Kailric
Jack of All Trades
It is the year 476 the last Roman Emperor of the Western Empire has fallen ushering in the Dark Ages....
Welcome to Medieval: Conquests, where you must raise your fledgling tribe to become the supreme power of the age.
Below is the "Alpha Release" version
***Warning***
You must use the Maps that come with this mod. Maps should be included in the below download but you can also find working maps HERE.
DOWNLOAD Version 2.5
Use this link to download Movies and for the latest vesion
***UPDATES***
Patch 2.5.4.2
Official Updates Log
Instructions:To install unzip the files then copy the /Assets folder in the zip. Paste the whole Folder over your Mods/Medieval/Assets folder. Say yes when asked if you want to merge or replace existing files. If there is more than one Update you must Paste them in their numerical/alphabetical order.
2.5 Change Log
***Warning***
You must use the Maps that come with this mod. You can find working maps HERE.
Known Issues
-The last few of the Pope's Units may get stuck in "Europe" , to get them to arrive you must destroy his ships one way or another. We will fix this bug soon.
2.5.4.2
Fixed issue with Viking Treasure Units having no commands
Added help text for Vikings founding settlements
2.5.4.1
Removed "getWorkersBuildAfterMove" from the code as it needs further testing.
Change Bureaucracy Civic to Give 50% worker speed instead of Build After Move.
Adjusted Prices of Lumber and Stone so they can not be exploited.
Fixed the Doughnut extra sight issue
If Trade Screen can not sell an good the mouse over text will say "NO Vendors"
Edited "Build Workplace" Command, Now shows type of building built and better help text
Removed Groomsman Profession
2.5.3
-Fixed Civilian Promotions not saving correctly
2.5.2
-Groomsman profession has been removed as no longer needed
-Build Workplace command help text now shows type of building
-Fixed "Waiting in Europe" popup
-Civic effect workers building after move has been fixed
-Fixed fog of war doughnuts
-If a Good can not be bought at a Trade Screen it will say "No Vendor" in help text
2.5.1
-You can no longer buy ships in Immigration Screen
-can no longer trade Anarchy
-fix Civilian Promotions no being removed on converted units
2.5
Features:
-new school system (similar to Religion and Revolution)
-units and buildings buy yields (Demands) from the city. This can be setup in the XML
-currently only Units have Demands set
-domestic sales to units and buildings uses plotgroups (cities connected by road)
-Tradepost, Markets, and Guild Halls not warehouses sells overflow
-replaced altEquipment with profession subgroups
-Subgroups can have different art files and textures
-units can be more than one combat type (can have mounted and mail armor promotions etc)
-Vikings are playable
-bonus for connecting trading posts and missions by road
-savegames are more likely to still work after upgrading XML files
-Europe (Trade Screens) code had a major overhaul to make it less hardcoded
-EuropeInfos can be easily modified to add new Trade Screens
-plotgroups (group cities together when connected by road, from Civ4)
-improved performance
-buildings can give interest on player's gold
-garrisoned units produce yields under new Civics and Techs
-improved help text to better understand the new game features
-Units garrioned can be reassigned while in city screen (right click)
Domestic Advisor:
-new screens to count individual units in cities
-hides uninvented columns
-resizes to screen resolution (more columns on high resolution etc)
Civics:
-New Civics Screen (in M:C they are called Decress) borrowed from Civ4, with many new features such as:
-unit food consumptions can be changed
-civics can change growth unit as well as give random change to gain an expert
-number of units on docks controlled by civics
-workers can start work without movement
-mutual exclusive civics and much more
-New Luxury Food Elite units per Civic
XML setup changes:
-city building setup is handled by XML
-techs in tech screen can be assigned relatively to each other
-fixed several incorrectly named types in XML
-XML files loads types in all files before loading for real. This allow files to refer to not yet read files
-new translations can be added using XML only
-translations use English strings for untranslated strings
-TEXT XML files can have languages in any other and only English is mandatory
Fixes:
-several fixes related to automated transports and feeder service
-other bugfixes
2.0i
-Fixed a few failed asserts
2.0h
-Added new Art for Tower improvement (Thanks drjest2000)
-added new XML Text translations (Thanks drjest2000)
-Added two new maps Large_Continent.py and Medieval_Faireweather
-Adjusted AI to better accumulate Luxury Goods to produce Nobles
-Fixed several crash bugs
2.0g
-Saracen can now be captured at sea
-updated the Saracen to cost more for Natives to produce, this will prevent them from appearing so fast
2.0f
-Fixed the crashed caused by shift dragging goods in trade route screens
-added SpiceRoute python file as it was left out of last updates
2.0e
-Fixes a couple crash bugs
2.0d change log
-The Silk Road is once again a land route. It can be access once discovered from the north or south land plots.
-AI will use Land Routes and actually send out Peddlers to trade with Players. Both major and minor Civs will do this.
-Adjusted Marauder AI so they want hang out in Cities kill Peddlers that enter
-New Cities will use the center plot bonus as the first initial Free building. That way you can more easily get trade started early on.
-Land start AI will build ships and ports better
2.0c Change Log
-Maps Added- Besides The_New_World there are 3 more maps added to this update that should work with M:C Note: The FaireWeather map does not work with M:C
-Added the new Trade Fair video
-New option in GlobalDefineXML "DIPLAY_NEW_VIDEOS" set to 0 to turn off new videos
-If videos are not present the game will not display them
-fixed a potential crash bug with AI capturing criminals
-fixed bug where plots would go black causing units to not be visable
-In Auto Play mode you new press V to cancel it
-New Button art for the new features in Domestic Advisor
Fixes
-Lodges auto kill Animals out to 1 space, nearby city gains Luxury Food
-Strongholds and Towers kill Animals, Bandits, and Marauders out to one space
-fixed Squire graduating to Noble bug. Squires only graduate if they are working as Stewards
-Adjusted Route prices to be more strategic
-Bandits and Animals no longer kill units but instead damage them and send them home crying. They will steal gold and cargo however.
-added Escape city to Scouts, Huntsman, and all None Military Peasantry if attacked by Bandits or Animals
-Armorsmith now requires Hides and Tools and Weaponsmiths now require Ore
-Yield Units now show Trade Route prices in help text while loaded in ships this way you can see what route to take for best price
-Fixed the Trading League's gross exaggeration of gold earned: Now when You Finished Trading League the Trade Points show up as the points you earn each turn. This points are converted to gold each turn minus the Tithe Rate.
-Fixed minor issue in the Immigration Screen.
-Silk Road is now a sea route starting in the North or South seas, Spice Route is East and West
-Spice Route and Silk Road now have different colored plots
-New Training Level for Professions: certain Professions now require an experienced Unit such as Archers and Longbowmen
-Infantry and Archers now require Tools
-Each Trade Screen can now have its own array of units
-Adjusted JAnimals mod to have fewer animals
-added orlanth's Trade Route videos
-Ships no loner move through improvements
-Animals/Bandits shouldn't break workers automation
-Animals will hopefully wonder closer to their favored terrain. No more Polar Bears in desert
-the amount of Trading Post Trade Points given are modified by World Size
-Establishing Trading Post now gives a sound and message
-Added New Flags and Civ Buttons thanks to drjest2000!!
Verson 2.0a
-Hopefully Bandits/Animals wont take over your cities but rather just destroy them. Bandits and Animals should not even be entering cities so if they do please post a save where they enter a settlement the next turn
-changed the starting Max population to 5
-fixed a bug where the game would hang when you completed Banking trade research
The Developer version
A tutorial on how to download and test the newest version in Development can be found here:
https://sourceforge.net/p/colonizationmodcollection/wiki/GIT/
You can also download a development version below. Note you will need to add the .FPK art files and sound files to this version Please keep the mod name as Medieval_Conquest to help with saved game compatibility.
https://www.dropbox.com/s/tqc3seial6blb22/MC AI Trader Update.rar?dl=0
The below features are not 100% complete, and need play tested. Test how they affect the game (is it good, or bad), and test if they are working as intended.
Developer Version Notes:
Things to note while testing
This is 2.0 play testing upload. Please report all suggestions, bugs or discrepancies to this forum.
At the start of Medieval times in history there was very few large cities in Europe and there was basicly those three types of settlements mentioned above. I am wanting to portray this in my Mod so if have any ideas on how this could work or play out let me know.
You can Help
-Translate the xml files to another language(see Second post for a tutorial)
-Add a New Civilization as a Mod Mod
-Help fill out needed areas such as Founding Fathers
-Add new Unique Units for each Civ
-Playtest and give Feedback
***Bug Smashers Elite 2.0***
If you report a bug(or series of Bugs) you get your name posted here with a star. The one with the most stars at the end wins a prize!
Welcome to Medieval: Conquests, where you must raise your fledgling tribe to become the supreme power of the age.
Below is the "Alpha Release" version
***Warning***
You must use the Maps that come with this mod. Maps should be included in the below download but you can also find working maps HERE.
DOWNLOAD Version 2.5
Use this link to download Movies and for the latest vesion
***UPDATES***
Patch 2.5.4.2
Official Updates Log
Instructions:To install unzip the files then copy the /Assets folder in the zip. Paste the whole Folder over your Mods/Medieval/Assets folder. Say yes when asked if you want to merge or replace existing files. If there is more than one Update you must Paste them in their numerical/alphabetical order.
Spoiler :
2.5 Change Log
***Warning***
You must use the Maps that come with this mod. You can find working maps HERE.
Known Issues
-The last few of the Pope's Units may get stuck in "Europe" , to get them to arrive you must destroy his ships one way or another. We will fix this bug soon.
2.5.4.2
Fixed issue with Viking Treasure Units having no commands
Added help text for Vikings founding settlements
2.5.4.1
Removed "getWorkersBuildAfterMove" from the code as it needs further testing.
Change Bureaucracy Civic to Give 50% worker speed instead of Build After Move.
Adjusted Prices of Lumber and Stone so they can not be exploited.
Fixed the Doughnut extra sight issue
If Trade Screen can not sell an good the mouse over text will say "NO Vendors"
Edited "Build Workplace" Command, Now shows type of building built and better help text
Removed Groomsman Profession
2.5.3
-Fixed Civilian Promotions not saving correctly
2.5.2
-Groomsman profession has been removed as no longer needed
-Build Workplace command help text now shows type of building
-Fixed "Waiting in Europe" popup
-Civic effect workers building after move has been fixed
-Fixed fog of war doughnuts
-If a Good can not be bought at a Trade Screen it will say "No Vendor" in help text
2.5.1
-You can no longer buy ships in Immigration Screen
-can no longer trade Anarchy
-fix Civilian Promotions no being removed on converted units
2.5
Features:
-new school system (similar to Religion and Revolution)
-units and buildings buy yields (Demands) from the city. This can be setup in the XML
-currently only Units have Demands set
-domestic sales to units and buildings uses plotgroups (cities connected by road)
-Tradepost, Markets, and Guild Halls not warehouses sells overflow
-replaced altEquipment with profession subgroups
-Subgroups can have different art files and textures
-units can be more than one combat type (can have mounted and mail armor promotions etc)
-Vikings are playable
-bonus for connecting trading posts and missions by road
-savegames are more likely to still work after upgrading XML files
-Europe (Trade Screens) code had a major overhaul to make it less hardcoded
-EuropeInfos can be easily modified to add new Trade Screens
-plotgroups (group cities together when connected by road, from Civ4)
-improved performance
-buildings can give interest on player's gold
-garrisoned units produce yields under new Civics and Techs
-improved help text to better understand the new game features
-Units garrioned can be reassigned while in city screen (right click)
Domestic Advisor:
-new screens to count individual units in cities
-hides uninvented columns
-resizes to screen resolution (more columns on high resolution etc)
Civics:
-New Civics Screen (in M:C they are called Decress) borrowed from Civ4, with many new features such as:
-unit food consumptions can be changed
-civics can change growth unit as well as give random change to gain an expert
-number of units on docks controlled by civics
-workers can start work without movement
-mutual exclusive civics and much more
-New Luxury Food Elite units per Civic
XML setup changes:
-city building setup is handled by XML
-techs in tech screen can be assigned relatively to each other
-fixed several incorrectly named types in XML
-XML files loads types in all files before loading for real. This allow files to refer to not yet read files
-new translations can be added using XML only
-translations use English strings for untranslated strings
-TEXT XML files can have languages in any other and only English is mandatory
Fixes:
-several fixes related to automated transports and feeder service
-other bugfixes
2.0i
-Fixed a few failed asserts
2.0h
-Added new Art for Tower improvement (Thanks drjest2000)
-added new XML Text translations (Thanks drjest2000)
-Added two new maps Large_Continent.py and Medieval_Faireweather
-Adjusted AI to better accumulate Luxury Goods to produce Nobles
-Fixed several crash bugs
2.0g
-Saracen can now be captured at sea
-updated the Saracen to cost more for Natives to produce, this will prevent them from appearing so fast
2.0f
-Fixed the crashed caused by shift dragging goods in trade route screens
-added SpiceRoute python file as it was left out of last updates
2.0e
-Fixes a couple crash bugs
2.0d change log
-The Silk Road is once again a land route. It can be access once discovered from the north or south land plots.
-AI will use Land Routes and actually send out Peddlers to trade with Players. Both major and minor Civs will do this.
-Adjusted Marauder AI so they want hang out in Cities kill Peddlers that enter
-New Cities will use the center plot bonus as the first initial Free building. That way you can more easily get trade started early on.
-Land start AI will build ships and ports better
2.0c Change Log
-Maps Added- Besides The_New_World there are 3 more maps added to this update that should work with M:C Note: The FaireWeather map does not work with M:C
-Added the new Trade Fair video
-New option in GlobalDefineXML "DIPLAY_NEW_VIDEOS" set to 0 to turn off new videos
-If videos are not present the game will not display them
-fixed a potential crash bug with AI capturing criminals
-fixed bug where plots would go black causing units to not be visable
-In Auto Play mode you new press V to cancel it
-New Button art for the new features in Domestic Advisor
Fixes
-Lodges auto kill Animals out to 1 space, nearby city gains Luxury Food
-Strongholds and Towers kill Animals, Bandits, and Marauders out to one space
-fixed Squire graduating to Noble bug. Squires only graduate if they are working as Stewards
-Adjusted Route prices to be more strategic
-Bandits and Animals no longer kill units but instead damage them and send them home crying. They will steal gold and cargo however.
-added Escape city to Scouts, Huntsman, and all None Military Peasantry if attacked by Bandits or Animals
-Armorsmith now requires Hides and Tools and Weaponsmiths now require Ore
-Yield Units now show Trade Route prices in help text while loaded in ships this way you can see what route to take for best price
-Fixed the Trading League's gross exaggeration of gold earned: Now when You Finished Trading League the Trade Points show up as the points you earn each turn. This points are converted to gold each turn minus the Tithe Rate.
-Fixed minor issue in the Immigration Screen.
-Silk Road is now a sea route starting in the North or South seas, Spice Route is East and West
-Spice Route and Silk Road now have different colored plots
-New Training Level for Professions: certain Professions now require an experienced Unit such as Archers and Longbowmen
-Infantry and Archers now require Tools
-Each Trade Screen can now have its own array of units
-Adjusted JAnimals mod to have fewer animals
-added orlanth's Trade Route videos
-Ships no loner move through improvements
-Animals/Bandits shouldn't break workers automation
-Animals will hopefully wonder closer to their favored terrain. No more Polar Bears in desert
-the amount of Trading Post Trade Points given are modified by World Size
-Establishing Trading Post now gives a sound and message
-Added New Flags and Civ Buttons thanks to drjest2000!!
Verson 2.0a
-Hopefully Bandits/Animals wont take over your cities but rather just destroy them. Bandits and Animals should not even be entering cities so if they do please post a save where they enter a settlement the next turn
-changed the starting Max population to 5
-fixed a bug where the game would hang when you completed Banking trade research
The Developer version
A tutorial on how to download and test the newest version in Development can be found here:
https://sourceforge.net/p/colonizationmodcollection/wiki/GIT/
You can also download a development version below. Note you will need to add the .FPK art files and sound files to this version Please keep the mod name as Medieval_Conquest to help with saved game compatibility.
https://www.dropbox.com/s/tqc3seial6blb22/MC AI Trader Update.rar?dl=0
The below features are not 100% complete, and need play tested. Test how they affect the game (is it good, or bad), and test if they are working as intended.
Developer Version Notes:
Code:
-New Spy on REF- You have to pay gold to send spies to scout out the REF, which in M:C is a force coming to wipe out the player if he is unprepared
3 new Deal types:
[LIST]
[*]Trade Contacts
[*]Trade Hunting Rights- Huntsman can kill animals on the land
[*]Trade Imperial Support- The Leader supports you as Emperor so if You declare yourself the Emperor that Civ will not attack you.
[/LIST]
-New Yield Options as well as new options in Import/Export for Foreign Exports/Imports- Right Click a Yield Icon on city screen to bring up the new single yield option menu.
-AI Traders- Your Peddlers have new orders for buying and selling after you set the Cities Foreign Import/Export-They will spend your gold or make your gold by selling or buying. New Command Icons for this
-Prospectors will auto prospect with new command
Things to note while testing
This is 2.0 play testing upload. Please report all suggestions, bugs or discrepancies to this forum.
At the start of Medieval times in history there was very few large cities in Europe and there was basicly those three types of settlements mentioned above. I am wanting to portray this in my Mod so if have any ideas on how this could work or play out let me know.
You can Help
-Translate the xml files to another language(see Second post for a tutorial)
-Add a New Civilization as a Mod Mod
-Help fill out needed areas such as Founding Fathers
-Add new Unique Units for each Civ
-Playtest and give Feedback
***Bug Smashers Elite 2.0***
If you report a bug(or series of Bugs) you get your name posted here with a star. The one with the most stars at the end wins a prize!
Code:
Lib.Spi't**
mastrude*****
drjest2000***
Tradewinds*