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Thread: Tsardoms Total War - 1345 Campaign Release (version 2.2)

  1. #181
    Wallachian's Avatar Citizen
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    Default Re: Tsardoms Total War - Campaign Release

    Here we go everyone, the latest version of Tsardoms is out. List of changes will come soon too

    https://drive.google.com/file/d/1NU0...ew?usp=sharing

    There will be another version added in a few days with a few smaller add ons like spawned historical characters for Venice.
    Can we all please thank and rep jurcek! The amount of work he has done to make this happen is absolutely titanic!
    Last edited by Wallachian; February 15, 2021 at 03:09 AM.

  2. #182
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Tsardoms Total War - Campaign Release

    Congratulations, Guys!

  3. #183
    Svir@c's Avatar Libertus
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    Default Re: Tsardoms Total War - Campaign Release

    Thank you guys for your hard work and dedication! And congratulations for the update!
    Spoiler Alert, click show to read: 
    -Come not between the Nazgúl and his prey!- J.R.R.Tolkien, The Battle of the Pelennor Fields, The Return of the King

  4. #184

    Default Re: Tsardoms Total War - Campaign Release

    Great news!

  5. #185

    Default Re: Tsardoms Total War - Campaign Release

    Great!

  6. #186

    Default Re: Tsardoms Total War - Campaign Release

    Fantastic work and fantastic mod, absolutely! I give you all my compliments, you deserve it. I've only one simply question: why are not the austrian, bavarian and switzerland factions in the choiche of hotseat campaign? And it would be eventually possible to play them there? Maybe even the pope who is playable in the free campaign. Thanks for the reply and I renew the compliments futher, your work it's really amazing!

  7. #187

    Default Re: Tsardoms Total War - Campaign Release

    Nice work guys!
    Unfortunately the link for the sound mod and for the native voice mod is dead.

  8. #188
    Wallachian's Avatar Citizen
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    Default Re: Tsardoms Total War - Campaign Release

    Ok they are fixed now, can you try again? Also, make sure to keep a separate copy of the Tsardoms folder in case anything gets corrupted.

  9. #189

    Default Re: Tsardoms Total War - Campaign Release

    Anything is looks so fine well it's nice to listen romanian hora music when you are playing with the mod well i have little bit romanian gypsy ground

  10. #190
    Wallachian's Avatar Citizen
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    Default Re: Tsardoms Total War - Campaign Release

    We are trying to get as much native music as possible. At one point I would like to have a more exhaustive music list for each faction. For example, get more Aranyi Zoltan songs with Hungarian folk music https://www.youtube.com/playlist?lis...a6pXCqpL6Ey0-3 . But alas time is quite short and too many things to do.

  11. #191

    Default Re: Tsardoms Total War - Campaign Release

    Thank you for this update!
    I love the mod so far in my campaign.

    I have a small discord that plays TTW games and i wanted to do a hotseat with them on Tsardoms.
    So i tried it out and i see passwords don't work for hotseat?
    Also some nations like Austria aren't selectable..

    Is there a way to set this up myself changing the files or is the mod not intended for hotseat yet?

  12. #192
    Wallachian's Avatar Citizen
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    Default Re: Tsardoms Total War - Campaign Release

    I read somewhere else that some nations are not usable in hotseat. This is not intended. We never did anything to change hotseat, we didn't even think of it. So there must be some sort of modding involved to make sure hotseat works properly which we haven't done as I am not sure anyone in our team has any knowledge of it.

  13. #193

    Default Re: Tsardoms Total War - Campaign Release

    Thanks.
    I would love if somebody could help me with changing the files to enable passwords at least; missing factions is something that is ok..

    Either way good job!
    I am playing Milano atm and its a challenge with all the rebels around + Genoa attacking me.

  14. #194
    Antiokhos Euergetes's Avatar Protector Domesticus
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    Default Re: Tsardoms Total War - Campaign Release

    Quote Originally Posted by Vidovit View Post
    Thanks.
    I would love if somebody could help me with changing the files to enable passwords at least; missing factions is something that is ok..

    Either way good job!
    I am playing Milano atm and its a challenge with all the rebels around + Genoa attacking me.
    Strange as it sounds Google it, someone, somewhere will have done something similar or you will see something that is a similar scenario. I can't say I've ever played hotseat. Good luck

  15. #195

    Default Re: Tsardoms Total War - Campaign Release

    I have a question to ask. Will you add another download link for the mod? It's saying that the quota for downloading is exceeded whenever I try to download it

  16. #196
    redin5ide.82's Avatar Foederatus
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    Default Re: Tsardoms Total War - Campaign Release

    Congrats Guys!

  17. #197

    Default Re: Tsardoms Total War - Campaign Release

    For the problem of the missing factions in hotseat, that i've asked myself too, i've solved (for now) with the use of the "control" cheat! Choose the factions you want among those available, then in the game do "control <faction name>" in the console and that's it! So you can also control Austria, Bavaria etc. and play with all factions you want with your friends

  18. #198

    Default Re: Tsardoms Total War - Campaign Release

    Hey thank you, do you know how to set up the password as well? i tried doing it with admin commands like set password faction but even when I set it and start the turn it just enters the faction without login.

  19. #199

    Default Re: Tsardoms Total War - Campaign Release

    I think that you have to modify the CFG (configurations) file of the mod, or put the check mark on the "use passwords" inside the hotseat campaign menu...

  20. #200
    Svir@c's Avatar Libertus
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    Default Re: Tsardoms Total War - Campaign Release

    I also think that you need to modify the cfg file of the mod and the cfg file of the medieval first. I have the modifiers ... Just ignore the names/mode in file and do for Tsardom

    Spoiler Alert, click show to read: 
    medieval2.preference.cfg settings are:
    [hotseat]
    scroll = 0
    turns = 0
    autoresolve_battles = 0
    disable_console = 0
    disable_papal_elections = 1
    passwords = 0
    save_prefs = 1
    update_ai_camera = 0
    validate_diplomacy = 1
    TATW.cfg settings are:
    [features]
    editor = true
    mod = mods/Third_Age_3

    [io]
    file_first = true

    [log]
    to = logs/system.log.txt
    ;level = * trace
    level = * error

    [video]
    ;windowed = true
    ;movies = false
    show_banners = 0

    [misc]
    show_hud_date = true
    ;bypass_sprite_script = 1
    ;rebuild_geography_db = true

    [game]
    unlimited_men_on_battlefield = 1
    no_campaign_battle_time_limit = 0
    unit_size = huge
    advisor_verbosity = 0
    ;event_cutscenes = 0

    [multiplayer]
    ## comment/uncomment following line to disable/enable hotseat campaign
    playable = true
    ## faction mask for setting default starting factions in hotseat campaign
    factions = 1 # = england, 2 = france, 4 = hre, 3 = england+france, etc

    [hotseat]
    ## disable start turn scroll in hotseat campaign
    scroll = false
    ## disable forced separate human faction turns (including diplomacy) in hotseat campaign
    turns = false
    ## enable cheat console in hotseat campaign.
    disable_console = false
    ## specify password for administrator access to the dev console when console disabled. Change 'password' to a suitable password
    # admin_password = password
    ## enable camera updates during ai turn in hotseat campaign
    update_ai_camera = true
    ## enable voting in papal elections in hotseat campaign (only first valid human faction votes)
    # disable_papal_elections = false
    ## disable forced autoresolve all battles in hotseat campaign
    autoresolve_battles = false
    ## disable diplomacy validation for incoming propositions
    # validate_diplomacy = false
    ## disable forced relevant hotseat options to be saved with game.
    save_prefs = true
    ## autosave hotseat game at start of players turn
    autosave = true
    ## save config file in save dir containing information about next players turn
    save_config = true
    ## close medieval II directly after a hotseat autosave
    # close_after_save = true
    ## sub directory name for hotseat save games
    # gamename = hotseat_gamename
    ## ensure game data files used in previous save match current campaign data files.
    # validate_data = true
    ## prevent game to load if savegame or data validations fail
    # allow_validation_failures = false

    [misc]
    ## specify the name of the save game to automatically load when Medieval II is launched
    # bypass_to_strategy_save = game_name.sav


    For years me and my friends were playing hotseat campaigns so ... Have fun
    Last edited by Svir@c; February 18, 2021 at 03:39 AM.
    Spoiler Alert, click show to read: 
    -Come not between the Nazgúl and his prey!- J.R.R.Tolkien, The Battle of the Pelennor Fields, The Return of the King

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