bigsmoke Skrevet 15. februar 2009 Skrevet 15. februar 2009 (endret) Heisann Lurer på hvilket mods dere bruker? Om dere modder selv eller om dere er i et modding-team? *********************************** ------------------------------------ For dere som har Totalwar: Medieval 2, og mener dette blir for lett og enkelt. Vil jeg anbefale den nylig oppdaterte: Deus Lo Vult 6.0! -Vanskligste mod på TWCenter.net. -Nytt kart. Nye krigere. Begge er maks antall. -Inneholder nye nasjoner: Teutonic Order, Armenia, Kingdome of Jerusalem, Georgia, Norway, Hedjaz, Litauen, Kievan Rus og Flandern(nederland). Papal State, Mongol og Native amerika er spilleklar. -Inneholder skolerings valg-, knightly heraldic rank- og pansjonering av generaler. -Historiske sverd, -Kroner for Ledere og mange andre guvernør-titler for generaler. -Mange nye bygninger, inkl. 2-veis valg av kirker for kristne, muslimer og orthodoxe. Bygninger for hver enkelt ressurs i regioner. -Man kan gamble, låne penger eller sette penger inn i bank. -Alle inntekter går opp og ned. Dette blir også gjennspeilet i % penger i bank. I veldig gode- og dårlig tider er det sjangse for at jøder eller banken stikker av med pengene. -Borgerkriger kan bryte ut(...hvis man ikke følger med.) Fra ideologisk diskusjoner til at hele kongerike brytes opp. Oppmerksom er nøkkelordet. Kast bråkmakerne i fangehullet før det eskaleres. -The plauge (aka. Dark age)får en helt ny mening; Kaos i europa, alle mot alle. i noen år vil folketallet i kongerike halveres. -Knuser du en nasjon(er), må man passe seg for "Braveheart-episoder". -Oppdagingen av av Amerika får en helt ny mening for England, Frankrike, Norge og Spania. -Mange nye historiske slag, klare for spiller: Helt nye konstruksjoner blir brukt. -Blir dette komplisert så er det nylig laget en DLV 6.0 Guide for new Players! som systematisk tar for seg DLV elementer. Handbook følger også med Mod'n. -...mange nye script som gjør at du vil slå tastaturet i veggen, gråte, le, men tilslutt vil du hoppe opp og ned i glede. En følse om at du har klart small Campaign iløpet av 230 runder. -Hvis man vil kan man også få en personlig custom DLV-Total addict-sig på dagen. Hoved mod'en blir oppdatert konstant, og har du noen gode forslag vil du ha god sjangse for å se dette i en senere utgave. Neste steg vil hele styrings systemet skiftet: om man vil ha Fuedal-system, Merchant-state eller Monarch-state. MvH. Norsk DLV-TWCenter Ambassadør. Deus Lo Vult Endret 22. februar 2009 av bigsmoke Endret til en mer beskrivende emnetittel. Fra "Total war Medieval 2 Mods" til "Generell diskusjon rundt mods til Medieval 2: TW" - TSP
Nerowulf Skrevet 16. februar 2009 Skrevet 16. februar 2009 Høres interessant ut. Har dere lagt ut en download-link enda? (jeg kommer jo ikke inn på TWcenter.net). Hva må jeg ha av patcher og expansion? (btw jeg er litt ny med mods, har bare spilt Stainless Steel 6)
bigsmoke Skrevet 16. februar 2009 Forfatter Skrevet 16. februar 2009 Høres interessant ut. Har dere lagt ut en download-link enda? (jeg kommer jo ikke inn på TWcenter.net). Hva må jeg ha av patcher og expansion? (btw jeg er litt ny med mods, har bare spilt Stainless Steel 6) req: TW M2 Kingdomes/1.5 patch DLV 6.1 (1/2 & 2/2) DLV_Beta_2 (nyeste utgave) *** Du må nok vente en stund til TWC kommer tilbake. Linken ligger i TWcenter, like ved SS. Jeg orker ikke laste opp de store filene på en ny link. *** Last ned begge filene (6.0) til en mappe på skrivebordet. Ikke rør dem før begge ligger i samme mappe. Gå inn på del 1 (1/2). Herifra vil begge filene sammen kobles(unifisert) inn til 1 vanlig .exe fil. Når DLV 6.0 er ferdig innstalert, kan du se etter beta for å få det nyeste. Repman(T-Leader) har fortalt meg om at han har store planer for amerika som er under påbygging. ************ Jeg har beta testet 230 runder med Sicely. Og jeg har bare klart 14 regioner, før Frankrike stormet inn å tok alle de 5 nordlige italienske byene mine. Nå har jeg 11. Ja ja. Jeg får plaffe dem ned med de ny kanonene mine:P Dette er en av de enkleste nasjonene å spille som...
ΣΙΝΔΡΕ Skrevet 16. februar 2009 Skrevet 16. februar 2009 Hvordan er Deus Lo Vult 6 iforhold til SS6? tror ikke jeg gidder å laste den ned nå som EMpire kommer snart og har ikke spilt noe TW på en stund.
bigsmoke Skrevet 16. februar 2009 Forfatter Skrevet 16. februar 2009 @ Nerowulf Forumet er oppe nå ***********************' @Sindre Kommer ann hvilken person du er: Er du en som liker hurtige grafiske løsninger, hypen og Eye-candy?(SS) Eller Er du en som spiller for vansklighetsgraden, strategi delen og et mangfolding system. (DLV) SS er en BRA mod, men det at jeg sier DLV er bedre sier noe om dybden og vansklighets graden. Jeg har ikke rørt Vanilla eller en annen mod på leeeenge. *********************** På litt under en time fikk jeg denne under en bestilling. --------------------
ΣΙΝΔΡΕ Skrevet 16. februar 2009 Skrevet 16. februar 2009 Hvis Deus Lo Vult har ett enda dypere gameplay og tilfører mer nytt enn SS så kommer jeg nok til å teste det før eller siden, men det blir nok etter å ha spilt Empire en del.
bigsmoke Skrevet 18. februar 2009 Forfatter Skrevet 18. februar 2009 (endret) Deus lo Vult Kingdoms 6.0 is out Only for Kingdoms 1.5 !!!!!!!!!!!!!!!!!!! The Mod Deus lo Vult (DLV) 6.0 is an CIVlike enhancement for Medieval Total War II Kingdoms, giving the player the possibility to write his personal history and requiring a lot more strategic thinking during gameplay. Summary: 0. Player can decide during first turn what DLV features he wants to activate 1. Many more factions (reskinned) playable on a very large campaign map: + ireland, armenia, lithuania, teutonic order, flanders, norway, kingdom of jerusalem 2. More medieval + graphical elements (remember MTW I): Heraldic Titles, Civil War,... 3. Roleplaying: Characters (Generals, Princes,...) have a more medieval based trait and ancillary system. The player should be more attached emotionally to his characters because he has to make a lot of decisions during the lifecycle: education, training, governor and military ranks, prison, retirement 4. Many new ressourcedependent economical buildings as joiner_shop, sawmill, vineyard,... give the game a CIV like touch. Positive and negative economical events have repercussions on the effectivity of these buildings. 5. Interactivity: The player has to make a lot of decisions regarding interactive events (economical, medieval as trade fairs, religious councils, Royal Hunt, War Draft, Gambler...) and collecting governmental\military points to achieve an advancement during his game. 6. more logistical\strategic parameters than the standard ones - (money): If you put your army into field you have to think of supply lines or they will become unmovable, population restrictions: you can't recruit armies in endless numbers because it is restricted by your actual settlement levels, high field costs for your troops in enemy land and during sieges does require to think about the best placement of your armies,... - no endless recruiting because of recruitement restrictions as population, settlement level,.. 7. Advanced Battle and Campaign AI -------------------------------------------------------------------------------------- **Forum: Total War Center, Hosted Mods http://www.twcenter.net/forums/showthread.php?t=219295 **Download DLV 6.0 Kingdoms: Part 001 700 MB (734) http://files.filefront.com/001DLV+60EXE/;1...;/fileinfo.html http://upit.to/file:5253cc2a51/001DLV_60.EXE **Download DLV 6.0 Kingdoms: Part 002 564 MB (591) http://files.filefront.com/002DLV+60exe/;1...;/fileinfo.html http://upit.to/file:7c6a68b251/002DLV_60.exe **Download DLV 6.0 Hotfix_01: 5,19 MB http://upit.to/file:b1ec9f7652 http://files.filefront.com/DLV+60+Hotfix+0...;/fileinfo.html Handbook english for DLV 6.0 http://upit.to/file:4281f76949 Installation: not save compatible to any older versions DLV_60 = 001DLV_60.exe + 002DLV_60.exe - install kingdoms patch 1.5 !!!!! - delete all old DLV's - Download both parts of DLV_60: 001, 002,.....only the first part 001 has the necessary exe file for unifying the parts - Unify both parts 001, 002 into DLV_60.exe by clicking on Part 001 (and decide where to store it) Don't click on part 002 !!!!!!!!! because of the filesize it will take severall minutes before you can see any reaction.. patience - then extract the unified DLV_60.exe now into the mods folder similar to other mods: because of the filesize it will take severall minutes before you can see any reaction.. patience - Execute the unified file DLV_60.exe and enter the correct path for the installation Example for english people: C:\Program Files\SEGA\Medieval II Total War\mods (For Germans change it to: C:\Programme\SEGA\Medieval II Total War\mods !!!!) - Decide on the last installation page if you want a non_english sound installation - Mod is installed under C:\Programme\SEGA\Medieval II Total War\mods\DLV_ext Important Language Versions !!!! During the Installation Process on the last page you are asked if you have a non- english (german, french,...) Version. For english people you have to unclick the Launch- nonenglish- Version Button, the other can continue. The program loads the correct language version files from the folders sound_english or sound_non-english and copies them into the path DlV_ext\data. During the next step the files events.dat, events.idx, Music.dat, Music.idx under the path DLV_ext\data\sounds are deleted and the game regenerates the correct language version + new music during the first game start. You can do it manually later by yourself if you have messed something during installation. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Don't close the pop-up windows even if takes minutes to perform, wait until they close by themselves. If the game is not starting on the first turn then delete the bin files in the path C:\Program Files\SEGA\Medieval II Total War\DLV_ext\data\text !! Important : DLV_60 Hotfix_01 http://upit.to/file:b1ec9f7652 It only works if you have Kingdoms_Patch 1.5 installed !!!!!!!!!!!!!!!!!!!!!!!!!!!: - DLV 6.0 necessary (clean, unchanged) Changelog hotfix_01 (save compatible to 6.0) - fixed Crusader faction crashes - included the standard sd files to avoid the white text boxes effect - some unit changes from Taiji - some more Tokus Graphics Installation: save compatible to DLV 6.0 - install kingdoms patch 1.5 !!!!! - clean Install DLV 6.0 (no addons or...) - Execute file Deus_lo_Vult_60_hotfix_01l.exe and enter the correct path for the installation Example: C:\Program Files\SEGA\Medieval II Total War (For Germans change it to: C:\Programme\SEGA\Medieval II Total War !!!!) Not into the mods folder as for 6.0 !!!!!!!!!!!!!!!!!!!!!!!!!! Ignore the warnings of write protected files ! Don't close the pop-up windows even if takes minutes to perform, wait until they close by themselves. ---------------------------------------------------------------------------------------- Problems If you have problems afterwards (Graphics, Sound,...) go to the 1. post in the bug htread for help tips http://www.twcenter.net/forums/showthread.php?t=219297 ------------------------------------------------------------------------------------------ Changelog DLV 6.0 - new graphics from Tokus Maximus - added first turn player decisions: fieldcosts (yes\no), settlement cost (yes\no), Point (gov\mil) System (yes\no), AI Playstyle (yes=Total War\no=DLV Standard Civ like) - fixed bugs: wonders, wrong factionsizes, mangonel .. - added Taijis unit changes (except the mass changes) - changed battle mechanics - included new strat city models: thanks to Agis Tournas, Agart - pointsystem: added mil_point gains dependent on your military flag anciliaries: banneret, grand cross,.. - metropolis settlements are shown on the map in uppercase format - negative destruction economic events for roads, markets, mines, markets, harbours cost now 1000 Fl. to rebuild, negativ times longer than the positive ones - enhanced some event text descriptions - added interactive event gambler: If you have a tavern, a gambler will ask sometimes for a quek game. If you accept (loose 2 gov_points and earn gambling traits, loyal for generals, disloyal for governors) then you have to bet 5000 Fl. and the win probability is 50%. Decline give disloyal generals. - player inflation modi: enhanced settlement costs depending on your treasury surplus - splitted extra cost popup into 2: field cost popup and settlement cost popup for better information - added economic status overview screen: shown in the financial overview popups: it is calculated by the stochastic economic +- events: -5 Depression (all economic events are negative)... 0 normal....+5 Overheated Boom (all economic events are positive) - reduced arrow blood effect - added rusichi mod units to russia, kiev, poland, lit: thanks to Taiji and Rusichi Team - added enhanced blood textures (removed dust textures), normal maps, attachment sets: thanks to Blueoran - added scenario battles: Battle_of_Herrings, Brignais_1362, Mello_1358, Mohacz_1526, Orleans_1429, Warna_1444, Muret_1213, Szekesfehervar_1096, Los_Navas_De_Tolosa, Lechfeld_955, Frankenhausen_1525, Ain_Jalut_1260 : thanks to Pinotchet09 - after Dark Ages: reset of all diplomacy and faction standings to start values (only in DLV Standard Civ modus) - added faction standing effects of the new religious monk buildings and other fixes: (dominican, sunni, ....) - changed some animations: shuffle backwards into shuffle forward - included GrandViz new BC diplomacy values: no more easy trade rights,.....(faction standings are more important now) ------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------ Old Releases: Patch 5.74 - mercenary buildings (in metropolis castle) + mercenary trader: if you have a building, the trader will pop up from time to time and will offer some mercs (random chosen) to you. - only 2 campaigns: player can decide in imperial\historical campaign : +- garrison spawn - bugfixes and other changes - new 10 wonder buildings: Notre Dame de Paris, Moskovskiy Kreml, Mezquita de Cordoba, Palazzo Ducale di Venezia, Kaaba, Bayt al Hikma, Hagia Sophia, Dome of the Rock, Tower of London, Roemer...only buildable in large metropolis cities if gov points > 120 Patch 5.73 -bugfixing anfd little changes - accelerated campaign turns - added penalties -10, -20 gov_points for offensive_to_nobles, inspire_civil_war traits of the factionleader - added boni +1 gov_point for ancillaries: ring, coin, key of the governors - fixed crashes: dungeon, sardinia, 100 gov points - some new Tokus Graphics - more historical decriptions: thanks to Hekk - more fire, explosions, dust, - included Real Horses 1.0: thanks to Argent Usher - 3 piece artillery: thanks to Furin - reduced cavalry spread - fixed 5.6 bugs: education, units thanks to Dave Scarface, names,... - Crimson Tide Bloodmud-mod 3.0 (partially): thanks to Magus - reduced unrest effects of jewish temple and requirement for merchants: 3,5,10,15,15 % - changed Campaign\Battle AI parameters - new pics for: well, synagogue - extracosts for besieging a fort in home territory: 1000 Fl. - new punishment buildings: dungeon->execution place->torture chamber (only in metropolis settlements) - refined hording: thanks to Furin - added fieldcosts for diplomats\princess: 300 p.turn in enemy land - 2 orthodox monk groups: Cenobitic Monasticism (=dominicans), Hesychast Monasticism (=Fransiscan) + buildings\traits - 2 islam priest groups: Sunni (=dominicans), Sufi (=Fransiscan) + buildings\traits - changed garrison script: faster, only player-AI not AI-AI, only every 10 turns possible - deleted vanilla custom campaign - included warhorn sounds from BBW Mod - reduced population requirement for huge cities - big stone castles for greek and middle_eastern: thanks to Agart - 2 rank point systems : governmental + military The player can collect government points (gov_points) and military points (mil_points) depending on his actions. Higher settlement levels can only be achieved by adequate point levels: No points no upgrading (even if the other population requirements are fullfilled) not only for the player but although for the AI (so player and AI stay on the same levels) : Point requirements: City upgrade: - Corn Exchange: gov_points > 10 - Market: gov_points > 30 - Fairground: gov_points > 60 - Great Market: gov_points > 100 Castle upgrade: - Garrison Quarters: mil_points > 10 - Drill Square: mil_points > 30 - Baracks: mil_points > 60 - Armoury: mil_points > 100 Dependent on your economical or political actions as a governor you can get or loose Governmental Points ! - SettlementLoyaltyLevel: -1, for unhappy ones - CityRebels: -2 - BecomesFactionLeader: -1 - PopeAcceptsCrusadeTarget: +1 - PopeRejectsCrusadeTarget: -1 - CharacterMarriesPrincess: +1 - PriestBecomesHeretic: -1 - CardinalPromoted: +1 - CardinalRemoved: -1 - InquisitorAppointed: +1 - SettlementUpgraded: +1 - GuildUpgraded: +1 - GuildDestroyed: -1 - FactionNewCapital: -1 - FactionAllianceDeclared: +1 - FactionTradeAgreementMade: +1 - VotedForPope: +1 - FactionExcommunicated: -3 - FactionBreakAlliance: -2 - Treasury: < 0, > 30000, > 60000: -1,+1,+2 - LeaderMissionSuccess, LeaderMissionFailed: +1, -1 - MissionSucceeded: AssassinationMission, SpyMission, SabotageMission, DiplomacyMission: all +1 - Events: Trade Fair +1, Royal_Justice +1, Money_Lender -1, War Draft -1 gov - Generals Disobedient: Disobeys His Liege -1, Rebels ! -2 each turn - Build wooden_wall, stone_wall, large_stone_wall, huge_stone_wall: -1, -2, -3, -4 each and once - every large_stone_wall, huge_stone_wall: -1, -2 each turn Dependent on your military actions as a general you can get or loose your Military Points ! - LeaderMissionSuccess, LeaderMissionFailed: +1, -1 - ArmyTakesCrusadeTarget: +1 - UnitsDesertCrusade: -2 - GeneralJoinCrusade: +1 - GeneralAbandonCrusade: -1 - GeneralArrivesCrusadeTargetRegion: +1 - GeneralTakesCrusadeTarget: +3 - GeneralCapture(loose)Settlement: +-1, +-2, +-3, +-4 - SackSettlement: +1 (-1 gov) - ExterminatePopulation: +1 (-2 gov) - FactionWarDeclared: +1 (-1 gov) - LeaderDestroyedFaction: +5 - Win, Loose Battle (Odds < 0.5, > 0.5, > 1): +-1, +-2, +-3 - Events: War Draft +1, Tournament +1, Royal_hunt +1 - Build wooden_castle, castle, fortress, citadel: -1, -2, -3, -4 each and only once - every fortress, citadel: -1, -2 each turn To get an overview regarding your actual point status click on the button “show faction ranking scroll” (click again if you see the normal ranking popup). You only get the 2 popups if you have more than 0 points. ------------------------------------------------------------------ - added Dungeon event: Disobedient Generals can be thrown into dungeon or bribed into happiness Nobles that have the trait "Disobedient" must travel to the capitol to seek an audience with the King to receive a pardon. If they end their turn in the capitol with a building >= dungeon, and the King is present, then a window will popup “Royal Court”. Open the character overview panel and click on the disobedient character. A window will pop up “dungeon or royal pardon ?” and you have to decide: - throw the character into the dungeon (the disloyal Noble will receive the trait "Thrown in the Dungeon"...essentially immobile + other bad traits, until released (% chance of release each turn, with average stay in the Dungeon being 5 years (10 turns)). - Give the royal pardon and bribe him with 3000 Fl. ----------------------------------------------------------------------- - Retire old Generals: If Generals are getting over the age of 60 they are too old for the battlefield and you can retire them into governors. Nobles over the age of 60 must travel to the capitol to seek an audience with the King to receive a retirement decision . If they end their turn in the capitol with a building >= town_hall, and the King is present, then a window will popup “Retirering General”. Open the character overview panel and click on the retirement character. A window will pop up “Retire this general ?” and you have to decide: - Yes: This honorable general will be retired and continue to do his excellent work as a governor The retirement and governor inauguration procedure cost 1000 Fl. - No: We need your excellent capabilities on the battlefield. So your retirement wish will be refused! Patch 5.6 - turntimes reduced by 50% - new unit skins\models on the campaign map: thanks to Isilendil - adapted settlement parameters - all field costs for armies + agents + the settlement maintenance costs are collected (in rounded up 500 steps) in a popup available through clicking on the finance screen (only 1x per turn) - the 2 population popups (Used Military Size, Maximum Possible Military Size ) are available through clicking on recruitement advice button on the recruitement screen - implemented +adapted Lithuania 1.3 + Teutonic Halbbruder: thanks to Isilendil and MadTao Team - flagbearer officer units: thanks to Isilendil and Niko's mod - many (> 200) permanent stone forts in all campaigns + moved some main events backwards in time: thanks to Furin - removed rankdependent recruitement of horseunits (not working since 5.4) - Refill Population factor: randomized with chance > 40% - added brewery building: needs grain - changed health techtree: well -> sewers -> public_baths -> aqueduct -> city_plumbing - new interactive event: royal justice - added 2 Catholic Orders: Dominicans (law and order) + Franciscans (spiritual) with 3 level-building tree and corresponding priest traits + event triggers - economic events: reduced spawning rate + higher costs and higher start buildings - added some map textures from Charge - adapting recruitement tree: thanks to Ivanhoex - added some Ivanhoex battle stuff: AI + Sinuhet AI Formations - implemented Music from kingdoms: thanks to Dave Scarface - civilian\military student careers need education buildings: scholarium (civil) in large towns or drillsquare (military) in castles - battle terrain smoother: thanks to Lusted Patch 5.5 - new battle animations (RomanStory, SigniferOne): thanks to Lord_ET - new historical custom campaign: thanks to Lord_ET - adapted Battle AI - rebalanced units attack\defend parameters: thanks to ivanhoex - added missing texts for aztecs - added units: Geonese sailors, Templar Sergeant,Byzantine Gunners, Canons of the Holy Sepulcher,Dismounted Halbbruder,Halbbruder, Pronoia Infantry thanks to isilendil - Byzantium recoloured, new portraits, new officers, reworworked templar and hospitallier orders thanks to isilendil - changed models\skins for english...thanks to Ornamentum mod thanks to isilendil - disabled conversion: cities<- >castles - added event : moneylender (yes, no), if player- treasury < 0: gives 20000 florin loan and takes 1000 florin payback each turn for 40 turns (double loan). - aztecs full playable: buildings, characters - more texts for events - fixed mining, irregular building construction stops, - merchants: replaced the fix 20% Judaism with 5, 10, 15, 20, 25% requirements dependent on market level. - added population limited recruitement: the player has only a pool of recruitement with a dynamic maximum depending on settlement number and levels. The pool (Factionsize) is filled up by the recruitement of units, their values are accumulated to an unitindex depending on number and level of units. If Unitindex > Factionsize --> Recruitement Freeze. Two popups will inform the player about actual Factionsize and rounded UnitIndex. Thanks to Tsarsies A timedependent\factionsizedependent refreshrate will reduce the unitindex over time so that the Factionpool can be refilled. - added event WarDraft: after a Wardeclaration the player is offered a 10 point reduction in the Unitindex for 3000 Florins (or more dependent on factionsize). Accepting will give bad traits Changelog Patch 5.4 - Changed Battle AI - Ages of Darkness - included hre skinpack from Tyre: thanks to Isilendil - fixed invisible aztecs - lifted death age from 30 to 50 years - added cathar heresy in the pyrenees - reinstalled banners on the strat map - added ressources: glass + salt in the campaign map - map: added lakes: constanze, balaton, geneve...;rivers: england, ireland, france (Seine) - changed danube to full navigable river: sea trade, ports for Nuremberg, Vienna, Pest, Bucharest - new buildings related to resources and to economic events: thanks to Isilendil + Kivals - higher core buildings (walls) give negative trade boni to reduce money overflow - added unique kings: from Harry Lime - added recruit priorities to edu file - reduced defensive skills of pike phalanx troups - new economic agriculture (climat) event - two dynamic events : trade_fair, banquet have effects on governor career - governor and general career are now seperated up from level 2 (e.g. > knight) - included partially changecapital from Lord finga: only included: cost of capital change 10000 + negative loyalty effects - kiev/armenia/georgia strat models: Isilendil - many new generals/captains/leaders battle models: Isilendil - added byzanz, russia skins from Disgruntled Goat mod: thanks to Isilendil - renamed\added governor career ancilliaries city: new governor_path ancilliaries Magistratus Inferior Magistratus Superior ................... get the ancillary governors ring Magistratus Nobile .....................get the ancillary governors coin Magistratus Excellentis ..................get the ancillary governors key changed the roleplay building\recruiting requirements - you need a Governor (any subject any rank) to upgrade and build anything. Nobody in the settlement-- > no building possible - Horses are the most valuable units on the battlefield. A horse belongs to a knight. So if you want to recruit horse units, you have to place a character of the military career into the settlement. If not then you get only the units of the lowest building stables. So here is the recruitment of horse units: Anybody --> Stables units Knights ---> Stables units + new Knight stables units Banneret --> Knight units + new Baron Stables units Commander --> Baron units + new Earls_stables units GrandCross + Character with Crown -- > All units includes old changelog 5.3 - new faction Georgia: thanks to Harry Lime integrate the russian "Knights of Honour Mod 5.0" (Skinner NeoUA) - new strat models for captains: thanks to Isilendil - integrated more skins from Lithuania mod: thanks to Isilendil+MadTao - reworked skins Teuton Order: thanks to Isilendil - reworked campaign map texture files - more aggressive mongols - faster campaign turns - included in Campaign AI: religious buildings influence faction standings with other factions (see XAI mod 2.20D from Xeryx\Naimad) - interactive medieval events with player decision effects: adapted from Anno Domini mod: Royal Hunt (stables), Royal Banquet(Townhall), Trade Fair(Market), Holy Council(Church,o_church(masjii), Royal Tournament(Knight stables) Yes: give positive traits, no: declining the event give negative traits in a certain distance to the capital includes old changelog 5.2 - new strat models for sea blockade, siege and trade routes thanks to riczu74 - some reskin of teutons thanks to Rex Cobalt - new strat models for Faction leader, heir, general, captain thanks to Isilendil and Tyre - new religion judaism: merchants require 20% judaism (only for the player), jewish synagogues available to convert (but will create unrest in the mother factions... so you have to decide where to build them..) - all priests have fieldcosts on enemy territories :300 - reduced\semitransparent flag symbols on the campaign map: strength of armies no more visible - small battle parameter changes - double ressources in capitals: monopoly traits,....(idea from Averroës) includes old change log 5.1 - bugfixing: SiegeEngines, oil,...... - update + minimal modify Campaign UAI 1.6 (+bugfixer) von GrandViz - all recruitement is religion dependent: normal units > 60% (corresponding religion), generals and Navy Seals > 80% - new province Santiago de Compostella, Visby - includes 3 units from Lithuania Mod (recruitable in temple): thanks to MadTao and Team - transfer of building textures from Kingdoms: teutonic forts, .... - music from Kingdoms Teutonic Campaign - fixed age mod (with kingdom scripts) - refined the map: roads, textures... - techtree buildings: included highway for greeks, amber_route for northern,eastern factions, Hanseatic League - fixed all Custom- Quick, Historical Battles includes old Changelog 5.0 bugfixer_01: - bugfixing: sea trade, scottish princess, denmark death,... thanks to Harry Lime - new faction norway + new region Bergen: thanks to Harry Lime - small changes to campaign AI - transfer units from kingdoms: thanks to Harry Lime, Ordensritter byzantium .greek_firethrower egypt .dismounted_ghulams .ghulams elo .edessan_squires .edessan_guard teutons .ritterbruder .clergymen .prussian_archers .order_spearmen .dismounted_ritterbruder ireland .calivermen .mounted calivermen turks .hasham .dismounted_hasham Changelog DLV_50 : - newest Artfixer + Interfaces: Tokus*Maximus, Wirapuru - Triumph and Tragedy: thanks to Tokus*maximus, Abrocomos - includes all Sambos skins - bugfixing : thanks to Abrocomos - Kingdom Features: Menue adaptions, Permanent Forts, Oil (?), AI (campaign,battle) parameter,... - Retrofit mod: thanks to unspoken knight - some AI Adaptions ######################################################################################## !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! --------------------------- ---------- ----------- --------------------------------- ------------- ------- ---------- -- - Sincerest thanks to all the folks who have contributed to Deus lo Vult Repman (the "Creator") - TheDrakken: Traits\Ancilliary System - Tokus Maximus: Graphical Artwork and Ideas (Artist Maximus Augustus) - Wirapuru: graphics - Miak : america map - Unspoken Knight: Retrofit + custom campaign mods - Harry Lime: bugfixing, minimods, betatesting - Gaius Baltar: betatesting - juggernawt: skinning Teutonics - DeZzErX: Flanders - SB2ean: Armenia, Desert Tribes - Boicote: Kiev Rus, Lithuania, Crusader - Joedreck: banner, shields, graphics - Renown: Traits/Ancillaries - Darth Vader: BATTLE AI + EDU balancing - Pinko: Battle AI tweaks + edb file elements - Oda Nobunaga: Traits/Ancillaries Enhancements - GrandViz: Ultimate AI mod 1.5 - Spurius: Big Map 1.06 - Rawghi: Heraldic mod - Kobal2: Traits Bugfixer - Marcus Camillus: old Career System, refined by Drakken - GAFH modder: Age simulation - Dearmad : smoke mod, cannon fix; traits/ancillary system - Kivals: adjusting parameters and optimizing russian\kiev faction - Rob the celt: ireland faction - Zapppa: Career System - Hephaistos: naval addon 1.1 - Zaid: islamic enhancements - gladiatort, madtao: Lithuania mod - character names: deRougemont, finneys13 - byg: Grim (supply) mod - Belgae: trait optimization - Belgae, StrikeQ : Student System - deRougemont, finneys13: characternames project - Byg: Grim (supply) mod - LAca's: Byzantine spearman - Megalos: english skins - Sambo: reskinning - gfortune: KoJ tweaking - riczu74: strat models: siege, sea blocade - Rex Cobalt: ordo teutonicus reskin - Isilendil and Tyre: strat+battle models: leader, heir,... - Averroës: ressources - NeoUA: Georgian skins from Knights of Honour Mod - Kivals: resource buildings - Niko: battle models - Lord_ET: battle stuff, Historical Campaign - RomanStory, SigniferOne: Animations - Ivanhoex: edu stuff - Tsarsies: Population Limited Recruitement - Flagbearer mod: Niko, Isilendil - Dave Scarface: Kingdoms music - Furin: Forts - Argent Usher: Real Horses 1.0 - Agart: stone castles : greek, middle eastern - Agis Tournas - Taijis: unit balancing, beta fixing - Rusichi Team :Rusichi mod - Pinotchet09: Scenario Battles - Blueoran: graphical enhancements - Addon: - Ordensritter - Burrek - Eternal cocoon - Himmelsfeuer - Horsearcher - Salty - plasticfigurine - WhiteWolf - zhumin1978 - ziher - Maced0n - Silent Resident Link: http://www.twcenter.net/forums/showthread.php?t=219295 Endret 18. februar 2009 av bigsmoke
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