Global, impressive, high-quality, hardcore and slightly historical project for Kingdoms by DinarMayor. Imperial Community production! The mod work with the help of the M2TWEOP program, which greatly expands the possibilities of modding and removes some limits, such as the unit limit.

Description

Unpack to the folder DenMod_v.1.3_ENG\youneuoy_Data\plugins\lua\DenMod.

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Fix for DenMod_v.1.3_ENG
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yanggongzi2000
yanggongzi2000 - - 40 comments

This version unable to store the keyboard setting, the keyboard setting reset to default after quit the game

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DinarMayor Author
DinarMayor - - 73 comments

I just checked myself - everything is fine.
I put my settings and immediately exit the game. I start the game - the new settings work. You need to exit through the menu by pressing "Quit". If you exit through the task manager, then everything is reset.
Try deleting preferences\keys.dat if the method above doesn't help.

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yanggongzi2000
yanggongzi2000 - - 40 comments

Thanks for the advise! I will delete the key.dat to try.

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yanggongzi2000
yanggongzi2000 - - 40 comments

Every time I quit the game I encounter a software crash. Check the logs, here are the messages. Can you advise the possible solution? Thank you.

03:11:05.110 [system.rpt] [always] CPU: SSE2
03:11:05.110 [system.rpt] [always] ==== system log start, build date: Sep 5 2014 version development ===
03:11:05.112 [system.io] [always] mounted pack packs/data_0.pack
03:11:05.112 [system.io] [always] mounted pack packs/data_1.pack
03:11:05.113 [system.io] [always] mounted pack packs/data_2.pack
03:11:05.113 [system.io] [always] mounted pack packs/data_3.pack
03:11:05.114 [system.io] [always] mounted pack packs/data_4.pack
03:11:05.114 [system.io] [always] mounted pack packs/localized.pack
03:11:10.510 [data.invalid] [error] DATABASE_TABLE error found : unrecognised record id wardog requested.

03:13:03.374 [game.script] [always] 癩摫?瀁糈鋋瘔譔 ?DenMod. 雞 魬譇殣?諘 鎬錛齕嚲 闆鍺僦噮.
03:13:03.384 [game.script] [always] 忺斀鳧? 縺欑蠉 縺 ?緪鋋?鶇鍒翴 (hard/3).
03:13:51.491 [game.script] [always] --- Kazann_1000_false ---
03:14:50.797 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

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DinarMayor Author
DinarMayor - - 73 comments

I wrote that after the start of a new campaign, when you exit the campaign, there will be a crash. According to the log, you have started a new campaign. This cannot be fixed yet. In the next versions of the mod, it will probably be fixed.

Here is a quote from the description of the mod:
-there is one 100% crash: if you start a new campaign and try to exit to the main menu or reboot, you will get a crash. This only happens once in the entire campaign, i.e. It won't happen after loading the save. This is due to the addition of units above the limit to the mercenary pool.

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yanggongzi2000
yanggongzi2000 - - 40 comments

Thanks for the reply. I thought I have make mistake during the setup. I'm now in progress of testing each new campaign. By the way, is it possible to set the "unit_detail = low" as default in DenMod.cfg so that low VRAM computer is able to launch the game smoothly? As I noticed "unit_detail = highest" will crash the game during launching, no way to change this setting in "video setting" if the game crashed. Thank you.

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DinarMayor Author
DinarMayor - - 73 comments

"By the way, is it possible to set the "unit_detail = low" as default in DenMod.cfg so that low VRAM computer is able to launch the game smoothly?"
Yes, you can.

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yanggongzi2000
yanggongzi2000 - - 40 comments

Forts now come in two types: Stationary and Field

Q: Can the game deploy stationary forts in strategic locations, such as across rivers, at both ends of bridges, and within passing canyons, instead of randomly deploying them on the map? The game won't allow me to build any field forts in these strategic locations to defend territories if there are already a stationary fort nearby by default. Furthermore, it doesn't make sense to deploy any troops in these random stationary forts, if the enemy army can always bypass it, since the fort position is not able to block their marching route to the target. Thank you.

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DinarMayor Author
DinarMayor - - 73 comments

In the future I plan to redo the coordinates of the fixed forts as I will give them names (can look at the fort south of London - click on it). I don't think you should put forts right next to the bridges, otherwise there will be no more battles for the bridge. :) It is beneficial to keep armies in forts, since the upkeep of units is free there(5 units), and the troops are replenished there. The AI is pretty good at besieging and storming forts.
In short, in the future the coordinates of the forts will change. And by the way, in some places the forts are located in strategically important places.

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yanggongzi2000
yanggongzi2000 - - 40 comments

Thanks for your improvement. Is there a way to dismantle those fixed forts? If not, please let the game allow field fort (camp) to be build next to these fixed forts. Is there an option to dismantle watchtowers on own territory too?

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DinarMayor Author
DinarMayor - - 73 comments

Open descr_strat.txt and remove the forts you don't need. You will need to start a new campaign. Or you can try to remove them with a script.
You need to press ctrl + 1, enter the code below, enter your coordinates (click on the fort and you will see the coordinates in the window on the right). The fort must be empty and without an army and without a siege.
x, y-coordinates
---
for f=0, 30 do
local fac = stratmap.game.getFaction(f);
for i=0, fac.fortsNum-1 do
local fort = fac:getFort(i)
if(fort.army==nil and fort.siege==nil)
and(fort.xCoord==x and fort.yCoord==y) then
fac:deleteFort(fort)
end
end
end
---
x, y - coordinates
Cdn.discordapp.com
Cdn.discordapp.com

Watchtowers are not removed. At least I have not heard of such a possibility.

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yanggongzi2000
yanggongzi2000 - - 40 comments

Hi DinarMayor,

Any idea why the Slinger always look blur no matter how I set the Unit Details in Video Settings?
Mediafire.com

Any date for your upcoming version?

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DinarMayor Author
DinarMayor - - 73 comments

Hello.
Interesting. :) I'm fine with the slingers - I'll see what could be the matter.
The new version will be released after the completion of everything planned for the mod, but no later than December of this year.

Thanks for spotting the bug! :)

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