KGCM Patch 4.2 + KGCM Patch 4.3 Download Thread

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Re: KGCM Patch 4.2 (Hotfix released 19/10/09)

ah crap! for some reason the game's crashing. i did unpack_all. and so there were loads of stuff created in C:\Program Files\SEGA\Medieval II Total War\data.
there i deleted two geography things. and in kgcm data, there was only descr_geography_new.db. there wasn't txt one. so i still deleted it (i did make back ups for all of them). but the game crashed. i tried every single combination i can think of but it still crashed! what should i do? :(

I am afraid that it unpacked the pack files for M2TW not Kingdoms. The only thing I can think of at this time, except for an uninstall is to change your medieval2.preference.cfg file to contain this code:

Code:
[io]
file_first = true
disable_file_cache = true

Check to make sure that the cfg of KGCM also contains this code at the beginning.
 
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Re: KGCM Patch 4.2 (Hotfix released 19/10/09)

yes! it works now! thank you for your help!!
 
Re: KGCM Patch 4.2 (Hotfix released 19/10/09)

thanks your help was really useful! hmmm but it seems like trebuchet can shoot the flaming ammos but even if i click the special abilities twice cow putrid seems not to be working... not that i really need it. i was just curious :)
 
Re: KGCM Patch 4.2 (Hotfix released 19/10/09)

thanks your help was really useful! hmmm but it seems like trebuchet can shoot the flaming ammos but even if i click the special abilities twice cow putrid seems not to be working... not that i really need it. i was just curious :)

Oops! Try this post to get the cows flying again. But please make a backup copy of your file in case something goes wrong.:whistling:tongue:

For those who want seige engines with cows

Since you already have fire enabled, just change the lines in the export_descr_unit.txt pertaining to the cow. Do not replace the file like it states in the first lines or you will not have flaming arrows!

Upon further research you will have to modify the descr_projectile.txt file to include these lines (the ones in red):

Code:
;area_effect				ae_small_cannon_shot
damage			10
damage_to_troops 10
radius			0.3
mass			4.5
area			2.0
accuracy_vs_units		0.055
accuracy_vs_buildings	0.055
accuracy_vs_towers      0.025 
min_angle		-15
max_angle		30
velocity		90
;ground_shatter
bounce			0.01 0.01 0.93 0.5
body_piercing
display			aimed 
;effect_only
; Stuck model not used at the mo, shatter effect is better, but adding some shatter debris for ground impact would be good?
;stuck
effect_only

]
[COLOR="Red"]projectile 		cow_carcass

effect 			cow_carcass_projectile_set
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;NB: effects for cow cow_carcass are now handled in ae_cow_carcass described in descr_area_effects.xml;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;end_effect 	 			cow_impact_ground_set
;end_man_effect			cow_impact_ground_set
;end_package_effect    	cow_impact_wall_set
;end_shatter_effect		cow_impact_ground_set
;end_shatter_man_effect		cow_impact_ground_set
;end_shatter_package_effect		cow_impact_wall_set

area_effect		ae_cow_carcass
damage			0
damage_to_troops 	5
radius			0.30
mass			0.1
area			3.0
accuracy_vs_units	0.15
accuracy_vs_buildings	0.15
accuracy_vs_towers      0.525 
min_angle		-15
max_angle		70
velocity		61
ground_shatter
cow_carcass
display			aimed
effect_only[/COLOR]
 
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Re: KGCM Patch 4.2 (Hotfix released 19/10/09)

stylix!! thank you so much for your help!
 
Re: KGCM Patch 4.2 (Hotfix released 19/10/09)

hmm sorry guys for bugging you again :( but the game's keep crashing whenever I try to enter the battle. in custom battle, it doesn't crash. but during grand campaign, i was trying to capture a settlement and i wanted to fight on a map but the game crashed while loading. it says it encountered an unspecified error and will exist. i did change the export_descr_units to add the cow carcass thing and i checked the descr_projectile and it already had a stuff about cow carcass so i left it.
 
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Re: KGCM Patch 4.2 (Hotfix released 19/10/09)

doesn't seem to be working :(
 
Re: KGCM Patch 4.2 (Hotfix released 19/10/09)

still doesn't work :(
 
Re: KGCM Patch 4.2 (Hotfix released 19/10/09)

@Stylix,

Congrats on your new moderator powers mate, very well deserved :)

Ooh, and he's got the grey title as well.. :D
Well done, far more deserving than myself!
I'm a bit short on time- Did you make a back up? If yes, then just put them back and redo as per the instructions

Thank you both Dave and Magefsx, I am deeply honored and hope to be worthy of your company.

Best Regards,
Stylix
 
Re: KGCM Patch 4.2 (Hotfix released 19/10/09)

Do I need to install Version 1.5 of Kingdoms before I can play this mod?
 
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Re: KGCM Patch 4.2 (Hotfix released 19/10/09)

Do I need to install Version 1.5 of Kingdoms before I can play this mod?

I cannot remember if it is required or not but it is highly recommended at least. The patch for Kingdoms was greatlly anticipated and fixed a number of errors and unusable features for the game. If you do not patch to v1.05 then expect at least some errors and inconsistant game play.
 
Re: KGCM Patch 4.2 (Hotfix released 19/10/09)

Thanks for the information mate. I've already download and install version 1.5 just in case.
 
Re: KGCM Patch 4.2 (Hotfix released 19/10/09)

I almost forget to ask you this, do I need to unpack off my files for the main game before I start?
 
Re: KGCM Patch 4.2 (Hotfix released 19/10/09)

I almost forget to ask you this, do I need to unpack off my files for the main game before I start?

No, dont do it! unpack the files and the mod will crash at the battle loading screen.
 
Re: KGCM Patch 4.2 (Hotfix released 19/10/09)

Good I have not unpack any files but I am having trouble with installing it. I got Kingdoms with version 1.5 install but Grand Kingdoms Campaign 3.0 won't install. I think it said I need kingdoms running or something. Another thing it makes my laptop slow every-time I click it.
 
Re: KGCM Patch 4.2 (Hotfix released 19/10/09)

Good I have not unpack any files but I am having trouble with installing it. I got Kingdoms with version 1.5 install but Grand Kingdoms Campaign 3.0 won't install. I think it said I need kingdoms running or something. Another thing it makes my laptop slow every-time I click it.

Will Kingdoms run without the mod?
 
Re: KGCM Patch 4.2 (Hotfix released 19/10/09)

Really all I want is to have Wales and Ireland in the game along with other factions from the main.
 
Re: KGCM Patch 4.2 (Hotfix released 19/10/09)

I am planning to get more powerful laptops in the coming weeks. My current one is good enough to run the game. If I wait and try it on my future laptop to see if I have any problems with it, then I will report to you.
 
Re: KGCM Patch 4.2 (Hotfix released 19/10/09)

Sorry I still can't find the no garrison script, is it the attached file at the bottom of the first post, the campaign text one? I tried putting it into the folder as said but I still got the crazy garrisons :(
 
Re: KGCM Patch 4.2 (Hotfix released 19/10/09)

Sorry I still can't find the no garrison script, is it the attached file at the bottom of the first post, the campaign text one? I tried putting it into the folder as said but I still got the crazy garrisons :(

The 'no garrison' script is at the bottom of this post (#1) and is named campaign_script.txt.

Link to 'no garrison' script
The no garrison script is not save game compatible. You will have to start a new campaign for it to work.
 
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Re: KGCM Patch 4.2 (Hotfix released 19/10/09)

The 'no garrison' script is at the bottom of this post (#1) and is named campaign_script.txt.

Link to 'no garrison' script
The no garrison script is not save game compatible. You will have to start a new campaign for it to work.

thanks for the link :) I copied the file into the folder but it had no effect. I also tried deleting the original campaign text file and leaving the new one in but still the same :( I'm not sure what I've done wrong, I feel like such an idiot :P
 
Re: KGCM Patch 4.2 (Hotfix released 19/10/09)

"You will have to start a new campaign for it to work." (not wanting to sound rude)
That should be the only reason why no effect has taken place

I did, but still no luck :( I'm going to reinstall the whole mod, maybe I messed something up previously as I'm sure I did the last part right. Back in an hour or two, wish me luck! :P
 
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