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...
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...
Any idea when v0.92 will be released?
Kushan
well, here we are... Why don't you get a forum for AD?
I noticed in the instructions I was to delete the bin files in the text folder. I can't find any bin files, anywhere. Any help?
"While I may not agree with what you have to say, I will, to the death, defend your right to say it." -Voltaire
Ok, sorry to double post.
) Download the AD archive from the link in the first post of this thread. Open it. Select all (just to be sure) and select "Extract to" with as directory c:\Programs\Sega\Medieval II Total War (or the other directory were the game is). Probably the program will ask you if you want to overwrite existant files. Chose YES ALL.
When I extract into the directory, it all comes in a folder titled AD092. Should this be my AD folder, or rather, what do I do with this folder and/or the contents?
"While I may not agree with what you have to say, I will, to the death, defend your right to say it." -Voltaire
The installation instructions are wrong.
6) Go to \Medieval II Total War\AD\Data\Text and delete all the bin files
there is no folder "AD\DATA\TEXT". There is a folder named "AD092\Data\Text" AD092 appeared on unpacking the mod to the root mtw2 folder. There are however only text files in this folder, and no bin files.
This great guys, no i dare not delete anything else, beceause i'm afraid of ******* up my installation. Did i do something wrong or are the instructions wrong?
also :
11) Select the window shortcut you just made (it should be named "Copy of medieval2.exe"). Rename it AD. Right click it and choose Properties.
On the first window there should be a field named Destination with in it "C:\Programs\Sega\Medieval II Total War \medieval2.exe" (or whatever your directory is). At the end of it add a space and @AD.cfg so that you will read
"C:\Programs\Sega\Medieval II Total War \medieval2.exe" @AD.cfg
Click OK.
does not work for me. When i check the shortcuts destination, it hasnt saved the @ad.cfg part. it just says d:\games\med etc.
Last edited by Djurre; 02-05-2007 at 13:02.
You did the right thing, if you were installed the mod over a previous version you'd have to delete them. But if these files don't exist you obviously don't have them to delete.Originally Posted by Djurre
Blame XP and Bill gates. It didn't seem to save but it worked (for me at last).Originally Posted by Djurre
Since moddir is a huge pain the final version version will use a fresh vanilla folder installation, an exe installer and a batch file to be clicked to launch the mod. It couldn't be simpler...
Firs of all I have to say that your mod finally made the Medieval 2 worth playing. THANKS!
But I have a few suggestions about Poland:
1. Think about adding Masovia region, with a capital town named Plock, it should be placed north to Krakow. From 1079 to 1138 Plock was the capital of Piast’s kingdom, so I assume it is pretty important town and region.
2. There should be “Zbigniew Piast”, not “Zbigniew Piastów”
3. The Magdeburg region should not reach so far into Poland territory, I think it should end on Odra river.
4. Wroclaw (Breslau} was surely under the Piasts control in 1080.
After playing version .93 for a while may I offer what is meant to be some constructive criticisms.
As you can see from my post on this board I generally play the Byzantines and I think that the Byzantines, Turks and Egyptians get short changed by AD.
The reason for this is very simply that the provinces in the Near East are to big to march from a city, attack another city, conquer it and then garrison your army in that city in ONE turn. When Other factions especially the HRE or the various Italians want to take a city they can do so in one turn if they have siege engines of some sort. What this means is that the Byzantines and Turks tend to sit there with a full stack in each city that they can't afford to move.
In many of the games I 've played against the computer the HRE ends up winning because it is very easy for them to reach the 35 province limit. What to do? These are perhaps not the best suggestions but they are things that have occurred to me
For the HRE make them have to duplicate the empire of Charels V. They have to take out the Hungarians AND the Spanish.
Byzantines and Turks maybe start with roads built between Turkish (Old Byzantine cities) to give troops ability to move between them in one move while dragging a siege engine, OR since many siege engines were built on location allow them to be purchased as mercenaries.
Alternately adjust boundaries and make one or two more provinces from Smyrna, Niceae, Sinope, Iconium, Ankra, Cesaria, Trebozond Adana, and that other one down on the coast but keep the total income the same for the combination. This would make the towns closer together.
For the French to win they should have to subdue the HRE
The Milanese, Venetians and Sicilians should have to control the whole of Italy and reduce the pope to a vassal.
Create a faction called "The Prussians" to help counter balance the HRE and give the Danes someone to worry about. It is a little early at the beginning of the game for them but not by the end.
Just some thoughts
Last edited by Gray Beard; 04-17-2007 at 10:44.
Gray Beard
Byzantium, Forever and Ever
Dude, you got me with your new 'tech/cultural advances tech trees'... i now really want your mod... it looks awesome. Any word about 1.0 release date? Anyway, thanks for sharing your great work with us all.
A TW-fan.
A mod that solely altered the game to have two turns a year would be very good, in my opinion, I really dislike the system MTW2 uses where your faction leader inexplicably lives for 80 years, then dies at age 57, and children age sporadically and arbitrarily. It's not a game-ruining aspect, but having two turns per year would still be fantastic.
"I am the King of Rome, and therefore above grammar"
- Sigismund, Holy Roman Emperor
Hi Berengar,
I recently downloaded your mod version 0.93 and started to play. With House of Salis, I reached 1120 AD on VH/VH. I would like to share with you some of my experience with your mod.
General. First of all, this is a great mod. I like the idea of houses instead of nations, the map, historical naming, events and many other things.
Rebels. From the beginning, when conquring all the surrounding regions belonging to lesser factions, I really had troubles with the rebels spawning all around my territory every turn. It was really embarrasing, so I was going to stop playing when sick and tired of fighting the rebels each turn. However, when I won the first crusade, my reputation went from dubious to trustworthy and eventually to immaculate after winning the papal office for my cardinal. To my surprise, the rebel spawn frequency dropped, as everybody was suddenly happy with my rule. Very good feature, the reputation pays!
Names. I play as House of Salis-Hohenstaufen which is a pretty long name. In some screens, for example main faction screen with victory conditions etc., the names like “Heinrich von Salis von Hohenstaufen the Immacolate” simply don’t fit in, making the other texts on the screen unreadable. Would that be possible to shorten the faction name, for example to House of Salis only? Sure, not historically accurate, but better playable.
Titles. In the course of the game, I acquired following titles:
Sacrum Romanum Imperator
Rex Teutonicorum
Rex Bohemia
Rex Burgundie
Rex Croatiae
Rex Sardiniae
Sereniximo Doge Venexia
There are so many titles on my emperor that together with other ancillaries they simply don’t fit in those 8 slots so my emperor feels hurt in his pride as his achievements are not visible. Would there be any way to sort ancillaries in such a way that royal titles are shown first (on the top) according to their importance while the normal ancillaries are suppressed to the bottom?
Injuries. When I saw my general wounded for the first time after autoresolving battle, I liked that because it looked realistic. However, when I have to fight every other turn with cloned rebel armies, some of my generals get wounded pretty frequently on autoresolve. My emperor got “Near Death” trait in 48 years of age and could not move till his death at 61. His successor got a trait “Seriously ill” at 32 and his movement is pretty limited since. When his heir got a similar trait, this situation becomes pretty annoying. How can I get rid of these traits? Even if he stays in beautiful Venice all the time, the trait does not dissapear in the course of time (no recovery on body and soul?). The only way to avoid this situation is fight every clone rebel army manually, which is pretty boring from second battle on.![]()
Political situation. When playing vanilla MTW, I set a personal goal to keep peace as much as possible (and got war on all fronts simultaneously instead). In Anno Domini mod it is 1120 AD: almost all factions are curiously at peace, they have several full stack armies in their territories, just sitting there and doing nothing. On top of that, around 1115 AD, most factions in the game lost more than half their territories to rebels. The house of Salis is the only one keeping their lands under control (with some difficulties). Unfortunately, there is no reason to play further as there is no real competition any more when all the other factions broke off.![]()
Anyway, I really like your mod and thank you for further tweaking it and for all the effort so far.
Last edited by zenisar; 04-22-2007 at 16:54.
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