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Thread: Anno Domini

  1. #1
    Member Member Re Berengario I's Avatar
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    Default Anno Domini

    I'm working on a new mod with some different flavors (not for all tastes) which sincerely need your active discussion about them.

    These will be the main differences with Vanilla:

    Timeframe

    1080-1580 with 2 turns for year. The growth of the settlements is already been worked out in the settlement xml file. The movement of land military units has been halved and together with the bigger map will avoid blitzkriegs (no Guderian and Rommel in middle-age... you know ). Movement of most agents and ships have been increased. Cost and construction time of all buildings have been multiplied by 4. Starting development of cities will be historically correct (so yes Constantinople will have Saint Sofia from the start).

    Regions and Map

    I'm near to complete the complete rewriting of all regions. They'll be about the max of 200, historically correct for the date of campaign start (1080) and with their names in the language of the owners (possibly). The map will be a reworking of Spurius' one (big thanks to him). Rebel regions will be noticeably stronger, if the Byzs want to conquer Bulgaria back they have to sweat like Basil II did (it's hard to be the Basileus).

    Factions

    There will be no countries (no sense in middle age, there was no concept of country in modern sense) but instead dinasties that will battle over the map, acquiring regions and titles linked with them.

    Basically if the Plantagenets will kick the Capetians' ass they will become kings of England AND France, as they became kings of Scotland, Eire and Waled in reality... you see historically correct and gameplay solid.

    So no more silly Denmark become the ruler of the world, it will be the dinasty who ruled Denmark which will get the titles he will conquer grabbing regions from others. Another example, the HRE will have the Welfs and Waiblings battle over the emperor crown.

    Titles

    There will be kingdom titles, which could be acquired just by the faction leader, and regional titles (count, duke, sheik, etc) which will be given to generals once they'll garrison a settlement for some minimum turns. They will be transmitted to the son (maybe giving the son a trait... title_heir if the father has the ancillary title, removing the trait if the father would not have the ancillary title anymore). Have to test how could the AI behave, but I think I will sort it out.

    Titles will be removed once the faction won't possess the region at the end of the turn.

    All in all it will be a shitload of scripting and triggering as for every turn it will have to test the property of every region for every faction.

    Victory Conditions

    This is the hardest of all to work out as the AI is not very reliable about it and don't know exactly how to link the it to the titles but probably I will give as victory conditions the possess of some capital regions (which grant the royal titles). Anyway I will think about it a bit better.

    AI

    AI will be improved but is still in a testing phase until I could mod all the new factions into as it's extremely reactive to who the neighbours are and which victory conditions they share with us.

    New Units and Buildings

    Without the unpacker no work done here but units will be recruited possibily on a regional basis more than on a faction basis (so if Egypt will conquer Welsh it could recruit welsh longbows).
    Generals could be recruited by all the faction who will still possess one capitol region so to avoid (hopefully) the unhistorical adoptions as there no way to mod it out completely, but you will have presented 99 years generals who'll die the year later, so it's better for your factions to have fertile sons.
    I'm also curios if you can inherit other factions by one of your princesses marriage (as it did happen historically).
    The most prominent buildings will be included into the hard coded limits (so if Capetians will posses Paris region they could build Notre Dame for example).

    Ok, this is my "vaste programme" and can't wait to have the unpacker in my hands but I would be really glad to hear your opinions and criticisms about itl. Thanks to anyone patient enough to read it all .
    Last edited by Re Berengario I; 12-14-2006 at 01:13.

  2. #2
    Member Member Re Berengario I's Avatar
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    Default Re: Anno Domini

    Ok, just to keep you all interested in here's some screenshots of the new game map (I'm using 174 province slots right now, so there's some space for further detailing).



    Ireland and Wales (no more easy 2 province conquering)




    England






    Northern Italy (I already changed the Venice name, it slipped through )

  3. #3
    Member Member Malachus's Avatar
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    Default Re: Anno Domini

    I downloaded the version of your map at twcenter.net and I gotta say it is totally kickarse.

    However, I'm a little curious as to why you included a land bridge between the Italian peninsula near Bari connecting to the Greek peninsula. Is this to foster Sicilian AI expansion? I can understand the land links elsewhere since they're all rather short, but this one is much longer than the rest of them.

    Anyway, keep up the good work.

  4. #4
    Member Member Re Berengario I's Avatar
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    Default Re: Anno Domini

    I did it to force Sicilians to invade Durazzo as historically happened. Now with AI finally using naval invasions I will delete most of those long landbridges.

  5. #5

    Default Re : Anno Domini

    It's impossible for me to install your mod
    Could you explain me please !!!
    (i'm french and my english is very poor !)

  6. #6
    Member Member Re Berengario I's Avatar
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    Default Re: Anno Domini

    I've released the first "light version" of my mod, that can be found at Twcenter, but I suggest you to wait for a couple of days when a new version will be out with some bug fixes and some more polishness around (especially about resources and agricoltural incomes).

    The installation, considering this is still very WIP, consists in unpacking the rar file in your MTW2 directory. You'll then have a "/AD" directory under the MTW2 one and you'll have to configure the game to use it with the different methods explained in a lot fo threads here at the Org and at Twcenter (I personally use a window shortcut).

  7. #7
    "Audacity, always audacity!" Member Simmons's Avatar
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    Default Re: Anno Domini

    Hey Re Berengario I will the next version include more regions in the east and northern africa just thinking I might hold off starting a new campaign if so.

    And of course great work so far

    “By push of bayonets, no firing till you see the whites of their eyes”
    - Friedrich der Große

  8. #8
    EB Member Member Kushan's Avatar
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    Default Re: Anno Domini

    Downloading the light version from TWC. At first glances map seems to be the best one I've seen so far...finally more provinces.

    Kushan
    EB Team Member

    Rise of Kings: v2.0 Beta 3 Now Available

  9. #9

    Default Re: Anno Domini

    How can I get that map into my game? And where do I get it

  10. #10
    Member Member Re Berengario I's Avatar
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    Default Re: Anno Domini

    AD modding team is pretty near to release a new light version, it's just a matter of a couple of days to do some playtesting and it will uploaded at the twcenter.

    The light version will have the huger map, a lot of provinces (we're near 190 I guess with the latest additions) and a new improved AI (thanks to Shaba Wangy) and an overall tweaking of starting armies, buildings etc.

    So be ready for the announce and the link ;)

  11. #11

    Default Re: Anno Domini

    Re Berengario I a question for you, once the new map is released. Is it possible to just use your map in my campaign without any of the other changes?

  12. #12
    "Audacity, always audacity!" Member Simmons's Avatar
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    Default Re: Anno Domini

    Quote Originally Posted by GreatWarrior
    Re Berengario I a question for you, once the new map is released. Is it possible to just use your map in my campaign without any of the other changes?
    Thats pretty much what the light version will be if you don't want the AI files it should not be to hard to work out which file to leave out.

    “By push of bayonets, no firing till you see the whites of their eyes”
    - Friedrich der Große

  13. #13
    Member Member tsubame's Avatar
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    Default Re: Anno Domini

    Downloaded and applied the Mod, but after choosing Venice in the grand campaign I got the message "Medieval 2 Total War encountered an unspecified error and will now exit".

    I use Medieval II Total War Manager to manage Mods but I've tried also
    following the instructions given in the Mod and creating the .bat and .cgf
    files on my own. No way...

    Where's my mistake ?

  14. #14
    Member Member Re Berengario I's Avatar
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    Default Re: Anno Domini

    There's a new 0.91 version ready to be downloaded at TWCenter.

    In the same forums there is a detailed step by step installation guide for the unexperienced.
    http://www.twcenter.net/forums/showthread.php?t=75381

    Take in account that is still a BETA WIP VERSION, that's why it's 0.91 and not 1.0, so it lacks an automated installation procedure and many game aspects are still rough, unpolished and unbalanced.

    Thanks to everyone who'll play with it and be sure to post here or at TWCenter your opinions, bug discoveries and general gameplay experiences so we can use them to improve the mod for the final version.

    Downoload link

    http://www.twcenter.net/forums/downl...do=file&id=944
    Last edited by Re Berengario I; 12-28-2006 at 14:16.

  15. #15
    Member Member Re Berengario I's Avatar
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    Default Re: Anno Domini

    The upcoming 0.92 version will have, together with some bug fixes and a brand new AI written from scratch, real medieval historical names and not the vanilla ones.

    Just to give you people some example:

    Sicily:


    Spain:


    Moors:


    So no more Paparo Pinocchio leading your crusade or Karembau DelPiero playing on the battlefield instead than in Fifa2007.

  16. #16
    Member Member tsubame's Avatar
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    Default Re: Anno Domini

    Fixed my problems with the .bat file.

    Now Mod starts but I get a map with city descriptions in huge colored squares, and no buttons for constructions, soldiers and turn change. No minimap too. Just withe squares. The advisor seems half-hidden in the
    top-left corner. i suppose is something in the video settings.

    Is me or the Mod ? Playing with italian version.

  17. #17
    Member Member Re Berengario I's Avatar
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    Default Re: Anno Domini

    It seems you messed pretty well the folders of the game. The \AD mod folder have to be placed INSIDE the folder where the Vanilla game is.

  18. #18
    Member Member tsubame's Avatar
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    Default Re: Anno Domini

    I've tried to mod the buildings into Venice. All the mess appeared after this.
    I've re-loaded completely the Mod and it works fine, but I wonder what would happen in later times, when the buildings I tried to add will be available...

  19. #19

    Default Re: Anno Domini

    Hey I'm having trouble installing this mod. I've followed the step by step instructions perfectly but I can't get the map to work. i've tried using the shortcut method in the instructions, but the @ad.cfg at the end of the shortcut part reverts whenever i start the game. I have another mod folder so i try to change the bat file for that to work for the AD folder, but that doesnt work either. any ideas on whats wrong?

  20. #20
    Member Member tsubame's Avatar
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    Default Re: Anno Domini

    All problems removed. Mod works well even with higher eras buildings and
    units. Strongly suggest to whoever suffer problems with this mod to put the
    --io file first line INTO THE .CFG FILE. Make a quick search on how it has to be made properly.

    Waiting anxiously for the next version.

  21. #21
    Member Member Re Berengario I's Avatar
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    Default Re: Anno Domini

    Quote Originally Posted by tsubame
    All problems removed. Mod works well even with higher eras buildings and
    units. Strongly suggest to whoever suffer problems with this mod to put the
    --io file first line INTO THE .CFG FILE. Make a quick search on how it has to be made properly.

    Waiting anxiously for the next version.
    Don't to do it if you're using the mod directory and the mod switch but only if you overwrite the Vanilla files in the original directories.

  22. #22

    Default Re: Anno Domini

    any update on this one?

  23. #23
    Member Member Re Berengario I's Avatar
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    Default Re: Anno Domini

    The project is not dieing at all! Instead a new 0.92 version is on playtesting right now. When there won't be any evident issues (like CTDs) and the gameplay will be more stabilized it will released to the public.

  24. #24
    Member Member billydilly's Avatar
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    Default Re: Anno Domini

    Excellent, looking forward to it!
    Mark Antony: Caesar has many more legions than the 13th.
    Caepio: On the far side of the Alps...
    Mark Antony: Winter does not last forever. Spring comes, snows melt.
    Pompey: That's a threat!
    Mark Antony: I assure you that's no threat. Snows always melt.

  25. #25
    EB Member Member Kushan's Avatar
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    Default Re: Anno Domini

    Quote Originally Posted by Re Berengario I
    The project is not dieing at all! Instead a new 0.92 version is on playtesting right now. When there won't be any evident issues (like CTDs) and the gameplay will be more stabilized it will released to the public.
    Glad to see TWC going down wont kill of AD :)

    Kushan
    EB Team Member

    Rise of Kings: v2.0 Beta 3 Now Available

  26. #26
    Member Member JaM's Avatar
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    Default Re: Anno Domini

    I'm glad too, i started play beta to help betatest (so far i cant find any errors, great job) and i was affraid that i wouldnt have a place where to post my findings...

  27. #27
    Member Member Re Berengario I's Avatar
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    Default Re: Anno Domini

    I'm still alive and I was an org member far before than TWC ever existed so you can post your findings here and they will be read and answered :)

  28. #28
    Member Member Re Berengario I's Avatar
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    Default Re: Anno Domini

    Btw, if someone is interested in playtesting the 0.92b version can drop me a PM here too and the download link will be posted to him (it's not on TWC anyway).

  29. #29
    EB Member Member Kushan's Avatar
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    Default Re: Anno Domini

    Any idea when v0.92 will be released?

    Kushan
    EB Team Member

    Rise of Kings: v2.0 Beta 3 Now Available

  30. #30
    Member Member Re Berengario I's Avatar
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    Default Re: Anno Domini

    This weekend as it seems there's no game-ruining CTDs.

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