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Thread: RegionMod 3.0 - Kingdoms Version

  1. #21
    irishron's Avatar Cura Palatii
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    @Billydilly,

    Iforgot to mention that I added the Shaman religion to the mod. Is this one of those things too late to add to the Heraldry?

  2. #22

    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    hello
    it is a very good mod . i love to play medieval 2 in 250 men in unit .
    thanks ...

  3. #23
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Updated the patch version to 3.2

    Patch 3.2
    - Screens by BillyDilly
    - small (diplomacy) symbol for Genoa
    - tons of unit info cards










  4. #24
    irishron's Avatar Cura Palatii
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Love those load screens.

  5. #25
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    I am looking for more, got any?

    Edit:

    Version 3.0 passes 100 downloads!
    Last edited by Gigantus; August 18, 2009 at 02:59 AM.










  6. #26

    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Good day.
    RegMod Kings v.3.02.

    Found some bugs:



    Do the police do not have axes!


    Сonfused recruitment of soldiers ?!
    Last edited by Russian NORMAN; August 18, 2009 at 02:50 PM.

  7. #27
    irishron's Avatar Cura Palatii
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    The spear militia unit_info card is missing. Gigantus and I are still trying to find them all. So far we have found 200+.
    The second one is more a clone job than a bug. It came from another faction to fill a hole.
    The two buildings having the same card goes back to sb2ean. Why? I don't know and I have failed at trying to read minds.

    What faction are these?

  8. #28
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    I am on it, thanks for pointing it out.

    Edit:
    Got the cards sorted out and found my next project: recruiting in the EDB. It is somewhat of a mess and looks like it needs to be redone from the ground up. The Irish are not the only ones with a problem.
    Swedes: recruit militia just with a wall, recruit spear militia with a palisade, recruit peasants with a stone wall. (or something to that effect)

    I think I am going to kick all the peasants out (that makes way for possible future additions) and develop an AoR system while I am at it. It is a bit silly as Sweden to recruit Norse units in the Sahara.
    Last edited by Gigantus; August 19, 2009 at 12:09 PM.










  9. #29

    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    I tried this mod out on normal, hard and very hard difficultly. On all of them are Mali and Arabia not expanding either trying to expand and after a few turns the Arabians doesn’t have any money left. Lots of other factions like Scotland are besieging rebel settlements without taking into account that they have too less units. A fix could be: putting around 2-5 units in an rebel settlement.

  10. #30
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Mali has a bit of a problem due to the geographical position, but I have seen Hedjaz in Africa taking the two southern regions. Might have to change the labels (eg comfortable mao, fortified henry) somewhat.

    I am thinking of updating the AI with the latest version (3.4) from Xeryx, it looks promising. That is, I will do it after I have sorted out the recruiting in the EDB. Migth put an AoR system in while I am at it.










  11. #31

    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Valleta,
    bodyguards of rebels General ...

    Edit by gig: Cloned the SE Bodyguard and SE Bodyguard ug1 from sicily faction for use with slave faction, available next patch.
    Last edited by Gigantus; August 19, 2009 at 12:58 PM. Reason: Indicating correction of error

  12. #32
    irishron's Avatar Cura Palatii
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Want a list of Mercs that need unit_info cards?

    Bedouin Camel Riders
    Bedouin Cavalry
    Alan Light Infantry
    Armenian Archers
    Armenian Cavalry


    Edit by gig: Missing info cards inserted, available next patch
    Last edited by Gigantus; August 19, 2009 at 11:14 PM. Reason: Indicating correction

  13. #33
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Alan Light Infantry? not Cavalry?










  14. #34
    irishron's Avatar Cura Palatii
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Quote Originally Posted by gigantus View Post
    Alan Light Infantry? not Cavalry?
    Cavalry. My fault.

  15. #35

    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    very nice ...


    Valleta eventually lost.

  16. #36
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Patch 3.3 has been published.

    Details:
    - proper faction units
    - all cities have walls
    - no more peasant units
    - new loading bar
    - Xeryx Battle and Campaign AI
    - removed Mecca as crusade target
    - more loading screens
    - more unit info
    - small text corrections










  17. #37
    billydilly's Avatar Senator
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Hi,

    installed 3.3 yesterday and started a game as Hedjaz. I noticed that Town Militia and Archer Militia are invisible on the battlefield.

    Anyways, I have finished the new Heraldry mod (incl. BBB v4) for RPM. There were some problems with the Traits file. Also the Georgians are actually Saxons in the faction-file, which caused some problems I'll upload when I get home.
    Last edited by billydilly; August 25, 2009 at 03:02 AM.
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  18. #38
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Looking forward to the BBB version for RegMod. I will build it into the next patch together with the fix for those units.

    Edit: Units where allocated in descr_strat. Hedjaz had no ownership or skins. Changed to Ahbadath Militiaa.
    Last edited by Gigantus; August 25, 2009 at 07:28 AM.










  19. #39
    irishron's Avatar Cura Palatii
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Now that's good news.

  20. #40
    billydilly's Avatar Senator
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Shouldn't the mod be moved to the 'Kingdoms: Hosted Modifications'?
    CPU: Intel i7-8700. GPU: MSI GTX 1070 Armor 8G. RAM: Corsair Vengance, 16Gb HD: Kingston SSD 240Gb (System), Samsung 850 Evo SSD 500Gb (Steam), Western Digital 500Gb. PSU: Corsair CX600W

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