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I'm working on a new mod with some different flavors (not for all tastes) which sincerely need your active discussion about them.

These will be the main differences with Vanilla:

Timeframe

1080-1580 with 2 turns for year. The growth of the settlements is already been worked out in the settlement xml file. The movement of land military units has been halved and together with the bigger map will avoid blitzkriegs (no Guderian and Rommel in middle-age ... you know). Movement of most agents and ships have been increased. Cost and construction time of all buildings have been multiplied by 4. Starting development of cities will be historically correct (so yes Constantinople will have Saint Sofia from the start).

Regions and Map

I'm near to complete the complete rewriting of all regions. They'll be about the max of 200, historically correct for the date of campaign start (1080) and with their names in the language of the owners (possibly). The map will be a reworking of Spurius' one (big thanks to him). Rebel regions will be noticeably stronger, if the Byzs want to conquer Bulgaria back they have to sweat like Basil II did (it's hard to be the Basileus).

Factions

There will be no countries (no sense in middle age, there was no concept of country in modern sense) but instead dinasties that will battle over the map, acquiring regions and titles linked with them.

Basically if the Plantagenets will kick the Capetians' ass they will become kings of England AND France, as they became kings of Scotland, Eire and Waled in reality ... you see historically correct and gameplay solid.

So no more silly Denmark become the ruler of the world, it will be the dinasty who ruled Denmark which will get the titles he will conquer grabbing regions from others. Another example, the HRE will have the Welfs and Waiblings battle over the emperor crown.

Titles

There will be kingdom titles, which could be acquired just by the faction leader, and regional titles (count, duke, sheik, etc) which will be given to generals once they'll garrison a settlement for some minimum turns. They will be transmitted to the son (maybe giving the son a trait ... title_heir if the father has the ancillary title, removing the trait if the father would not have the ancillary title anymore). Have to test how could the AI ​​behave, but I think I will sort it out.

Titles will be removed once the faction won't possess the region at the end of the turn.

All in all it will be a shitload of scripting and triggering as for every turn it will have to test the property of every region for every faction.

Victory Conditions

This is the hardest of all to work out as the AI ​​is not very reliable about it and don't know exactly how to link the it to the titles but probably I will give as victory conditions the possess of some capital regions (which grant the royal titles). Anyway I will think about it a bit better.

AI

AI will be improved but is still in a testing phase until I could mod all the new factions into as it's extremely reactive to who the neighbors are and which victory conditions they share with us.

New Units and Buildings

Without the unpacker no work done here but units will be recruited possibily on a regional basis more than on a faction basis (so if Egypt will conquer Welsh it could recruit welsh longbows).
Generals could be recruited by all the faction who will still possess one capitol region so to avoid (hopefully) the unhistorical adoptions as there no way to mod it out completely, but you will have presented 99 years generals who'll die the year later, so it's better for your factions to have fertile sons.
I'm also curios if you can inherit other factions by one of your princesses marriage (as it did happen historically).
The most prominent buildings will be included into the hard coded limits (so if Capetians will posses Paris region they could build Notre Dame for example).

Ok, this is my "vaste program" and can't wait to have the unpacker in my hands but I would be really glad to hear your opinions and criticisms about itl. Thanks to anyone patient enough to read it all.

Ok, just to keep you all interested in here's some screenshots of the new game map (I'm using 174 province slots right now, so there's some space for further detailing).

https://img201.imageshack.us/img201/5486/irelandwalesck4.jpg

Ireland and Wales (no more easy 2 province conquering)

https://img212.imageshack.us/img212/7402/englanddk9.jpg


England


https://img97.imageshack.us/img97/8089/northitalyld4.jpg



Northern Italy (I already changed the Venice name, it slipped through: embarassed:)

I downloaded the version of your map at twcenter.net and I gotta say it is totally kickarse.

However, I'm a little curious as to why you included a land bridge between the Italian peninsula near Bari connecting to the Greek peninsula. Is this to foster Sicilian AI expansion? I can understand the land links elsewhere since they're all rather short, but this one is much longer than the rest of them.

Anyway, keep up the good work. : 2thumbsup:

I did it to force Sicilians to invade Durazzo as historically happened. Now with AI finally using naval invasions I will delete most of those long landbridges.

It's impossible for me to install your mod: help:
Could you explain me please !!!
(i'm french and my english is very poor!)

I've released the first "light version" of my mod, that can be found at Twcenter, but I suggest you to wait for a couple of days when a new version will be out with some bug fixes and some more polishness around (especially about resources and agricoltural incomes).

The installation, considering this is still very WIP, consists in unpacking the rar file in your MTW2 directory. You'll then have a "/ AD" directory under the MTW2 one and you'll have to configure the game to use it with the different methods explained in a lot fo threads here at the Org and at Twcenter (I personally use a window shortcut).

Hey Re Berengario I will the next version include more regions in the east and northern africa just thinking I might hold off starting a new campaign if so.

And of course great work so far: thumbsup:

Downloading the light version from TWC. At first glances map seems to be the best one I've seen so far ... finally more provinces.

Kushan

How can I get that map into my game? And where do I get it

AD modding team is pretty near to release a new light version, it's just a matter of a couple of days to do some playtesting and it will uploaded at the twcenter.

The light version will have the huger map, a lot of provinces (we're near 190 I guess with the latest additions) and a new improved AI (thanks to Shaba Wangy) and an overall tweaking of starting armies, buildings etc.

So be ready for the announce and the link;)

Re Berengario I a question for you, once the new map is released. Is it possible to just use your map in my campaign without any of the other changes?

Re Berengario I a question for you, once the new map is released. Is it possible to just use your map in my campaign without any of the other changes?
Thats pretty much what the light version will be if you don't want the AI ​​files it should not be to hard to work out which file to leave out.

Downloaded and applied the Mod, but after choosing Venice in the grand campaign I got the message "Medieval 2 Total War encountered an unspecified error and will now exit".

I use Medieval II Total War Manager to manage Mods but I've tried also
following the instructions given in the Mod and creating the .bat and .cgf
files on my own. No way ...: wall:

Where's my mistake?

There's a new 0.91 version ready to be downloaded at TWCenter.

In the same forums there is a detailed step by step installation guide for the unexperienced.
http://www.twcenter.net/forums/showthread.php?t=75381

Take in account that is still a BETA WIP VERSION, that's why it's 0.91 and not 1.0, so it lacks an automated installation procedure and many game aspects are still rough, unpolished and unbalanced.

Thanks to everyone who'll play with it and be sure to post here or at TWCenter your opinions, bug discoveries and general gameplay experiences so we can use them to improve the mod for the final version.

Download link

http://www.twcenter.net/forums/downloads.php?do=file&id=944

The upcoming 0.92 version will have, together with some bug fixes and a brand new AI written from scratch, real medieval historical names and not the vanilla ones.

Just to give you people some example:

Sicily:
https://img152.imageshack.us/img152/6281/sicilywt8.jpg

Spain:
https://img409.imageshack.us/img409/4668/spain2tg6.jpg

Moors:
https://img226.imageshack.us/img226/4126/moorscg6.jpg

So no more Paparo Pinocchio leading your crusade or Karembau DelPiero playing on the battlefield instead than in Fifa2007.

Fixed my problems with the .bat file.

Now Mod starts but I get a map with city descriptions in huge colored squares, and no buttons for constructions, soldiers and turn change. No minimap too. Just withe squares. The advisor seems half-hidden in the
top-left corner. I suppose is something in the video settings.

Is me or the Mod? Playing with italian version.

It seems you messed pretty well the folders of the game. The \ AD mod folder have to be placed INSIDE the folder where the Vanilla game is.

I've tried to mod the buildings into Venice. All the mess appeared after this.
I've re-loaded completely the Mod and it works fine, but I wonder what would happen in later times, when the buildings I tried to add will be available ...

Hey I'm having trouble installing this mod. I've followed the step by step instructions perfectly but I can't get the map to work. i've tried using the shortcut method in the instructions, but the @ ad.cfg at the end of the shortcut part reverts whenever i start the game. I have another mod folder so i try to change the bat file for that to work for the AD folder, but that doesnt work either. any ideas on whats wrong?

All problems removed. Mod works well even with higher eras buildings and
units. Strongly suggest to whoever suffer problems with this mod to put the
--io file first line INTO THE .CFG FILE. Make a quick search on how it has to be made properly.

Waiting anxiously for the next version.

All problems removed. Mod works well even with higher eras buildings and
units. Strongly suggest to whoever suffer problems with this mod to put the
--io file first line INTO THE .CFG FILE. Make a quick search on how it has to be made properly.

Waiting anxiously for the next version.

Don't to do it if you're using the mod directory and the mod switch but only if you overwrite the Vanilla files in the original directories.

any update on this one?: beam:

The project is not dieing at all! Instead a new 0.92 version is on playtesting right now. When there won't be any evident issues (like CTDs) and the gameplay will be more stabilized it will be released to the public.

Excellent, looking forward to it!

The project is not dieing at all! Instead a new 0.92 version is on playtesting right now. When there won't be any evident issues (like CTDs) and the gameplay will be more stabilized it will be released to the public.

Glad to see TWC going down wont kill of AD :)

Kushan

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 still alive and I was an org member far before than TWC ever existed so you can post your findings here and they will be read and answered :)

Btw, if someone is interested in playtesting the 0.92b version can drop me a PM here too and the download link will be posted to him (it's not on TWC anyway).

Any idea when v0.92 will be released?

Kushan

This weekend as it seems there's no game-ruining CTDs.

well, here we are ... Why don't you get a forum for AD?

Well I think there's no need for now. Once the mod new version will be released to the public if the feedback will be overwhelming for a single thread I will ask a subforum.

I asked on the official forum about how armor upgrades are coded and they told me that armor upgrades just add +1 point to armor and there isnt any other system behind. So it looks that all EDU files needs to be rebalanced, to make units with the same armor type have the same protection values.

In the meanwhile the development of the 1.0 version is proceeding.

That version will install OVER the vanilla game directory so you will need to backup the data \ maps folder and use the "medieval2.exe --io.file_first" switch.

We're still working on strategic gameplay, just to give you an idea of ​​what is boiling down, here's the monastery of Monte Cassino (between Naples and Rome):

https://img249.imageshack.us/img249/2052/montecassinodl5.jpg

Units will be looked into again, right now we're using Darth Vader tweaks togerther with other little modifications of some. They'll have a complete overhaul though when things will be settled down more (alas the bugs will be fixed).

That version will install OVER the vanilla game directory so you will need to backup the data \ maps folder and use the "medieval2.exe --io.file_first" switch.

Would it work with the mod switch if it had to? I get a bit nervous when I have to install anything in the vanilla folder.

Kushan

Would it work with the mod switch if it had to? I get a bit nervous when I have to install anything in the vanilla folder.

Kushan

Version 1.0 won't work with mod switch. Nothing we can do about it as it's CA design decision if we want to modify some files (some aren't read from a modswitch folder: no:), so the cleanest approach is using a vanilla installation. Backup your files and savegames.

Version 0.92b is using mod switch and it'll be the last one to use this method.

did you create that monastery thingy?

Anyway ... about .92b:

Been playing with Byzantines ... Got all of Asia-Minor and the Balkans ... overextended myself and now Venice is no more and I have despicable rep ... City growth is enormous ... maybe you could put it down to decimals (0.3% instead of 3% per annum, for example)

think I found a bug: My faction leader had 4 royal titles ... (Out of some 7 I conquered). He dies, his son gets 4 ... but the Basieleus one, among others, doesn't show ... So I have a few crappy ones and my king's stats are worse off than with the inicial title ...

Is there a limit to royal titles / retinue?

oh, btw, I think a lot of people (myself included) prefer not to mess with the original install ... Is there any technical reason you want to install on top or is it just for confort's sake?

oh, btw, I think a lot of people (myself included) prefer not to mess with the original install ... Is there any technical reason you want to install on top or is it just for confort's sake?

I just explained in the message before the reason why, some modded files can be read by the game only if they are in the original folders so no reason to put some in the modded dir, some into the original, etc ... it would be a mess.

Just back up your \ data \ map folder and the savegames and you're pretty safe as all the other files could be deleted and the game will use the packed ones.

This of course unless CA will change something in the future, actually the modding procedure is pretty unconsistent once we touch certain zones.

Yes the monastery thing is an Anno Domini Modding Wonder (tm): P
We're particularly proud of the shining gold cross (no offense to muslims who were so kind to let live a lot of ancient monasteries in their lands as the Sinai one, while we christians were always so busy burning synagogues).

About the titles I think the ancillary limits were the same as in RTW / BI but if your old leader got them I don't see why the heir cannot have them also unless you lose some needed region (Constantinople for the Basileus title).

Btw, the old owner of the title have to die before you can acquire the title ancillary. So it's not just province conquering.

Re Berengario I, have you been checking the posts / replies at TWC during the "crisis" with regards to your mod?

I read it but still the fact of being able of built watchtowers or not is linked to the type of terrain like in vanilla. You can't built watchtowers in desert for example, at least I never was able of.

Hello dear friends,

you ask me why I don't write anymore. well, i don't speak english enough. : help: it would be nice if this were written more in German. i hopefully installed the "anno domini mod" with the help of my son-in-law, but every time my pc made strange noises.
I, but not only me, but also many, many friends, are waiting longingly and full of hope for an mtw realism mod, because the game, as the manufacturer brought it to the market, is very bad, unhistorical and unfortunately anti-German (HRR)!
So that I don't write anymore is only because I can't speak enough English and my daughter, who has translated my writing so far, is currently. has no desire to help her poor father.
: help:
all the best,
Grimmnir.
p.s. I think your forum is very good!

I can understand and write a bit of German, but this is an English forum and ... it's better to write in english to let everyone able to read (and moderate). :)

I wasn't referring to anything specific, but only checking for the need to repost any beta findings here really. Would you like further beta updates here or at TWC?

On the subject of watchtowers, it seems related to the entire territory and not the specific underlying terrain where you want to build it. Plus given that I built 63 (as I recall) watchtowers in my first 7 territories (Alexandria, Cairo, Dongola, Jedda, al-Kafuh, Amman, and Asqalan), I was clearly building them in desert areas.

https://img263.imageshack.us/img263/9206/splash092small0ef.jpg

0.92 is public.

Check here:
https://forums.totalwar.org/vb/local_links.php?catid=135

Use this thread for support and discussions as it is still in development even if the version is already fully playable.

STEP BY STEP SAFE INSTALLATION HOW TO:

1) Assume your MTW2 directory is called Medieval II Total War. You have this usually as default
c: \ Programs \ Sega \ Medieval II Total War
If your directory is different just use its name as reference instead than the one above.
Enter this directory with Explorer.

2) You'll see different subdurectories in it, "data", "logs", "saves", etc ... Select the one called "Data". Right click. Copy.

3) In the same "Medieval II Total War" directory, right click, create folder, rename it AD. You should now have a
c: \ Programs \ Sega \ Medieval II Total War \ AD
empty directory.

4) Go into \ Medieval II Total War \ AD. Right click, paste. Wait for some minutes as a freaking huge numbers of files need to be copied. Now you should have a
c: \ Programs \ Sega \ Medieval II Total War \ AD \ Data
directory. If you don't restart from point 1) and buy "Windows XP for Dummies".

5) 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.

6) Go to \ Medieval II Total War \ AD \ Data \ Text and delete all the bin files

7) Go to \ Medieval II Total War \ AD \ Data \ World \ Maps \ Base and delete map.rwm

8) go to \ Medieval II Total War \, select medieval2.preference.cfg, copy it, and paste it with the name AD.cfg

9) right click on AD.cfg, uncheck the "read only" box, open the file with notepad and add the at its end the following lines:

[features]

mod = AD

Save the file and exit. Reselect AD.cfg, right click on it, check back the "read only" box.

10) Select the file medieval2.exe, right click, choose "Create Shortcut".

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.

12) Double click on the AD window shortcut and enjoy the mod.

I wasn't referring to anything specific, but only checking for the need to repost any beta findings here really. Would you like further beta updates here or at TWC?

On the subject of watchtowers, it seems related to the entire territory and not the specific underlying terrain where you want to build it. Plus given that I built 63 (as I recall) watchtowers in my first 7 territories (Alexandria, Cairo, Dongola, Jedda, al-Kafuh, Amman, and Asqalan), I was clearly building them in desert areas.

Feedback can be posted here or at twcenter and it will be read by me.

Still there's no option I'm aware of that hinders the building of watchtowers in some regions, I always supposed it could be linked to the terrain as you cannot build them of course on impassable terrains. It is something I'll look into but, sincerely, I don't put it into the top priority list.

I havent played, just checked the map, and noticed neither Smyrna nor Trebizonde have a harbor ... Is it intentionnal? I gave it max pop and all buildings and no harbor is buildable.
Damn the Byz have a big starting position, about my current empire in a 1200 LTC campaign. I'll try later.

I havent played, just checked the map, and noticed neither Smyrna nor Trebizonde have a harbor ... Is it intentionnal? I gave it max pop and all buildings and no harbor is buildable.

There were some glitches in the terrain map which did prevent them. Fixed in the next release and thanx for pointing it out (with almost 200 provinces is hard to notice everything).


Damn the Byz have a big starting position, about my current empire in a 1200 LTC campaign. I'll try later.

Hehe, you should have seen before Manzikert.

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?

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?

AD092 it is your AD folder, but you can rename it "AD" so you could overwrite it correctly with the next updates.

If the bin files don't exist, this is because you're doing the first installation, nothing wrong in what you did.


Quick update on the work in progress for 1.0 version.

We're finishing some nasty scripts which will fire rebel forces into your territories the worser your global reputation will become.

This event is to reflect the fact that a monarch with bad reputation or overaggressive behavior is not so trusted by his vassals (plus the taxes, the deaths, etc ...), so peace is pretty needed to allow you to rule effortlessy.

We're also pushing generals and governors to become more and more disloyal together with their eventual settlements.

We're thinking this is very needed to reflect an age where most of the wars were "civil wars" or to better rephrase "vassallatic wars" and there weren't any of the silly World War as the ones in the vanilla campaign.

Thats an excellent point, I think one of the best aspects of the original MTW was the civil wasr split in your faction where you were asked which forces you wanted to back- it seemed very realistic. That and the fact that alliances or vassalage does not gain you access to peaceful conquest is one of the poorer parts of vanilla

Great mod. Defenitly a lot more playable for vanilla (map is infinitly more fun and I love the whole titles thing and how relations work).
I'm using this for my House of Jimenz-Borgona AAR http://forums.totalrealism.net/index.php?showtopic=25460

Great mod. Defenitly a lot more playable for vanilla (map is infinitly more fun and I love the whole titles thing and how relations work).
I'm using this for my House of Jimenz-Borgona AAR http://forums.totalrealism.net/index.php?showtopic=25460

A really enjoyable AAR reading! Keep up the good work: book:

A really enjoyable AAR reading! Keep up the good work: book:
Thanks for the compliment. I've learned from some of the best AAR writers at the RTR forums. Its certainly a lot more a success then my last AAR (but then thats allways how ive been [don't do something for ages and then when I do it again I do something really inovative])

Hello,

i have a problem with the mod.

i have installed it (see step by step instructions) and started the game. the game starts without errors and shows the options screen. when i try to start a campaign the game freezes, so i can't do anything. closing the game is only possible by using the task manager.

what can i do to get it work?

greetings
Grimmnir.

This has probably been addressed, but the inheritance of titles seems to be a bit buggy. William the Conqueror gained Rex Angliae, Scottiae, Cabriae and Hiberniae. His son inherited, then gained the same for Denmark, Sweden and Norway. His son, the 3rd king, only has the Danish title now ...

And is there anyway to make heirs selectable like in RTW? If so, I think it'd be fantastic to do so in this mod. I just think it's awesome to have a solid bloodline without adoptive sons becoming kings and whatnot.

Other than that, this mod is amazing, and breathed new life into a game I was starting to get tired of.

There's a hardcoded limit of 8 ancillaries for every character, keep it in count when you have titles around. I think I'll do some modifications to prevent overstacking in the future as I'm planning to revise all the actual ancillaries (some of them are pretty stupid like the foreign fruitcake ... come on ... in middle age ... bah!) after I'll finish the work to rewrite VnVs from ground up.

Also the heir selection is not possible because it is hardcoded too. I hope CA will fix it or otherway give some "power" to the modders to modify it in a future patch. We'll see.

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?
Probably via script.

This has probably been addressed, but the inheritance of titles seems to be a bit buggy. William the Conqueror gained Rex Angliae, Scottiae, Cabriae and Hiberniae. His son inherited, then gained the same for Denmark, Sweden and Norway. His son, the 3rd king, only has the Danish title now ...

And is there anyway to make heirs selectable like in RTW? If so, I think it'd be fantastic to do so in this mod. I just think it's awesome to have a solid bloodline without adoptive sons becoming kings and whatnot.

Other than that, this mod is amazing, and breathed new life into a game I was starting to get tired of.

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 touch

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

My AAR just got pwned by El Cid. Didn't realize there were events .... I'll be on the look out next time lol.

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

It works right now. Sometimes Filefront goes down, probably when they need to run a database reset.

My AAR just got pwned by El Cid. Didn't realize there were events .... I'll be on the look out next time lol.

There are just a bunch of them (mostly to test out the limits the engine has).

Since the results were more than satisfactory there will be a lot of them in the next releases.

There are just a bunch of them (mostly to test out the limits the engine has).

Since the results were more than satisfactory there will be a lot of them in the next releases.
Good job with them anyway!

Good job with them anyway!

Thanks, but there are a lot of other surprise awaiting for you all in 1.0.

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: smash:

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-flavored" and artistic.

I'm also adding new ancillaries to spice up the campaign a bit more.

There will also be 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, because i'm afraid of ******* up my installation. Did i do something wrong or are the instructions wrong?

so :
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.

This great guys, no i dare not delete anything else, because i'm afraid of ******* up my installation. Did i do something wrong or are the instructions wrong?

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.



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.

Blame XP and Bill gates. It didn't seem to save but it worked (for me at last).

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 campaign map. keep up the good work.

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.



Blame XP and Bill gates. It didn't seem to save but it worked (for me at last).

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 ...
Same for me. Just have to keep saving over until it works (sometimes it says it isn't going there but it is actually).

hopefully I will find some way to multi mod anyway but im sure for a lot of people the vanilla installer will help.

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 voil & # 224 ;.

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 load screens, 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 Realistic Combat 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:

https://img267.imageshack.us/img267/1879/historicaleventtx9.th.jpg (https://img267.imageshack.us/my.php?image=historicaleventtx9.jpg)

https://img266.imageshack.us/img266/4559/royaltitleswi2.th.jpg (https://img266.imageshack.us/my.php?image=royaltitleswi2.jpg)

https://img403.imageshack.us/img403/392/factionevent1jf0.th.jpg (https://img403.imageshack.us/my.php?image=factionevent1jf0.jpg)

https://img178.imageshack.us/img178/1710/factionevent2ps0.th.jpg (https://img178.imageshack.us/my.php?image=factionevent2ps0.jpg)

https://img178.imageshack.us/img178/3786/newgraphickv0.th.jpg (https://img178.imageshack.us/my.php?image=newgraphickv0.jpg)

https://img409.imageshack.us/img409/6569/charactersah9.th.jpg (https://img409.imageshack.us/my.php?image=charactersah9.jpg)

https://img256.imageshack.us/img256/2435/france13bs.th.jpg (https://img256.imageshack.us/my.php?image=france13bs.jpg)

https://img256.imageshack.us/img256/86/minimap10pv.th.jpg (https://img256.imageshack.us/my.php?image=minimap10pv.jpg)

You can find the download link here at the ORG https://forums.totalwar.org/vb/local_links.php?catid=135 or you can directly go to filefront http://files.filefront.com/Anno_Domini_093_Beta_Setprar/;6716684 ;; / 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?

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?

I have set up an alternate download link.

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.

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.

Hey Russ! I remember you from the times of the first MTW and the looong discussions about troops and rosters ... sigh ... we're getting older here: sweatdrop:

Thanks for the offer, I'm preparing the new rosters right now, I'm sending you a PM right now: beam:

Same for me. Just have to keep saving over until it works (sometimes it says it isn't going there but it is actually).

hopefully I will find some way to multi mod anyway but im sure for a lot of people the vanilla installer will help.

About the topic, it seems that multimod is possible using AD 0.93.

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 neighbors, 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 possibility 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 useful 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 availability 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.

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.


Which ones? I didn't touched units and I only changed 2 resources.



What happened to my reputation is that it slowly crawled downwards. If I read the readme correctly this should not happen.


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 anyway: sweatdrop:



Construction times are * way * too slow and skewed, while troop growth is comparatively too fast.
...
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 availability of certain units, the speed at which buildings are constructed, the speed at which units appear, and so on.
...
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 useful if you have conquered a large empire, or you start out with a very large provinces.


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 as deterministic ... anyway it's the way I'm heading to.

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, armors, etc ...) or, more realistically, vassals that you mantain.



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.


I would like to own a Ferrari car paying it a couple of bucks: laugh4: 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 ...





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.


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 North: yes:

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 title 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!

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 title 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.

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: 2thumbsup:).

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!

I look forward to seeing more factions, and wonder if cities and dynasties might get more historical representation.


I really hope so ... sigh so much to do so little time, now I'm rewriting the troop rosters for all the factions.

After polishing up the scripts (as someone seemed to have problems with saved games created during the AI ​​turns) I also started to redesign the unit rosters for the various faction.

Not just the stats are completely revised (used the system by PointBlank which really improves the gameplay and make armor upgrades really useful) but also a complete retexturing has been made.

Here's the first images:

FYRDMEN - Faction: House of Normandy-Anjou- Era: 1080-1250

https://img187.imageshack.us/img187/7906/fyrdmen1kt2.th.jpg (https://img187.imageshack.us/my.php?image=fyrdmen1kt2.jpg)

SAXON ARCHERS - Faction: House of Normandy-Anjou- Era: 1080-1250

https://img257.imageshack.us/img257/6271/saxonarchers1mp7.th.jpg (https://img257.imageshack.us/my.php?image=saxonarchers1mp7.jpg)

NORMAN SPEARMEN - Faction: House of Normandy-Anjou- Era: 1080-1250

https://img58.imageshack.us/img58/5981/normanspearmen1ls2.th.jpg (https://img58.imageshack.us/my.php?image=normanspearmen1ls2.jpg)

NORMAN SPEARMEN (2nd armor upgrade) - Faction: House of Normandy-Anjou- Era: 1080-1250

https://img253.imageshack.us/img253/3088/normanspearmen3hn6.th.jpg (https://img253.imageshack.us/my.php?image=normanspearmen3hn6.jpg)

NORMAN SPEARMEN (3rd armor upgrade) - Faction: House of Normandy-Anjou- Era: 1080-1250

https://img412.imageshack.us/img412/517/normanspearmen4xw0.th.jpg (https://img412.imageshack.us/my.php?image=normanspearmen4xw0.jpg)

Some new units:

SERJEANTS A 'CHEVAL - Faction: House of Normandy-Anjou- Era: 1080-1250
https://img85.imageshack.us/img85/1624/mountedserjeants1no0.jpg

NORMAN CHEVALIERS (2nd armor upgrade) - Faction: House of Normandy-Anjou- Era: 1080-1250

https://img248.imageshack.us/img248/7392/normanchevaliers3rk4.jpg

Impressive and promising.

MILITIA SPEARMEN - Faction: House of Normandy-Anjou- Era: 1080-1250

https://img338.imageshack.us/img338/5099/militiaspearmen1gn9.jpg

Here's some battle scenes with a completely retextured (and with all new units) english-norman army. Damn I couldn't believe new textures would make so a big difference.

https://img341.imageshack.us/img341/703/englisharmy1li7.jpg
https://img341.imageshack.us/img341/1572/englisharmy2az5.jpg
https://img341.imageshack.us/img341/8708/englisharmy3vk7.jpg

MILITIA ARCHERS - Faction: House of Normandy-Anjou- Era: 1080-1250

https://img338.imageshack.us/img338/4354/militiaarchers1zn6.jpg

Textures are nice, but that are old textures, only changed color, so it is nothing new. What do you say about making new skins for units?

'] textures are nice, but that are old textures, only changed color, so it is nothing new. What do you say about making new skins for units?

They are new skins, alas textures. Skins and textures are only color to be applied on the models. Nothing else.

To have something VERY different we have to wait someone who will create a tool to modify models. There are a couple of brave and willing guys who are working on it as CA won't release one (at least in short time) because of copyright problems with the 3d party tools (Granny) they used.

Unfortunately Granny is the bane of modding for a lot of new games: NWN2 for example has the exact same problem.

Here's a good example of new textures / skinning:

Vanilla English General and bodyguards
https://img80.imageshack.us/img80/9906/englishgeneralvanillanl0.jpg

Retextured "English" General and bodyguards
https://img84.imageshack.us/img84/2163/englisharmy5kz1.jpg

Any more updates soon?
I'm looking forward to playing my saved games without them going CTD on loading

Any more updates soon?
I'm looking forward to playing my saved games without them going CTD on loading

Try to use this new campaign script http://www.twcenter.net/forums/attachment.php?attachmentid=1996&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.

Thank you for trying but, all the file did was to make it just CTD when I try to load even a completely new game now

Thank you for trying but, all the file did was to make it just CTD when I try to load even a completely new game now

Hmmm Could you please send me your system.log through PM or email?

KING'S BARONS (1st armor upgrade) - Faction: House of Normandy-Anjou- Era: 1080-1250

https://img509.imageshack.us/img509/5871/kingsbarons2cd6.jpg

Verry pretty: thumbsup:

It makes me wish I had M2: TW: stwshame:

ARMORED SPEARMEN - Faction: House of Normandy-Anjou- Era: 1250-1350

https://img147.imageshack.us/img147/981/armoredspearmen1ov8.jpg

(Model to be modified as soon it'll possible)

So when is new version coming out (ish)? Like 2 months or weeks or? btw I am loving the new .93 graphics and events!

New skins will take more than 2 months (expecially if the great guys who're working on a mesh import / export plugin will succeed ... not just the skins will be changed: yes:).

For the rest I'm already planned most of the new building trees and I am eagerly await the CA patch to work on the new units.

@Darkabiter

I PRETEND a new AAR with 0.93: whip: I'm so curious on what it will happen: laugh4:

New skins will take more than 2 months (expecially if the great guys who're working on a mesh import / export plugin will succeed ... not just the skins will be changed: yes:).

For the rest I'm already planned most of the new building trees and I am eagerly await the CA patch to work on the new units.

@Darkabiter

I PRETEND a new AAR with 0.93: whip: I'm so curious on what it will happen: laugh4:
Well someone else is using Anno Domini 2 (at rtr forums). That makes Anno Domini the most populer m2tw AAR mod at RTR forums! Congrats!

Hi,
I've just downloaded and run the mod but it seems to me this is the same as regular MTW2 I'm not getting any of the new maps etc .... I'm a bit of a novice to this kinda thing so any help would be most welcome

Gil

Hi,
I've just downloaded and run the mod but it seems to me this is the same as regular MTW2 I'm not getting any of the new maps etc .... I'm a bit of a novice to this kinda thing so any help would be most welcome

Gil

Do you start the game using the LaunchAnnoDomini batch file?

Yeah sorry ..... just realized.
Although once I get past the year 1090 it becomes unstable and I have problems with it crashing which is a shame cos it's a graet mod.

Gil

Just want to say I positively love this mod. Among the best I've come across, conceptually and in practice. It makes creative use of features with limited usefulness (case in point: the advice system) to add depth, and in turn, immersion. The apparently aesthetic change of your role being that of a bloodline rather than the immortal "God of England" seems to lend more credibility to the campaign game. It is amazing what has been accomplished on this mod in so little time since M2's release.

As advertised, when playing this, I feel like I'm running a kingdom, not just raising troops for the next fight. Positively brilliant.

EVERY modder should download this if only to see what's possible, and how quickly it can be done.

: bow: Thanks for the appreciative words mate.

Every advice is always welcomed too!

This looks interesting. How complete is the mod?

Also, can someone give me a slightly more detailed overview of the mod? Thanks.

This looks interesting. How complete is the mod?


Intresting question. I'd say about 50% is done right now even if I know the 100% will never be reached because about every day I find out something else to add or modify.



Also, can someone give me a slightly more detailed overview of the mod? Thanks.

There's a complete feature list with screenshots in the download section of these subforums.

May I suggest that you give Norman Spearmen a sword? They used spears to start with, but in the thick of the battle they switched to their swords.

textures are nice, but that are old textures, only changed color,

A bit of color can make a lot of difference imo.


Really like the sound of this mod. Currently can't bring myself to copy the MTW2 folder as my hard drive is still full of about 12 copies of RTW but i'm having to fight the urge. Good stuff.

Okay, Re Beren, giving it a spin. After poking around in it a bit, checking out different factions starts, etc.

I like the slow pace mixed with more management issues. The cost of things relative to income is interesting, and the maintenance issues relative to distance encourage feudalish behavior on the part of armies. For example, I've decided that I will build a small fast Portuguese (mainly jinette) army and beat up on the local rebels for experience with small raids that won't last more than one turn in the field. That also will let me build up general loyalty (I hope). From there work my way up to seiges, though hoping I can attrit the rebels in advance that way too.


One thing that concerns me is the rate of random traits. I think those need trimming back substantially. I looked at the trait file earlier, but didn't really study it. I'm not too concerned with things the player has SOME control over, but concerned about those that are just based on random triggers. If the percentages remain what they are in vanilla, or close, they will come a bit fast for the slow pace of this mod. Again, I don't mind if I can control them with my generals' activities (sitting in a castle versus in the field, using up mps, etc.) The importance of generals as more than army leaders is higher in this mod, it appears, so those traits are more significant. I'm not crazy with seeing them pop up in the first 5 turns on more than one general.

Okay, looking at the file, there's a random chance of the corrupt trait test that's 80% per turn of a chance 1. I've gotten 2 cases of it on 3 generals in about 10 turns played. It may just be bad luck, but, as I said, I don't much like pure random traits. It does make sense to have some that are "acts of god," but those arising from behavior are better tied to the general's (or player's) actual behavior. I can see tying it to accepting a bribe, and a small chance at coming of age or adoption. Even inheritance / role model. And your special events too.

Giving is the generous trait. I see a lot of ways to pick that up that are player-choice based. My comment then remains that I think those sorts of traits are a bit too likely based on the turns per year ratio. I had 2 of 3 generals pick that up in the first 5 turns on two separate starts.


Heh, have to get used to the naming. Took a bit before "Borgonha" ticked into place for me and I speak Portuguese. Oh! House of Burgundy! Going to be more aha moments. A jpg map would be a nice addition to the archive once things are firmed up. Until the player is used to the period / native naming, it's pretty disorienting. I messed with Milan a bit and had no idea what Sicily had morphed into. So the mission to contact them drew a complete blank. Then their princess walked up to Rome. ~;) Mystery solved.

I love the naming, however, don't misunderstand me on that point. And the dynastic thrust versus "countries." Does inheritance work? Is there are point to arranging lots of marriages? I married Portugal's heir to Urraca, but that was for the alliance and quick kids more than a hope for a claim. But inheritance of that sort would be sweet and interesting. It would lead to taking some risks and holding off marriage with princesses and heirs in the hopes of setting up a peaceful "coup."

The turn updates are long at turn 1, which is scary. They aren't apt to get shorter. But relatively speaking they will get shorter as one grows one's holdings, so may be bearable. I do understand why they are long. Just commenting on the feel of it.

Oh, a comment on English grammar / word choice: "+1 from popularity" is misleading. Better to use "+1 to popularity" as that works equally well with "-1 to popularity." "From" really only works okay with negative numbers, but even there it's not quite right. I understand you're working with English as a non-native speaker, so this is just meant as a help for clarity. I can accept different usage where it doesn't really bear on substance ... like "mobilitate" ~;). I'm sure I do the same in Portuguese and Spanish often. Those even make me think about the word in new ways, which I enjoy.


More comments as they occur to me.

Random traits work the same as in Vanilla despite the different turns / years because named characters live the same number of turns. With 2 turns / year they live for a "natural" amount of years while in Vanilla they were almost immortal.

Sincerely some bit of randomization is needed but I also notice that there could be something strange with chances.

I have to trust though that CA code produces reliable percentages and chances otherway we could throw the game out of the window.
80% of a 1% chance should give 0.8% and if you see the log on how ancillaries are acquired (you can see the random roll there) I'd say it works.

I think here plays the theory that strange patterns are a lot easier to remember than normal patterns so they seems a lot far common than what they really are.

About the hereditary thing I fear it's something CA didn't code even if you can see foreign named characters in your family tree when you marry away one of your princesses to another faction leader or heir.

"+1 from popularity" is a CA thing, blame those aussies, mobilitate is mine though: P

Random traits work the same as in Vanilla despite the different turns / years because named characters live the same number of turns. With 2 turns / year they live for a "natural" amount of years while in Vanilla they were almost immortal.

Sincerely some bit of randomization is needed but I also notice that there could be something strange with chances.

I have to trust though that CA code produces reliable percentages and chances otherway we could throw the game out of the window.
80% of a 1% chance should give 0.8% and if you see the log on how ancillaries are acquired (you can see the random roll there) I'd say it works.

I think here plays the theory that strange patterns are a lot easier to remember than normal patterns so they seems a lot far common than what they really are.


I am a bit concerned that their random number generation isn't all that solid, based on some testing. But we can't do much about that.

And it may just be bad luck with the cases I saw. I haven't played enough to really know yet, that was a first impression. I do know vanilla has some issues though (and you fixed a couple of my least favorites, I see, like bad taxman!)



About the hereditary thing I fear it's something CA didn't code even if you can see foreign named characters in your family tree when you marry away one of your princesses to another faction leader or heir.


We had that in MTW, I think. Not that it mattered often. Would have been a nice twist.

Looks like you took out the benefits of marrying a charming princess though. My heir didn't get "wife is whatever" as they do in vanilla. Results in greater fertility. Most of the princess stuff is wasted in any case. They just don't "happen" often enough as it stands. A couple adoptions leaves room for 2 kids, and at least one is apt to be a boy. That's 1 princess per generation in about average. That's a lot fewer than general. Don't understand why CA spent all that effort on princess traits when they rarely are significant in play.

Now, if they'd thrown in more Lamarkian passing along of traits from both parents ... And given us a few more princesses ... Then we could be breeding real generals.


"+1 from popularity" is a CA thing, blame those aussies, mobilitate is mine though: P

Darned Aussies! I thought it was you because it's not consistent. And I saw it on a title you added. (Think the one for Zenova.)

Looks like you took out the benefits of marrying a charming princess though. My heir didn't get "wife is whatever" as they do in vanilla. Results in greater fertility.

Princesses have expanded traits in AD, a lot more deep and consistent than Vanilla.

AD has traits for both named characters and princesses designed upon the seven deadly sins (do you remember the "Seven" movie? Those ones) and the seven heavenly virtues. Those traits are very close to the medieval mentality and they replace most of the CA original ones as some of them seemed really out of place in a medieval setting.

If you marry a "vicious" princess you could have really nasty sons (and other nasty effects). Have a look at them in EDCT;)

Princesses have expanded traits in AD, a lot more deep and consistent than Vanilla.

AD has traits for both named characters and princesses designed upon the seven deadly sins (do you remember the "Seven" movie? Those ones) and the seven heavenly virtues. Those traits are very close to the medieval mentality and they replace most of the CA original ones as some of them seemed really out of place in a medieval setting.

If you marry a "vicious" princess you could have really nasty sons (and other nasty effects). Have a look at them in EDCT;)

Yes, I saw the additions of the 7s. But didn't realize that the vanilla charm trigger for fertility was gone. Not a big deal, just an observation.

Yes, I saw the additions of the 7s. But didn't realize that the vanilla charm trigger for fertility was gone. Not a big deal, just an observation.

Fertility is there but it's not linked to just one trait but to both health and behavioral traits. A "lusty" woman can bring you some headaches but also more children for example.

CTD trying to load from an autosave, but that's probably a CA bug. Or maybe not, won't load it from a restart either. Haven't seen this before.

Can load an earlier quicksave fine.

Don't use autosave, MTW2 corrupts savegames when it saves during script execution. I already have uploaded in the AD subforum on TWC a new campaign_script file which disables saving during the execution of some scripts with long durations (like the movement ones).

The best advice is to save often and on your turn when you're ready to press the next turn button.

I note that the banquet bill ends up as a negative income, rather than an expense. Seems odd. Makes the financial overview confusing. It does seem to factor into the diplomacy / tribute income from my calculation. When I saw that negative I wondered what on earth was going on.


I see England as "House of Normandy-Anjou" on the diplomatic overview, but the towns are "Plantagenet towns." Is this intended?

And my Portugee are "Afonsine towns" but it's "House of Borgonha-Afonsina." Meanwhile, Spain is "Town of House of Jimenez-Borgona" on the town and "House of Jiminez-Borgona" on the overview (better match, but inconsistent phrasing with "town of ..." versus "... town") . Lots more examples.

I know, I know, "consistency is the hobgoblin of small minds." So, I have a small mind. I can learn it and live with it, but
It's a bit confusing to the player who hasn't learned the connections.

It's a bit confusing to the player who hasn't learned the connections.

The names are accurate (with the limits of the game), the descriptions are consinstent with the terms most widely used in historical texts (like Borgonha-Afonsina and Normandy-Anjou as dinasties and afonsine and plantagenet as adjectives) and the "links" to be understood are half of the fun of every game based on REAL history and not fantasy middle-age.

For example is house of Normandy-Anjou because with the death of Henri I, son of William the Conqueror, there was a civil war (once of the many) from which the daughter of Henry I, Mathilde (also called Empress Maud) emerged as the winner. She was married with Geoffrey, Count of Anjou, who was nicknamed "Plantagenet" from the broom flower which he took as his emblem, hence the name of the line of English kings descended from him.

So the english royal dinasty from that moment on was technically House of Normandy-Anjou and the term "plantagenet" was used to refer the english kings.

Wikipedia is your friend and anyway there's always FPS to play with if historical games are confusing.

Perhaps you might simply name them so and so Plantagenet?

Wikipedia is your friend and anyway there's always FPS to play with if historical games are confusing.

Now, Re, if you want to insult people testing your mod, you're going to end up with few testers and players. I SAID I can handle it. And I'm not ignorant of history, just not a medieval specialist (and my specialty is literature anyway). I don't recall ever reading of it referred to as "Normandy-Anjou." As House Plantagenet, yes. That's not to say I have a bullet-proof memory.


So the english royal dinasty from that moment on was technically House of Normandy-Anjou and the term "plantagenet" was used to refer the english kings.

While we're doing searches, try searching on "dinasty."

Oh, and for the record, Wikipedia on "normandy-anjou." (http://en.wikipedia.org/wiki/Special:Search?search=normandy-anjou&go=Go) Now try searching under "Plantagenet" and tell me which is considered "standard."

I suspect your position on this derives from history books written in other than English. "I've heard" House of Anjou "on occasion, but don't recall" Normandy-Anjou, "even if that's arguably the technically correct form. When I alpha-tested Hundred Years War some decade or so ago, I believe it what Plantagenet there, but may have been "of Anjou."

And if you're arguing for using the original, why "House of Borgonha-Afonsina?" Since when is "House of" Portuguese?

I just checked the only history I have close to hand, Seward's "The Hundred Years War." That's a bit late in the period, but "Normandy-Anjou" isn't referenced at all. It uses Plantagenet. Mostly neither though. The royalty is referred to by Christian names on the whole. The one history of medieval Spain I have (Joeseph F. O'Callghan) doesn't bring up either. But it uses "Burgundian Dynasty" for Borgonha-Afonsina.

\
My point stands. It's confusing because of the use of two different terms in two different places. English is very unshy about turning nouns into adjectives and vice versa. Picking one is completely acceptable. History mostly has picked one. I'm not bringing this up because I don't like the names you chose, only because I found the use of multiple different names confusing. My recommendation is pick one, stick with it.

If you're okay with creating confusion with your player-base, let it stand.