeep for all units in cities and castles (6 units max)


    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)
    -Some minor changes to settlements regarding garrisons and castle or city
    -Some minor changes to the campaign map ground types

    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 debt script, to keep the AI active
    -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)
    -AI Tinkering (the AI is now a smooth and silky cat, with really big whiskers) It will go for rebel settlements like a kitty for catnip (most of the time)
    -Plague in the Americas (go get em daddy death!)
    -Kalmar union event
    -Reformation Event (just say yes and follow Martin. He knows the way.
    -As the Timurids are on a vacation to make room for the Teutonic Order, the Mongols will get a second invasion wave, where the Timurid one was (with the same doomstacks, because the Mongols got the Timurid roster additionally)



    Various Changes:

    -Updated Victory Conditions
    -Some other minor changes
    -Brians Head implemented (Jerusalem)
    -Karasis Head implemented (Forgotten where it is)
    -Dragours Head implemented (Somewhere in the North)
    -Head of Nebaki implemented (Also forgotten where)
    -Head of Azumi implemented (Go East)


    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)
    -Red Brick Castle Settlement files from Gigantus
    -Helping Posts from the TWC Medieval 2 mod workshop
    -If I forgot someone, don't kill me, tell me and you will be put here...


    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




    Last edited by 4zumi; February 19, 2020 at 09:13 AM.
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

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  2. #2
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    Default Re: Total Bananas - 1099 - 1.0 Release - Over the Edge

    Campaign Map

    Last edited by 4zumi; May 03, 2019 at 06:42 AM.
    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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    Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2

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  3. #3
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    Default Re: Total Bananas - 1099 - 1.0 Release - Over the Edge

    another soon
    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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  4. #4
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    Default Re: Total Bananas - 1099 - 1.0 Release - Over the Edge

    and soonerer
    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"

  5. #5

    Default Re: Total Bananas - 1099 - 1.0 Release - Over the Edge

    Congrats on release! It is nice to see the banana in it's ultimate form!!

  6. #6

    Default Re: Total Bananas - 1099 - 1.0 Release - Over the Edge

    Truly wonderful piece of art! However, it really strikes me that one can reach America within single turn with a simplest ship. Wouldn't you reconsider adding deep water between it and Europe?

  7. #7

    Default Re: Total Bananas - 1099 - 1.0 Release - Over the Edge

    What other ideas do you have for this mod?

  8. #8
    4zumi's Avatar This one sparks joy
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    Default Re: Total Bananas - 1099 - 1.0 Release - Over the Edge

    @karasis
    Thank you. And the fully grown Banana is a sight to behold. All praise the mighty phallic Banana!

    @pawel
    Thank you too.
    That water was a design decision. Otherwise no AI faction would ever travel over the great pond to the new world. But I plan on adding a small submod (as well as to TVB), that adds back in the ocean water, so you can not cross it without ocean faring ships.
    Just wait a little. Right now I am bashing knife eared tree huggers, that just declared war on me, as the Empire.

    @sulli
    no ideas, no plans. finished as it is. I will leave the rest to submodders, if someone is willing
    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. #9

    Default Re: Total Bananas - 1099 - 1.0 Release - Over the Edge

    It´s called "Bananas" but for me it is some kind of MTW2 Remastered - BTW Saracen Militia still replies as "Heavy Infantry" <---- please fix that - Maybe an additional Mounted Musket Unit for the Turks would make Sense but since i saw this i guess it will be not necessary:

    Spoiler Alert, click show to read: 


    Last edited by Nebaki; May 04, 2019 at 08:27 AM.

  10. #10

    Default Re: Total Bananas - 1099 - 1.0 Release - Over the Edge

    This Banana sure is ripe. Finally I can play a new proper vanilla+ mod, something I have been looking around for a while. Congratulations, on this thing.

    New plans soon? Taking a break?

    my secret wish is that there was a 1600's mod like that one 1600AD mod going on, but that one seems to not be quite as active as you are. With the current map you could just cut it around denmark and bam, add provinces to Americas to get some wild colonization iFUN!

  11. #11
    4zumi's Avatar This one sparks joy
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    Default Re: Total Bananas - 1099 - 1.0 Release - Over the Edge

    @nebaki
    If they want to be heavy let them, everyone can be whatever they want. Even President of the United States...
    Yeah, i think those mounted naffatun make up for that

    @fizbun
    Thank you, and glad that you found what you were looking for.
    I am already in planning stages for new mods and work on a new campaign map. But I might take a little break and squeeze some Skaven or Dinos. I take it slow now, developing the ideas.
    If I get my third subforum, like I asked nicely of LolIsuck here that is not tied to a specific mod, but rather for throwing around some ideas, before I go into full blown production, you will find it here.
    I shared the first idea and rough map on my newly made Discord channel. Involving more from the Heart of Darkness to the south, which should be quiet fun. But for now it is just gathering intell and ideas.
    The second one is not ripe for sharing yet, and the third one has not even seen the light of day.
    But i am sorry to say, that none of them include your secret wish now. But we will see, what the future brings
    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"

  12. #12

    Default Re: Total Bananas - 1099 - 1.0 Release - Over the Edge

    IMHO I think the ultimate Total War mod would be a global map that encompasses some Americas region (Preferably only Mexico), and it goes as far as China (or maybe Japan). A portion of Africa is included but you have a corridor of sea to allow travel from Pacific to Atlantic (immersion breaking but that'll do). It's going to be a legendary mod I'd say, Falcom and Eras Conquest are nice but their global map included unremarkable place in that time, who cares if you conquer the Eskimos lol) and really looking map due to the size. Also the fact that it's not too polished (the unit cards are confusing) is something that honestly kept me from playing much.

    Aaaanyway that's just something I wanted to talk about, I don't want to be hated like Nebaki

  13. #13
    4zumi's Avatar This one sparks joy
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    Default Re: Total Bananas - 1099 - 1.0 Release - Over the Edge

    I hate you Cokjan!
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

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  14. #14
    4zumi's Avatar This one sparks joy
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    Default Re: Total Bananas - 1099 - 1.0 Release - Over the Edge

    No, I love you...

    And I even love Nebaki.
    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. #15

    Default Re: Total Bananas - 1099 - 1.0 Release - Over the Edge

    Quote Originally Posted by 4zumi View Post
    @nebaki
    If they want to be heavy let them, everyone can be whatever they want. Even President of the United States...
    No they cannot and in Kingdoms they have the correct spelling - some Units from Kingdoms Expansion are even not speaking <---- Bug Report#

  16. #16
    Librarian's Avatar Ducenarius
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    Default Re: Total Bananas - 1099 - 1.0 Release - Over the Edge

    So I am overjoyed to find this splendid mod, however I just installed it and have came across a crash ("Unspecified Error") on start up, the logs say
    Das Kennzeichen 'sa of Taranto' entspricht nicht irgendeinem Namen!
    Unbekannte Fraktion oderr Kultur '' gefunden in der EDU in Zeile 2156

    Which I googled to mean 'Taranto doesn't match a name and there's an issue on line 2156.'
    Running on steam if that changes anything for you.


  17. #17
    4zumi's Avatar This one sparks joy
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    Default Re: Total Bananas - 1099 - 1.0 Release - Over the Edge

    Hey Librarian,

    I am a native german speaker, but thanks for the translation

    That one is weird, as because a sa of Taranto culture is definitively non existant in this mod and I would have a crash too, if some unit in the EDU had that tag.
    Anyways, I will take a look. But in the meantime please make sure, that you have no other game installed, that alters the base installation. I would think it is some issue with the game using a different EDU over mine, which is the case, if there are any alterations in the base installation.
    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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    Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2

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  18. #18
    Librarian's Avatar Ducenarius
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    Default Re: Total Bananas - 1099 - 1.0 Release - Over the Edge

    I don't know if I've modifed the original install... I did add a "kingdoms.exe" so my mods can be booted from their executable. I made a copy of my data folder awhile ago and that still lingers in my game folder. I have a bunch of mods in my mods folder, but that shouldn't really matter. I have had this installation for 3 years so perhaps it needs a reinstall. Though I don't know if that will mess with the other mods. I think I have another mod that is Geomod and it also doesn't boot so perhaps reinstall will fix both the problems.

    I did enable all factions, but honestly at this point I don't know what else I've done to the original game since 2016.
    Last edited by Librarian; May 06, 2019 at 03:48 AM.


  19. #19
    4zumi's Avatar This one sparks joy
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    Default Re: Total Bananas - 1099 - 1.0 Release - Over the Edge

    Exactly mods in the mod folder are not an issue.
    And I would say too so, that a fresh install will solve this issue
    And since 2016 is a long time, I tend to forget such thing also.
    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"

  20. #20
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    Default Re: Total Bananas - 1099 - 1.0 Release - Over the Edge

    @nebaki
    you really love your saracen milita, don't you

    It can be, that some units are mute (but please do not ridicule them for that, those are people too.)
    I am not much of a sound gal, and am always happy if i can make it somehow work. The Mangonel drove me nuts...
    But I will look into it or just declare it a feature. Some commanders like silence
    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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