Bravo buddy, thanks a lot.
Working perfectly. Hopefully this will reignite interest in this mod
another mod i´ve totally missed all the years...
The Great Conflicts 872-1071
public alpha II + patch 001 09.03.2021
GoRR 0.1 beta - Glory of Rome Remastered
Mod works well... Gameplay is well... Question though... do we get more units after the plague in 1350s?
Click here, there might be more you missed.
damn
The Great Conflicts 872-1071
public alpha II + patch 001 09.03.2021
GoRR 0.1 beta - Glory of Rome Remastered
It's nice to see activity in older mods, thanks for updating it.
Are the removed files just vainilla/kingdoms leftovers or unimplemented features? If the second I suggest to make a separate download for them in case someone wants to add them to the mod; also if that was the case I would suggest to put the other removed files of the other mods you have already done.
Cheers.
The removed files were surplus to requirement - not required, of no use. The obvious enum and lookup files not used by M2TW are totally useless, the removed model files had no entry in the modeldb file and as such could have use for other modders but seeing that you are unlikely to get permission from the author it's pointless.
If it is for private use then I would suggest to download the old version and do a file compare of the unit_models and unit_sprites folders to see which files were removed. I haven't kept a detailed list of removed files which means that's exactly what I would have to do (but won't).
I mentioned this in another thread, but I'll put it in this main one too. I'm still having crash problems, at least when playing as England, starting around turn 14-15. The game'll crash during the AI factions' turns, then I'll reload, and it might work, only to crash on the next turn, or the turn after. The Welsh Saethwyr look like rebel longbowmen and rout as soon as battle starts, and I've also noticed what I'm assuming to be a bug in which I receive the message that the Clan MacLeod leader has died every turn. It'll go the first few turns just fine, then I get the message the first time, and it repeats every turn after. I've installed it to the main directory for my M2TW, and am using the main launcher to start it up.
I have also noticed that Clan Chattan ends up producing doomstacks and storming through Scotland, despite being bankrupt. None of the other clans are able to create armies even comparable to the ones Chattan gets.
This certainly will be 'logic' script errors - something that's not possible to check unless you play.
Doom stacks without apparent money is usually caused by a money script that raises debt into a positive balance - the AI will spend it on recruiting, ending up with zero balance and then will be in the red the next turn. Start the cycle all over again.
The repeating death message is puzzling, it is normally based on the 'new leader' event which obviously only fires if a character becomes the leader. I'll check what might be happening here.
Edit: see underneath for king event error, it's line 24422.
> 0 means he is regent
< 1 means he is king
Checking the money issue will take a while. could you link me to other issues? I'll have a look then and see what all I can correct.Code:monitor_event BecomesFactionLeader not FactionIsLocal and I_CompareCounter saxons_becomesking < 1 and FactionType saxons set_counter saxons_becomesking 1 end_monitor monitor_event CharacterTurnEnd not FactionIsLocal and I_CompareCounter saxons_becomesking > 0 and IsFactionLeader and FactionType saxons and not Trait FactionRegent > 0 add_events event historic saxons_king_event date 0 end_add_events set_counter moors_becomesking 0 ; here is the culprit, should be 'saxons' end_monitor monitor_event CharacterTurnEnd not FactionIsLocal and I_CompareCounter saxons_becomesking > 0 and IsFactionLeader and FactionType saxons and Trait FactionRegent > 0 add_events event historic saxons_regent_event date 0 end_add_events set_counter saxons_becomesking 0 end_monitor
PS: script fixes are not save game compatible.
Ah, I see. I don't think there was anything in that thread I didn't mention here, but here's the link anyway: https://www.twcenter.net/forums/show...rchers-Problem
As the faction " the Kingdom of Scots " Rothesay Castle does not produce any units ever.
Hello all, it has been a while. I have old Kingdoms on disk but was thinking of installing by Steam. Looking through it seems most MODS are Steam compatabile but just wanted to check this is the best one to download and start going through. Happy to pay the money as its been a long time just wondering how easy to download.
This is not a very complete nor an especially good mod to start with, in my opinion. It's in dire need of, if nothing else, the original maker or someone ambitious to come through and make it more polished. It's steam compatible and based on the Britannia expansion campaign. Shouldn't be much harder to get going than usual.
The fact Gigantus gave it a pass makes it much more worth the time than it was before, at least.