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Tyberius
07-02-2008, 01:15
Tyberius Mod 2.0 Final Version (a patch for MTW-VI-XL mod)

After months of re-working on my patch I’m glad to show this community the final version of this work. Although based on XL mod, you will find substantial changes from the original version.
This mod is intended as mainly a graphic upgrade and unit upgrade over Miguel Kristensen's (Viking Horde)Total War XL awesome mod since my knowledge is on the graphics area and so far from programming skills, I decided not to make a complete mod for myself, so I asked VH permission to release it and he gave it to me.
Over all XL mod additions such as New campaigns, factions, and units,
Tyberius Mod contributes with the following additions and changes.

Battle mode Improved Features:

1.- Complete shield textures Improved.
Personalized and improved shields for every single unit, you will hardly recognize a re-used shield, even bare wood shields. Several units now use heraldry and faction colored shields, Some shields have been repositioned too.
https://img396.imageshack.us/img396/6130/00000006jg8.jpg
Feudal Knights
https://img396.imageshack.us/img396/2651/00000004ds2.jpg
Byzantine Lancers


2.- Complete Weapon textures Improved.
No more Sticks, toothpicks or matches instead of Spears and Lances, Great variety of swords, maces, war hammers, pole arms and scimitars, accordingly to the unit’s original culture. Higher Knights have Colored knightly lances, Some units such as the Royal Knights (all periods), Chivalric Knights, Lancers, Kataphraktoi, Carska Garda and Teutonic Knights, now have fluttering pennants!.
https://img396.imageshack.us/img396/6770/00000015oj1.jpg
Longsword Men-at-Arms
https://img396.imageshack.us/img396/691/00000000bw3.jpg
High Ghulam Bodyguards
https://img396.imageshack.us/img396/7828/00000007ky1.jpg
Kataphraktoi
3.- New men textures added.
Now Korean units use the STW Mongol invasion non faction colored Korean troop textures, but with improved weapons (bamboo spears!) and fixed animations.
Pikemen, Swiss Pikemen and Swiss Halberdiers use the PMTW pikemen texture and fixed animations.
https://img396.imageshack.us/img396/2816/00000019pq4.jpg
Korean Spearmen

https://img396.imageshack.us/img396/903/00000023sj6.jpg
Swiss Pikemen

4.- Sword Animation for Lance Cavalry
Knights and Heavy cavalry now leave their lances after the charge and use their swords for close combat!
https://img396.imageshack.us/img396/2585/00000057lz2.jpg
High Royal Knights

5.- Animation improvements
Most wrong animated sword and lance combat action have been improved putting the weapon in the wielder’s hand instead of floating over it. Most weapon lengths and widths have been fixed too.
https://img396.imageshack.us/img396/5541/00000088fe0.jpg
Chivalric Knights

All Cavalry Lances and some other weapons have been repositioned.
Put special attention on Swabian Swordsmen, Varangian Swordsmen, Gothic foot Knights, Pikemen, Swiss Pikemen, Swiss armoured pikemen, Swiss Guards.



6.- 42 New units:

1.-Berber Lancers
2.-Berber Warriors
3.-Berber Archers
4.-Andalucian Cavalry
5.-Elite Bedouin Camel Warriors
6.- Seljuk Lancers
7.- Seljuk Horse Archers
8.- African Warriors
9.-Espadachines
10.-Hebredian Warriors
11.-Saxon Warriors
12.-Gochos
13.-Balkan Warriors
14.-Croatian Lighthorse
15.-Swiss Guard
16.-Steppe Warriors
17.-Byzantine Kontarioi
18.-Byzantine Skutatoi
19.-Milicia Concejil
20.-Breton Militia
21.-Kievan Lancers
22.-Volga Bulgar Warriors
23.- Italian mercenary Cavalry
24.-Longsword Men-at-Arms
25.-Karelian Warriors
26.-Lowland Clansmen
27.-Norse Archers
28.-Psiloi
29.-Baltic Warriors
30.-Basque Warriors
31.-Carpathian Warriors
32.-English North Militia
33.-Mounted Squires
34.-Regular Bowmen
35.- Cuman Horse Archers:
36.-Khwarazmian Swordsmen
37.-Pecheneg Cavalry
38.-Slav Horsemen
39.-Scottish men at arms
40.-Scottish Pikemen
41.-Milanese Mercenary Crossbowmen
42.- Cuman Royal Cavalry

A complete Exel guide for the new unit is provided with the install

7.- New battle flags and banners:
Battle flags changed in concordance with the faction, and new shaped battle banner
Even rebel faction has a flag!



8.- New crews and dismounting artillery
Now artillery pieces have new texture crews, according to the artillery type and era and can dismount before battle!
Artillery Type-----------> crew texture--------> dismounted unit
Ballista crew-----------------> same texture--------> Urban Militia
Catapult crew--------------->same texture---------> Urban Militia
Naphta Catapult crew------> same texture--------> Urban Militia
Trebuchet crew-------------> custom5 texture----> Militia Sergeants
Mangonel crew-------------> custom5 texture----> Militia Sergeants
Bombard crew --------------> custom5 texture----> Militia Sergeants
Mortar crew-----------------> burnous texture----> Arab Infantry
Demi-Culverin crew--------> hlplarhm texture---> Arquebusier
Culverin crew---------------> hlplarhm texture---> Arquebusier
Serpentine crew-------------> hlplarhm texture---> Arquebusier
Organ gun crew-------------> hlplarhm texture---> Arquebusier
Demi-Cannon crew---------> burnous texture---> Mamluk Handgun
Siege Cannon crew---------->burnous texture---> Mamluk Handgun

9.- new arrow and javelin textures


Campaign Mode Improved Features:

1.-New Flags and Shields
Almost all faction flags and shields have been re- designed or redrawn for historic accuracy or image improvement
https://img396.imageshack.us/img396/881/00000010sb2.jpg

2.- New Faction Colors
Some Faction colors have been changed some for aesthetic purposes, some to avoid confusions, but mostly to match historic colors.
https://img396.imageshack.us/img396/1307/00000011aq6.jpg

3.- Overall graphics
New unit info pics, review panel icons and unit icons have been made for the new units and some old units, Omar pacha’s icons included.
New building icons added.
New portraits for pagan and muslim princesses
New Campaign Map

4.- New ships
Three new ship types added to Tatar factions.
Junks (same stats as the dhows)
War Junks (same stats as the baggalas)
Gunned Junks (same stats as the booms)
Since I was unsuccessful on finding historic ships for the European Tatar (or Mongol) factions I made available for them Mongol ships from the Japanese invasion, I hope you don’t find it too unaccurate.

New music: The excellent Mongol Invasion (tm) music now available for the steppe factions, An special music track for the Scottish (and Irish) factions, 4 new themes from MTW2 for the european, viking and muslim soundtrack.

Credits and Special thanks regarding all Tyberius mod and patches:

Viking Horde: for giving the permission to patch his mod. and for making it!

Cegorach: for all the tips and ideas and the graphics I stole from PMTW :D

Blind king of Bohemia: for his great BKB mod and the (several) units I stole from too :)

Axalon: for Additional unit-review pics, additional unit icons, additional info-pics and other various graphic material used in this game (for several and various info-pics),(and for teaching me in his "advanced whining mode" about how to make a good info pic) .”

Duke john: for his great pikemen textures

Omar pacha: who showed me how an icon must look

And To all the people in the forum who helped on this mod development with tips and comments.


Tyberius Mod 2.0 Final Version (http://www.atomicgamer.com/file.php?id=70417) (Atomic Gamer)

Tyberius 2.0 Music Pack (http://www.atomicgamer.com/file.php?id=70409)(Atomic Gamer)

Local Server download (https://forums.totalwar.org/vb/local_links.php?linkid=641)

Tyberius Update Patch 2.1 (http://www.atomicgamer.com/file.php?id=70665)(Atomic Gamer)

Tyberius Update Patch 2.2 (http://www.atomicgamer.com/file.php?id=71144) (Atomic Gamer)

no longer available (Atomic Gamer)


Optional Addons:
Corrected map, (spells “Greece” instead of “Grece”) also shows the Sweden-Finland land bridge.

Tyberius Map update 2.2 (http://www.atomicgamer.com/file.php?id=71146) (Atomic Gamer)

Load Screen 3.0 (http://www.atomicgamer.com/file.php?id=72470) (Atomic Gamer)

This mod must be installed in sequence:
Mod 2.0
Music pack (should be installed in order to add the patches)
Patch 2.1
Patch 2.2
Patch 2.3

The optional map can be added anytime after the mod 2.0.

New! Viking Horde's XL Mod Tyberius Modded (one step Install)
No longer available



enjoy!

https://img396.imageshack.us/img396/79/00000002xt5.jpg
Armenian Heavy Cavalry

https://img501.imageshack.us/img501/5246/banner1ev7.jpg (https://forums.totalwar.org/vb/showthread.php?p=1965082)

ULC
07-03-2008, 01:22
Wow...I love it, it's wonderful Tyberius, breaths new life into MTW. The graphics are stunningly well done and vibrant, it's what MTW should have been from the start. All hail Tyberius for perfecting an already grand mod!

seireikhaan
07-04-2008, 00:38
Well, I guess I found out the answer as to whether or not save games will be compatible. Loaded up an old crusaders/high era game and got some really, uh, interesting things happening. Notably, all my units were different. Royal units were 20 varangian guard, and I had several units of 100 Knights of Santiago.~:eek:

Not to mention all the rest of my units looked were basically a hodge podge of nearly every unit in the game.:sweatdrop:

Achilleslastand
07-04-2008, 07:36
Looks tremendous......will d/l and play after july 4th holiday.......wonderful looking work........btw is your previous patch included in this or does this contain all?

Tyberius
07-04-2008, 10:36
Well, I guess I found out the answer as to whether or not save games will be compatible. Loaded up an old crusaders/high era game and got some really, uh, interesting things happening. Notably, all my units were different. Royal units were 20 varangian guard, and I had several units of 100 Knights of Santiago.~:eek:

Not to mention all the rest of my units looked were basically a hodge podge of nearly every unit in the game.:sweatdrop:OOPs! I guess I didn't told you that all previous saved games (including those of my first patch will be messed up cause the unit position on the prod files has changed (if you can notice) in this order: all artillery are listed first, then archers,crossbows and gunners, Spearmen and throwing spearmen, Swordsmen and Axemen, Foot Knights, Militias and polearms, pikes,Javelinmen,peasantry,General units, Mounted knights, heavy lance cavalry, heavy bow cavalry, light lance cavalry,light javelin cavalry, light bow cavalry, light sword cavalry,and finally, camels.
so oops! oops! I think you will be used to this new order, which I find more logical...


Looks tremendous......will d/l and play after july 4th holiday.......wonderful looking work........btw is your previous patch included in this or does this contain all? yes, this new mod has been worked over the previous one so you'll find all the stuff that were on it, with the exception of the african skirmishers, (I have given the african Warriors the ability of throwing heavy spears intead of the javelins of the skirmishers sort of unifying two-in-one units and replaced the skirmishers with the powerful Longsword Men-at-Arms, unit I think you'll love as I do) Btw this one adds a lot more...However as I said the campaigns started with my previous patch sadly will not work with this mod.

Tyberius
07-04-2008, 21:40
To the Admins:
Can you host this mod?
Could you please make this thread Sticky?
I think it deserve it

Thank you very much

dimitrios the samian
07-05-2008, 16:34
Well done Tyberius !!
Your work is brilliant .
TW needs more artists like you !!
Will you be looking to take on another project again ?
cheers .

Tyberius
07-05-2008, 22:28
Well done Tyberius !!
Your work is brilliant .
TW needs more artists like you !!
Will you be looking to take on another project again ?
cheers .



Thank you dimitrios.

I have various projects, like an extended viking invasion including more provinces of the northern continental europe, scandinavia, finland, iceland and greenland but I'm not very good at programming or making new campaigns, that´s the reason I didn't made my own mod and upgraded XL. so I have to learn more about it before making a "proper" mod. On the other side I may asociate with someone good at programming and do the graphics myself.

Raz
07-06-2008, 05:18
Wow, I've been looking forward to this. Can't wait to try it out. :grin:
Thanks Tyberius.

Baron von Manteuffel
07-06-2008, 06:50
An excellent job you've done here Tyberius ! :2thumbsup:

Tyberius
07-06-2008, 12:09
Thank you all for your support, I'm so glad that you were expectant for my little contribution to a GREAT game and to a GREAT mod... I just want to know all good and bad experiences the mod has to offer.. and really I would like very much to asociate with two or three people (An Historian, one or two campaign programmers) to make the "mod of mods" someting based on medieval periods, near XL and BKB's but with more extended game time and even more units, using the mirror units and the dismounts to boost their numbers. Sadly I have found that all non-agent-mount-ship-crusade units added beyond slot 256 makes the period that utilizes this unit prod file to CTD on custom battle mode...That's why I didn't included the nearly 30 units I created to be dismounted units, like Bedouin foot warriors (dismounted bedouin camels), Saharan infantry (dismounted saharan cavalry) Royal foot knights (dismounted royal Knights) or foot boyars (dismounted boyars)... I have All this units on my own copy of the tyberius mod, but I make myself sure not to play custom battles...


Again: thank you guys for your interest on this mod..
cheers to all.

Bill Westwater
07-07-2008, 12:48
Excellent mod! At first glance i didn't think much had changed in this update, but it has. The thing i like best is the new titles you have brought in for certain factions, particularly thoose conferring command points. Asa result of this, for the first time in any medieval mod, the HRE does not collapse immediately, which in itself is a great leap forward. Are all of these titles actuallyattached to specific buildings? Anyway, good work, well done!

Belisario
07-07-2008, 18:23
Thank you for your amazing work! It would be nice to collaborate with you in the development of a mod based on medieval periods. I've spent a lot of time to discover the secrets of campaign maps development (MapTex, Lukupmap...) but I never finished a work. What type of mod have you in mind? Since MTW and XLMod cover the map of Europe and the Mediterranean basin, I think in a mod which cover a special geographical and historical context of the MTW map. In other words "a scenario mod" like the Viking campaign itself or the mod Reconquista by MonkWarrior and the sub-mod Punic Wars of Ancient TW by MacsenRufus.

I would like to make a mod based on the Western Mediterranean (the reason is totally subjective), and in fact I've begun to erase the names and sea borders of the MTW original Maptex using the clone tool in Gimp. I encourage you and other guys to talk about other alternatives. Maybe we have the chance of doing the "mod of mods".

TosaInu
07-08-2008, 20:38
Hello,

Tyberius files can also be downloaded here:
https://forums.totalwar.org/vb/local_links.php?linkid=641

Tyberius
07-09-2008, 06:11
Excellent mod! At first glance i didn't think much had changed in this update, but it has. The thing i like best is the new titles you have brought in for certain factions, particularly thoose conferring command points. Asa result of this, for the first time in any medieval mod, the HRE does not collapse immediately, which in itself is a great leap forward. Are all of these titles actuallyattached to specific buildings? Anyway, good work, well done!Opps, I forgot to list the new titles, but, I think they are a good surprise..I've made just one mistake, I gave titles with command points to the byz! maybe a patch...


Thank you for your amazing work! It would be nice to collaborate with you in the development of a mod based on medieval periods. I've spent a lot of time to discover the secrets of campaign maps development (MapTex, Lukupmap...) but I never finished a work. What type of mod have you in mind? Since MTW and XLMod cover the map of Europe and the Mediterranean basin, I think in a mod which cover a special geographical and historical context of the MTW map. In other words "a scenario mod" like the Viking campaign itself or the mod Reconquista by MonkWarrior and the sub-mod Punic Wars of Ancient TW by MacsenRufus.

I would like to make a mod based on the Western Mediterranean (the reason is totally subjective), and in fact I've begun to erase the names and sea borders of the MTW original Maptex using the clone tool in Gimp. I encourage you and other guys to talk about other alternatives. Maybe we have the chance of doing the "mod of mods".
Sounds good, maybe something about spanish-moorish-venetian wars? about the time of the "batalla de Lepanto"?..

Kaidonni
07-10-2008, 12:19
Uh-oh...er, I think the concept of me modding M2TW has just gone down the drain. Why, Tyberius? WHY?! You just HAD to create a great mod for a great mod! :laugh4:

Tyberius
07-10-2008, 18:15
Hello,

Tyberius files can also be downloaded here:
https://forums.totalwar.org/vb/local_links.php?linkid=641Thank you TosaInu for hosting my files. I think the local server is faster and safer.

Cheers

Tyberius
07-11-2008, 19:03
Update patch for Tyberius mod 2.0

Problems corrected:

1.- Added portraits of inquisitors and grand inquisitors for the order factions
2.- initial Teutonic knights units on late now are the XL type and can be retrained
3.- corrected axe animations for the norse archers
3.- corrected shield animations for the norse archers
5.- almughavars and armoured almughavars now have shooting animation
6.-corrected sword fight animations for: Early royal knights, feudal knights, mounted nobles, norman knights, scottish lancers, early naxarars, chernye klobuki, byzantine lancers, armenian heavy cavalry and mounted squires.

Features added:
1.- new shields for the Feudal sergeants
2.- improved shields for the italian mercenary cavalry
3.- improved shields for the coustillers (the dragon is black for all factions)


Tyberius Update Patch 2.1 (http://www.atomicgamer.com/file.php?id=70665)

Baron von Manteuffel
07-11-2008, 23:41
@Tyberius: The 2.1 patch appears to be cosmetic, so is it save game compatible ? Did you include the princess portraits for the order factions too ? Thanks ~:)

Tyberius
07-12-2008, 12:25
@Tyberius: The 2.1 patch appears to be cosmetic, so is it save game compatible ? Did you include the princess portraits for the order factions too ? Thanks ~:)Yes, the 2.1 patch is merely a bug killer and is fully save compatible, But the princesses are in the basic 2.0 mod, including princess arwen and a blonde beauty and a gorgeous redhead, (lucky those who will marry them).

Kaidonni
07-12-2008, 12:57
AtomicGamer is down right now - will the changes in 2.1 show up in current campaigns, or would I have to start a new campaign to see them?

Tyberius
07-12-2008, 17:08
AtomicGamer is down right now - will the changes in 2.1 show up in current campaigns, or would I have to start a new campaign to see them?All changes will show up in current campaigns, except for the two initial teutonic knights units on a previously saved late period Teutonic Order campaign, because once created, units can't be changed. Although a new campaign will display the right units at the start.

Baron von Manteuffel
07-12-2008, 17:50
Yes, the 2.1 patch is merely a bug killer and is fully save compatible, But the princesses are in the basic 2.0 mod, including princess arwen and a blonde beauty and a gorgeous redhead, (lucky those who will marry them).

Perhaps it was just my download (hope not), but while playing with the Teutons, I was offered an alliance (princess) from the Hospitallers and got the error message of "portrait not found". I simply copied the Catholic princess folder into the order factions folder. Minor stuff and still an excellent mod. Thanks ~:)

Tyberius
07-12-2008, 19:16
Perhaps it was just my download (hope not), but while playing with the Teutons, I was offered an alliance (princess) from the Hospitallers and got the error message of "portrait not found". I simply copied the Catholic princess folder into the order factions folder. Minor stuff and still an excellent mod. Thanks ~:)I think that you should have downloaded my mod very early, because I've uploaded it two times. On the first I've noticed the lack of princesses so I've added they on the second...two hours later. just, download TM 2.0 again, add the TmusicPack and the TP 2.1, no problem with the savegames.

Baron von Manteuffel
07-12-2008, 19:22
I think that you should have downloaded my mod very early, because I've uploaded it two times. On the first I've noticed the lack of princesses so I've added they on the second...two hours later. just, download TM 2.0 again, add the TmusicPack and the TP 2.1, no problem with the savegames.

Thank you Tyberius. :yes:

Baron von Manteuffel
07-13-2008, 20:42
Hi, I wanted to know if all the factions are supposed to be able to build the trading post/merchant? I'm using the Papacy 'high era' and can't build them. What are the specifics for building the trading post/merchant buildings? What do you need to build them? Which factions can build them? I thought all factions could build them. Thank you for your help.

Tyberius
07-14-2008, 05:38
Hi, I wanted to know if all the factions are supposed to be able to build the trading post/merchant? I'm using the Papacy 'high era' and can't build them. What are the specifics for building the trading post/merchant buildings? What do you need to build them? Which factions can build them? I thought all factions could build them. Thank you for your help.

Building prerequisites:

Trading post: Fort
Merchant: Keep, Trading post
Merchant's guild: Castle, Merchant
Master Merchant: Citadel, Merchant's Guild

The main prerequisite to build the trading post chain is that any tradable goods must be present on the province
All factions can build the whole chain in all periods.

Baron von Manteuffel
07-14-2008, 12:12
Building prerequisites:

Trading post: Fort
Merchant: Keep, Trading post
Merchant's guild: Castle, Merchant
Master Merchant: Citadel, Merchant's Guild

The main prerequisite to build the trading post chain is that any tradable goods must be present on the province
All factions can build the whole chain in all periods.

Thank you for the response. I finally figured it out last night. I tried the Papacy 'Late era', and took Naples from the rebels which does have tradable goods. ~:)

Raz
07-14-2008, 13:23
I've started a new campaign as the Castile-Leonise in the early period... and I must say Tyberius, you've really outdone yourself. Everything is so beautiful, even that old campaign map has been reworked, and I've noticed that it's been reworked quite a lot, like the names of the provinces and the pictures of whales and ships on the sea regions - and did I notice the borders have changed too? :grin:
This really has exceeded my expectations, thank you Tyberius - Whenever the wind rattles the tiles on my roof, I'll hit that escape key just so I can see that wonderful loading screen and think of you...
Joking of course. ~:joker:

Belisario
07-14-2008, 17:53
Sounds good, maybe something about spanish-moorish-venetian wars? about the time of the "batalla de Lepanto"?..

I think about an early date and three start periods:

1. Early, 1065 AD: Christian Iberia splitted in many kingdoms after the death of Fernando I el Magno, the taifa kingdoms/emirates and the emergence of the Almoravids in southern Morocco.

2. High, 1157: the so-called "Spain of Five Kingdoms" (Portugal, Leon, Castile, Navarre, Aragon), the Almohad Caliphate, the Andalusian kingdom/emirate of Murcia and Valencia under Muhammad ibn Mardanish, and the Almoravid redoubt of the Balearic emirate under the Banu Ghaniya dynasty.

3. Late, 1230: Castile and Leon permanently united under Fernando III el Santo, the Crown of Aragon under Jaume el Conqueridor, the Almohad Caliphate on the point of collapse, the emergence of the Marinid, Abdalwadid, and Hafsid dynasties in North Africa, and the golden twilight of Muslim Iberia, the Emirate of Granada under the Nasrid dynasty.

I've focussed this schematic presentation on Iberian and North African events, but I would like to include Italia, a huge part of France (above all the Languedoc area), and southern Germany (HRE interventions in Italian conflicts).

Kaidonni
07-14-2008, 22:21
Hehe, I think a quick 2.2 is in order - Tyberius spelt Greece as 'Grece' on the new campaign map (the province scroll is just fine). :laugh4:

I sure know how to have fun, eh? :smash:

Tony Furze
07-15-2008, 16:37
Hello, Tyberius.

Is the mod compatible only with XL 3.0 or can I apply it to the XL light version of 2.0? The 3.0 is a 146 MB download, which is 3 hours approx on my computer. We're only allowed 2 hours of electricity at a time in Karachi...

I already have Viking Horde's smaller mod XL with the patch.

Thanks.

Tyberius
07-16-2008, 11:28
Hello, Tyberius.

Is the mod compatible only with XL 3.0 or can I apply it to the XL light version of 2.0? The 3.0 is a 146 MB download, which is 3 hours approx on my computer. We're only allowed 2 hours of electricity at a time in Karachi...

I already have Viking Horde's smaller mod XL with the patch.

Thanks.See, XL 3.0 mod is no more than XL 2.0 + the patch, Indeed, I have the 2.0 + the patch, and over it I have installed my own mod. so it's perfectly compatible.

Tony Furze
07-16-2008, 13:46
Thanks, Tyberius!

That's great.

All the best, and thanks for all the work you've put in.

Tyberius
07-17-2008, 07:14
Hehe, I think a quick 2.2 is in order - Tyberius spelt Greece as 'Grece' on the new campaign map (the province scroll is just fine). :laugh4:

I sure know how to have fun, eh? :smash:Oops, That's was beacause I'm spanish native speaker and in spanish greece, are spelt as "grecia" with one "e", by the way, what's the use of that extra "e"? :juggle2:

Kaidonni
07-17-2008, 15:30
Hehe, even though I fancy myself as a Spelling, Punctuation and Grammar Nazi, I can sympathise. In English, I believe that 'Greece' and 'grease' sound very familiar - why aren't they spelt the same as one or the other? Then there's 'buoy,' where I prefer the Americanism, where you say it how it's spelt ('boo-ee' or something), not as 'boy.' :smash:

Of course, this also made me think of the Two Ronnies and the 'Fork Handles' sketch. :laugh4:

Baron von Manteuffel
07-18-2008, 05:37
@Tyberius - In the 'High campaign', the Chernye Klobuki cavalry have a cost of 2755. ~:)

Tyberius
07-18-2008, 10:51
@Tyberius - In the 'High campaign', the Chernye Klobuki cavalry have a cost of 2755. ~:)
It seems it's gonna be a 2.2 patch, but, you can edit on the mtw_xl_high_unit_prod11.txt by deleting the last 5. the correct value is 275.

oz_wwjd
07-21-2008, 12:32
Thanks for the mod tyberius.You've outdone yourself this time,as everyone else has said,but I have a question:Why are the Byzantine Skutatoi and Kontarioi only buildable in the byzantine provinces,as in version 1 I could build them just about anywhere I captured reasonably quickly.in my current campaign half ofthe known world has decided on naval-warfare 1.01 and the lack of being able to ship reinforcements in is well annoying at best,some local garrison troops apart from vanilla spearmen would be great.

Bill Westwater
07-21-2008, 12:43
Hi, I know the next patch is only intended as a minor 'cosmetic' one, not changing anything anything major, but there are one or two things that could do with changing, particularly in the high period. The Seljuks are generally wiped out within 10 or 15 years, as are the Egyptians. This often happened in the original XL mod, but has become more frequent in your mods, particularly 2.0. What could be done to remedy this is
1) Take away any offices conferring command stars from Byzantines, Crusaders and Armenians.
2) Make Turkish infantry such as Saracen infantry available in Anatolia, Armenia, lesser Armenia and Nicaea, and Trebizond.
3) Give the Egyptians more military infrastructure in Syria and Edessa.

After all in the 13th century it was the Crusader states and Byzantium that were struggling to survive, not the Seljuks or the Ayyubids.

By the way, great mod.

Tyberius
07-21-2008, 16:38
Thanks for the mod tyberius.You've outdone yourself this time,as everyone else has said,but I have a question:Why are the Byzantine Skutatoi and Kontarioi only buildable in the byzantine provinces,as in version 1 I could build them just about anywhere I captured reasonably quickly.in my current campaign half ofthe known world has decided on naval-warfare 1.01 and the lack of being able to ship reinforcements in is well annoying at best,some local garrison troops apart from vanilla spearmen would be great.

Maybe I have gone too far with te concept of "special troops only in your homelands" so it would be harder to expand for every faction, so I think I messed up somehow with the balance. That's a problem only with the pagan, muslim and orthodox factions since the catholics can train almost the whole feudal-chivalric chain of units on every province. On the 2.2 patch I will try to "expand" homelands for some medium units or make them buidable by faction regardless of the province. I will let the byzantines to train everywhere the skutatoi, byzantine cavalry,byzantine lancers, and byzantine infantry, but not the kontarioi, wich I will make available on every byzantine province (including the islands, the former byzantine province of naples, rum, lesser armenia, serbia and moldavia) that's because myself would train only kontarioi instead of skutatoi if I could.


Hi, I know the next patch is only intended as a minor 'cosmetic' one, not changing anything anything major, but there are one or two things that could do with changing, particularly in the high period. The Seljuks are generally wiped out within 10 or 15 years, as are the Egyptians. This often happened in the original XL mod, but has become more frequent in your mods, particularly 2.0. What could be done to remedy this is
1) Take away any offices conferring command stars from Byzantines, Crusaders and Armenians.
2) Make Turkish infantry such as Saracen infantry available in Anatolia, Armenia, lesser Armenia and Nicaea, and Trebizond.
3) Give the Egyptians more military infrastructure in Syria and Edessa.

After all in the 13th century it was the Crusader states and Byzantium that were struggling to survive, not the Seljuks or the Ayyubids.

By the way, great mod.

I have been noticing that problems too, The byzantine just pass over the seljuks with their 9 star monster-generals.
As I said on a post before most of the stars of the byzantine titles will be gone on 2.2
as for the crusaders and armenians.

When playing with the seljuks, is problematic not to have access to reliable infantry on the conquered territories, so, I will expand saracen infantry to the territories mentioned, also khwarazmian swordsmen and khwarazmian cavalry. Also will make ghulam cavalry to be available on all provinces since "ghulam" means "slave" (a special kind) I think they shouldn't be arranged to a specific homeland, and that would help the Almohads and the Ayyubids as well.

As for the Ayyubids, I will add some more advanced training facilities on their starting provinces.

Thank you very much for your feedback and constructive criticism, that helps to make this a better mod. keep doing it please!


Cheers to all,

Ciaran
07-21-2008, 19:17
What an amazing mod, and so far all I´ve done is played a few custom battles. Your new graphics truly make it shine, fantastic work. Now, if only I had the time to properly sit down for a campaign game like in old times...

seireikhaan
07-22-2008, 10:20
Tyberius, this is just sort of a personal preference thing, but I'll admit there's one particular thing I don't like too much about the mod, and that is that the Almoravids start with Tunis/Algiers. I kinda preferred the almos the way they were when they only had Morocco in North Africa, but like I said, its not a big issue and its just one person's preference.

Tyberius
07-22-2008, 16:14
Tyberius, this is just sort of a personal preference thing, but I'll admit there's one particular thing I don't like too much about the mod, and that is that the Almoravids start with Tunis/Algiers. I kinda preferred the almos the way they were when they only had Morocco in North Africa, but like I said, its not a big issue and its just one person's preference.I didn't made modifications on this point from the original XL mod, maybe on Vanilla MTW-VI it was that way, It's been too long since I played a vanilla campaign that I don't remember the original positions...

Baron von Manteuffel
07-23-2008, 04:47
Maybe I have gone too far with te concept of "special troops only in your homelands" so it would be harder to expand for every faction, so I think I messed up somehow with the balance. That's a problem only with the pagan, muslim and orthodox factions since the catholics can train almost the whole feudal-chivalric chain of units on every province. On the 2.2 patch I will try to "expand" homelands for some medium units or make them buidable by faction regardless of the province. I will let the byzantines to train everywhere the skutatoi, byzantine cavalry,byzantine lancers, and byzantine infantry, but not the kontarioi, wich I will make available on every byzantine province (including the islands, the former byzantine province of naples, rum, lesser armenia, serbia and moldavia) that's because myself would train only kontarioi instead of skutatoi if I could.



I have been noticing that problems too, The byzantine just pass over the seljuks with their 9 star monster-generals.
As I said on a post before most of the stars of the byzantine titles will be gone on 2.2
as for the crusaders and armenians.

When playing with the seljuks, is problematic not to have access to reliable infantry on the conquered territories, so, I will expand saracen infantry to the territories mentioned, also khwarazmian swordsmen and khwarazmian cavalry. Also will make ghulam cavalry to be available on all provinces since "ghulam" means "slave" (a special kind) I think they shouldn't be arranged to a specific homeland, and that would help the Almohads and the Ayyubids as well.

As for the Ayyubids, I will add some more advanced training facilities on their starting provinces.

Thank you very much for your feedback and constructive criticism, that helps to make this a better mod. keep doing it please!


Cheers to all,
Hi, I'd like to go back to this. Would it be unreasonable to make the Janissary Heavy Infantry easier to recruit? You need the fortress ($8000), Grand Mosque ($1000), Military Academy ($1000), then if you're playing on the large unit setting they cost something like $1250 each. The Grand Mosque is a unique building too, so once you achieve all of the above, that province is the only place in the world you can recruit them at. Historically, I don't believe the Janissaries were that rare. I don't know, maybe I'm wrong on this idea but if your looking for balance, easier access to these would help the Turks. ~:)

oz_wwjd
07-23-2008, 10:48
well if you were going to remove the byzantine command stars you'd have to go something about the Silicians and Serbians command bonuses as well,because I usually crush both of them as soon as possible.When i did this in my most recent campaign I got both factions titles to assign to my generals as I pleased and by doing this I was able to create 3 6-star generals within the space of a year or so...

Bill Westwater
07-23-2008, 11:01
In the interests of balancing you might want to take a quick look at the late era. You have beefed up the Golden Horde, which was much needed. I think you have gone a bit far. The other day, playing as the Turks i saw, by the early 1330s Russian, Novgorod and Lithuania had all beeen destroyed. When i started a game as the Russians in late on the very first move, my force of around 200 was attacked by nearly 1000 GH. Game over! I think Russia, Novgorod, Lithuania, and the Ottomans all need to start with more units, maybe not a lot, but some.

Raz
07-23-2008, 14:37
Or perhaps different starting positions?

naut
07-23-2008, 16:17
Your graphics are divine. :2thumbsup:

Tyberius
07-23-2008, 21:35
well if you were going to remove the byzantine command stars you'd have to go something about the Silicians and Serbians command bonuses as well,because I usually crush both of them as soon as possible.When i did this in my most recent campaign I got both factions titles to assign to my generals as I pleased and by doing this I was able to create 3 6-star generals within the space of a year or so...The byzantines have an harcoded advantage of giving birth to 5-7 stars princes all the time so it's the only faction that will be unfavoured in this aspect, maybe you are a bit partial since you play Byz as your favourite faction but I was playing Cumans, Turkish, Bulgarians, Ayyubids etc. and it was so hard because always the byz ruled the entire world,seas and so....and when playing the byzantines it was so easy! by the way, I won't wipe out all stars-giving offices, just leave the three original ones, plus constantinople and trebizond (giving 2 stars each!)

Baron von Manteuffel
07-26-2008, 09:16
Tyberius, In the Late campaign the English cities Wessex and Mercia start with the metalsmith but they do not have the resource iron.

Ciaran
07-26-2008, 10:04
So? That only means that, should the metalsmith building line be destroyed, it can´t be rebuilt.

Baron von Manteuffel
07-26-2008, 16:57
So? That only means that, should the metalsmith building line be destroyed, it can´t be rebuilt.

Obviously, but I thought it might be an oversight. Apparently it is to give the English an advantage, although their already one of the easiest factions. :stupido3:

Tyberius
07-30-2008, 01:42
Tyberius Update Patch release 2.2

Problems corrected:
1.-Chernye Klobuki now have the right cost of 275 fl.
2.- some generic units such as skutatoi, ghulam cavalry, Saracen infantry and others now can be trained on all faction owned provinces or have their homeland expanded.
3.- Eliminated the majority of offices conferring stars to the Byzantines.
4.- Corrected some balance issues: fatimids on high now starts with more/better units and have better infrastructure on Syria and Palestine. Seljuks starts with more/better units on high and late. Lithuanians, russians and novgorods have better chances to survive on late.
5.- Metalsmith removed from English provinces of mercia and wessex on high and late
6.- Charge animation given to the arquebusiers unit




Features added:
1.- New campmap Panel and minimap frame
2.- Viking games now have the same graphic upgrades as the medieval campaigns. And various units added: lowland clansmen, irish horsemen, norse archers, gael gaedhil, Scottish cavalry, hobilars, saxon warriors, drangar, highland warriors.
3.- 8 new trade goods: Amber, Walrus Tusks, Horses, Textiles, Cattle, Beer, Camels and Olives, added, almost all provinces have at least one trading product.
4.- Forest resource added, along with two new buildings to exploit the resource: Lumberjack and Sawmill, instead of the forester’s chain.
5.- New building: iron mine added, exploits iron resource, prerequisite to metalsmith.
6.- New shields/weapons for the Balkan warriors, Late Ghulam bodyguards, gochos, nizaris, hashishin, psiloi and ghazi infantry
7.- New unit icons for Almohad urban militia, Balkan warriors, Karelian Warriors and Gochos.
8.- New info pics for the Mounted squires, Khwarazmian swordsmen and Foot faris


Changes:
1.- Unit name changes: Vikings to Drangar, Trebizond archers to Toxotai, Viking huscarles to Huskarls,
2.- higher value trade goods slightly lowered
3.- Military academy now depends only on the fortress to be built, no longer an unique building.
4.- Rebel units on Georgia and trebizond are no longer Byzantine type.
5.- Added a land bridge between Sweden and Finland (those provinces are in fact adjacent)

Tyberius Update Patch 2.2 (http://www.atomicgamer.com/file.php?id=71144) (Atomic Gamer)

Optional Add on:
Corrected map, (spells “Greece” instead of “Grece”) also shows the Sweden-Finland land bridge.

Tyberius Map update 2.2 (http://www.atomicgamer.com/file.php?id=71146) (Atomic Gamer)

Martok
07-30-2008, 03:31
3.- 8 new trade goods: Amber, Walrus Tusks, Horses, Textiles, Cattle, Beer, Camels and Olives, added
You sir, are a great man. ~:cheers:

Baron von Manteuffel
07-30-2008, 04:54
I can't seem to get this file (patch 2.2) from Atomic Gamer. After waiting and waiting it still says 3 minutes to go and it never refreshes. I right click on it and manually refresh it and it tells me okay you may download now, but when I try I receive this message: Sorry, but the file you requested could not be found. Please use our searching or browsing capabilities on the left side to help you find the file. :no:

seireikhaan
07-30-2008, 08:50
Yikes, those are some pretty big changes. I must admit, I'm a bit curious as to how the land bridge between Sweden and Finland will work out; I think there could be some interesting scenarios arising now out of it.

Also, out of curiosity, what do the sawmills and lumberjacks do? Are they strictly an income earner?

Bill Westwater
07-30-2008, 10:51
Looks great, will download and play it tonight.

Kaidonni
07-30-2008, 12:02
The optional add-on is no longer available. It insists, instead, that I am interested in downloading a demo for something called Galactic Dream: Rage of War...:no:

EDIT: Finished waiting for the first 2.2 download, the main fix, but once I have done so, it says the file is no longer available for download...:(

Tyberius
07-30-2008, 22:09
The optional add-on is no longer available. It insists, instead, that I am interested in downloading a demo for something called Galactic Dream: Rage of War...:no:
EDIT: Finished waiting for the first 2.2 download, the main fix, but once I have done so, it says the file is no longer available for download...:(

I can't seem to get this file (patch 2.2) from Atomic Gamer. After waiting and waiting it still says 3 minutes to go and it never refreshes. I right click on it and manually refresh it and it tells me okay you may download now, but when I try I receive this message: Sorry, but the file you requested could not be found. Please use our searching or browsing capabilities on the left side to help you find the file. :no:

Sorry guys, it must have been a corrupted upload. but I have uploaded both files again and downloaded them myself, so now you should be able to do so, with no problems. just click on the same links.


Looks great, will download and play it tonight.
Now you can.... :P

Yikes, those are some pretty big changes. I must admit, I'm a bit curious as to how the land bridge between Sweden and Finland will work out; I think there could be some interesting scenarios arising now out of it.Indeed, I've discovered Playing the Swedes, that expanding the frontline for the Swedish and for the Novgorods, via Finland has proved to be a lot of fun and a worthy variable and relief (or struggle) for both kingdoms.


Also, out of curiosity, what do the sawmills and lumberjacks do? Are they strictly an income earner? They work equal to a mine and mine complex, no more and no less.


You sir, are a great man. ~:cheers:I know, I know.... but thanks a lot anyway...:clown:

Baron von Manteuffel
07-30-2008, 22:29
Thank you all for your support, I'm so glad that you were expectant for my little contribution to a GREAT game and to a GREAT mod... I just want to know all good and bad experiences the mod has to offer.. and really I would like very much to asociate with two or three people (An Historian, one or two campaign programmers) to make the "mod of mods" someting based on medieval periods, near XL and BKB's but with more extended game time and even more units, using the mirror units and the dismounts to boost their numbers. Sadly I have found that all non-agent-mount-ship-crusade units added beyond slot 256 makes the period that utilizes this unit prod file to CTD on custom battle mode...That's why I didn't included the nearly 30 units I created to be dismounted units, like Bedouin foot warriors (dismounted bedouin camels), Saharan infantry (dismounted saharan cavalry) Royal foot knights (dismounted royal Knights) or foot boyars (dismounted boyars)... I have All this units on my own copy of the tyberius mod, but I make myself sure not to play custom battles...


Again: thank you guys for your interest on this mod..
cheers to all.

Is it possible to get a copy of this version with the understanding of no custom battles? I'd love to have more units for this excellent mod and I never really play custom battles anyway. Thanks for the 2.2 patch. ~:)

Kaidonni
07-30-2008, 23:19
Erm...what files to do with the presentation of the display did you change, Tyberius? I ask this because when I'd installed the two new patches, I loaded up the game...and black screen of death. Combined with blue screen of death on the other monitor in my bro's dual monitor set-up. Granted, I'd played RTW before, trying out a mod that, when I alt-tabbed, screwed everything up and almost led me to need to reboot...

This is the first time I've ever had any trouble running the game...could it be that, since as when I managed to knock out RTW, it didn't put the resolution of the second monitor back to it's default 1280x1024? And loading up MTW pushed it over the edge?

I also have to implement the two campaign map buttons to bypass any CTD issues on the campaign map normally, also, so is it safe to replace the ipnext and ipprev buttons with the ones from Napoleonic Total War?

EDIT: I don't mean to be rude...but...is it possible I could have a version of the main 2.2 patch minus any changes to the review panels, etc, if any changes to the display messed my game up? Thanks in advance.

Baron von Manteuffel
07-31-2008, 04:27
I just wanted to say great job with the 2.2 update patch. It runs flawlessly on my system, although my computer is 6 years old. I upgraded my NVIDIA drivers about 1 year ago to one of their latest beta drivers and while RTW ran great, MTW did not. I don't think the game responds well to high end video cards, Direct X, antialiasing, etc. You can try lowering the strategic map resolution and the battle map resolution in options/video, if you haven't done that already. Good luck to you. ~:)

Kaidonni
07-31-2008, 09:50
I'm about to try loading up again now, didn't have a second chance last night. The resolutions are just fine, it wasn't until AFTER my alt-tabbing issue with RTW that I had the two black screens (the blue screen only appears for some reason due to the dual monitor set-up and the shunting of resolutions, it used to be black and there should have been a smaller version of my bro's desktop background in the middle...). I'm figuring, hopefully, that it was that alt-tabbing issue that did something, closing RTW didn't solve it, and loading MTW must have pushed it over the egde...

EDIT: Yep, works fine now. Also, I haven't needed to use those campaign map buttons from NTW (the ones Peter_de123 found fixed the CTD issues). So, don't need to ask for any version of the mod without any graphical changes, all is fine now. Must have been that other thing. You see, I'd alt-tabbed from RTW, but seeing as how I'd only just installed it, I hadn't got around to setting the resolution properly. On alt-tabbing, I had a whole world of pain as the main monitor screen was black, and I couldn't get anywhere else or back into RTW. Using alt-F4 was my final solution to that...but only I don't think it put the resolution on the dual monitor set-up back (lower resolutions shunt windows, etc, to the right, and closing RTW didn't put anything back, unlike MTW...).

EDIT 2: Sorry for getting so panicky. Was just kinda worried, LOL. That said, just took a peek at the changes made, and I must say, love what you've done to the map, Tyberius. All those extra trade resources help spice the game up more. There used to be a whole load of provinces that weren't very useful (such as Finland), now they're a bit more enticing. Love the extra resources and trade goods. :)

oz_wwjd
07-31-2008, 10:58
One other thing:will the update work with v 2.0 campaigns or will we have to start over,cause when I updated from 1.0 to 2.0,it did some wierd things to my armies..

Tyberius
08-01-2008, 20:40
One other thing:will the update work with v 2.0 campaigns or will we have to start over,cause when I updated from 1.0 to 2.0,it did some wierd things to my armies..Any campaign started with 2.0 or 2.1 will work fine with 2.2 with the exception of the new trade goods and resources,the landbridge between sweden and finland, that will show up only in new campaigns. also some stuff like the stars of the byzantines titles and the metalsmiths on england will stay in old savegames.

Tyberius
08-01-2008, 20:44
Is it possible to get a copy of this version with the understanding of no custom battles? I'd love to have more units for this excellent mod and I never really play custom battles anyway. Thanks for the 2.2 patch. ~:)
Let me see what I can do about that, maybe I can make a mini pack with those and fix the ctd's.

naut
08-15-2008, 12:39
I was wondering if I could make use of two of your review_panel/UnitIcons images?

Tyberius
08-16-2008, 04:21
I was wondering if I could make use of two of your review_panel/UnitIcons images?
Please, be my guest, The fact that someone could find something of my work useful, only makes me happy, I don't believe in the copyright stuff. All the people of the guild are free to use it. :blink:

Axalon
08-16-2008, 21:42
Hi Tyberius,

I thought it was my turn to visit your thread. How are things going with the info-pics? Did you have any use of my input? - If you generally think that I should keep the “advanced whining”-mode to my self, just tell me so and I will. If so, I will leave it back at home and right away switch to “happy basic”-mode instead, even if it might not be as useful, interesting and evolving for you as an artist. That is, if you still might be interested of my input in that area in the future.

I have been thinking on what you said earlier and think you are 100% right, we few MTW-modders should stick together since we probably are a dying breed. MTW is six years old and to the average player, I guess, it does no longer hold the beauty that you, I and few others see in it. In that spirit I have brought with me a little problem that I thought perhaps you could help me out with. If you are interested to help me here I would sure appreciate it and definitely credit you for it. Regardless, I clearly don’t have what it takes to solve this one, but I thought perhaps you do. This is the problem in question:

In the “redux\textures\men\HlPlArHm”-bif plate I have put in a crossbow (not anything fancy but still, its functional), because I always thought that MTW could use another plate of possible crossbowmen (as in light crossbowmen etc.), and I think that “HlPlArHm” is the right place to do it in. Now, I don’t know how to properly calibrate the numbers to get it to work in an acceptable fashion (or good) in the game. The bif-plate should have all the positions necessary for handling a crossbow, using the Arquebusiers positions, but I can’t make the boys to handle and hold the crossbow correctly. Also, I already know that the “loading moves” should be removed, so that’s no really the problem either.

What do you say Tyberius? Will you do it? Can you do it? I’m kind of hoping for that you can and will. If so, the timeframe is not the vital factor on this one, but the faster it happen the better it is. If not, well that’s a shame.

While on the subject on tactical “bif”-stuff in the game. Further down the road I will probably go and “buy/thieve” some weapons from your “smithy”, particularly some spears, maybe swords and possibly even a shield or two. Since your weapons and such really are among the best around since Viking Horde released his. Do I have your blessings to do this?


(I’ll credit you for sure, that much is at least certain)

- Cheers

Baron von Manteuffel
08-18-2008, 17:29
Tyberius I just wanted to say I think your work is excellent and very professional. You've really put a lot of polish on the XL mod. My only wish is that you could or would do the same on the BKB Supermod. That would be great! :2thumbsup:

Tyberius
08-20-2008, 01:31
Hi Tyberius,

I thought it was my turn to visit your thread. How are things going with the info-pics? Did you have any use of my input? - If you generally think that I should keep the “advanced whining”-mode to my self, just tell me so and I will. If so, I will leave it back at home and right away switch to “happy basic”-mode instead, even if it might not be as useful, interesting and evolving for you as an artist. That is, if you still might be interested of my input in that area in the future.

I do prefer the "advanced whining" mode, since I shall learn nothing from the "happy basic" one, don't you think?



I have been thinking on what you said earlier and think you are 100% right, we few MTW-modders should stick together since we probably are a dying breed. MTW is six years old and to the average player, I guess, it does no longer hold the beauty that you, I and few others see in it. In that spirit I have brought with me a little problem that I thought perhaps you could help me out with. If you are interested to help me here I would sure appreciate it and definitely credit you for it. Regardless, I clearly don’t have what it takes to solve this one, but I thought perhaps you do. This is the problem in question:

In the “redux\textures\men\HlPlArHm”-bif plate I have put in a crossbow (not anything fancy but still, its functional), because I always thought that MTW could use another plate of possible crossbowmen (as in light crossbowmen etc.), and I think that “HlPlArHm” is the right place to do it in. Now, I don’t know how to properly calibrate the numbers to get it to work in an acceptable fashion (or good) in the game. The bif-plate should have all the positions necessary for handling a crossbow, using the Arquebusiers positions, but I can’t make the boys to handle and hold the crossbow correctly. Also, I already know that the “loading moves” should be removed, so that’s no really the problem either.

What do you say Tyberius? Will you do it? Can you do it? I’m kind of hoping for that you can and will. If so, the timeframe is not the vital factor on this one, but the faster it happen the better it is. If not, well that’s a shame.

Well, that's a hard one, repositioning a crossbow should be the hardest thing to do in MTW modding, since crossbows are actually a "shield" item, you have to deal with four instead of two coordinates on the item animation files. normally to place a weapon you should just define a "line" between two points where the item is placed, with the crossbow you have to define a "plane". Said this, I must tell you that, yes, I can do it, but it will take some time. I will pm you when its ready.



While on the subject on tactical “bif”-stuff in the game. Further down the road I will probably go and “buy/thieve” some weapons from your “smithy”, particularly some spears, maybe swords and possibly even a shield or two. Since your weapons and such really are among the best around since Viking Horde released his. Do I have your blessings to do this?


(I’ll credit you for sure, that much is at least certain)

- Cheers
Of course you have all my blessings (although I'm far from being the pope :laugh4: )
You got to have in mind that the real secret about having a good looking weapon, besides the weapon's looks is the coordinates definition on the weapons.txt file.

For a width 1 spear,open the 12 frames on photoshop or similar, place the spearpoint two pixels away from any border on the texture_H_frame number.bmp, The spear pole must be 5 pixels wide and the spearpoint shouldn't be more than 1 pixel broader than the pole. Also important is to place every weapon or shield at least 6 pixels away from each other.
https://img115.imageshack.us/img115/482/spearpositionzo7.jpg

To define the coordinates, open the texture.bif(small one) on the bif reader. Always take two pixels up and down from the pole, and three from the the tip. otherwise you'll have the well known "toothpick" look.
https://img115.imageshack.us/img115/1097/speardefinitionao9.jpg

A similar action should be done for a sword or polearm, always take one extra pixel from the broader/longer side of the weapon.

For a shield you can define the top left corner exactly on the shield corner but the bottom right corner should be one pixel wider and one pixel lower, since the game seems to cut the last bottom right pixel lines out.
https://img115.imageshack.us/img115/2807/shielddefinitionbu0.jpg

If you want you can mail me your bif's and I will make the weapons.txt and shields.txt for each one.

Here's a little showcase of what I have done using your input (and some parts of your info pics):wink: .

TM Andalucian Cavalry
https://img115.imageshack.us/img115/6816/andaluciancavalryrr4.jpg

XL Bohemian Bowmen
https://img115.imageshack.us/img115/4817/bohemianbowmentp3.jpg

XL Coustilliers
https://img115.imageshack.us/img115/3597/coustilliersp7.jpg

XL Early Didebuls
https://img115.imageshack.us/img115/7168/earlydidebulsmo6.jpg

BKB English north Militia
https://img115.imageshack.us/img115/4154/englishmilitiaje9.jpg

MTW Feudal Foot Knights
https://img115.imageshack.us/img115/6331/feudalfootknightsfc2.jpg

XL Gael Gaedhils
https://img115.imageshack.us/img115/5166/gaelgaedhilho6.jpg

BKB Hebredian Warriors
https://img115.imageshack.us/img115/634/hebredianwarriorsim2.jpg

XL High Naxarars
https://img115.imageshack.us/img115/6654/highnaxararsrj0.jpg

TM Italian Mercenary Cavalry
https://img115.imageshack.us/img115/9092/italianlightcavalryey2.jpg

XL Norman Foot Knights
https://img115.imageshack.us/img115/9334/normanfootknightslm7.jpg

XL Norman Knights
https://img115.imageshack.us/img115/6638/normanknightssi3.jpg

TM Saxon Warriors
https://img115.imageshack.us/img115/3144/saxonwarriorsiu6.jpg

TM Swiss Guard
https://img115.imageshack.us/img115/7465/swissguarddh3.jpg

XL Voi
https://img115.imageshack.us/img115/3408/voilw5.jpg

Ciaran
08-20-2008, 09:35
Wow your info pics look, once again, brilliant. I especially like the Swiss Guard and the Feudal Foot Knight. The others are fantastic, too, but if I had to pick a favourite, those two would be it, plus the Arsenalotti from the other thread. :2thumbsup:

Axalon
08-20-2008, 23:55
Hello again Tyberius, I don’t seem to have the proper privileges in place to be as practical as you, so bare with me here…


“I do prefer the "advanced whining" mode, since I shall learn nothing from the "happy basic" one, don't you think?”
- Agreed


Furthermore, I am very happy that you will help me out with the crossbow-problem and fix it. I will prepare a mail for you shortly. Much appreciated Ty.

I will also read your stuff here regarding tactical inventories some more before I get the full hang of it all. But as far as I can tell, it seems that you are on the right track here. The “anti-toothpic” manoeuvres are definitely one of those things I was looking for. I might have some ideas of my own regarding spears that I want to try as well (if they work, then …!!!... and I will tell you all about it). Maybe we will discuss those later, we’ll see. Anyways, to me, one of the weaker areas in redux are that of the tactical bif-weapons area (it complies to MTW-standard but not much more) and it sure wouldn’t hurt to “spice things up” some in that section. This is stuff that are of course further down the road, as said earlier. However, it is very good to already know that I do have your blessings here, pope or not (you’re pope enough for me! Hehe!).


Now, I guess you are interested in what input I can offer you and your pics this time, so of to the whining part then….

("Advanced whining"-mode on…. Here we go….)



PIC 1

This is just…. One splendid piece of work. I could not have done this better myself, even if I wanted too. This is a masterpiece and I for one, think it deserves to be treated as such. (Oh yes, I am in whining mode here! Now to the more interesting parts for you) Why then?

Shape, light and composition are utterly correct and it all fits together creating the illusion and feeling that “this is indeed the way it is suppose to be and it has always been so.” Add on top of that, the special dim “MTW light” over it, making it easily mistaken for a CA original, thus it blends with the style of CAs original stuff without any effort made from, or arising any suspicions for, the spectator (as in “does this pic really go with the others?” Kind of thing.) There simply is that graphical continuity here with the CAs pics which I assume is in accordance with your plans.


PIC 2

Again a very, very good pic, light, shape and composition are first class. There are only three things I can complain about here, actually its just two since the third is not even by your making, it is the fault of the CAs artist (the grip-end on the sword it’s to short). Complaint 1 & 2 are the dots at the head near the chain mail (I can’t remember if I got them in mine as well). Otherwise, I could not have done this better. It is spot on and first class, and essentially masterpiece material. You got a really good angle on the shield and lion.


PIC 3
Again, first class…. The only thing I would have changed in this one is toning of the shield, because even if it is very faint, the shield still presents the question to the beholder; “am I external or am I not (especially the whitish section)”. - I suspect that you by now know were I’m going here. (By the way, this is some serious high-flying-whining and the pic is excellent enough as is. I guess that most people won’t even notice it).


PIC 4

Again…. Really and truly excellent pic. - Masterpiece (essentially for the same reasons as pic1. “I want to him-good!”). Again, I could not do this better. This one is among the best I have seen made for the game.


PIC 5

Again, first class…. Personally, I don’t like the pattern on the shield but I suspect that it relates with some rev-pic in XL, right? In that regard it functions and works just fine. No distortions that harms the overall impression of the pic, and it seems to me that you even bothered to throw in some “dust” to strengthen the illusion of space and depth, which by the way works its magic brilliantly.


PIC 6

Again…. One happy specimen of kick-ass excellence. Really great pic, actually reminds me of some similar stuff I did myself but never used it. But yours got better sharpness and your sword is probably better as well. And now that shield-pattern is used in an excellent manner. Have you done the castle as well or is it processed? It’s cool regardless. - I have only two problems with this pic, otherwise its all flying colours.

1. the upper line of the shield pattern (separating the white and black areas) I think you should straiten it out just a tiny bit more (this is some very delicate stuff) because it does not ad up with the surrounding material properly (it looks distorted). Straitening or bending it slightly would probably fix that.

2. The tone differences between the background and our cool hero here are too strong, let them blend some more, because now it is creating the feeling similar to that of an old theatre setting, as in painted scenery with an actor in front. And that’s not your plan, your plan is to make the two blend. The way I see it you have three options here; A you make the background more solid or B you tone down the hero making him blend better with the background (as in less opacity for insance) . C you do both to an acceptable level. Either A, B or C because I think this pic deserves it.


PIC7

This is also excellent work. Light, shape and composition are of the highest standard, and it could easily blend with CA material. Personally I think the hammer too small and perhaps to long (this of course being a matter of aesthetics and as such it is not that valuable for you. But, I am supposed to whine here and that’s the best thing I could come up with in this one! Within the borders of reason). However, if it is a XL-thing and it corresponds to that, then I would probably stick with the hammer anyway.


PIC 8

Again a very good pic. Light and shape are all in place. Even if the background works out it is dangerously near the problems of our cool hero from 2 pics above. I would probably strengthen the background slightly, just to be safe here. Now the only aspect that I could remark on otherwise is the composition. I get the feeling that the shield placed is too high and to much to the right. If you’re trying to camouflage any problems with the shield (If there are any, I can’t tell) just move the man rightwards and clone some on the background or something. And of course move shield downwards slightly, I am almost certain this will strengthen this pic further for you. All this, is of course, some high-flying-whining and the pic is very good already.

-----


Well Tyberius, that’s all advanced whining I could produce for you for the time being. Your work have improved immensely and moved into an entirely new level. You also shown that you are a fast learner and that you can apply what you learned. The most obvious part here being that you now let light do its magic for your pics and that the pics works as solid entities (as in, no obvious external parts). Light can be a really difficult aspect to master at times, but you have clearly shown that you can be in control of that, if you put your heart in it.

You are also rapidly entering the zone were whining ceases to be meaningful (at least on the level I can provide you with), if not already there, you most certainly will be. And if you keep this explosive learning curve up, I will probably end up coming to you for pointers! I can only congratulate you, because I think that you have become a better artist and it is with a bit of pride and joy that I feel that I have been somehow part of that development. Providing you with the necessary nudge into the “realm of light”, making you more aware of its importance.

By now you can probably can discover the full advantages and power of “dust and dirt” on your own and then in a major fashion shine with your pics. That is at least what I am hoping for here (I also think that the Korean boys should get second chance, so go and get them, and fix the “right” tone/blend on them because those pics deserve it).

I suspected that you had it in you, thus I decided it was worth the risk, and at the same time meaningful, to go “advanced” on your work. But I never expected that you would get here that fast. All I can offer you now, is the explicitly subjective and yet always entertaining and interesting debate on aesthetics and style (but it probably wont develop you as an artist, in a practical sense at least. But the endless debates about it, sure is fun). Other than that, I can’t offer you much more now than a “second opinion” on a pic if you should ever need one. All the rest I can offer here, you already know by now. My hat is off to you! May the colour-gods be with you, always…

("Advanced whining"-mode…. Turned off….)

- Cheers

Gyrfalcon
08-26-2008, 07:25
Hi, I am in a spot of bother with trying to install this mod. After installing everything, I am still met with the normal XL game (this has actually happened twice:embarassed:). I am not qiute sure where I have gone wrong, have I installed it in the wrong file (I used the default one). Any help would be appreciated as I really want to play this brilliant mod.

Axalon
08-26-2008, 15:56
Hi there Gyrfalcon,

I suppose a welcome to the Org is in order here and especially welcome to the MTW-corner of things. Now, I know that Tyberius is very busy, so I’ll take this one for him. Here is most likely your problem:


MTW-XL 3.0 install path:

"C:\Program\The Creative Assembly\Medieval - Total War - Gold Edition"


Tyberius XL 2.0 install path:

"C:\Program\Medieval - Total War"

That’s the difference between them, and thus you don’t get the Tyberius touch on your XL. Now if you make it so that they have the same install path you’ll be playing MTW-Tyberius XL 2.0 in no time.


- Enjoy!

Gyrfalcon
08-26-2008, 16:03
Thanks Axalon. So, just to clarify, it is the Tyberius install path that I need to alter to be the same as the XL install path, right?

Axalon
08-26-2008, 16:12
Yes, that's about it....

- Good Luck!

Gyrfalcon
08-26-2008, 16:55
I got it, eventually:2thumbsup: It looks so bright and vibrant! Now for the music pack etc.

Trapped in Samsara
08-27-2008, 13:29
Hi

I too wish to thank VikingHorde and Tyberius for their fantastic addons. Amazing work guys.

One small question, once I've installed XL 3.0 and Tyberius 2.x on MTW:VI what should I see during the opening (menu)screens to reassure me that the mods are correctly installed?

Perhaps one of the cognoscenti could post a screen shot, please?

Best regards
VGB

Trapped in Samsara
08-31-2008, 12:51
Hi

Yes: thought things weren't as they should be so I did a complete uninstall and reinstall of MTW, VI, 2.01, XL 3.0 and all the Tyberius .exes, ths time being careful to direct everything to C:\Program files\ Total war\Medieval total war, and OH MY GOD! Gorgeous, vibrant... sublime! The strategy map alone is just simply beautiful.

VikingHorde and Tyberius, you guys are going to go straight to heaven when your time comes. :2thumbsup:

Thank you.
VGB

Tyberius
09-01-2008, 05:46
Thank you Victorgb,for me and VH, I just did to the mod what I thought that could be improved, since the XL mod is great by itself.

Baron von Manteuffel
09-05-2008, 01:24
@Tyberius - The Gothic Footknights do not have any buildings assigned in the MTW_XL_LATE_UNIT_PROD11.TXT for their recruitment. Is that a mistake? Are you planning on working on any other projects? Thank you. ~:)

Turambar
09-05-2008, 06:41
Hi guys.I tried to download my first Mod today and i made the start with this tyberius mod that seems awesome.I added it to programm files/the creative assembly/medieval - total war - gold edition and then i installed it.I started the game and it hadthe tyberious XL mod at the background and such but when i pressed to start campaign the game didnt start but it stucked at the loadin screen and then the game closed automatically.Then i tried to start the gmae again but it says all the time Unable to find Deadpage Coords.do you know what has happened?can you help me please ?:help:

Trapped in Samsara
09-05-2008, 13:12
Hi

I am no expert but, (if you haven't already tried this) I suggest a complete reinstall from scratch, being careful to note exactly where the initial MTW installation goes and then being sure to direct everthing to the exact same location.

The above sorted me out.

Best o'luck
VGB

Horst Nordfink
09-11-2008, 11:11
Does this mod have to be installed OVER the XL mod? i.e do I have to install that mod first and install Tyberius' mod over the top?

Or am I ok to just go straight for Tyberius' mod?

Sorry if this has already been explained before, I did scan-read all three pages but couldn't find anything to tell me.

Cheers.

Trapped in Samsara
09-12-2008, 13:25
Hi

"Does this mod have to be installed OVER the XL mod? i.e do I have to install that mod first and install Tyberius' mod over the top?"

Yes.

Regards
VGB

Dodge_272
09-14-2008, 12:33
This mod is excellent. Thanks for putting it together.

Makes an already fantastic mod (XL) many times better.

Tyberius
09-21-2008, 10:52
Tyberius update patch 2.3 (and last)

Includes:
1.- more than 30 new info pics.
https://img115.imageshack.us/img115/9334/normanfootknightslm7.jpg
2.- About 15 new review panel/unit icons
3.- Arab Horse archers new unit (placed instead of the mounted nobles, redundant unit IMO)
Stats Equal to eastern horse archers, but steed slightly faster.
4.- Horsemen (medium cavalry) Available as basic cavalry unit for westerners. (weaker than the VI horsemen, just peasants or urban militia on horseback) can be trained everywhere by christians and pagans.

5.- Viking invasion campaign updated with some corresponding xl/tyberius units and graphics, such as the Lowland clansmen, irish horsemen, gael gaedhils, saxon warriors, drangar, norse archers, etc.


no longer availableTyberius Update patch 2.3[/URL]

Well, this is the last thing I'm gonna do about Xl/Tyberius patch. also I´ve made a complete version, including all tyberius patches AND the Xl mod sort of an "XL patched" (available on own thread)

cheers.

ragpick3r
10-07-2008, 05:45
Tyberius, your work is truly amazing. great job! I just downloaded the 3.0 XL and Tyberius 3.0 all in one install and it works great.

I was wondering if anyone had any info on the new units and stats. I found some info for the XL mod and the new units for it, but would like the info for all the upgrades in the Tyberius mod. Any help would greatly be appreciated. Thanks!

ragpick3r
10-07-2008, 07:28
Never Mind, I found the excel file within the download.... once again, you out-did yourself. Great Job!
I wish someone could put the XL units into a file like Tyberius did, that would be great! Thanks again.

Obliqueattack
10-07-2008, 14:07
Hi Tyberius!
You've done great work on the XL Mod.

Since installing your patch, I've noticed that "Quick Battles" have problems. The computer likes to give the player armies including serpentines vs armies including pikemen. The Serpentine crews become fragmented and wobble on the battle field. The Pikemen are similarly fragmented or absent with only the pikes showing. The other units in the "Quick battle" are OK.
I noticed this as soon as Patch 2 is installed; this didn't happen with XL mod before patch 2.0. The other patches up to 2.3 haven't changed this problem.
If you've already commented on this, please point me to the right post.

Still love the patch though.
Thanks
:yes:

Tyberius
10-09-2008, 06:35
Hi Tyberius!
You've done great work on the XL Mod.

Since installing your patch, I've noticed that "Quick Battles" have problems. The computer likes to give the player armies including serpentines vs armies including pikemen. The Serpentine crews become fragmented and wobble on the battle field. The Pikemen are similarly fragmented or absent with only the pikes showing. The other units in the "Quick battle" are OK.
I noticed this as soon as Patch 2 is installed; this didn't happen with XL mod before patch 2.0. The other patches up to 2.3 haven't changed this problem.
If you've already commented on this, please point me to the right post.

Still love the patch though.
Thanks
:yes:
The problem is that the game seems to use the Crusader_unit_prod_11.txt for the quick battles, and Tyberius 2.0 uses XL_unit_prod_11.txt, which uses different textures for the pikes and artillery crews (among other units), so Animations don't fit any more. So, regrettably quick battles were not intended to work for the XL-Tyberius mod, only Viking and Medieval Campaigns and Custom battles are Available.

Obliqueattack
11-22-2008, 09:12
Am I overlooking something here? I don't understand why my naval battles don't resolve.
I'm playing the Castillians, and I've got the Iberian peninsular surrounded with my ships in all the sea areas around it. Nearly every time I attack the Venetians (who also have ships in all the same areas) more often than not only one or even none of the battles resolve; the game just skips them and returns my fleets back to the none engaged mode. :wall:
Something of a drag with no land bridge to Morroco)
Any ideas?

Tyberius
11-23-2008, 02:18
Am I overlooking something here? I don't understand why my naval battles don't resolve.
I'm playing the Castillians, and I've got the Iberian peninsular surrounded with my ships in all the sea areas around it. Nearly every time I attack the Venetians (who also have ships in all the same areas) more often than not only one or even none of the battles resolve; the game just skips them and returns my fleets back to the none engaged mode. :wall:
Something of a drag with no land bridge to Morroco)
Any ideas? Ships have a speed value. Depending on what kind of ship are you fielding on your seas, speed is decisive if you want to chase down enemy ships. If you attack a Dhow or a Barque or a Dromon, with a Caravel or a Baggala or a Firegalley, surely te enemy ship will flee and outrun yours, and the battle will remain unresolved. try using faster ships like barques for corsair hunting.

Imperator Honorius
12-07-2008, 13:27
Are you going to reupload the 2.3 patch?

Axalon
12-09-2008, 01:37
For a period of over two months (21 Sep – 26 Nov) Tyberius have accepted credits for work he has not done. I know this, since I was the one who did that work. I will not stand for such behaviour. Not from Tyberius. Not from anybody. It is a matter of principle, pure and simple. I have the files to prove it if anyone tries to doubt me.

This is work done by me included in Tyberius 2.3 (and all these files are included in Tyberius Full Edition as well):


Unit Icons:

SteppeWarriors.LBM
RoundShieldSpearmen.LBM
RegularBowmen.LBM
MediumCavalry.LBM
FeudalManAtArms.LBM
ByzantineSpearmen.LBM


Unit Review-pics:

SteppeWarriors.BIF
RoundShieldSpearmen. BIF
RegularBowmen. BIF
MediumCavalry. BIF
FeudalManAtArms. BIF
ByzantineSpearmen. BIF


Info-pics:

BalkanWarriors.BIF
ByzantineLancers.BIF
IrishHorsemen.BIF
KnightsSantiago.BIF
RegularBowmen.BIF
RoundShieldSpearmen.BIF
SaharanCavalry.BIF
ScottishCavalry.BIF
Spearmen.BIF
SteppeWarriors.BIF

I did not receive any credits what so ever for that work either in Tyberius 2.3 or Tyberius Full Edition. In spite of the fact that Tyberius received permission to use these upon the condition that he would give me proper credits for my work. He never did. Thus I withdrew my permission since he failed to honour a simple agreement.


I have written this to state the facts.

- Axalon

Tyberius
12-15-2008, 15:06
Hi folks,
What Axalon states here is true, I made use of his images and forgot to give him credits for it. However it was a mistake, I had no intentions of receiving credits for something I haven't done.

The patches are going to be re-uploaded with images done by myself. I think I have demonstrated to be more than capable of doing all images as good as anybody could.

I will use this list that Axalon gently has provided to us and replace all the files corresponding to this list.

alvabsas
12-16-2008, 01:17
this new patch for xl 3.0 have a spanish languaje option also? i ask because you live in santiago right?

thanks.

gollum
12-16-2008, 05:50
Hi Tyberious,

i downloaded your mod and had a go with a few factions - i have to say that XL is not my cup of tea, but the graphical work you ve done on sprites is no less than five stars!

Amazing work - well done.

!it burns us!

alvabsas
12-16-2008, 09:15
ops! english, no cares. im translating the loc files. thanks for a great mod. we wait for 2.3, the work must be finished.

alvabsas
12-17-2008, 12:00
The Cuman Royal Cavalryman is replaced by a boat. some index bug maybe. please fix it.:smash:
thanks.

https://e.imagehost.org/0790/Dibujo.jpg

caravel
12-18-2008, 00:20
That's the pagan faction leader campaign map piece. It looks more like corruption to me.

oz_wwjd
12-19-2008, 07:19
It saddens me that Tyberius and Axalon had this dis-agreement over Tyberius failing to give acknowledgement for graphics that Axalon created, I do understand this point of view though.

Hopfully the re-created graphics will live up to the standards that the originals did,as I would hate to see such an excellent mod and all the work that was put into it,wasted,so to speak.

western
12-19-2008, 09:36
I agree with Oz Wwjd. Tyberius has done a truly great piece of work and - since it is unpaid and for the benefit of others - that cannot be said often enough :yes:

Geezer57
01-10-2009, 19:27
Finally got Tyberius Mod installed this morning (updated to 2.2) and started my first Volga Bulgar campaign. This mod is a very nice effort, I'm having tons of fun, no problems so far!

Panama Red
01-26-2009, 15:40
Tyberius:
Are you ever going to release a 2.3 fix to clean up the last of the small problems with your great mod ???:2thumbsup:

Tyberius
01-27-2009, 18:19
Patch 2.3 re-released!

the 2.3 patch (and last of the tyberius series) has been released again with the little modifications required, (info pics, and icons changed)

Tyberius patch 2.3 (http://www.atomicgamer.com/file.php?id=74436)

sorry for the inconvenients, enjoy it!

Panama Red
01-27-2009, 18:53
Tyberius:
Thank you for all your efforts on this great mod.:2thumbsup::yes:

Panama Red

Imperator Honorius
02-05-2009, 16:01
Thankyou very much for re-releasing it and for all the work you did to make this mod and so add to XL.

Ingersoll
02-06-2009, 05:05
Tyberius, are you still out there? I haven't seen any posts lately. Anyway: Thanks for the great Mod. I have been playing it for the last year since I discovered MTW-VI w/ XL mod and your mod added to it. Many hours of great playability, and very different results from each game. I also have enjoyed the Game Play accounts which are a realistic alternative history reading.

Tyberius
02-07-2009, 10:53
Tyberius, are you still out there? I haven't seen any posts lately. Anyway: Thanks for the great Mod. I have been playing it for the last year since I discovered MTW-VI w/ XL mod and your mod added to it. Many hours of great playability, and very different results from each game. I also have enjoyed the Game Play accounts which are a realistic alternative history reading.I'm still around, and checking my threads periodically, I'm ready to ask questions about my patches and make comments on your experiences playing it. by the way, Thank you very much again for your good critics to my work.

cheers,

Tyberius.

Garnier
03-05-2009, 21:16
Just one question, I use my own mod for the gameplay of MTW vanilla instead of XL, but I'd love to use your unit graphics, would it be possible for me to use your graphics in vanilla? You don't need to explain how to do it as I should be able to figure it out, but would it be straightforward?

Tyberius
03-09-2009, 09:25
Just one question, I use my own mod for the gameplay of MTW vanilla instead of XL, but I'd love to use your unit graphics, would it be possible for me to use your graphics in vanilla? You don't need to explain how to do it as I should be able to figure it out, but would it be straightforward?
Feel Free to use them
cheers

Ingersoll
04-24-2009, 05:04
Tyberius, I have spent many-many-many hours playing your MTW:VI-XL Mod 3, on expert mode. I have made an effort to play each faction to a winning position (60%), not all are easy ie: Armenians. BUT one of the best results is that now the game does not crash on exit since I loaded your MOD. That alone should win you mcuh Kudos, plus all of the time you spent putting it together (and noting other contributers where necessary :).

Dodge_272
10-14-2009, 17:13
Awesome mod. Just what I need to get back into MTW!!

Tyberius
10-23-2009, 12:09
Tyberius, I have spent many-many-many hours playing your MTW:VI-XL Mod 3, on expert mode. I have made an effort to play each faction to a winning position (60%), not all are easy ie: Armenians. BUT one of the best results is that now the game does not crash on exit since I loaded your MOD. That alone should win you mcuh Kudos, plus all of the time you spent putting it together (and noting other contributers where necessary :).




Awesome mod. Just what I need to get back into MTW!!

Thank you very much guys, is good to know someone still plays the game besides me....lol.

cathar1209
10-24-2009, 16:52
Thank you very much guys, is good to know someone still plays the game besides me....lol.

Are you kidding? I bet there are quite some people playing this, even 7 years after the release. Well, i'm one... :beam:
MTW has a unique atmosphere, and with these 2 mods, it enters yet another dimension... I personally bought Medieval II the day it came out, and it was, you know, a bit of a let down. I had never played the original Medieval, but, inspired by Chivalry TW for Rome/BI (the medieval period, along with Late Antiquity, is my favourite by far: another excellent game with massive immersion into the period is "Crusader Kings" from Paradox Entertainment, or even the great mods, like Medieval European Mod for the "also old" Civilization III, or the Mongol Empire Scenario for Europa Universalis 2) went on to buy the Gold Edition, and immediately found out about XL; and a few times later, it was your own mod that added even more good things to the best!
So, massive congrats and respect for this, Tyberius.

axel
10-24-2009, 21:30
Hi

I used to play this game as well but after buying a new PC with 8600 Ge force i could nt play STW and MTW any more:furious3::furious3::furious3:
But good news is i will be buying a 4850 ATI card and this should be running MTW and STW propely again:laugh4::laugh4::laugh4: HAIL ATI radeon:2thumbsup:
Meening i will be playing Tyberius Mod 2.0 Final Version:yes::yes::yes:

gregori99
10-25-2009, 18:44
Are you kidding? I bet there are quite some people playing this, even 7 years after the release. Well, i'm one... :beam:
MTW has a unique atmosphere, and with these 2 mods, it enters yet another dimension... I personally bought Medieval II the day it came out, and it was, you know, a bit of a let down. I had never played the original Medieval, but, inspired by Chivalry TW for Rome/BI (the medieval period, along with Late Antiquity, is my favourite by far: another excellent game with massive immersion into the period is "Crusader Kings" from Paradox Entertainment, or even the great mods, like Medieval European Mod for the "also old" Civilization III, or the Mongol Empire Scenario for Europa Universalis 2) went on to buy the Gold Edition, and immediately found out about XL; and a few times later, it was your own mod that added even more good things to the best!
So, massive congrats and respect for this, Tyberius.

I still play a number of mods, including Tiberius/XL. I've lately played the BKB Super Mod and Hellenic TW and am now trying Hyboria Total War. It helps having an older computer and graphics card. Upgrading will kill off so many of my favourite games that I'm forever putting it off :laugh4:

William the Silent
11-21-2009, 05:31
I cannot do any real-time batlles against Golden Horde.
Also when I recruited a mercenary Korean Guard unit, I could not play real-time.
Is this a known problem with XL3/Tyberias Mod 3.0?

PershsNhpios
11-21-2009, 10:50
I am playing Tyberius patch 2.2 currently, I do not know how you obtained 3.0 as it has been recalled... due to silly bickering.

I will call Tyberius' attention to this with a profile message, shall I?

I would like to know myself if we will ever see Patch 3.0 again.

Vantek
11-21-2009, 20:57
If I am understanding things correctly, 3.0 has been re-released and you can find it here:
https://forums.totalwar.org/vb/showpost.php?p=2119487&postcount=14

PershsNhpios
11-21-2009, 22:30
Ha! I missed that now din' I?

Nonetheless, I won't download 3.0 if it means that the Horde cannot be fought.

William the Silent
11-22-2009, 10:45
It's sad that you cannot fight Horde real-time, because that's the only way you can really beat them. With good general, armoured spearman and crossbow you can hold off armies 3 times your own size.

I don't think Tyberius will work on the mod anymore. I'm just wondering if pre-3.0 versions have that problem and what changed with the Horde units.

Anyway MTW-VI is still fun thanks to all the mods :thumbsup:

PershsNhpios
11-22-2009, 11:02
I'm sorry William, I have never fought with the Horde in XL at all.

Perhaps your question will receive more attention in the tech-support area or even in the Main Hall.

Not many seem to have experience with Tyberius 3.0 however.

Good luck with your problem, and please contribute in the Main Hall!

Nido33
11-23-2009, 19:58
Hey guys i have a problem. I'm playing this mode with the Serbs and it was all running good until i recruted shielded bowmans. the problem is that they dont shoot arrows but they are equipped with bows. Actually in the battle only like 10 men in the 120 unit strong shoot but the rest dont. i have also tried it in a custom battle and its the same.
please help couse i'm playing with the serbs right now and i have a huge number of shielded bowman units so it actually stoped me from playing.

gollum
11-24-2009, 17:08
Welcome to the .org Nido33, enjoy your stay.

Can anyone that currently plays XL/Tyberious set up a custom battle to confirm that that this is so? Glenn?

caravel
11-24-2009, 18:51
Hey guys i have a problem. I'm playing this mode with the Serbs and it was all running good until i recruted shielded bowmans. the problem is that they dont shoot arrows but they are equipped with bows. Actually in the battle only like 10 men in the 120 unit strong shoot but the rest dont. i have also tried it in a custom battle and its the same.
please help couse i'm playing with the serbs right now and i have a huge number of shielded bowman units so it actually stoped me from playing.
Are you sure they're not shooting? Are a good number of arrows being let off per volley? Try hitting pause just as they loose their arrows. Also see if the men appear to be shooting ok if you view them from a different angle. Also it could be down to something very simply like a blocked field of view? I'm asking all of this because, in gameplay terms, it's impossible to have a unit where only 10 men in the unit shoot arrows and the other 110 cannot. Esure that your men are not facing up a small gradient as this will obstruct the aim of some or all of the men in the unit.

:bow:

PershsNhpios
11-25-2009, 01:13
I think the problem may be something similar to what Asai has suggested, but nonetheless I will start a custom battle with Serbia to see for myself.

I will also fight a custom battle against the Horde for the sake of helping William.

Have you any advice for him, Nagamasa or Gollum?


Please note that I use Tyberius 2.2, the other fellows here all seem to have 3.0.

Nido33
11-25-2009, 01:36
Are you sure they're not shooting? Are a good number of arrows being let off per volley? Try hitting pause just as they loose their arrows. Also see if the men appear to be shooting ok if you view them from a different angle. Also it could be down to something very simply like a blocked field of view? I'm asking all of this because, in gameplay terms, it's impossible to have a unit where only 10 men in the unit shoot arrows and the other 110 cannot. Esure that your men are not facing up a small gradient as this will obstruct the aim of some or all of the men in the unit.

:bow:

no i'm positively sure that they wont shoot.i have zoomed it and watched them shoot . i actually noticed that first in a battle when i used shielded bowman , i mean they were shooting like 10 minutes or something but their ammo was almoust full .
yesterday i have found out something else , i have tried other archer units from other faction and i had the same problem,archers wont shoot and not only shileded bowman !
i tried a couple solutions but didnt work and at the end i have copied the stats from folder "PROJECTILESTATS_OLD" and replaced them with the stats in the folder "PROJECTILESTATS" .After that i run the game and the problem was solved ,every archer from every unit including shielded bowman shooted arrows !

Nido33
11-25-2009, 01:43
Welcome to the .org Nido33, enjoy your stay.

Can anyone that currently plays XL/Tyberious set up a custom battle to confirm that that this is so? Glenn?

thanks


I think the problem may be something similar to what Asai has suggested, but nonetheless I will start a custom battle with Serbia to see for myself.

I will also fight a custom battle against the Horde for the sake of helping William.

Have you any advice for him, Nagamasa or Gollum?


Please note that I use Tyberius 2.2, the other fellows here all seem to have 3.0.

please reply when you check , i wonder why did it happened to me . maybee i something did wrong with the instalation.

i'm using Tyberius 2.2 also .

PershsNhpios
11-25-2009, 01:48
If you are having troubles, my fellows, reinstall Tyberius 2.x .

I have played three custom battles with Serbian Shielded Bowmen, and I have used them in the correct two-row formation, and also ordered them to shoot three abreast (Large units of 100 archers).

The only possible problem I found was that sometimes 10 or so men would somehow loose their arrows before the rest of the formation could follow (Very common in RTW) and this coupled with the fact that those flimsy arrow sprites often fail to appear fully at a distance means that unless I studied the motion and paused frequently, it appeared that only 20 arrows were in the air.

Rest assured, in each scenario all men were loosing their arrows, front row followed by second row.

There is one variable unsearched however - this was a custom battle and the Shielded Bowman is a High era unit.

Could an early campaign have something to do with this (I will find out later anyway - the Serbs have a wonderful unit roster!)




Now about the Golden Horde.

I don't have time to play a High campaign all the way to 1230, and I don't have the skill to survive over a century in the east yet, but I promise to seek the blighters out in my English campaign (Now playing at 1209), and until then I have made all other possible tests.

I played two custom battles with and against the Horde with every available unit on their roster.

No bugs!

I played two short battles in campaigns as the Ottomans and the Kievans in Late.

No problems!

Perhaps 3.0 is corrupted therefore.

gollum
11-25-2009, 02:10
Thanks for your help Glenn,

Perhaps it may be a good idea you reinstall Nido33, you can keep a copy of your last saved game although the game does that automatically for you and as far as i remember it doesnt delete them upon unistallation.

:bow:

Nido33
11-25-2009, 18:39
If you are having troubles, my fellows, reinstall Tyberius 2.x .

I have played three custom battles with Serbian Shielded Bowmen, and I have used them in the correct two-row formation, and also ordered them to shoot three abreast (Large units of 100 archers).

The only possible problem I found was that sometimes 10 or so men would somehow loose their arrows before the rest of the formation could follow (Very common in RTW) and this coupled with the fact that those flimsy arrow sprites often fail to appear fully at a distance means that unless I studied the motion and paused frequently, it appeared that only 20 arrows were in the air.

Rest assured, in each scenario all men were loosing their arrows, front row followed by second row.

There is one variable unsearched however - this was a custom battle and the Shielded Bowman is a High era unit.

Could an early campaign have something to do with this (I will find out later anyway - the Serbs have a wonderful unit roster!)



yes there are much less number of arrows in the air compared to number of archers .


Thanks for your help Glenn,

Perhaps it may be a good idea you reinstall Nido33, you can keep a copy of your last saved game although the game does that automatically for you and as far as i remember it doesnt delete them upon unistallation.

:bow:


thanks everyone for the help ! maybe i will try to uninstall it latter but now everything works fine . the only thing i dont know if the stats i have copied are much different from the stats from Tiberius 2.2 .

Pikenier
03-19-2010, 10:34
I noticed that the patch 2.3 is no longer available?
Can a new link be uploaded?

Mark
03-23-2010, 20:56
I wonder if Tyberius ever comes around.

KDSPhantom
06-09-2010, 21:50
Hello,
and greetings to all.
Thank you all for the great work on all the mods and all the stuff, I bought MTW yeqars ago and just now decided to play it again. I stumbled onto this mod forum and enjoying the look and stuff.

My issue is when i downloaded and installed this mod, I can not start a new campaign.
I can however play saved games on it, with all the graphic improvements.
thou when i load a saved game it uses the vanilla map, and doesnt use the newer maps locations.
Any help? or what have i done wrong?

Thank you.
KDSPhantom

cogre
03-08-2011, 21:42
hey guys, fellow oldtimers, and such-

got tyb 2.2 on my laptop, and the game stops responding during the thinking part of the endturn at year 1189. it happens no matter what faction i play. cannot figure it out as i am a modding noob, i know this mod works well on the old desktop i had it on. just freaking out as the best mod on the best game stops working.

gollum
03-08-2011, 23:08
Hello cogre, (from the .com i presume),
welcome back. I haven't the game installed, but, i remember while playing another mod that i got a similar problem and it turned out that one of the catholic provinces (Finland) had been made into an orthodox province (Moreas in the Pelloponese). In 115something there was a message relative to the efforts of the Church to Christianise the Scandinavian north and this meant a hardcoded change in terms of heretics/catholics % and Finland was one of the provinces that got involved in that hardcoded event. Bit since it was set to Orthodox culture as native culture the game crushed always at that date no matter what faction i was playing. The solution was to set the province back to Catholic culture (even though it started under Byzantine control) - then the game played on as there was no incompatibility when the message came up.

If the mod plays ok in your other pc it might not be that, but i would suggest you check if there is any hardcoded message there and if yes what provinces it involves.

Good luck, and let us know how you get on.

:bow:

cogre
03-08-2011, 23:25
thanx for the rapid reply, i am from the def and kinda from the .commie,
i played an earlier version of tyb a couple of years ago. did a massive aar on my armenian campaign. anyway i am running an experiment on playing just the xl mod, the same xl mod download that was the basis of my tyb mod, to see if my xl mod is corrupted ( i keep a few folders of each game for just such probs)

how do i check and change that problem? i am a complete noob when it comes to this stuff.

once again thanx

gollum
03-08-2011, 23:35
No worries cogre,

For starters you can check in the vanilla game if there is a message in that date.

One way to do this is add the -ian command to your shortcut of MTW that enables you to autorun the campaign, so you don't have to play up to that date.

Another - potentially faster - way is to check on the txt. files that contain the text to find if there is any at that date - i'm pretty certain that the hardcoded messages text is located in the LOC folder of your main game that contains all the text descriptions, but i don't know if with the text the date of the message is shown.

cogre
03-08-2011, 23:38
wow , an -ian command, man i haven't a clue man.

i am gonna go through the program file and see if i can try to , ... do something?

edit- feck man thats a lot of files
2nd edit- after looking at that it is obvious that i haven't a clue of what to look for or what to do. i hate feeling like a noob

gollum
03-08-2011, 23:48
Hello cogre,

To add commands to your MTW/VI v2.01 follow the following steps:
-right click your MTW shortcut
-on the top line leave one space and write -ian
The -ian cmmand adds to you a few interesting capabilities; one is that you can see all the map by pressing g (for god mode). Another is that you can let a campaign autorun by pressing a - then the AI will take up control of all factions and play up. Another is that you can shift between factions in the middle of a campaign by pressing the number key pads;
1=rebels, 2=almohads,3=byzantines etc.
Another is that you can zoom in or out as much as you want in battle.

On top of this you can add a few more commands; leave one space and type -loyalty:X, where X is between 120 and 180. This will make the AI maintain the loyalty to hisprovinces at the level you set it to. If you set it high (say 180) the AI will be pretty careful and conservative and less opportunistic.
Another popular command is -green_generals; this makes your dead generals being replaced by others of lower stats, making the game more realistic.

What you want to be doing with the files is:
Go to the main game folder.
Find the folder (not file) that is entitled Loc and open it
You'll see it contains txt files - these are all the descroptions of all units, all factions all names etc etc ie all text in the game.
Try to find the one txt file that contains the description of the hardcoded messages of the game, and see if you get the one for the date you get the crash.
Report the message for that date here and i will direct you further.

:bow:

cogre
03-08-2011, 23:56
far out man thanx. the ian command sounds fun, it is amazing that after so many years i still have so much to learn .going into loc folder now

edit- all the txt are on "notepads" do they affect the program whilst being on notepads?

gollum
03-09-2011, 00:01
not that i know of. I have been even opening them while i run the game.

cogre
03-09-2011, 00:11
i thought that might be a bit weird to have a program run off of notepads, . so they are there to show us the program code in plan words then?

gollum
03-09-2011, 00:17
i think the engine loads them once if i am not mistaken to run. The reason they are txt files is that they are so friendly to mod. For example STW also has the same data but most are built in the exe in program language hence the game is far less moddable than MTW.

drone
03-09-2011, 00:22
Isn't 1189 Tristan und Isolde? Check Franconia and bordering provinces.

cogre
03-09-2011, 00:22
i found the historical_event_text on the events notepad in the loc folder, it just gives the text not the dates they go into effect

gollum
03-09-2011, 00:37
Right, i was afraid of that. Drone's suggestion may be a solution though, thank you drone :)

You need to go in the starpos files that contain the provinces list. They are set in: main game folder\campmap\startpos
There is one txt file per era - select the one you play (EARLY) and check the provinces default culture. If its the one Drone says about ie the tristan and isolde message, iirc it brings zeal down in Franconia and surrounding provinces. If one of them is set as a non catholic province in the txt file, set it to catholic - this is the solution to your ctd.

However, be prepared that a province somewehre far and away (maybe in the middle east) will be catholic. This can bring other ctds or make the game refuse to load is there is incompatibility of cultures between the starting units of teh faction that has the province and the catholic religion/culture. There are very high chances of this happening if the ex-german province is made into a muslim or pagan province. Its far less catastrophic and more easily fixable if its made orthodox though.

cogre
03-09-2011, 03:08
ok looking at that file, i found that franconia and its neighbors are set to catholic culture. a neat little area above that gave all the neighbors of each territory, thought that was cool. i will keep looking for anomilies

thanx guys

gollum
03-09-2011, 03:47
Sorry we couldn't be of more help cogre. Let us know how you get on - i hope you find the problem.

cogre
03-09-2011, 04:04
would aremenia being muslim cause this mess?

edit- never mind i am compareing vanilla to the mod and see what i can find

and you guys helped me more than you know, i don't feel like a total noob now , just a partial one

oh and when i want to change the culture or whatever how do i do that?

edit-2- ok no catholic changes from vanilla to tyb, but ifound several orthadox to pagan changes and pagan to orthadox changes and one pagan to muslim change

gollum
03-09-2011, 04:26
hello cogre, armenia is muslim in vanilla and that sounds ok.

There is a relevant column in the file (there are many sections of the file relative to provinces) - there in type the culture you want and delete the previous one (overwrite, you can also use copy paste to save typing time). Don't mess the columns though because the file won't load afterwards - stick to the same format. Same principle applies to all other things. Some things are no-no's but with trial and error you'll find your way. Welcome to the wonderful(?) world of modifying MTW ;)

edit I think it's "province attributes" that province cultures are declared iirc

gollum
03-09-2011, 04:39
If so, its possible something else is causing it cogre - if that is we are correct and indeed its the Tristan and Isolde message that comes on that date. You could verify that on your own by autorunning a campaign to the date you get the crash in vanilla to see what message you get then for certain.

In general its normal to have changes in the files - they are part of the mod. If we don't know the exact message that may be causing the ctd its like looking for a needle in the hay a bit.

It's unfortunate i don't have the game installed - i would be able to help you much better then.

cogre
03-09-2011, 04:43
we posted and edited at the same time, lol, would livonia from orth to pag , or muscovy,pereyaslavl,rhyzan,and smolensk going for pagan to orth, or volga-bulgaria from pagan to muslim do anything?

gollum
03-09-2011, 04:50
most likely not. Volga bulgaria has the volga bulgars that are muslim in XL - the russian provinces get the russian factions and Livonia goes pagan as it should be - these are typcal changes and not a problem - the problem is when a province is used in another part of the map - say Livonia was turned into Murcia in Spain - then Livonia remains Livonia for the engine and the modder changes the name in the text but the engine still counts it as Livonia. If then a historical hardcoded message makes a change in that province that is not compatible with the new culture you get the ctd.

What about installation? Did you had any other mods installed previously? If you try to reinstal the game and then the mod- could it be something like that?

cogre
03-09-2011, 05:00
with the install i was trying to see if my xl game folder worked, i used the same download of xl for my xl folder and the tyb game, that way i would know if it is something with the mod be it the install or something else.

so some provences can be screwed up in some weird ways, my game doesn't ctd it just stops responding altogether

gollum
03-09-2011, 05:10
if it doesn't ctd then its probably not the provinces, i'm afraid.

Doesn't the Tyb mod come as an independent version containing XL altogether? Sory to ask its been a while since i played Tyberious (3 years actually). Could it be that you installed XL and Tyberious but part of it is repeated? Just trying to think.

cogre
03-09-2011, 05:14
no i just have the 2.2 tyb which needs the xl mod to work, i think theystarted and stoped the together download inbetween times i have downloaded the tyb mod.

gollum
03-09-2011, 05:19
From No1 post in this thread:

Tyberius Mod 2.0 Final Version (Atomic Gamer)

Tyberius 2.0 Music Pack(Atomic Gamer)

Local Server download

Tyberius Update Patch 2.1(Atomic Gamer)

Tyberius Update Patch 2.2 (Atomic Gamer)

no longer available (Atomic Gamer)


Optional Addons:
Corrected map, (spells “Greece” instead of “Grece”) also shows the Sweden-Finland land bridge.

Tyberius Map update 2.2 (Atomic Gamer)

Load Screen 3.0 (Atomic Gamer)

This mod must be installed in sequence:
Mod 2.0
Music pack (should be installed in order to add the patches)
Patch 2.1
Patch 2.2
Patch 2.3

The optional map can be added anytime after the mod 2.0.

It does mention that it needs the mod2.0, but it gives a Tyberious link for that not an XL one? But i assume you know better - just saying.

I'm sorry cogre, nothing more i can think of at the moment, unless its a technical issue, graphics cards/drivers and the like for which i am not very able to help anyway.

cogre
03-09-2011, 05:23
no worries mate thanx for the loads of help you have provided

i have all those except 2.3 patch, couldn't find that one

gollum
03-09-2011, 05:33
I think it was taken back - in the list it seems to be the "no longer available" bit.

cogre
03-09-2011, 05:45
i even installed them in sequence:dizzy2:

gollum
03-09-2011, 06:19
And you play MTW/VI v2.01, right?

Stazi
03-09-2011, 08:19
cogre I have this mod installed so If your problem is still unresolved send me the saved game. I'll PM you in a moment with my email. I'll try to help.

cogre
03-09-2011, 14:59
yep version 2.01,
thanx stazi

edit- stazi found the problem
"The problem was caused by the Hungarian's crusade. Chapter House and the crusade itself are available to many factions. Unfortunately, not even one of the main crusading units (knights orders) is available to Hungary. Crusade without one of those units cannot be created and game crashes.I gave "KnightsHospitaller" and "OrderFootsoldiers" to Hungarians and now everything looks fine. Let me know if it works for you."

you guys are great i can continue with an absolutley great game

Stazi
03-10-2011, 00:10
For others interested - you can download corrected files for all 3 eras here. (http://www.gamefront.com/files/20111526/Tyberius+XL+2.2+crusade+fix.zip)

gollum
03-10-2011, 03:25
All is good that ends good, happy you're allsorted cogre :)

Good one Stazi ;)

cogre
03-10-2011, 03:34
i would have never figured out what was wrong without you guys. wish i could help you guys with something, maybe i could open all those pickle jars you're having trouble with

gollum
03-10-2011, 03:57
it's all free, enjoy...

Trapped in Samsara
03-10-2011, 14:19
it's all free, enjoy...

You guys amaze me. Your services to MTW should be rewarded with, at minimum, a knighthood. I'll lobby for you to be included in the next Queen Lizzie honours list.

Regards
Victor

Saper aude
Horace

Axalon
03-10-2011, 14:43
I think it was taken back - in the list it seems to be the "no longer available" bit.

The re-releases of 2.3 and 3.0 was removed by Atomic Gamer staff which is not the same thing….

- Axalon

gollum
03-10-2011, 15:50
The re-releases of 2.3 and 3.0 was removed by Atomic Gamer staff which is not the same thing….

I didn't know why they were removed at all till you enlightened us Axalon, thanks.


I'll lobby for you to be included in the next Queen Lizzie honours list.

And you can't imagine how much better i would have been if i knew your connections, victor ;)

Stazi
03-10-2011, 15:56
MTW XL 3.0 was all-in-one version - generally the same as 2.0 + 2.1, 2.2, 2.3 patches, right?

gollum
03-10-2011, 16:01
From reading the 3.0 thread (a bit lower down) that's how it seems.

Faremisch
03-10-2011, 19:16
Thanks for the fix. I remember I asked about it on the forum a long time ago. I know I had a crash at the moment the hungarian crusade-marker moved. I´ll correct the files and maybe some day I´ll play a full campaign of XL Tyb again. And appreciation to to all you who keep this forum alive and keep working on the mods. I read and skulk but small children rarely give me the time to participate properly.
All the best

gollum
03-10-2011, 20:15
All the best to you too Faremisch. Drop by whenever you have time : )

cogre
03-12-2011, 05:17
check this out, now i played the tyb mod back when it was one install on my old desktop. and i decided to run an aar on my armenian campaign. i didn't know that martok linkied it here. wow that is cool. that was a fun campaign. third post down
https://forums.totalwar.org/vb/showthread.php?109488-Experiences-of-Tyberius-add-on&highlight=cogre%27s+aar

gollum
03-12-2011, 06:12
Good one, thank you cogre :bow:

Baron von Manteuffel
06-02-2011, 15:58
If I install everything my game will freeze at end of turn. Always after 15 or 20 turns and any faction. However, XL 3.0 with Tyberius 2.0 has worked without any problems. I'm afraid to add the 2.0 music pack, 2.1, 2.2, or the map update.

Stazi
06-02-2011, 16:26
Do you get any error message? When game freezes it usually opens an error window in the background. If it's a non critical error like missing portrait you can continue the game by simply clicking "OK".
I played 2.2 version some months ago without problems so it's hard to say what's wrong.

Baron von Manteuffel
06-02-2011, 16:59
Do you get any error message? When game freezes it usually opens an error window in the background. If it's a non critical error like missing portrait you can continue the game by simply clicking "OK".
I played 2.2 version some months ago without problems so it's hard to say what's wrong.

Hi Stazi, I don't get any error messages at all. The game just freezes and I have to use the Task Mgr. to get to the desktop. Do you use the map update? I had this mod working without any issues about 2 1/2 years ago, but I don't remember exactly what I had installed.

Stazi
06-02-2011, 18:35
IIRC I installed XL 3.0 > tyberius 2.0 > 2.1 > 2.2 > map update. (without music addon).
I don't know what type of error you get but try to alt-tab active tasks when the game freezes. You should find error window this way (if you get one).
Hmm..I think I'll try a fresh install and let you know.
---- EDIT----
I've played @40 turns and everything looks ok. Maybe try a fresh install.

Baron von Manteuffel
06-03-2011, 01:06
IIRC I installed XL 3.0 > tyberius 2.0 > 2.1 > 2.2 > map update. (without music addon).
I don't know what type of error you get but try to alt-tab active tasks when the game freezes. You should find error window this way (if you get one).
Hmm..I think I'll try a fresh install and let you know.
---- EDIT----
I've played @40 turns and everything looks ok. Maybe try a fresh install.

When you did the fresh install did you install the music addon too? Thank you for your help.

Stazi
06-03-2011, 09:23
No. I've installed the mod yesterday in exact same way I described in previous post (without music) and it works flawlessly (at least during first 40 turns I tried).
On the previous page you can find a little fix for the mod which prevents CTD caused by Hungarian's crusade. It probably won't help you cause Hungarians don't build crusades so early but it's worth to try.

Baron von Manteuffel
06-03-2011, 10:18
Okay thanks Stazi, I'll give it a try.

Stazi
06-03-2011, 11:01
If you still have a problems you can send me a saved game the turn when you get CTD/freeze. This way we will know if it's the mod's problem or something with your hardware/software setup. Send me a PM if you're interested.

petter76
06-06-2011, 08:57
hello. i was just having a question about the muslim factions. when you conquer non-muslim lands, its not possible to build your own units anymore, except royal court - ghulam bodyguards. this is not the case when i play the catholic factions...all units available everywhere. which is the right game behaviour. also, i have a graphics-ctd problem. a big one. pretty often, the screen will break up and then go bluescreen on me when i take any action. my card is a 8800gts. i have followed up on a number of advice as antialiasingx2 etc. with little improvement. thanks for any anwers

drone
06-06-2011, 22:10
also, i have a graphics-ctd problem. a big one. pretty often, the screen will break up and then go bluescreen on me when i take any action. my card is a 8800gts. i have followed up on a number of advice as antialiasingx2 etc. with little improvement. thanks for any anwers
Have you tried the previous-next button fix (https://forums.totalwar.org/vb/showthread.php?103656-NEW-Fix-for-CTD-when-starting-campaign-%28Nvidia-High-End-Cards%29)? I can't remember if this is automatically installed as part of the Tyberius mod.

Brynjolfr
10-14-2011, 12:21
Why hasn't the 2.3 patch been re-released?

Ingersoll
04-21-2012, 20:24
Thank you dimitrios.

I have various projects, like an extended viking invasion including more provinces of the northern continental europe, scandinavia, finland, iceland and greenland but I'm not very good at programming or making new campaigns, that´s the reason I didn't made my own mod and upgraded XL. so I have to learn more about it before making a "proper" mod. On the other side I may asociate with someone good at programming and do the graphics myself.


Have you made any progress on the Vikings?

caravel
04-22-2012, 00:35
Tyberius has not been active here for over two years. He's probably moved on to pastures new.

petter76
08-03-2014, 03:10
how did you give the "KnightsHospitaller" and "OrderFootsoldiers" to the Hungarians? I have the same problem with crusades

petter76
08-03-2014, 03:12
the link doesn`t work anymore...I have the same problem with the Hungarians as cogre. crusades start leads to ctd...

is there something to be done? help much appreciated

Stazi
08-03-2014, 18:07
All my files uploaded on gamefront are missing or non-existent. Unfortunately, I can't find this fix on my hdd too but I remember what's the problem so I'll make another one. I'll edit this post when it's ready (probably tomorrow).

Baron von Manteuffel
08-08-2014, 22:35
I have the Tyberius XL 2.2 crusade fix.zip: 13919

Stazi
08-09-2014, 21:41
I have the Tyberius XL 2.2 crusade fix.zip: 13919

Thanks a lot! :wink:

fresco
10-23-2015, 12:13
Atomicgamer dont'works!! Please new link for this fantastic mod!!

Tyberius
10-23-2015, 19:27
any suggestions on where to reupload the mod?

fresco
10-23-2015, 22:14
Tyberius in person, that honor! For upload your fantastic Mod I suggest Gamefront,or Mega,or Droopbox,for example!
Thanks,I can't wait to play with your Mod!

Stazi
10-25-2015, 22:12
Links to my own archive below. I still have access to patch 2.3 but due to some copyright issues I won't post a link here.
Enjoy!

1. Tyberius Mod 2.0 Final Version.exe (http://www.mediafire.com/download/d7jl3h5buq7ta8k/Tyberius+Mod+2.0+Final+Version.exe)

2. Tyberius Mod 2.0 Music Pack.exe (http://www.mediafire.com/download/ojm3at0hwh0th28/Tyberius+Mod+2.0+Music+Pack.exe)

3. Tyberius update patch 2.1.exe (http://www.mediafire.com/download/d8fsvapfrn0bbya/Tyberius+update+patch+2.1.exe)

4. Tyberius update patch 2.2.exe (http://www.mediafire.com/download/v1rfkgafo3985v9/Tyberius+update+patch+2.2.exe)

5. Tyberius Map update 2.2.exe (http://www.mediafire.com/download/dui7rgzwatmyzsi/Tyberius+Map+update+2.2.exe)

6. Tyberius_LoadScreen3.0.exe (http://www.mediafire.com/download/8mw82n0z9qhem2x/Tyberius_LoadScreen3.0.exe)

dimitrios the samian
04-01-2016, 08:13
* bump *
thanks for the links stazi ... still up and working .
cheers