View Full Version : KekvitMod 2.2 (finally)
Kekvit Irae
03-11-2004, 19:30
Yep, the Irish and the Scots are back in action. Also, I have given the Italians and Sicilians access to Caravels, as the only ocean-faring ships they have are Gun Galleys and Carracks (both of which require gunpower).
_
Changes in KekvitMod 2.3
~GA mode now works perfectly... somewhat. It is now safe to view the new factions' GA list.
~Sicilians and Italians now have earlier access to ocean ships.
~Scotland and Ireland are back into the fray
http://www.kekvitirae.com/KekvitMod/
This time, I have divided the custom graphics from the rest of the stuff. This will cut down the download size of future updates to about 700k instead of 6 megs. Download and unzip the required graphics first.
neogerry
03-11-2004, 19:38
many thanks http://www.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif
the Black Prince
03-11-2004, 23:16
hey kekvit, good to see ya again
nice work
good job, this is very interesting. the mod ideas are really good.
BTW, will this mod affect my other campaigns? If so, do I need to uninstall and how?
Kekvit Irae
03-12-2004, 06:15
Quote[/b] (katank @ Mar. 11 2004,19:20)]good job, this is very interesting. the mod ideas are really good.
BTW, will this mod affect my other campaigns? If so, do I need to uninstall and how?
The campmap/startpos/ and Prod.txt files are unique, however it is near-impossible to create a large mod and not overwrite something. My suggestion is to make a second MTW installation just for the sole purposes of playing mods.
Kekvit Irae
03-13-2004, 09:51
As noted from the TotalWar.com forums, 2.3 is in the works with an actual working GA for KekvitMod. However, I lost my Viking Invasion cd, and forgot to install a Virtual CD on my harddrive for it, so modding will be put on indefinate hold until I can find it or (ugh) buy a new one... unless someone wants to test for me.
Old Templar
03-13-2004, 17:25
Good to see you back - played your Mod since it came out.
Some suggestions:
1.Beside the Nowgorod - is it possible to make the Russians playable (starting in Early)? This would make the fighting of the early faction on this part of the map more interesting. You could give them some of the rebels' provinces.
2.Sicily: They should be able to have deep sea ships like the Northern Europeans.
3.Can the islands (Corsica etc.) have trading merchants - this would make them more valuable and provide reasons to hold them.
I would make these changes myself, but do not know which files must be altered. I can do some play testing for you -just tell me what to do.
Postscript: I am having problems installing your GA files -I tryed to extract them into Campmap, but it does not work.
Will try it again.
Kekvit Irae
03-14-2004, 13:31
Quote[/b] ]Some suggestions:
1.Beside the Nowgorod - is it possible to make the Russians playable (starting in Early)? This would make the fighting of the early faction on this part of the map more interesting. You could give them some of the rebels' provinces.
I'll think about it.
And before you people ask, NO I am not changing the name of Novgorod to Kiev or such. :P
Quote[/b] ]2.Sicily: They should be able to have deep sea ships like the Northern Europeans.
Interesting. I never really played Sicilians so this is a new thing to me. I'll see what I can do for the Mediterranean Europeans.
Quote[/b] ]3.Can the islands (Corsica etc.) have trading merchants - this would make them more valuable and provide reasons to hold them.
Any land which has access to water can build Merchants (and higher). Those who are landlocked are restricted to just Trading Posts. This prevents the AI from wasting much-needed resources building redundant Merchants on lands with only one trade good. Of course, Merchants require a shipyard and a keep (or whichever one is CASTLE4).
Quote[/b] ]Postscript: I am having problems installing your GA files -I tryed to extract them into Campmap, but it does not work.
A little more info, please? "it does not work" simply isnt enough for me to go on :P
Old Templar
03-14-2004, 22:20
I do not know what is wrong - I installed your Mod over a newly installed Med/Viking plus Viking update version and finally added the GA files in Campmap.
The game works fine until I push "Commend the battle yourself". Invaded Wales and wanted to battle, the game crashed to desktop; the same in Scotland.
Do you have any idea what could be wrong? If need be, is there a way to uninstall your mod?
Kekvit Irae
03-14-2004, 23:54
Have you played KekvitMod 2.2 without GA?
Old Templar
03-15-2004, 18:35
I finally got it right - installed the file in campmap instead of campmap/startpos as you requested. Sorry
This is a great Mod,but could use some little improvements here and there.
http://www.totalwar.org/forum/non-cgi/emoticons/cheers.gif Sorry it's not cake.
Kekvit Irae
03-15-2004, 23:38
Quote[/b] (Old Templar @ Mar. 15 2004,11:35)]but could use some little improvements here and there
Such as...?
Sun Tzui
03-16-2004, 18:56
Congrats on on the new version
I am currently finishing the mod for MTW, and am enjoying it to the fullest.
One question though....do the "new" units come with new images?
Kekvit Irae
03-16-2004, 20:12
Quote[/b] (Sun Tzui @ Mar. 16 2004,11:56)]Congrats on on the new version
I am currently finishing the mod for MTW, and am enjoying it to the fullest.
One question though....do the "new" units come with new images?
The Knights of Saint George and Foot Knights of Saint George have new battle icons, and the Knights of Saint George have new battle models. The other "new" units simply have icons and info_pics taken from other units
Kekvit Irae
03-17-2004, 02:35
Posted a new version. Look at the first post in this thread.
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