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Thread: Anno Domini

  1. #151
    Aetheling Member Hross af Guttenburg's Avatar
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    Default Re: Anno Domini

    If you are discussing historical accuracy and relevance and in regards to the north then Jelling, Gotland and Kongahella are drastically in need of placing here, arguably even Kalmar too to represent the Swedish south and the importance of Öland in the early era. I would even suggest units for the north, but the mod seems to be a closed project.

    Several settlements, not just those in the north, but for example in Russia and Britain, are completely under-represented. Geographical inconsistencies also abound. As regards relevant or accurate provinces, the whole of the Americas as is, is a joke. Iceland and the Hebrides are notably lacking however, but since several relevant factions do not exist beyond 'rebels' this is perhaps not an issue.

    I'm afriad I'm inclined to agree with Rameses. However, I am aware that the perfect game is very difficult to acheive and that is why there are perhaps 10 mods right now that exist in order to present the 'true historical accuracy' and end up being just one angle of it. Not even CA with all their resources could pull it off, and this was supposed to be the TW game that would really listen to the fans and aim at the fans as their public, modders being foremost among them. It is easy to criticise and much harder to produce a mod.
    Last edited by Hross af Guttenburg; 03-22-2007 at 00:11.

  2. #152
    Member Member Re Berengario I's Avatar
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    Default Re: Anno Domini

    The perfect game cannot exist. I know that some lands in north are missing, actually a lot of settlements, cities, lands, provinces and neighbourhoods are missing everywhere.

    Plus we're playing with history not with a static situation otherway, just for example, in 1080 Florence was slightly more than a little village while Lucca was the main city of Tuscany, after Pisa.

    But then we now know what Florence did become and so we cannot keep it out of the list while Lucca is out because it remained just a little town, not very significative outside the local borders.

    In MTW2 we cannot create new settlements, we cannot modify province borders, etc...
    We have to play a dinamic situation with a static instrument. Live with it guys and have the most fun you can.

  3. #153

    Default Re: Anno Domini

    Quote Originally Posted by Re Berengario I
    Try to use this new campaign script http://www.twcenter.net/forums/attac...6&d=1171737478

    It seems to have solved some of the problems with save games as it seems scripts don't save well using quicksave or saving during AI turns.
    hello. wonderful mod, best i've played including the rome total war mods. also experiencing CTD with "m2tw encountered an unspecified error and will now exit" error message.

    i suspect it may have been an attempt to save in the middle of an extended AI pause between turns. i downloaded the link provided on this thread for a new campaign script (http://www.twcenter.net/forums/attac...6&d=1171737478) with no success.

    also seems that although i am able to open the game if i go back enough turns, once i save a new file, regardless how many turns later, it creates a CTD situation the next time i try to load that saved file.

    very odd CTD situation, i've not seen in a couple years of playing this series.
    do you good folks know how i can correct this?

    thanks in advance.

    JIBO

  4. #154
    Member Member Re Berengario I's Avatar
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    Default Re: Anno Domini

    @jibosan

    It's a problem with MTW2 that corrupts savegame created during the execution of a script.

    In the next version I disabled saving while the execution of some scipt but you can already doing it saving at the end of your turn while you're ready to press the next turn button.

  5. #155

    Default Re: Anno Domini

    Quote Originally Posted by Re Berengario I
    @jibosan

    It's a problem with MTW2 that corrupts savegame created during the execution of a script.

    In the next version I disabled saving while the execution of some scipt but you can already doing it saving at the end of your turn while you're ready to press the next turn button.
    thanks for the quick response. by "next verision", are you referring to the next version of the mod? i presume that's out out for download yet?

    is there anything i can do to fix the problem now that i have a corrupt save situation? does the save corruption affect only that turn? do i need to go back for than 2 turns in order to get to a non-corrupt save?

    peace,

    JIBO

  6. #156
    Member Member Re Berengario I's Avatar
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    Default Re: Anno Domini

    Yes, next version of the mod and it won't be released very soon as I'm waiting (as everyone :P) for the CA patch.

    Corrupted savegames cannot be used I fear, I don't have any other advice for the past anyway as I never experienced that problem but a corrupted savegame doesn't even load so if you have one save that loads, use that one and from there on save when you're ready to hit next turn and you shouldn't have problems (hopefully).

  7. #157

    Default Re: Anno Domini

    Quote Originally Posted by Re Berengario I
    Yes, next version of the mod and it won't be released very soon as I'm waiting (as everyone :P) for the CA patch.

    Corrupted savegames cannot be used I fear, I don't have any other advice for the past anyway as I never experienced that problem but a corrupted savegame doesn't even load so if you have one save that loads, use that one and from there on save when you're ready to hit next turn and you shouldn't have problems (hopefully).
    yeah, that's the part that puzzles me. the corrupted ones don't load, that's for sure. but the twist is that even when i am able to load a previous game and save before the turn ends, i get the same error if i leave the game and return. mind you, i can play as long as i want while in session, but the second i leave and try to reload, CTD!!

    oh well, guess i'll start fresh - been wanting to try out the sicilians anyway.

    peace out.

    JIBO

  8. #158
    Merkismathr of Birka Member PseRamesses's Avatar
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    Default Re: Anno Domini

    Quote Originally Posted by Re Berengario I
    My reply wasn't a response to criticism.
    I just affirmed the logic behind the AD mod, because other mods have different logics (not worse or better, just different, to not be misunderstood).
    I think people need to know things clearly before playing :D.
    About the size of settlements in the current version of AD they weren't correctly balanced and researched.
    And significance also means historical or strategical significance. For example Asqalon (or Ascalon in english) was just a hole in the desert but very important to close the Palestine from Fatimids attacks from the south.
    You don't know how much I would like to have a huger map with Persia in and 400 provinces to play with. But because this is not possibile until I'll manage to corrupt some CA developer I have to make some choices.
    In the upcoming version I reached the province limit (mostly put in middle east btw ;)) and still I'm very unsatisfied because I would like to have put into some others but I wouldn't like to take out others ones.
    So compromises are needed, and compromises are always questionable otherway they wouldn't be compromises.
    I well aware of the game limits and I do strongly approve of the AD´s logic. IMHO this is by far the most realistic and best mod this far with the M2-engine.
    Regarding settlements it has always been a tuggle between gameplay and historical realism and personally I´m all for the later. There are significant reasons why certain empires and kingdoms survived while others died out. It´s not good gameplay to give a lesser faction starting abilities to become something they never could in real life. EX: Denmark in vanilla M2. That´s up to the player to make.
    Since half the Turkish and many Fatmid settlements are not presented in gameplay due to the restricted map I strongly recommend you to implement some kind of trade structure, like the Silk road in RTW. This could also be implemented in the Moors who are missing out on all the sub-saharan and African trade revenues.

    Sidenote: Stockholm wasn´t founded until 1250ad by Birger Jarl. A more realistic and accurate settlement for this region would be either Uppsala or Linköping, personally I´d prefer Linköping. Furthermore one of the most important settlements in the Baltic sea region was Visby on the island Gotland (the large island S.E of Stockholm) a hugely important trade-hub.
    In this timeperiod "Sweden" didn´t exsist. Three major families/ kings struggled back and forward for power. One in West Götaland around Skara, the other in East Götaland around Linköping and the last in Svealand (north) around Uppsala (or Ubsola).
    On a personal note neither Oslo, any of the "swedish" settlements except Lund and Helsiniki shouldn´t even be in this game at all. I´d rather add the hugely important Danish settlement of Roskilde on the island of Sjaelland.

  9. #159
    Aetheling Member Hross af Guttenburg's Avatar
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    Default Re: Anno Domini

    Isn't the Swedish capital set as Uppsala in this mod? I agree with Wisby and Roskilde, and if a silk road concept was in place what about setting up the Hanseatic league as a guild house for north sea and Baltic settlements?

    Don't agree with Oslo, it did exist as did Bergen, and became more influential in time. But if it was me I would separate that area of Norge into Ostfold and Westfold. Anyway, I'm sure these suggestions are not going to effect the mod so....

  10. #160
    Member Member Re Berengario I's Avatar
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    Default Re: Anno Domini

    Not Stockolm nor Helsinski are in AD.

  11. #161
    Merkismathr of Birka Member PseRamesses's Avatar
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    Default Re: Anno Domini

    Quote Originally Posted by Re Berengario I
    Not Stockolm nor Helsinski are in AD.
    Yup, my bad. I just saw the provs in the descr_strat file. Sorry.

  12. #162
    Autocrat Member Vlad The Impaler's Avatar
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    Default Re: Anno Domini

    i downloaded 0.92 version from filefront
    but, how do i install this?
    thanks
    Tough Times Don't Last. Tough People Do. Twenty years from now you will be more disappointed by the things that you didn't do than by the ones you did do. So throw off the bowlines. Sail away from the safe harbor. Catch the trade winds in your sails. Explore. Dream. Discover. [Mark Twain]

  13. #163
    Merkismathr of Birka Member PseRamesses's Avatar
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    Default Re: Anno Domini

    @Re Berengario,
    1. How does the rebel spawn rate work? I noticed in descr-strat that the rate for both brigands and pirates are set at 999!!! OMG! I changed it back to the vanilla level but nothing happens?! In my current game as the Byzantines I´ve played for 30 years and I´ve fought 66 pitched battles against half- and full stack rebel-armies plus atleast 30 or so against smaller bands that I just auto-calculated. This is a nightmare! Is the spawn-rate scripted in some way? Is there anyway for me to edit it to a level that I feel is more realistic?
    2. So the construction time for buildings is doubled, cost has doubled and growth-rates are half of the vanilla right? I find this, in most cases, very realistic but some buildings like some houses should be buildable faster. Is it really realistic that it takes 2 years to build a town watch and 4 years to upgrade it to the next level etc??? I can accept a prolonged build time for a harbour, city walls and defences, churches, farm upgrades etc.
    3. Shouldn´t some defence structure also be able to add to the security and hapiness of the settlements inhabitants? Personally I´d feel more secure and happy living behind Constantinoples massive fortifications than if it had a wooden palisade, wouldn´t you?
    4. The event "forgotten claim" does what? It has happened on numerous occasions but nothing happens and no information is accessable in the game.

    Sidenote:
    Are there any scripts regarding Byzans hold of Trapezous and Antiokeia? In 1109 Antiokeia´s loyalty went from 105% to 0%. No heretics, or spies that I can detect and my religion was at 65%. Any explanation?

  14. #164
    Member Member Re Berengario I's Avatar
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    Default Re: Anno Domini

    @Vlad The Impaler: you just have to run the exe and select a folder where a MTW2 Vanilla installation (completed with the latest patch) is.

    @PseRamesses: first of all you should read the readme. Rebel spawns should stay at 999 because they're all scripted and linked to your global reputation.
    Walls give bonus to happiness (the same as in Vanilla).
    Antioch is far from your capital so its loyalty plummets down and you have to work a lot to avoid it to rebel (strangely it's what happened in history after Manzikert).
    Building times are the same, in years, than vanilla but their cost is x4 just like your income is x4.
    Last edited by Re Berengario I; 03-27-2007 at 15:11.

  15. #165
    Autocrat Member Vlad The Impaler's Avatar
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    Default Re: Anno Domini

    hm
    it seems that what i have downloaded is not an .exe
    Tough Times Don't Last. Tough People Do. Twenty years from now you will be more disappointed by the things that you didn't do than by the ones you did do. So throw off the bowlines. Sail away from the safe harbor. Catch the trade winds in your sails. Explore. Dream. Discover. [Mark Twain]

  16. #166
    Member Member Re Berengario I's Avatar
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    Default Re: Anno Domini

    Quote Originally Posted by Vlad The Impaler
    hm
    it seems that what i have downloaded is not an .exe
    The exe file is inside the rar file (which is a compressed file like a zip, use winrar or others compatible programs to open it).

  17. #167
    Autocrat Member Vlad The Impaler's Avatar
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    Default Re: Anno Domini

    i guess i downloaded something else because i dont find any exe inside.
    the folder is named ADO92
    Tough Times Don't Last. Tough People Do. Twenty years from now you will be more disappointed by the things that you didn't do than by the ones you did do. So throw off the bowlines. Sail away from the safe harbor. Catch the trade winds in your sails. Explore. Dream. Discover. [Mark Twain]

  18. #168
    Member Member Re Berengario I's Avatar
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    Default Re: Anno Domini

    Quote Originally Posted by Vlad The Impaler
    i guess i downloaded something else because i dont find any exe inside.
    the folder is named ADO92
    You downloaded the older version.

  19. #169
    Tjabbe Member Djurre's Avatar
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    Default Re: Anno Domini

    Perhaps an update on what's to be expected?

  20. #170
    Member Member Re Berengario I's Avatar
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    Default Re: Anno Domini

    Quote Originally Posted by Djurre
    Perhaps an update on what's to be expected?
    A complete redesign of the buildings and the units ;)

  21. #171

    Default Re: Anno Domini

    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.

  22. #172

    Default Re: Anno Domini

    Hello, I'm new here and I wanted to as ksmth about future mods. Are You going to add new factions to the game? I mean M2:TW was a total dissapointment (fantasy medieval). One thing that really grinds my gears is seeing such factions as Milan and Venezia in 1080 and not seeing the Teutonic Order as a separate faction (because it was autonomous) the Czheck and mostly the Grand Duchy of Lithuania (GDR) which was for some more than 100 years the BIGGEST faction in Europe! I think that more than 400 years of conflict between the GDR and the Teutonic Order should not be ignored. In M2:TW the Lithuanian troops looked smth like armenian goblins and the story was indeed awful. "Recruited by Polish generals" - yeah right!

    P.S. I'm a part of a historical community in Lt and we would gladly compose a brief but all the fact containing article about all the major events and names and etc. of the GDR 1080-1569 in a month!!!

    If You would consider our friendly offer please e-mail me at ernestaskuosa@yahoo.com

    Best of luck!

  23. #173

    Default Re: Anno Domini

    I must apologize for one mistake I've made, the Grand Duchy of Lithuania should be shortened to GDL not GDR. I am sooooo ashamed now :(

  24. #174
    Member Member Re Berengario I's Avatar
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    Default Re: Anno Domini

    @shoobrawca

    1) Regions are finalised unless CA will allow more of them in future patches.
    2) Piastow should be the genitive. I'm not an expert in polish language but for what I understand it should mean "of the Piasts" which make sense as Piast was the name of the ancestor not a surname.
    3) I don't think I changed the borders of Magdburg already fixed in Vanilla. Anyway the border modifications of all the regions in over 500 years of history are so complex and shifting and they cannot be represented statically if not with a good dose of abstraction.
    4) It wasn't. It was contested between Piasts and Bohemians but the real power was his Bishop since when HR Emperor Fredrich I Barbarossa created 2 duchies as fiefs of the HRE.

    @Kuosa Just remember that in AD factions are no country, kingdoms, neigbourhood but dinasties.
    So there will be new dinasties represented in further releases but there won't be any discussion about which they will be in.
    For nationalistic playing I advice "Victoria" from Paradox Games as it represents well the era where nationalism was born.

  25. #175

    Default Re: Anno Domini

    Well, if you want to say "of the Piast" then it should be "z Piastów", you can trust me, I'm from Poland;)

    If you will be adding some new regions in future, you can also think about Przemysl, to the south of Lublin, to the east of Krakow, it has already been quiet a large and important town in 1080, at least as far as I know;)

    Thanks for the good job!!!

  26. #176

    Default Re: Anno Domini

    i was not talking about nationalism, GDL had 1 major dynasty which later split in 2, the sons of Kestutis>Vytautas the Great (the Grand Duke of Lt) and the sons of Algirdas> Jogaila (Wladyslaw Jagielo in Polish, Lithuanian who married the Polish princess Jadwyga and became King of Poland).

  27. #177
    Member Member Re Berengario I's Avatar
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    Default Re: Anno Domini

    Quote Originally Posted by Kuosa
    i was not talking about nationalism, GDL had 1 major dynasty which later split in 2, the sons of Kestutis>Vytautas the Great (the Grand Duke of Lt) and the sons of Algirdas> Jogaila (Wladyslaw Jagielo in Polish, Lithuanian who married the Polish princess Jadwyga and became King of Poland).
    Thanks, I took note of it and as you saw dinasties work a lot better than (once inexistent) countries in a medieval setting ;)

  28. #178
    Member Member Re Berengario I's Avatar
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    Default Re: Anno Domini

    Ok, a quick preview of what I'm working on now:


  29. #179

    Default Re: Anno Domini

    i downloaded the .93 beta and started to play it. the new map is awsome. I do have 1 complaint thou. The game takes forever to play due to the fact that each round takes a long, long time. Now im using a brand new pc amd x2 5200. so i know its not a slow pc. Does anyone else have this?
    its about 60% longer per turn then vanella and it makes me not want to play this excellent mod...

  30. #180
    Member Member Re Berengario I's Avatar
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    Default Re: Anno Domini

    Does the mod have 60% more features than plain Vanilla?

    If it does so you have both the reason of the waiting times and both the reason to be patient.

    If it does not then the vanilla mindless bloodfeast celebrated in a bunch of provinces each large as half a continent is a better choice.

    Unfortunately everything comes at a price.

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