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Thread: Confused about BKB's Supermod

  1. #1
    Evil Overlord Member Kaidonni's Avatar
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    Default Confused about BKB's Supermod

    I'm posting this here because it might get a bit more attention than in the BKB Supermod topic in the Engineer's Guild...

    I seem to have a problem with the mod. I hope I downloaded the latest version (likely). The thing is - some Ports don't register properly. Trying out the Danes, for example, I couldn't trade with York, even though it was in the same sea region as other Ports I was trading with. Then there's Apulia, which looks like it's in the Ionian Sea, but the Port doesn't cut the maintenance of ships there - it's as if there is no Port, and the maintenance per individual ship goes up as usual (i.e. from 20 to 40 for a single Galley). Just one more example - Provence's Port can't be traded with, even though as Sicily, I can successfully trade with other Ports in the Ligurian Sea.

    I sure hope I didn't mess up any installation of the mod, or have a corrupted game. I shouldn't have, because when I install new mods, I have backups of the vanilla MTW files, so I install mods over the vanilla files and yet, can cut these mods from one folder to another, copy and paste the backup vanilla files into the main folder where the .exe is, and then install another mod, all while having the vanilla files backed-up, safe elsewhere, if I need them for anything. XL 3.0 works just fine...

    So, rather than trawling through a 101 page topic, with some posts years old, me having no idea how many of any problems were fixed, I thought I'd ask here instead. Thanks for any help.
    I believe in a society without rules, laws and regulations. A society where there are only ideas - strict ideas that must be followed to by the letter - and any failure to comply is punishable by death. This would be no dictatorship or police state, no one would be living in terror. It would merely be a 'reassessment of one's preferences,' people living in 'not-so-optimistic security.' So, welcome, those who are 'longing to be blindly obedient and loyal, unbeknownst to them.'

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    Second-hand chariot salesman Senior Member macsen rufus's Avatar
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    Default Re: Confused about BKB's Supermod

    Hi Kaidonni - it's not a problem unique to BKB's mod, others have come a cropper with it as well. The root of the issue is the way MTW defines its province borders, as it is this which determines where the port "acts", the position of the port on the map is purely cosmetic (if you want to place the port for Rome in the middle of Volga-Bulgaria on the map you can do it, but it will still "act" in the Tyrrhenean Sea...)

    The secret is that the first sea region defined as a neighbour in the SetNeighbour lines in the startpos file will be the one where the port "acts". The good news is that it's easy to fix in your startpos file, simply re-arrange the order of the sea regions for the affected provinces
    ANCIENT: TW

    A mod for Medieval:TW (with VI)

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    Ancient TW2: Eastern Empires is under development again

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    Evil Overlord Member Kaidonni's Avatar
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    Default Re: Confused about BKB's Supermod

    There's one more thing...am I correct in assuming that no extra units become available to any faction, say, if I start in Early and then move over into the High era? I've read this somewhere in the main BKB thread, but I might have misunderstood it, so thank you if anyone can clear any confusion about this up.
    I believe in a society without rules, laws and regulations. A society where there are only ideas - strict ideas that must be followed to by the letter - and any failure to comply is punishable by death. This would be no dictatorship or police state, no one would be living in terror. It would merely be a 'reassessment of one's preferences,' people living in 'not-so-optimistic security.' So, welcome, those who are 'longing to be blindly obedient and loyal, unbeknownst to them.'

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    Evil Overlord Member Kaidonni's Avatar
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    Default Re: Confused about BKB's Supermod

    Anyone know at all? Like I said, I have no idea if I misunderstood what I read a while ago, and don't remember where it is in that 101-page topic...

    I believe in a society without rules, laws and regulations. A society where there are only ideas - strict ideas that must be followed to by the letter - and any failure to comply is punishable by death. This would be no dictatorship or police state, no one would be living in terror. It would merely be a 'reassessment of one's preferences,' people living in 'not-so-optimistic security.' So, welcome, those who are 'longing to be blindly obedient and loyal, unbeknownst to them.'

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    Second-hand chariot salesman Senior Member macsen rufus's Avatar
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    Default Re: Confused about BKB's Supermod

    I don't honestly know on that one, I've only played one BKB campaign so far, and I did spot that some units I expected to be "early only" kept on coming into High, but you'd need to look at the unit_prods for definite answers
    ANCIENT: TW

    A mod for Medieval:TW (with VI)

    Discussion forum thread

    Ancient TW2: Eastern Empires is under development again

    Featuring: Rise of Persia, Alexander's Conquests, Wars of the Diadochi

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    Evil Overlord Member Kaidonni's Avatar
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    Default Re: Confused about BKB's Supermod

    Hmmmm...just checked the .txt files (the 'Prod' files) for units, and checked the Early_Modded_Crusaders_Unit_Prod11.txt for the mod - it appears that other units do become available in other eras, by the looks of it (using Excel for an easier view, and there's a column dedicated to the era in which the units are recruitable).

    I just thought that, from something I'd read, that no more units become available, and whatever you can build in Early is what you'll be limited to in the later eras, but it seems I misunderstood. I take it that the availability of units is limited because of the sheer number present in the mod, and some units that are recruitable if you start in High or Late may not be so if you start in Early, while others might be.

    In fact, each of the files, not just Early, but High and Late too - I noticed, they all have 260 units present (or less, as I just realised there are headings along the top rows...LOL). But nevertheless, about the same. Looks like I did misunderstand whatever I read, and other units can become available (but only so many).

    Looks like that's sorted, then.
    Last edited by Kaidonni; 02-06-2008 at 12:09.
    I believe in a society without rules, laws and regulations. A society where there are only ideas - strict ideas that must be followed to by the letter - and any failure to comply is punishable by death. This would be no dictatorship or police state, no one would be living in terror. It would merely be a 'reassessment of one's preferences,' people living in 'not-so-optimistic security.' So, welcome, those who are 'longing to be blindly obedient and loyal, unbeknownst to them.'

  7. #7

    Default Re: Confused about BKB's Supermod

    Yes you're correct. Each campaign game has what was thought to be the maximum number of units and new units do become available in each era of a campaign game, but due to the lack of unit slots (or rather the profusion of units) some great units are unique to each campaign game.

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