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Thread: [TGC 0.97 public alpha] Released version 15.01.2020 + patch 003 (29.05.2020)

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    _Tartaros_'s Avatar "Harzschütze"
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    Default [TGC 0.97 public alpha] Released version 15.01.2020 + patch 003 (29.05.2020)

    Original Post: Save the date 15.01.2020



    Save the date - TGC goes public alpha
    .


    Date: 15.01.2020


    After a more then ten year long journey with upps and downs, TGC goes puplic alpha in 2020. Remember this is no "official" release - and the given content is not free to use (for now).
    The alpha is an overall WIP and has still big parts in development, but 90% are in place.

    We want you, the longtime fans and modders to help us finish TGC:


    • play as many campaigns as possible and upload savegames
    • Create AAR and upload Pictures
    • give us feedback
    • create fixes and addons
    • correct grammar
    • add missing text
    • create missing elements
    • spot weakness and overall gameplay


    We hope this teases more people and rapid the development. As always - have fun and be respectfull





    Credits




    TGC:
    AnthoniusII : Modleader, Unitcreation, Testing and crazy ideas
    _tartaros_ : Scripts, Mapping, Testing and Build-Manager
    Jale82 : Implantation of Named Forts, Textworks and Testing





    The Great Conflicts 872-1071

    goes public alpha
    TGC 0.9.7



    Read this first - especially how to start a new campaign (!)

    How to Install and start

    a) Download 0.9.7 to your system. Optional: download the optional Stuff too. We split this in two, as you don´t need to download the optional stuff everytime a new version of TGC show´s up. This will reduce the filesize for the main download.

    b) Open the downloaded TGC_0.9.7 public alpha 7zip file with 7zip and you will see a "TGC" named folder

    c) Extract/paste all into your Medieval 2 Total war ...\mods\ folder. Note that TGC is a complete seperate install and don´t interfere with any other mods or versions. Go inside your newly installed mods\TGC folder. There´s a batch file called "Launch_TGC.bat" to start the game. Doubleclick. When done correctly, you will notice the version "TGC 0.9.7 public alpha" in the Loadingscreen.

    d) (Optional) The Game will start in "windowed" and "borderless window" mode enabled to provide better stability.

    e) (Optional) You can download TGC optional stuff for new music and new fonts. Read the Readme file inside the download to keep the vanilla music. There´s also a 4GB patch stored.

    @ all: i highly recommend to check out the 4GB patch to make the game more stable. If you don´t know what a 4GB-Patch is, read here

    the 4 GB patch works like this:
    extract the files to your desktop. run the 4gb patch. then look for the kingdoms.exe in your main medieval2 folder - wait untill you receive a message that it´s patched - done





    You can make a shortcut of the "Launch_TGC.bat" file and put it to your desktop. There´s a icon file in mods\TGC to make it look pretty .

    How to start a new campaign
    lock and unlock a factions like in a hotseatcampaign. You need to choose only one faction(!!!) that is marked with a white underground, otherwise the game kicks you back and you can
    try it again!

    If so:
    you most likely have locked more than 1 faction (lombards are in by default). Choose the faction you like to play and you will notice a blinking white underground around there factionicon. this means that faction is locked - but you now have to unlock the Lombards for example, or any other faction you may have locked in at the process by clicking on there icon one time (there factionicon blinks white when locked). Look at the video in post #19 below, 2:20 - 2:50

    Report anything unusual.....


    Patches for public alpha 0.9.7

    patch 003, is in the attachement (containts previous patch), unpack on your desktop. drag and drop the unpacked data folder into your TGC folder. Overwrithe everything when asked.

    changelog:
    patch 001 - 22012020
    gave magyars a familytree + family
    made "EE catapults" much stronger against wall (they are only used for the magyars and pechenegs scripts)
    Corrected the wall damage for siegeequipment in general (Ballistas where OP, Lithovolos are the most powerfull now)
    AI Generals are tougher now in battle
    XCAI on vh and h difficulty shift into the more aggressive mode and target human player much earlier - this should make the other factions attack bigger human factions like ERE and Bulgaria much sooner
    Forts/Minor Cities only provide 1 free upkeep instead of 3
    Aghlabids and ERE start at war from the start

    patch 002 - 28012020
    added many suggested typo´s and grammar corrections
    Changed Names like "Minor Settlement", "Latin" and "Romaic"
    Corrected some Eventtexts, Fixed the correct Name of Bihor for "Magyars Invasion Script" into "Satu Mare" + added a scripted view to the settlements for HP
    Bulgarian Factionleader is now Knyaz instead of Tsar, Factionheir = "Kanartikin"
    Changed and added the unlucky Unitcard for Pechenegs with a silversurferhorse + Added two missing for slave faction
    Fixed 3 non existing armourupgrades for Armenian Placeholderunits in edu
    Fixed lines in bmdb
    Deleted a leftover recruitable mercenaryunit in one recruitmentpool
    Expanded the magyars invasionscript (not completly, may expand more) and fixed a dublicate scripted FL and FH
    Give scripted Characters more traits (they had very bare traits for there age)

    patch 003 - 29052020
    added missing resources on campaignmap (now all are used on the map)
    fixed the "rus" church bug, by adding a new churchline, which become available after the conversation event
    added "power_charge", "hide_long_grass" and "hide_improved_forest" to many units in edu. battles should be more difficult now and ambushes are more intense
    fixed/added missing texture file for new norther_european town model
    fixed wrong religious building in venice - giving wrong culture
    added piterAI (more aggressive AI) and used medimod´s slot instead - to start with piterAI - decline in the yes/no event
    added a garrison building tier 1 to everyone and a second tier - armenian bordergarrision with recruitment in aor_armenia to ERE and abasids
    reworked recruitment times in edu: 1 - levy, 2 levycavalry + regular troops, 3 professional elite infantry, 4 professional elite cavalry
    reworked some settlement mechanics to slow down growth and moneymaking
    give forts +2 free upkeep instead of 1
    reduced free upkeep for some buildings offering some
    deleted moral bonuses, as it´s not used/malfunction ingame
    add a script for the human player to have at least one general character in a settlement, otherwise resulting in turmoil and no recruitment next turn (to prevent general stackspam)
    reworked familytree´s for bigger factions
    added jales82 update for dynasties
    changed ownership of the initial magyars settlements to pechengs to prevent loyal uprisings later in this area
    changed win_conditions to prevent roaming armies in areas they don´t need to be (lombards in venice, croats/serbs in bruttia a.s.o.)





    Readme - what should be done

    We want to make this as bugfree as possible - please report all errors in this forum. Everything needs to be checked! Grammar, missing text, missing Icons, if Scripts are working correctly - you name it.
    Crash to desctop need (your) investigation. Report and upload a savegame + logfile + a review what happened. Some crashes are hardcoded and related to the engine. Always check your logfile (in your TGC/logs folder) first and then try to reload your savegame and see if the crash is repeatable. Maybe toggle FOW and enable Follow AI-movements and investigate by yourself. Fixes can be uploaded and gathered in this thread. If you change or fix something by yourself, please make notes or save the changes in a seperate filefolder. A changelog can be usefull.

    Upload any fixes in this thread. I will incoporate them asap. As things progress, there will be patches and updates




    a usefull way to get around some ctd is to save every turn by it´s number. you end up with alot of savegames, where you can roll back to a situation that is not crashing.


    TGC 0.9.7 (Fullinstall standalone)
    Filesize: 1.52 GB
    https://mega.nz/#!KZ5VkY5D!xnrry9Q4YT5YoXrIYJ2uF51QucI--6p8KVqywdGgk5E
    torrent link in the attachment

    TGC optional stuff (TGC fonts and historical musicpack)
    Filesize: 1.17 GB
    https://mega.nz/#!DIpgWCDa!4JW9rXBMJiuf22nE4NrgU5XSAz92UswyU5Id93fKyVY
    torrent link
    in the attachment
    Spoiler for dynastic addon

    For Romans there are Macedonian, Argyros, Dalassenos and Phokas.
    Franks have Carolingian, Serbs Vlastimirovic, Croats Domagojevic and Trpimirovic,
    Bulgarians Krum dynasty, Magyars Arpad, Kiev Rurik and Moravia Moymirid dynasty.

    All of them have some bonuses for characters and are transferable only trough blood line.

    And a small bonus for some building descriptions that lacked...

    Instructions:

    Files from anc folder (tga files) copy into data/ui/ancillaries

    descr_names.txt, export_descr_ancillaries_txt and export_descr_character_traits.txt copy to data

    export_ancillaries.txt and export_buildings.txt copy to data/text

    descr_strat.txt copy to data/world/maps/campaign/imperial_campaign

    IMPORTANT!

    Before launching the game delete export_ancillaries and export_buildings bin files (those are beneath export_ancillaries.txt and export_buildings.txt) in data/text
    The game will generate new.

    Download:

    https://mega.nz/file/rOxy2IjA#bSCNdw...Hep61qFQSqS6ng

    And, yes, it's not save compatible, it requires new game



    Credits
    (most likely not complete
    - if someone feels himself missing in the list, it´s not intended and feel free to PM us,
    +rep everyone in this List!)





    TGC :

    AnthoniusII :
    Modleader, Unitcreation, Testing and crazy ideas

    _tartaros_ : Scripts, Mapping, Coding, Testing and Build-Manager
    NikeBG : Research, text
    Jale82
    : Implantation Named Forts, Textworks and Tester

    hyretic : 2d and UI
    Miguel_80 : Coder, Scripter

    Matthćus
    koultouras
    absinthia
    Leif Erikson
    sumskilz
    karlo st
    FliegerAD
    polak966
    Neoptolemos
    Heathen Storm
    Lord_Calidor

    Gigantus

    Special Thanks to Visual refences :

    Mr D.Katsikes
    that so kindly allowed us to use the pictures of his creations (armors of 10th century) as basis for our textures.

    Mr G.Rava
    for the inspiration we had ,reading the books that he was so wonderfully illustrated.



    Special Thanks to the primary CBUR researching team :
    Neoptolemos
    Starlightman
    ByzantineKlibanophori
    Manuel Komnenos
    Agis Tournas

    BGTW Team :
    Gogo-t
    NikeBG
    Alien-t

    Credits :
    Kiskompi (Historical research and unit descriptions)
    dome (from Magyar mod)

    faradon (from talewords forum)
    Paleologos (textures)
    Karaislam (modeling)
    Absinthia (model parts, weapons, textures)
    Koultouras (model parts, 3d banners, textures, 3d heads, varangian animation modification)
    Socal_Infidel (model parts)
    Slash-5 (conikal helmet)
    S-te-fan (model parts)
    Lord_Calidor (weapons)
    tone (his exelent scale texture)
    CounterPoint391 (sword models and textures)
    DisgruntledGoat (1066 model parts like arrow quivers , belts etc)
    LuBu (3d belts, shoulder and knee armor parts )
    Tzar (banner textures)
    Strelac (3d belts and primary varangian animation and advices)
    Rusichi TW/MARKA team (primary source of models, textures and horses)
    Dome (horse body textures)
    Alkimachos (helmet classic roman crests)
    AnthoniusII (model parts extensive modifications), Gravity/Realism mod
    Csatádi (Research help and advices/sugestionsBanzai,Fabiusbile for the animation pack and fixed bow animations)
    Briarius (Horse charge riders position fix)
    CounterPoint391 (Viking swords and their textures)
    Markhaselb (New lance and bow animations)
    Lord Calidor (Weapons and their textures)
    S-te-Fan
    =NF=Basileios the 2nd
    Slash-5
    Morfeasnikos
    (modeling)
    Byzantineklibanophori
    Agisilaos
    Pacco (for his wonderfull textures and his Byzantine shield texture pack)
    Master Zuma (for his help with the animation combilation)
    Lance for his wonderfull "cataphract" model)
    JMRC for his wonderfull kontarati animation and skeleton adjustment and for his many advices that helped us a lot)
    Banzai (for his wonderfull animation pack)
    tone, mihaiv and RSII team (for their permisions to use their wonderfull skins and other material like trees)
    Johnwhile (for his animations of the Roman Multi Arrow Balista)
    Razor (for his model and texture parts)
    Πεtr Φροποβ (for his wonderfull shield paterns and designs)
    PubliusKhanus /
    Starlightman: (Research/infos)
    XHolycrusader and EBII Team: (help with IWTE and use of Scriptideas)
    Strelac (For his 3d chest belts from his Pelekyphoroi Phrouroi)
    Rampante-Cid (Historical Info)
    De Bello Mundi/EoR (use of there Settlements and materials)
    firekiller (historical information)
    Constantius
    Sumskilz (Models and textures)
    Evyatar (for his scale cuirass texture)
    thelionheart (for his help with arabic names)
    Tsardom Team
    Cedric37 (2d)
    Withwnar (help with scripts and fixes)

    LegendofTotalWar (Letsplaypromotion and feedback)

    Special Thanks to :
    Rusichi TW modding team

    All the People still playing this old Dreadnaught Medieval II Total War (Activision, Creativ Assembly, SEGA and Feral Interactive)
    with all it´s Mods and writing comments, tutorials and tools
    Attached Files Attached Files
    Last edited by _Tartaros_; May 29, 2020 at 12:44 PM. Reason: TGC public Alpha 0.9.7 patch 003
    Spoiler Alert, click show to read: 
    Quote Originally Posted by k/t View Post
    "But I don't know how to mod!!!!"
    Learn. I didn't know how to do anything when I got this game, and now I know how to do quite a bit. Volunteer. Struggle. Figure it out.
    There are lots of cool mods that never see the light of day because people don't realize that mods need workers, not watchers, or realize it but continue to watch anyway.

    The Great Conflicts
    872-1071
    public alpha 15.01.2020
    The Great Preview 01.12.2019 + Special 06.12.2019

  2. #2

    Default Re: Save the Date - Puplic alpha 15.01.2020

    I was about to ask when will countdown start.

  3. #3

    Default Re: Save the Date - Puplic alpha 15.01.2020

    great news!

  4. #4

    Default Re: Save the Date - Puplic alpha 15.01.2020

    great news indeed!
    Hr. Alf han hugg til han var mod, Han sto i femten Ridderes Blod; Sĺ tog han alle de Kogger ni Og sejlede dermed til Norge fri. Og der kom tidende til Rostock ind, Der blegned saa mangen Rosenkind. Der grćd Enker og der grćd Břrn, Dem hadde gjort fattig den skadelige Řrn.
    Anders Sřrensen Vedel

  5. #5
    Wallachian's Avatar Praeses
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    Default Re: Save the Date - Puplic alpha 15.01.2020

    Excellent, can't wait to try out a Roman or N
    Bulgarian campaign

  6. #6

    Default Re: Save the Date - Puplic alpha 15.01.2020

    Well that's good news! I've been waiting for a long time to play this mod. Good job!!

  7. #7

    Default Re: Save the Date - Puplic alpha 15.01.2020

    It's only been ten years? Worth it. Now what do I have to look forward to? Seriously though, "Thanks!" for all your work over the years.

  8. #8

    Default Re: Save the Date - Puplic alpha 15.01.2020

    Can't wait to play it! Have a fresh copy ready to go (assumed it was already out when I noticed it on TWCenter's homepage a couple weeks ago). Thank you and your team for giving us this mod

  9. #9
    tomySVK's Avatar Campidoctor
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    Default Re: Save the Date - Puplic alpha 15.01.2020

    Great news!

  10. #10
    Hrobatos's Avatar Tribunus
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    Default Re: Save the Date - Puplic alpha 15.01.2020

    I am looking forward to it!

  11. #11
    PekoBG's Avatar Laetus
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    Default Re: Save the Date - Puplic alpha 15.01.2020

    2020 will be a great year! But i'm not a programmer, coder, scripter or any of those things, so other than reporting bugs and crashes and what not, there's not much else i can do. Well, let's start counting the days!

  12. #12
    Mr_Nygren's Avatar Berserkir
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    Default Re: Save the Date - Puplic alpha 15.01.2020

    Great news man! I have a question:

    How different will the armies/rosters be compared to the 0.82 version that i have?

    I do know that the islamic factions have been re-worked, but i don't know to what extent? Will most units be the same or have a lot of things changed?
    Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
    but betrayal with treachery.

    - The Havamal

  13. #13
    _Tartaros_'s Avatar "Harzschütze"
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    Default Re: Save the Date - Puplic alpha 15.01.2020

    most units are the same, beside some minor upgrades/changes. ERE had a graphical update, but the units are retextured + used as rebels.
    Spoiler Alert, click show to read: 
    Quote Originally Posted by k/t View Post
    "But I don't know how to mod!!!!"
    Learn. I didn't know how to do anything when I got this game, and now I know how to do quite a bit. Volunteer. Struggle. Figure it out.
    There are lots of cool mods that never see the light of day because people don't realize that mods need workers, not watchers, or realize it but continue to watch anyway.

    The Great Conflicts
    872-1071
    public alpha 15.01.2020
    The Great Preview 01.12.2019 + Special 06.12.2019

  14. #14
    Mr_Nygren's Avatar Berserkir
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    Default Re: Save the Date - Puplic alpha 15.01.2020

    Quote Originally Posted by _Tartaros_ View Post
    most units are the same, beside some minor upgrades/changes. ERE had a graphical update, but the units are retextured + used as rebels.
    Alright i see- yes EoR have very old versions of the late era Roman units. The ones in 0.82 of TGC are different but the same models in the core. EoR is lacking most of them though so the ones there are pretty old.
    Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
    but betrayal with treachery.

    - The Havamal

  15. #15

    Default Re: Save the Date - Puplic alpha 15.01.2020

    Great news. I will try a Bulgarian campaign first, then probably an Aghlabid one. Don't forget to also post a link somewhere around here next time there is voting on favorite mods.

  16. #16
    Antonius's Avatar Decanus
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    Default Re: Save the Date - Puplic alpha 15.01.2020

    Can't wait!
    It is always easier to fight for one’s principles than to live up to them.
    ~Alfred Adler

  17. #17
    _Tartaros_'s Avatar "Harzschütze"
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    Default Re: Save the Date - Puplic alpha 15.01.2020

    Quote Originally Posted by Kavhan Isbul View Post
    Great news. I will try a Bulgarian campaign first, then probably an Aghlabid one. Don't forget to also post a link somewhere around here next time there is voting on favorite mods.
    haha, damn we should have released a bit earlier, to get the 2019 nomination awards. 2020 is our Date
    Spoiler Alert, click show to read: 
    Quote Originally Posted by k/t View Post
    "But I don't know how to mod!!!!"
    Learn. I didn't know how to do anything when I got this game, and now I know how to do quite a bit. Volunteer. Struggle. Figure it out.
    There are lots of cool mods that never see the light of day because people don't realize that mods need workers, not watchers, or realize it but continue to watch anyway.

    The Great Conflicts
    872-1071
    public alpha 15.01.2020
    The Great Preview 01.12.2019 + Special 06.12.2019

  18. #18

    Default Re: [TGC 0.97 public alpha] Released version 15.01.2020

    Hi, I have downloaded and installed the mod, but I dont really understand what I should do to start a campaign as it crashes when I select any faction. I Know it has to do with custom unlocking of factions through a hotseat campaign but I dont know how to do that. Could anyone walk me through this process?

    Thanks.

  19. #19
    _Tartaros_'s Avatar "Harzschütze"
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    Default Re: [TGC 0.97 public alpha] Released version 15.01.2020

    This is expected: you most likely have locked more than 1 faction (lombards are in by default). Choose the faction you like to play and you will see a blinking white underground around the factionicon. this means this faction is locked - but you now have to unlock the Lombards for example or any other faction you may have locked in the process by clicking on there icon one time (there factionicon blinks white when locked)

    Legend of Total War explained it here at the start of the video @ 2:20 - 2:50
    Last edited by _Tartaros_; January 14, 2020 at 08:07 PM.
    Spoiler Alert, click show to read: 
    Quote Originally Posted by k/t View Post
    "But I don't know how to mod!!!!"
    Learn. I didn't know how to do anything when I got this game, and now I know how to do quite a bit. Volunteer. Struggle. Figure it out.
    There are lots of cool mods that never see the light of day because people don't realize that mods need workers, not watchers, or realize it but continue to watch anyway.

    The Great Conflicts
    872-1071
    public alpha 15.01.2020
    The Great Preview 01.12.2019 + Special 06.12.2019

  20. #20

    Default Re: [TGC 0.97 public alpha] Released version 15.01.2020

    Thanks for the help, It solved the issue.

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