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Re: BKB Super Mod
I was wondering if its possible to mod a factions initial religion? I'm guessing it must be possible to mod a factions religion as some mods e.g. BKB contain whole new factions? I just don't know where to find the files I need to edit.
Also reguarding the BKB super mod - Is Viking Invasion required to install this mod?
many thanks
ShootingStar
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Re: BKB Super Mod
Yes and yes. Go into 'Campmap/Startpos' and then choose the startpos. Its long but somewhere you will find where to set a faction's religion.
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Re: BKB Super Mod
no probs here bkb,love the mod keep up the good work m8y
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Re: BKB Super Mod
I know that I'm being really dense here probably but for some reason the mod isnt working for me, the statpos files have been changed so all the different factions are there but whenever I try to load medieval it just brings up the regular game.
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Re: BKB Super Mod
When you go to the Campaign mode do you get Super Early, Super High and Super Late along with the normal versions?
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Re: BKB Super Mod
No just the regular early, high and late without the extra factions.
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Re: BKB Super Mod
Sounds like you may have installed it in the wrong place. When you install it this time, make sure you install it into your 'TOTAL WAR' folder rather than the 'MEDIEVAL - TOTAL WAR' folder that is the default.
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Re: BKB Super Mod
Nevermind I was being stupid, i had installed it in the wrong folder :embarassed: . Thanks for putting all this effort into the mod by the way, if i ever saw you in person id buy you a drink ~:cheers:
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Re: BKB Super Mod
I might hold you to that someday. ~;)
Its a common problem, my fault as I accidently set it as the destination folder when setting up the auto-install. I hope you enjoy it - please let me know what you think of it.
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Re: BKB Super Mod
Hello BKB. ~:)
I notice that your mod, ( i must thankyou greatly for the time and effort u have put into creating such a thing ) although amazingly good, isnt correctly balanced for multiplayer purposes with regards to the price of some units.
Id very much like to play BKB super mod online with some of my clan mates and was wondering if you'd mind if i rebalance some of the new units slightly, so that they, and the factions are more even in multiplayer mode.
I intend on using the same set of spreadsheets and formulas that CA used to balance MTW-VI its self which guarentees that all the units will be correctly priced, and negates the possibility of me having to guess values.
would u mind me doing this ?
kind regards,
[VDM]BuuKenshin
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Re: BKB Super Mod
Well I tried to balance the units and factions as best as I could and though I was happy with the results, if you feel otherwise then feel free to do so. How will it work? Will you pass on the certain file corrections to your mates?
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Re: BKB Super Mod
Er...uh...Before I download 250 MB's plus with a 56K modem, do you have to have 1.0 installed before 2.0 (given the size of the file I'll bet you don't) and has it been established whether it should be loaded on a clean install? I know that these questions are probably answered somewhere on this thread...But it's 70 something pages!
I've been waiting for this mod to come out and intend to sit patiently watching the screen for 8 or so hours as it downloads!
Thanks
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Re: BKB Super Mod
All you need is Medieval with the Viking Expansion installed on top. Also, you do have to install the mod over a clean install.
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Re: BKB Super Mod
Damn!
My CD Key has alas gone the way of all CD Keys (if owned by me) and is long gone...Well, off I go to buy another!...I should get a hefty discount with the release of RTW Lol.
The download continues!
Thanks BKB.
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Re: BKB Super Mod
I have to say, that this mod is too big in size to download. I walked through files it installs and it could be 70-90 MB but with same features.
I mean that campmap\portraits folder (with it's 400 MB). It's redundand because NSIS installer would copy existing files to that folder so it wouldn't be needed in installer sparing lot of it's size.
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Re: BKB Super Mod
Ya know,
As I was downloading the mod I started digging through the rubble and found my MTW discs WITH CD Key! Problem is I can find only two CD's and can't remember whether there should be a third for an MTW install...also, does the VI installation require a CD Key seeing as it's an add on??
Sorry for the dumb questions but I've been looking forward to this mod. If the answers to the above are "no" I can check it out as soon as it's downloaded (3 and 1/2 hours left) rather than making a trip to our local understaffed Comp USA.
Thanks again.
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Re: BKB Super Mod
Medieval doesn't have a third CD and I'm about 90% sure you don't need a CD Key for VI.
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Re: BKB Super Mod
Thanks for the responce BKB, i was playing with my clan m8 alexandros in mp mode and we descovered that some units outweigh others drasitcly in value for money, i understand that this is not at all a problem when playing in campaign, and is infact a good thing, but in a multiplayer battle 25 - 50 difference for the cost of each unit can make a lot of differences. It must be taken into account the way that the game calculates the price of upgrades, which differs dresticly depending on the unit type.
Ive made a mod for multiplayer before and have descovered first hand how difficult it is to set the unit stats and costs so that there are no inbalances in multiplayer. That was, untill i got hold of CA's excel spreadsheets and worked out the forumlas they use. ~;)
Once i have rebalanced the units i intend to distribute the new unitprod.txt to a few of my buddies and we can all play your mod online :D your very welcome if youd like to join us bkb :)
btw. unfortunatly VI does have a seperate CD key from mtw, its on the back of the manual.
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Re: BKB Super Mod
Well, it's off to Comp USA for me but I'll only have to pick up VI so thanks!
BTW, what version do most folks use for Multiplayer? I'd think that some of the mods out there and this one in particular would be more fun. Haven't tried MP yet but would like to.
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Re: BKB Super Mod
Well Buu and I are using the latest;) ....but the current prices and stats are highly exploitable in most florins levels (at least in the 7-15k florins range, with 10k being the base for standard VI mp). For example among the best unit types is the Balkan Warband and the Vlach Auxs because they can max their valour levels quite cheaply, rendering them much better than many elite western infantry among others.
The CA spreadsheets need only an assignment of several "factors" to each unit, with stats and prices being almost automaticaly calculated. So a knight could be "LATE KNIGHT" class, having a "HEAVY LANCE" weapon factor, "CAV FULL PLATE" as armour factor and quite a few other descriptors as well.
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Re: BKB Super Mod
BKB,
Great mod! Finally had a chance to download/install it last night and it's like a whole new game! Didn't see any Docs with it so it took me a while to figure out why I couldn't build/upgrade castles (stone mason). That's a nice touch though. Really well done.
Uh...one thing though (Lol) I'm playing English/Early. For some reason I can't seem to build ships on England's East coast (Mercia, York, etc.). They quay up in the build menu but never appear. I haven't yet tried in Wales, Wessex, etc. so it might be a pan-England thing...I'm building all my ships in Gascony!...This can't be! Britannia rules the waves! I don't know whether this has been addressed somewhere on this thread but do you have any ideas?
L'Impresario, yeah I can see how the unit costs might be a bit skewed in MP...but the units are so much more fun!
Thanks
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Re: BKB Super Mod
hello BkB! I have a proble with starting battles. I installed 2.0 to totawar folder, and started playing as HRE, and then I attacked for the first time to venice. The loading screen started and when the loading finished a potup came sayin "unknown error (0) (00000000). I want to play this mod badly, but this is topping me from doing so...help
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Re: BKB Super Mod
Re: ships-
Just found out that they show up when built in the Sea of Irealand!
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Re: BKB Super Mod
@ BKB
If you are interested I finally decided to release PMTW 1.0 - check P&M TW sub-forum for details. :balloon2: :balloon2:
I owe you a beer ( or more) for the things I have 'stolen' ~:cheers:
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Re: BKB Super Mod
Glad to see you boys have finished the mod, i think i'll give it download, it sounds fantastic.
Oh and the stealing is more like borrowing, who doesn't mate, i can't remember how many people i've borrowed from. ~:cool:
Three cheers for the PMTW ~D
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Re: BKB Super Mod
[QUOTE=The Blind King of Bohemia]Glad to see you boys have finished the mod, i think i'll give it download, it sounds fantastic.
Well...frankly speaking it is quite far from all what I want, but too many people in Poland were impatient to get it ~;) :charge:
I know there will be a patch around June ( I believe), for now I will work on the RTW edition. ~D :duel:
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Re: BKB Super Mod
Great mod, but I seem to be having a problem when switching between eras; I cannot build several era specific units. For example, starting in Early as the HRE, when I get to the High era I cannot build Ministrales, Sword Brethen, etc. but if I start as HRE in High I can. And going from Early to High the units such as Swordbrethen do not even show up on the "with this, get this" screen for buildings like the armoury, but they do when starting in High.
Is this something that can be fixed, or do I just have to start in High if I want to use Sword Brethren, Ministrales, Order crossbowmen, etc?
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Re: BKB Super Mod
Blackguard, I'm sorry but you can only get 256 units in each era (it's hardcoded), and as such many are era specific. Those that you mentioned are High and Late only I'm afraid.
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Re: BKB Super Mod
Hi,
Loaded the Super Mod into the Total War folder but it went into the Medieval Total War folder and it still works fine. Well Almost.
Downloaded and installed this night. First time I tried it.
The down-load is (242,507,959 bytes).
Playing the Novograds , Super Early, I built two churchs in Novograd & Lithiuania at the same time about 1230. Then two bishops. When I went to check the first bishop in Novograd the game locked up.
The screen went black and a small window appeared that said " could not find portrait ". The music continued. Tried moving the mouse around to click on the little window but it appeared that the mouse cursor was frozen too.
The newly built emmisarie and all the assassin guards are fine.
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Re: BKB Super Mod
Ok. It is 1243 when the two churchs's are half completed.
and the small widow said "cannot find overridden portrait".
I'm going to reload it from the auto-save, play it and see what happens.