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Thread: Tsardoms Total War - Patch 1.4 Release

  1. #1
    Wallachian's Avatar Citizen
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    Default Tsardoms Total War - Patch 1.4 Release

    We are proud to announce the next version of Tsardoms Total War. This version is not savegame compatible and will require a brand new mod installation.

    Installation

    - Download the mod from the following link: https://drive.google.com/file/d/1NU0...ew?usp=sharing
    - Unpack the mod in the Mods folder of your Medieval 2 Total War folder using the installer. PLEASE ENSURE YOU UNPACK IN THE MODS FOLDER NOT THE MAIN MEDIEVAL 2 FOLDER

    - Alternative torrent download
    CURRENLY NOT AVAILABLE (will be back soon)

    - Steam installation: follow the same instructions as above, than go into Steam right click on the Medieval 2 Kingdoms game, go to Properties, then go to Set Launch Options and replace what is there with the following --features.mod=mods/Tsardoms_beta-1.4
    Basically for Steam the actual name of the Tsardoms folder and executable file must be there

    Please also install this hotfix which hopefully should fix the major faction crashes: https://mega.nz/file/4wIEyLaB#FNMCdb...Y8xCNfPkkaZt_Y

    Replace your export_descr_buildings with the file above.

    It seems some crashes are related to recruitment pools. Let me know if there are still issues after you use this. It won't fix the UI crash but it should fix most other crashes. It is savegame compatible as long as you are not experiencing a crash already.

    IVSINIANVS music pack and Native Language packs can be downloaded here: https://www.twcenter.net/forums/show...1#post15943061

    The music pack has a large amount of period music for all the factions!

    Patch Notes

    New Features and Changes:
    - optional music pack - loads of period music to enjoy
    - new faction - Princedom of Albania replacing the Script Utilities faction (previously used for scripting purposes)
    - new characters added for Albania including Karl Topia and George Kastrioti (Skanderbeg)
    - new units for Albania including Arvanite Heavy Lancers, Albanian Horse Archers, Albanian Nobles and Albanian Bodyguard
    - new career system for characters of Genoa, Florence and Venice (from Kingdoms, Empires and Republics by Meloo)
    - new ancillary titles added in Italy (eg. Marquis of Montferrat) and Balkans (eg. Count of Mat, Prince of Albania, Duke of Durazzo)
    - Hussite wars and scripted Hussite invasions - Hungary, Austria and Bavaria will be invaded by large amounts of rebel stacks between 1419 and 1449
    - Scripted invasions - Tatar raid of Hungary 1345, Polish invasion of Halych 1349, Lithuanian invasion of the Steppe (battle of Blue Waters) 1362
    - John Hawkwood condottieri Yes/No event for Milan and Florence - pay 5000 florins to hire him or face his army in battle
    - Serbian Coronation event mission of Dusan IV with rewards for achieving it
    - coronation even for achieving the ancillary of Prince of Wallachia, Moldova and Transilvania now also gives some units and a special character (Preda Buzescu) as reward
    - new spawned unique characters for Venice including known historical characters from the 4 main houses in order to keep all of the noble houses alive throughout the mod period, Sigismund of Luxembourg also spawns for Hungary and can become heir to the throne
    - 2 new Armenian mercenary units in South-East Anatolia
    - Catholic factions can now get generals that come from knightly orders such as the Teutonic order
    - new buildings - Armenian Quarters, Frankish Quarters, Saxon Quarters
    - new building - Salt Mines
    - new building - Colonies for Venice, Genoa and Ragusa

    Game Changes:

    - Holy Roman Emperor ancillary is now obtained differently - first must be crowned as King of Italy and travel to Rome before obtaining the Imperial title
    - Yes/No event giving the player the option to deactivate the Black Death (keep in mind the Black Death DID NOT kill of factions but rather the Teutonic family tree bug)
    - settlement changes - added Bihac, Asti, removed Tunis, Rimini, replaced Alessia with Kruje
    - garrison scripts added to many rebel settlements on the map including most of North Italy, Germany and Halych. It will now be a lot harder to conquer certain rebels.
    - tons of new traits like the royal bloodlines, education and many more
    - reduced the strength of the Timurid stacks by reducing their unit experience levels
    - removed armoured barding from Sipahi Lancers and replaced with cloth barding
    - removed custom settlement battle map texture for Italy and Germany as well as custom artillery and some armoured horses due to permission issues
    - Aydinids now also have access to merchants as a seafaring state
    - huge reduction in the conversion rate for priests and churches, it will now be a lot harder to convert a province and hence a lot harder to manage a newly occupied province from a different religion
    - reduced the large population of Venice, Milan and Florence to more manageable levels
    - increase effect of different religions in a settlement - there will be higher unhappiness levels related to this now
    - tweaked the Ottoman economy, they will now be making less money from trade but the unit sizes for siphais, cebelus, azaps etc have doubled. The Ottomans will now have armies with much higher number of soldiers
    - tweaked Italian states economy to reduce the income of Central Italian settlements
    - increase the costs for the hardcore script - 750 per stack in enemy territory and 1500 for siege

    Bug Fixes:

    - fixed issue related to the Teutonic family tree causing several factions to die off (Venice, Genoa, Florence) - these factions now no longer have family trees, their noble houses will be kept alive by spawning of historical characters and generals will be recruitable at a high cost. They will not get adoptions either.
    - fixed crashes associated with the unit issues (German Pavise Spearmen, Hungarian Crossbowmen etc.)
    - fixed issue with unique characters such as Mehmet the Conqueror or Vlad the Impaler not becoming faction heirs when emerging
    - spawned heroes such as Mehmed the Conqueror and Vlad the Impaler will now be next heir
    Last edited by Wallachian; February 23, 2021 at 10:38 AM.

  2. #2

    Default Re: Tsardoms Total War - Patch 1.4 Release

    cool that we get bihac
    i think i proposed that jears ago

  3. #3

    Default Re: Tsardoms Total War - Patch 1.4 Release

    Good job! I wish i could do something like that! But I won't be there anytime soon.

  4. #4

    Default Re: Tsardoms Total War - Patch 1.4 Release

    Congratulation again for this update.

  5. #5

    Default Re: Tsardoms Total War - Patch 1.4 Release

    Hello, and first, thank you for this great mod.

    However, I came across some problems that I would appreciated if they are corrected as soon as possible.

    So, I've downloaded the mod (v1.4) from this forum, and these are what I found:
    1. When playing against attacking AI, sometimes it just stay idle and does not attack until timer runs out.
    2. When playing as the Romans, after conquering new settlements, on the first turn you can still build any building available, but the second turn onwards, it just limit to government (autonomy) slots. All units also unavailable for training. I don't know if this is intended, but if so, just skip this point.
    3. When playing as the Romans, there is an event that spawns Ottomans full stacks (twice: 1 stack first, and 3 more stacks after a few turns). I think it would be more "fair" to let the players know beforehand just how many of them will spawn.

    Thanks for reading.

  6. #6
    Wallachian's Avatar Citizen
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    Default Re: Tsardoms Total War - Patch 1.4 Release

    Quote Originally Posted by Wedjet View Post
    Hello, and first, thank you for this great mod.

    However, I came across some problems that I would appreciated if they are corrected as soon as possible.

    So, I've downloaded the mod (v1.4) from this forum, and these are what I found:
    1. When playing against attacking AI, sometimes it just stay idle and does not attack until timer runs out.
    2. When playing as the Romans, after conquering new settlements, on the first turn you can still build any building available, but the second turn onwards, it just limit to government (autonomy) slots. All units also unavailable for training. I don't know if this is intended, but if so, just skip this point.
    3. When playing as the Romans, there is an event that spawns Ottomans full stacks (twice: 1 stack first, and 3 more stacks after a few turns). I think it would be more "fair" to let the players know beforehand just how many of them will spawn.

    Thanks for reading.
    1. We have no knowledge of AI modding so not sure how that issue can be fixed.
    2. This is intended. When you conquer a new settlement you have to start off with autonomy vs integration chain, have a read of the guide thread which explains how this works.
    3. There should be warning events for the Gallipoli invasion. There is an event explaining to you that Ottomans have crossed the straights and are now in Europe. But the surprise is intended, just like in real life the Balkan states did not expect the Ottoman tide.

  7. #7

    Default Re: Tsardoms Total War - Patch 1.4 Release

    Link to mega for music mod and for native language mod is not working because the file was deleted.

  8. #8
    Wallachian's Avatar Citizen
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    Default Re: Tsardoms Total War - Patch 1.4 Release

    Sorry will update it shortly

  9. #9

    Default Re: Tsardoms Total War - Patch 1.4 Release

    Great work! With which vanilla nation name are the Kantakouzinoi associated (i want to unlock them).

  10. #10
    Jake Armitage's Avatar Artifex
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    Default Re: Tsardoms Total War - Patch 1.4 Release

    congrats for the release

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