Is there anyway to remove ancillaries short of giving them to someone else?
Is there anyway to remove ancillaries short of giving them to someone else?
"While I may not agree with what you have to say, I will, to the death, defend your right to say it." -Voltaire
Probably via script.Originally Posted by Italian Stallion
Imperator de Basileia Ton Romaion-A "The long road" M2tw AAR
https://forums.totalwar.org/vb/showth...41#post1657841
Click here if you want to know what a freshly shaven **** looks like.
I agree, a fantastic and very enjoyable mod. But the adoptive sons is a real pain and feels completely unrealistic/unhistorical. The accumulation of titles as you conquer provinces is a really nice touchOriginally Posted by Italian Stallion
The map is truely excellent
Keep up the good work. The best mod around. It would be nice to see a Swedish faction in the north. I might have a go at this myself.
Tried to Download your Mod from the Download Section, it redirects me to Filefront, to which a search has no such name "Anno Domini".
Is there is a Problem with the DL?
fenir
Time is but a basis for measuring Susscess. Fenir Nov 2002.
Mr R.T.Smith > So you going to Charge in the Brisbane Office with your knights?.....then what?
fenir > hmmmm .....Kill them, kill them all.......let sega sort them out.
Well thats it, 6 years at university, 2 degrees and 1 post grad diploma later OMG! I am so Anal!
I should have been a proctologist! Not an Accountant......hmmmmm maybe some cross over there?
My AAR just got pwned by El Cid. Didn't realise there were events.... I'll be on the look out next time lol.
Imperator de Basileia Ton Romaion-A "The long road" M2tw AAR
https://forums.totalwar.org/vb/showth...41#post1657841
Click here if you want to know what a freshly shaven **** looks like.
Good job with them anyway!Originally Posted by Re Berengario I
Imperator de Basileia Ton Romaion-A "The long road" M2tw AAR
https://forums.totalwar.org/vb/showth...41#post1657841
Click here if you want to know what a freshly shaven **** looks like.
Thanks, but there are a lot of other surprise awaiting for you all in 1.0.Originally Posted by Darkarbiter
I'm coding right now a parallel system of truces which fire before sieges and battles when the AI is a disadvantage, so you can choose the warmonger road (and pay its price) or otherway you (maybe) covered the expenses of the military expedition and can go back home where some rebel feudal lord is sieging your hometowns![]()
Version 1.0 is still proceeding on its way to the release.
Today I ended to sort out all the ancillaries and I changed their graphics to something more "medieval-flavoured" and artistic.
I'm also adding new ancillaries to spice up the campaign a bit more.
There will be also a nice surprise for the players, something they can make choices about, not just hope it will happen or won't like ancillaries and traits.
I'm not entering in details now but it is something else to make the strategic side of the game more interesting and historical and actually another tool to shape your faction.
Btw, I'm also redoing step by step a lot of graphic. I don't think it will complete in 1.0 as I don't want to stop the release for this but is another thing to avoid boredom I think.
I'm also studying a complete revision of units and unit stats and graphics. What still stop me from doing it is that huge amount of bugs that the combat system still has and I'm very frightned that when CA will hopefully fix it in the next patch I have to redo all the work again from scratch.
This is another reason why I'll wait till the next patch for putting new factions into the mod. There will be, rest assured, but it's nosense right now whithout adding new units and risk the results explained above.
So since I don't want to wait for CA for the 1.0 release I'm concentrating my efforts on the strategic gameplay and scripting, while using the wonderful work from Darth Vader for the combat, so to have a solid foundations for all the new stuff that will come in the upcoming months.
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...
Turns out i've been punching first, asking questions later.
I simply had to change the AD092(As it appeared in the archive) folder's name to AD. This way, when i extracted it to \MTW2\AD, the two folders merged and i was able to play.
I still did not encounter any .BIN files. only simple text files. But hey.
I'm currently playing as the byzatines, and enjoying it. Glad to have those titles back. This reputation system does seem to be working. My general has full command, chivalry, and influence. He's carries the legacy of the roman emperors, and is the king of serbia. Requests for alliances by the catholic factions came pouring in and i accepted hungary and Poland. despite them being of other religions. turned down england and france.
One thing that seems rather weird however, is the egyptian and Seljuk jihads on ikonium. I defeat them, but the leader survives, or is released after being captured. He retreats all the way back to the middle east, only to return the turn after. This really helps to turn my horse achers into elites and all, but there is something wrong here. They dont seem to attack the city if i await their onslaught, and the troops do not desert. this has been going on for at least 10 turns now, and distracts the islamic nations from defending the holy land from crusades. Jerusalem was conquered by the hungarians, but revolted. there was but a tiny garrison.
Apart from that, this mod (though, as complex as what we might expect from the EB team, if they ever finish the RTW mod) made me change my mind on mtw2. I was shure i was tricked into buying a piece of software with an impressive name, but lowsy content. Thank you for the effort, and props on the campaignmap. keep up the good work.
Last edited by Djurre; 02-07-2007 at 21:05.
Same for me. Just have to keep saving over until it works (sometimes it says it isn't going there but it is actually).Originally Posted by Re Berengario I
hopefully I will find some way to multi mod anyway but im sure for a lot of people the vanilla installer will help.
Imperator de Basileia Ton Romaion-A "The long road" M2tw AAR
https://forums.totalwar.org/vb/showth...41#post1657841
Click here if you want to know what a freshly shaven **** looks like.
If you have some disk space spare multimod is pretty simple. AD will simply require you to copy the original vanilla folder to another one with a different name, run the installer on it and voilà.
Btw, this is needed because most of the graphic and other files aren't read by the game from the mod folders so, unless CA will change the way mod switch will work, there aren't a lot of other choices possible.
Another quick update on the 1.0 version.
Work done:
- Completely new graphic for loadscreens, menus and most of the game events.
- The revision of VnVs and ancillaries has been completed.
- It's has been added a new event system to make the strategic playing more satisfactory. You'll feel you're ruling a medieval kingdom in AD, not just raise troops for the next battle. And the good thing is that this system will have many, many way where it can expand.
- Armies outside a settlement will have to pay a substantial upkeep for every stack. This will be balanced with a minor plain upkeep cost. The logic is that a mobilitated army is an expensive matter but it would cost very few if it's just defensive.
- rebels will plague your lands and the more the worse your reputation is. Btw they will attack your cities not just stand there watching their feet.
Work in Progress:
- completing the rebels with different army composition for different eras
- heretics spawning by events (yes cathars, bogumiles and friends will have their own events and will spawn where historically were).
- events for the coming of Almohads, Ottomans, Mameluks and other forces which will "fatten up" the relative AI factions.
- a feudal system of contracts and privileges.
- new/changed recruitment options.
- implementing the new RealisticCombat system by Point Blank together with Darth Vader Battle AI
Proposed ETA: end of the next week for the 0.99 beta
Since Anno Domini is and will always be a work in progress for at least some months as we modders discover new ways to implement features to stretch the game engine to the limit I decided to upload a new Beta version, the 0.93!
Beta doesn't mean it isn't stable or it rough but that some of the features I'll want to see in are still to be finished while every day I include something new.
It's a staggering download of over 70mb because it includes a lot of new graphic to help the players to immerse themselves in a realistic medieval world.
Here's some screenshots:
You can find the download link here at the ORG https://forums.totalwar.org/vb/local....php?catid=135 or you can directly go to filefront http://files.filefront.com/Anno_Domi.../fileinfo.html
I encountered some weird stuff in .92.
If someone tells me how to make screenshots, ill upload them. Jihads not working properly, and russia being whiped out by nothing.
Maybe it just the sheer traffic but from the upload but I have a 100mbit connection and yet it takes forever to download this from filefront, can't you use megaupload.com or something? Please?
Hey, Berengario, long time no see!
I don't have a copy of the game yet (bad me, I've been handling too much research), but I'm **real** happy to see you're focusing on dynasties, rather than countries.
If you are going to work on units, I can help with the Arpadians/Anjou as in the past. What I saw from the unit roster suggests that a surprisingly small number of tweaks would suffice to make them historically accurate. (This summer a buddy and I are finally going to start writing our book on the subject, so that there's something available that's both up-to-date and in a language other than Hungarian, with all its crazy vowels... ;) )
What I don't have, unfortunately, is time to run through serious hard code, etcetera... too many exams and papers to grade, at least this spring. But if you'd like some help in the region, by all means let me know.
Ngata tsukelan mokwisipiak!
About the topic, it seems that multimod is possible using AD 0.93.Originally Posted by Darkarbiter
In practice AD is using non packed modded files, vanilla uses packed files (so save games should still be usable, new campaigns won't be possible because the change in the campaign files) and mods which use the moddir use the mod folder and the packed files.
This if obviously you just didn't install AD on a copied MTW2 folder which still is the best practice to be sure that the vanilla folder (with all your other mods) will remain untouched.
The latter is the same procedure as in Rome with the huger mods alà Fourh Age, EB, etc...
I've been playing the 0.93 version now for a couple of days, and there's a few things I have noticed. Besides a few bugs, there's also a gameplay issue.
Bugs that I have noticed:
Lack of some unit cards.
Some wrong pictures for resources.
Things that may be bugs, but I'm not sure.
The reputation thing: After becoming King of Denmark, Sweden and Norway, I decided to sit back and watch what would happen. I made alliances with all the catholics, trade agreements. I ignored the Crusades instead I merely paid the Pope a bit more money. I also accepted every event that would improve my reputation. I made no aggressive actions to my neighbours, except the occasional wiping out of rebels *inside* my own borders. And I kept ending my turns. (To solve some monetary issues I found an "alien investor" (that is I cheated myself some money, just enough to keep a permanent surplus and see what happens))
What happened to my reputation is that it slowly crawled downwards. If I read the readme correctly this should not happen.
Gameplay Issues:
Construction times are *way* too slow and skewed, while troop growth is comparatively too fast.
Speaking of too slow. The scripts are too invasive. The system I play the game on isn't the fastest there is. But turns take ages too. It's almost falling asleep in front of the computer slow (this is actually the one thing I'm really negative about).
The positives:
Great work on the ancillaries and the events that increase your prestige. These truly give you a sense of playing a real kingdom.
Suggestions:
I didn't check for the possibillity of this myself, but once you have conquered a certain ammount of kingdoms, replace the kingdom titles with an overlapping title. After all, an aggressive expansionist could quite easilly hold the title of many regions.
Remove the cost for moving troops within the borders of your own nation. After all, it can be safely assumed that you planned all the logistics. This is especially usefull if you have conquered a large empire, or you start out with a very large provinces.
Reduce construction times of low tier facilities. Also reduce the rate at which troops replenish in your holdings and reduce the maximum troops available for training.
And one thing that would be really neat, perhaps a bit out of place in Total War, but not that hard to implement. Research.
With events one could easilly script the availabillity of certain units, the speed at which buildings are constructed, the speed at which units appear, and so on.
Well continue the good work.
END OF POST
Dingo
Berengario: you have mail. I like your idea, and don't think it should be limited to western factions.
Ngata tsukelan mokwisipiak!
Which ones? I didn't touched units and I only changed 2 resources.Originally Posted by d1ng0d0g
Reputation relies on so many factors, anyway from what you said you expanded aggressively at start so your reputation should have gone down, which in turn would have set some of your generals/family members prone to rebel, which in turn decreased even more your reputation. I'm not saying that this is what it happened but I had very little problem to stay in positive reputation if I wanted to. It's hard to be the king anywayOriginally Posted by d1ng0d0g
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Building trees are to be revised not because they're slow but because they're too much "arcade-style" and I'm planning to have something similar to research but not exactly so deterministic... anyway it's the way I'm heading to.Originally Posted by d1ng0d0g
About troops, raising troops weren't the problem in middle-age, the problem is to mantain them. Unfortunately the AI cannot disband, take in count this, so there's very few choices for a good system.
Basically your troops, if they stay in a settlement, cost you pretty to nothing, when you mobilized them to fight a rebel, invade a state etc then you'll have to pay, and pay a lot. This is realistic and pretty historical. Think about the troops in a settlement like "militar equipment" ready to be used (swords, armours, etc...) or, more realistically, vassals that you mantain.
I would like to own a Ferrari car paying it a couple of bucksOriginally Posted by d1ng0d0g
Unfortunately everything comes at a price, I would like scripts wouldn't slow the game but since it's the only way to modify the game beside CA giving me the source code for free to mess with...
It didn't work so historically. Talking about Danmark, the ruler dinasty there for long time was King of Denmark, King of Norway and King of Iceland, not Emperors of the Frozen NorthOriginally Posted by d1ng0d0g
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I think this mod is incredible, considering you are just two guys you have taken leaps and bounds and at the moment there are no real competitiors. I do get some ctds and some weird happenings like the HRE dying out within a couple of turns but the interactive decision making is excellent, a real success in making it feel like ruling a kingdom. The idea of lesser factions is absolutely perfect and the titles system has totally raised the quality of the original game. My only gripes are not the technical stuff at all but I would like to see some advanced start pos, I think Russia's cathedrals of 1080 are missed as well as a greater variety of units and troop types, at the moment the constant sets of militia and peasants is and villages and mottes and baileys seems dull and too much hard work.
But it is a challenge and very good fun, made me feel like a king!
Thanks for the appreciation but I still don't realize the problems with the HRE disappearing.Originally Posted by Hross af Guttenburg
I mean, HRE is really huge so it can't wiped out by rebellions in so few turns UNLESS the improbable eventuality of the dinasty being wiped out (the emperor and his 2 sons). But consider one thing, we're talking about HRE even if we should talk about the Salis-Hohenstaufen dinasty because if some other dinasty will conquer the 6 electoral provinces of the HRE they'll get the Emperor title (that's the good thing about using dinasties).
I hope in future releases to include more dinasties (alas factions) so to increase the struggle for power and titles...
Yes sorry, you are right the dynasty was wiped out in just a few turns and the provinces went rebel- it seems someone else here had the same thing happen with the Russian dynasty. Still its a minor thing really it didnt effect my enjoyment of the game.
I look forward to seeing more factions, and wonder if cities and dynasties might get more historical representation.
Great mod!
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