-
Re: Tyberius Mod 2.0 Final Version Released!
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
-
Re: Tyberius Mod 2.0 Final Version Released!
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.
-
Re: Tyberius Mod 2.0 Final Version Released!
@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. ~:)
-
Re: Tyberius Mod 2.0 Final Version Released!
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:
-
Re: Tyberius Mod 2.0 Final Version Released!
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
-
Re: Tyberius Mod 2.0 Final Version Released!
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.
-
Re: Tyberius Mod 2.0 Final Version Released!
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
-
Re: Tyberius Mod 2.0 Final Version Released!
This mod is excellent. Thanks for putting it together.
Makes an already fantastic mod (XL) many times better.
-
Re: Tyberius Mod 2.0 Final Version Released!
Tyberius update patch 2.3 (and last)
Includes:
1.- more than 30 new info pics.
https://img115.imageshack.us/img115/...knightslm7.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.
-
Re: Tyberius Mod 2.0 Final Version Released!
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!
-
Re: Tyberius Mod 2.0 Final Version Released!
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.
-
Re: Tyberius Mod 2.0 Final Version Released!
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:
-
Re: Tyberius Mod 2.0 Final Version Released!
Quote:
Originally Posted by
Obliqueattack
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.
-
Re: Tyberius Mod 2.0 Final Version Released!
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?
-
Re: Tyberius Mod 2.0 Final Version Released!
Quote:
Originally Posted by
Obliqueattack
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.
-
Re: Tyberius Mod 2.0 Final Version Released!
Are you going to reupload the 2.3 patch?
-
Re: Tyberius Mod 2.0 Final Version Released!
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):
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
-
Re: Tyberius Mod 2.0 Final Version Released!
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.
-
Re: Tyberius Mod 2.0 Final Version Released!
this new patch for xl 3.0 have a spanish languaje option also? i ask because you live in santiago right?
thanks.
-
Re: Tyberius Mod 2.0 Final Version Released!
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!
-
Re: Tyberius Mod 2.0 Final Version Released!
ops! english, no cares. im translating the loc files. thanks for a great mod. we wait for 2.3, the work must be finished.
-
Re: Tyberius Mod 2.0 Final Version Released!
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
-
Re: Tyberius Mod 2.0 Final Version Released!
That's the pagan faction leader campaign map piece. It looks more like corruption to me.
-
Re: Tyberius Mod 2.0 Final Version Released!
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.
-
Re: Tyberius Mod 2.0 Final Version Released!
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:
-
Re: Tyberius Mod 2.0 Final Version Released!
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!
-
Re: Tyberius Mod 2.0 Final Version Released!
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:
-
Re: Tyberius Patch 2.3 re-released!
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
sorry for the inconvenients, enjoy it!
-
Re: Tyberius Mod 2.0 Final Version Released!
Tyberius:
Thank you for all your efforts on this great mod.:2thumbsup::yes:
Panama Red
-
Re: Tyberius Patch 2.3 re-released!
Thankyou very much for re-releasing it and for all the work you did to make this mod and so add to XL.
-
Re: Tyberius Patch 2.3 re-released!
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.
-
Re: Tyberius Patch 2.3 re-released!
Quote:
Originally Posted by
Ingersoll
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.
-
Re: Tyberius Mod 2.0 Final Version Released!
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?
-
Re: Tyberius Mod 2.0 Final Version Released!
Quote:
Originally Posted by
Garnier
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
-
Re: Tyberius Patch 2.3 re-released!
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 :).
-
Re: Tyberius Mod 2.0 Final Version Released!
Awesome mod. Just what I need to get back into MTW!!
-
Re: Tyberius Mod 2.0 Final Version Released!
Quote:
Originally Posted by
Ingersoll
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 :).
Quote:
Originally Posted by
Dodge_272
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.
-
Re: Tyberius Mod 2.0 Final Version Released!
Quote:
Originally Posted by
Tyberius
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.
-
Re: Tyberius Mod 2.0 Final Version Released!
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:
-
Re: Tyberius Mod 2.0 Final Version Released!
Quote:
Originally Posted by
cathar1209
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:
-
Re: Tyberius Mod 2.0 Final Version Released!
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?
-
Re: Tyberius Mod 2.0 Final Version Released!
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.
-
Re: Tyberius Mod 2.0 Final Version Released!
If I am understanding things correctly, 3.0 has been re-released and you can find it here:
https://forums.totalwar.org/vb/showp...7&postcount=14
-
Re: Tyberius Mod 2.0 Final Version Released!
Ha! I missed that now din' I?
Nonetheless, I won't download 3.0 if it means that the Horde cannot be fought.
-
Re: Tyberius Mod 2.0 Final Version Released!
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:
-
Re: Tyberius Mod 2.0 Final Version Released!
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!
-
Re: Tyberius Mod 2.0 Final Version Released!
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.
-
Re: Tyberius Mod 2.0 Final Version Released!
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?
-
Re: Tyberius Mod 2.0 Final Version Released!
Quote:
Originally Posted by
Nido33
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:
-
Re: Tyberius Mod 2.0 Final Version Released!
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.
-
Re: Tyberius Mod 2.0 Final Version Released!
Quote:
Originally Posted by
Asai Nagamasa
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 !
-
Re: Tyberius Mod 2.0 Final Version Released!
Quote:
Originally Posted by
gollum
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
Quote:
Originally Posted by
Glenn
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 .
-
Re: Tyberius Mod 2.0 Final Version Released!
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.
-
Re: Tyberius Mod 2.0 Final Version Released!
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:
-
Re: Tyberius Mod 2.0 Final Version Released!
Quote:
Originally Posted by
Glenn
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 .
Quote:
Originally Posted by
gollum
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 .
-
Re: Tyberius Mod 2.0 Final Version Released!
I noticed that the patch 2.3 is no longer available?
Can a new link be uploaded?
-
Re: Tyberius Mod 2.0 Final Version Released!
I wonder if Tyberius ever comes around.
-
Re: Tyberius Mod 2.0 Final Version Released!
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
-
Re: Tyberius Mod 2.0 Final Version Released!
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.
-
Re: Tyberius Mod 2.0 Final Version Released!
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:
-
Re: Tyberius Mod 2.0 Final Version Released!
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
-
Re: Tyberius Mod 2.0 Final Version Released!
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.
-
Re: Tyberius Mod 2.0 Final Version Released!
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
-
Re: Tyberius Mod 2.0 Final Version Released!
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:
-
Re: Tyberius Mod 2.0 Final Version Released!
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?
-
Re: Tyberius Mod 2.0 Final Version Released!
not that i know of. I have been even opening them while i run the game.
-
Re: Tyberius Mod 2.0 Final Version Released!
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?
-
Re: Tyberius Mod 2.0 Final Version Released!
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.
-
Re: Tyberius Mod 2.0 Final Version Released!
Isn't 1189 Tristan und Isolde? Check Franconia and bordering provinces.
-
Re: Tyberius Mod 2.0 Final Version Released!
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
-
Re: Tyberius Mod 2.0 Final Version Released!
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.
-
Re: Tyberius Mod 2.0 Final Version Released!
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
-
Re: Tyberius Mod 2.0 Final Version Released!
Sorry we couldn't be of more help cogre. Let us know how you get on - i hope you find the problem.
-
Re: Tyberius Mod 2.0 Final Version Released!
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
-
Re: Tyberius Mod 2.0 Final Version Released!
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
-
Re: Tyberius Mod 2.0 Final Version Released!
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.
-
Re: Tyberius Mod 2.0 Final Version Released!
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?
-
Re: Tyberius Mod 2.0 Final Version Released!
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?
-
Re: Tyberius Mod 2.0 Final Version Released!
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
-
Re: Tyberius Mod 2.0 Final Version Released!
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.