Deus lo Vult Kingdoms 5.0 is out + Patch 5.6 + Patch 5.73
Only for Kingdoms !!!!!!!!!!!!!!!!!!!
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The Mod Deus lo Vult (DLV) 5.7 is an CIVlike enhancement for Medieval Total War II Kingdoms, giving the player the possibility to write his personal history and requiring a lot more strategic thinking during gameplay. Summary:
Spoiler Alert, click show to read:
1. Many more factions (reskinned) playable on a very large campaign map: + ireland, armenia, lithuania, teutonic order, flanders, norway, kingdom of jerusalem 2. More medieval + graphical elements (remember MTW I): Heraldic Titles, Civil War,... 3. Roleplaying: Characters (Generals, Princes,...) have a more medieval based trait and ancillary system. The player should be more attached emotionally to his characters because he has to make a lot of decisions during the lifecycle: education, training, governor and military ranks, prison, retirement 4. Many new ressourcedependent economical buildings as joiner_shop, sawmill, vineyard,... give the game a CIV like touch. Positive and negative economical events have repercussions on the effectivity of these buildings. 5. Interactivity: The player has to make a lot of decisions regarding interactive events (economical, medieval as trade fairs, religious councils, Royal Hunt...) and collecting governmental\military points to achieve an advancement during his game. 6. more logistical\strategic parameters than the standard ones (money): If you put your army into field you have to think of supply lines or they will become unmovable, population restrictions: you can't recruit armies in endless numbers because it is restricted by your actual settlement levels, high field costs for your troops in enemy land and during sieges does require to think about the best placement of your armies,... 7. Advanced Battle and Campaign AI
Installation: not save compatible to DLV 5.6, or 5.71 5.0 + 5.6 + 5.73 = - install kingdoms patch 1.5 !!!!! - clean Install DLV 5.0 + 5.6 (no addons or...) - if you have already 5.72 then just put 5.73 over it - Execute file Deus_lo_Vult_Patch573_Install.exe and enter the correct path for the installation Example: C:\Program Files\SEGA\Medieval II Total War (For Germans change it to: C:\Programme\SEGA\Medieval II Total War !!!!)
Patch 5.73 not savecompastibel to older betas -bugfixing anfd little changes - accelerated campaign turns - added penalties -10, -20 gov_points for offensive_to_nobles, inspire_civil_war traits of the factionleader - added boni +1 gov_point for ancillaries: ring, coin, key of the governors - fixed crashes: dungeon, sardinia, 100 gov points - some new Tokus Graphics - more historical decriptions: thanks to Hekk - more fire, explosions, dust, - included Real Horses 1.0: thanks to Argent Usher - 3 piece artillery: thanks to Furin - reduced cavalry spread - fixed 5.6 bugs: education, units thanks to Dave Scarface, names,... - Crimson Tide Bloodmud-mod 3.0 (partially): thanks to Magus - reduced unrest effects of jewish temple and requirement for merchants: 3,5,10,15,15 % - changed Campaign\Battle AI parameters - new pics for: well, synagogue - extracosts for besieging a fort in home territory: 1000 Fl. - new punishment buildings: dungeon->execution place->torture chamber (only in metropolis settlements) - refined hording: thanks to Furin - added fieldcosts for diplomats\princess: 300 p.turn in enemy land - 2 orthodox monk groups: Cenobitic Monasticism (=dominicans), Hesychast Monasticism (=Fransiscan) + buildings\traits - 2 islam priest groups: Sunni (=dominicans), Sufi (=Fransiscan) + buildings\traits - changed garrison script: faster, only player-AI not AI-AI, only every 10 turns possible - deleted vanilla custom campaign - included warhorn sounds from BBW Mod - reduced population requirement for huge cities - big stone castles for greek and middle_eastern: thanks to Agart - 2 rank point systems : governmental + military
Spoiler Alert, click show to read:
The player can collect government points (gov_points) and military points (mil_points) depending on his actions. Higher settlement levels can only be achieved by adequate point levels: No points no upgrading (even if the other population requirements are fullfilled) not only for the player but although for the AI (so player and AI stay on the same levels) : Point requirements: City upgrade: - Corn Exchange: gov_points > 10 - Market: gov_points > 30 - Fairground: gov_points > 60 - Great Market: gov_points > 100 Castle upgrade: - Garrison Quarters: mil_points > 10 - Drill Square: mil_points > 30 - Baracks: mil_points > 60 - Armoury: mil_points > 100
Dependent on your economical or political actions as a governor you can get or loose Governmental Points ! - SettlementLoyaltyLevel: -1, for unhappy ones - CityRebels: -2 - BecomesFactionLeader: -1 - PopeAcceptsCrusadeTarget: +1 - PopeRejectsCrusadeTarget: -1 - CharacterMarriesPrincess: +1 - PriestBecomesHeretic: -1 - CardinalPromoted: +1 - CardinalRemoved: -1 - InquisitorAppointed: +1 - SettlementUpgraded: +1 - GuildUpgraded: +1 - GuildDestroyed: -1 - FactionNewCapital: -1 - FactionAllianceDeclared: +1 - FactionTradeAgreementMade: +1 - VotedForPope: +1 - FactionExcommunicated: -3 - FactionBreakAlliance: -2 - Treasury: < 0, > 30000, > 60000: -1,+1,+2 - LeaderMissionSuccess, LeaderMissionFailed: +1, -1 - MissionSucceeded: AssassinationMission, SpyMission, SabotageMission, DiplomacyMission: all +1 - Events: Trade Fair +1, Royal_Justice +1, Money_Lender -1, War Draft -1 gov - Generals Disobedient: Disobeys His Liege -1, Rebels ! -2 each turn - Build wooden_wall, stone_wall, large_stone_wall, huge_stone_wall: -1, -2, -3, -4 each and once - every large_stone_wall, huge_stone_wall: -1, -2 each turn
Dependent on your military actions as a general you can get or loose your Military Points ! - LeaderMissionSuccess, LeaderMissionFailed: +1, -1 - ArmyTakesCrusadeTarget: +1 - UnitsDesertCrusade: -2 - GeneralJoinCrusade: +1 - GeneralAbandonCrusade: -1 - GeneralArrivesCrusadeTargetRegion: +1 - GeneralTakesCrusadeTarget: +3 - GeneralCapture(loose)Settlement: +-1, +-2, +-3, +-4 - SackSettlement: +1 (-1 gov) - ExterminatePopulation: +1 (-2 gov) - FactionWarDeclared: +1 (-1 gov) - LeaderDestroyedFaction: +5 - Win, Loose Battle (Odds < 0.5, > 0.5, > 1): +-1, +-2, +-3 - Events: War Draft +1, Tournament +1, Royal_hunt +1 - Build wooden_castle, castle, fortress, citadel: -1, -2, -3, -4 each and only once - every fortress, citadel: -1, -2 each turn
To get an overview regarding your actual point status click on the button “show faction ranking scroll” (click again if you see the normal ranking popup). You only get the 2 popups if you have more than 0 points.
------------------------------------------------------------------ - added Dungeon event: Disobedient Generals can be thrown into dungeon or bribed into happiness Nobles that have the trait "Disobedient" must travel to the capitol to seek an audience with the King to receive a pardon. If they end their turn in the capitol with a building >= dungeon, and the King is present, then a window will popup “Royal Court”. Open the character overview panel and click on the disobedient character. A window will pop up “dungeon or royal pardon ?” and you have to decide: - throw the character into the dungeon (the disloyal Noble will receive the trait "Thrown in the Dungeon"...essentially immobile + other bad traits, until released (% chance of release each turn, with average stay in the Dungeon being 5 years (10 turns)). - Give the royal pardon and bribe him with 3000 Fl.
----------------------------------------------------------------------- - Retire old Generals: If Generals are getting over the age of 60 they are too old for the battlefield and you can retire them into governors. Nobles over the age of 60 must travel to the capitol to seek an audience with the King to receive a retirement decision . If they end their turn in the capitol with a building >= town_hall, and the King is present, then a window will popup “Retirering General”. Open the character overview panel and click on the retirement character. A window will pop up “Retire this general ?” and you have to decide: - Yes: This honorable general will be retired and continue to do his excellent work as a governor The retirement and governor inauguration procedure cost 1000 Fl. - No: We need your excellent capabilities on the battlefield. So your retirement wish will be refused!
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Spoiler Alert, click show to read:
Patch 5.6 - turntimes reduced by 50% - new unit skins\models on the campaign map: thanks to Isilendil - adapted settlement parameters - all field costs for armies + agents + the settlement maintenance costs are collected (in rounded up 500 steps) in a popup available through clicking on the finance screen (only 1x per turn) - the 2 population popups (Used Military Size, Maximum Possible Military Size ) are available through clicking on recruitement advice button on the recruitement screen - implemented +adapted Lithuania 1.3 + Teutonic Halbbruder: thanks to Isilendil and MadTao Team - flagbearer officer units: thanks to Isilendil and Niko's mod - many (> 200) permanent stone forts in all campaigns + moved some main events backwards in time: thanks to Furin - removed rankdependent recruitement of horseunits (not working since 5.4) - Refill Population factor: randomized with chance > 40% - added brewery building: needs grain - changed health techtree: well -> sewers -> public_baths -> aqueduct -> city_plumbing - new interactive event: royal justice - added 2 Catholic Orders: Dominicans (law and order) + Franciscans (spiritual) with 3 level-building tree and corresponding priest traits + event triggers - economic events: reduced spawning rate + higher costs and higher start buildings - added some map textures from Charge - adapting recruitement tree: thanks to Ivanhoex - added some Ivanhoex battle stuff: AI + Sinuhet AI Formations - implemented Music from kingdoms: thanks to Dave Scarface - civilian\military student careers need education buildings: scholarium (civil) in large towns or drillsquare (military) in castles - battle terrain smoother: thanks to Lusted
Patch 5.5 - new battle animations (RomanStory, SigniferOne): thanks to Lord_ET - new historical custom campaign: thanks to Lord_ET - adapted Battle AI - rebalanced units attack\defend parameters: thanks to ivanhoex - added missing texts for aztecs - added units: Geonese sailors, Templar Sergeant,Byzantine Gunners, Canons of the Holy Sepulcher,Dismounted Halbbruder,Halbbruder, Pronoia Infantry thanks to isilendil - Byzantium recoloured, new portraits, new officers, reworworked templar and hospitallier orders thanks to isilendil - changed models\skins for english...thanks to Ornamentum mod thanks to isilendil - disabled conversion: cities<- >castles - added event : moneylender (yes, no), if player- treasury < 0: gives 20000 florin loan and takes 1000 florin payback each turn for 40 turns (double loan). - aztecs full playable: buildings, characters - more texts for events - fixed mining, irregular building construction stops, - merchants: replaced the fix 20% Judaism with 5, 10, 15, 20, 25% requirements dependent on market level. - added population limited recruitement: the player has only a pool of recruitement with a dynamic maximum depending on settlement number and levels. The pool (Factionsize) is filled up by the recruitement of units, their values are accumulated to an unitindex depending on number and level of units. If Unitindex > Factionsize --> Recruitement Freeze. Two popups will inform the player about actual Factionsize and rounded UnitIndex. Thanks to Tsarsies A timedependent\factionsizedependent refreshrate will reduce the unitindex over time so that the Factionpool can be refilled. - added event WarDraft: after a Wardeclaration the player is offered a 10 point reduction in the Unitindex for 3000 Florins (or more dependent on factionsize). Accepting will give bad traits
Changelog Patch 5.4 - Changed Battle AI - Ages of Darkness - included hre skinpack from Tyre: thanks to Isilendil - fixed invisible aztecs - lifted death age from 30 to 50 years - added cathar heresy in the pyrenees - reinstalled banners on the strat map - added ressources: glass + salt in the campaign map - map: added lakes: constanze, balaton, geneve...;rivers: england, ireland, france (Seine) - changed danube to full navigable river: sea trade, ports for Nuremberg, Vienna, Pest, Bucharest - new buildings related to resources and to economic events: thanks to Isilendil + Kivals - higher core buildings (walls) give negative trade boni to reduce money overflow - added unique kings: from Harry Lime - added recruit priorities to edu file - reduced defensive skills of pike phalanx troups - new economic agriculture (climat) event - two dynamic events : trade_fair, banquet have effects on governor career - governor and general career are now seperated up from level 2 (e.g. > knight) - included partially changecapital from Lord finga: only included: cost of capital change 10000 + negative loyalty effects - kiev/armenia/georgia strat models: Isilendil - many new generals/captains/leaders battle models: Isilendil - added byzanz, russia skins from Disgruntled Goat mod: thanks to Isilendil - renamed\added governor career ancilliaries city: new governor_path ancilliaries Magistratus Inferior Magistratus Superior ................... get the ancillary governors ring Magistratus Nobile .....................get the ancillary governors coin Magistratus Excellentis ..................get the ancillary governors key changed the roleplay building\recruiting requirements - you need a Governor (any subject any rank) to upgrade and build anything. Nobody in the settlement-- > no building possible - Horses are the most valuable units on the battlefield. A horse belongs to a knight. So if you want to recruit horse units, you have to place a character of the military career into the settlement. If not then you get only the units of the lowest building stables. So here is the recruitment of horse units: Anybody --> Stables units Knights ---> Stables units + new Knight stables units Banneret --> Knight units + new Baron Stables units Commander --> Baron units + new Earls_stables units GrandCross + Character with Crown -- > All units
includes old changelog 5.3 - new faction Georgia: thanks to Harry Lime integrate the russian "Knights of Honour Mod 5.0" (Skinner NeoUA) - new strat models for captains: thanks to Isilendil - integrated more skins from Lithuania mod: thanks to Isilendil+MadTao - reworked skins Teuton Order: thanks to Isilendil - reworked campaign map texture files - more aggressive mongols - faster campaign turns - included in Campaign AI: religious buildings influence faction standings with other factions (see XAI mod 2.20D from Xeryx\Naimad) - interactive medieval events with player decision effects: adapted from Anno Domini mod: Royal Hunt (stables), Royal Banquet(Townhall), Trade Fair(Market), Holy Council(Church,o_church(masjii), Royal Tournament(Knight stables) Yes: give positive traits, no: declining the event give negative traits in a certain distance to the capital
includes old changelog 5.2 - new strat models for sea blockade, siege and trade routes thanks to riczu74 - some reskin of teutons thanks to Rex Cobalt - new strat models for Faction leader, heir, general, captain thanks to Isilendil and Tyre - new religion judaism: merchants require 20% judaism (only for the player), jewish synagogues available to convert (but will create unrest in the mother factions... so you have to decide where to build them..) - all priests have fieldcosts on enemy territories :300 - reduced\semitransparent flag symbols on the campaign map: strength of armies no more visible - small battle parameter changes - double ressources in capitals: monopoly traits,....(idea from Averroës) includes old change log 5.1 - bugfixing: SiegeEngines, oil,...... - update + minimal modify Campaign UAI 1.6 (+bugfixer) von GrandViz - all recruitement is religion dependent: normal units > 60% (corresponding religion), generals and Navy Seals > 80% - new province Santiago de Compostella, Visby - includes 3 units from Lithuania Mod (recruitable in temple): thanks to MadTao and Team - transfer of building textures from Kingdoms: teutonic forts, .... - music from Kingdoms Teutonic Campaign - fixed age mod (with kingdom scripts) - refined the map: roads, textures... - techtree buildings: included highway for greeks, amber_route for northern,eastern factions, Hanseatic League - fixed all Custom- Quick, Historical Battles includes old Changelog 5.0 bugfixer_01: - bugfixing: sea trade, scottish princess, denmark death,... thanks to Harry Lime - new faction norway + new region Bergen: thanks to Harry Lime - small changes to campaign AI - transfer units from kingdoms: thanks to Harry Lime, Ordensritter byzantium .greek_firethrower egypt .dismounted_ghulams .ghulams elo .edessan_squires .edessan_guard teutons .ritterbruder .clergymen .prussian_archers .order_spearmen .dismounted_ritterbruder ireland .calivermen .mounted calivermen turks .hasham .dismounted_hasham
Changelog DLV_50 : - newest Artfixer + Interfaces: Tokus*Maximus, Wirapuru - Triumph and Tragedy: thanks to Tokus*maximus, Abrocomos - includes all Sambos skins - bugfixing : thanks to Abrocomos - Kingdom Features: Menue adaptions, Permanent Forts, Oil (?), AI (campaign,battle) parameter,... - Retrofit mod: thanks to unspoken knight - some AI Adaptions
Installation 5.0: not save compatibel to 4.0...only works with kingdoms.exe !!!!!!!!!!!!!!!!! - Install MTW II - Install Kingdoms + Patch 1.5 · IMPORTANT: Make sure there is no old DLV_ext folder in your Medieval II Total War folder before attempting to install (Uninstall and Delete them !!!!!) . Delete any old DLV_ext folders or stuff !!!! · Not save compatible with DLV4.0 or earlier versions · Your original M2TW files will not be changed, DLV_5.0 creates a seperate installation path which includes nearly all changed files: except a necessary new small folder DLV_ext in the standard data path · Execute file Deus_lo_Vult_50_Kingdoms_Install.exe and enter the correct path for the installation Example: C:\Program Files\SEGA\Medieval II Total War (For Germans change it to: C:\Programme\SEGA\Medieval II Total War !!!!) · The automatic setup creates a desktop icon, a program icon and an uninstall option · To start the game doubleclick on the Deus lo Vult 5.0 desktop icon or the program icon or the Launch_DLV_ext.bat in the path C:\Program Files\SEGA\Medieval II Total War (default path...you may have changed this to your custom path during installation)
Installation: Patch 5.6 not save compatible to DLV 5.0 or patch 5.5 or older stuff, any betas... - Install MTW II - Install Kingdoms + Patch 1.5 - If you have older versions as 5.3 or 5.4 or hotfixes installed, then uninstall all old DLV versions + delete all DLV_ext folders (whole 5.0 +5.3 or 5.0 + 5.4 or hotfixes) in C:\Program Files\SEGA\Medieval II Total War and in C:\Program Files\SEGA\Medieval II Total War\data - Install DLV 5.0 - no DLV Addons installed · Execute file Deus_lo_Vult_Patch56_Install.exe and enter the correct path for the installation Example: C:\Program Files\SEGA\Medieval II Total War (For Germans change it to: C:\Programme\SEGA\Medieval II Total War !!!!)
Installation 5.73: not save compatible to DLV 5.6, or 5.7 5.0 + 5.6 + 5.73 = - install kingdoms patch 1.5 !!!!! - clean Install DLV 5.0 + 5.6 (no addons or...) - if you have already 5.72 then just put 5.73 over it - Execute file Deus_lo_Vult_Patch573_Install.exe and enter the correct path for the installation Example: C:\Program Files\SEGA\Medieval II Total War (For Germans change it to: C:\Programme\SEGA\Medieval II Total War !!!!)
Ignore the warnings of write protected files ! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Important Language Versions !!!! During the Installation Process on the last page you are asked if you have an english or non- english (german, french,...) Version. For english people you have to unclick the Launch- nonenglish- Version Button, the other can continue. The program loads the correct language version files from the folders sound_english or sound_non-english and copies them into the path DlV_ext\data. During the next step the files events.dat, events.idx, Music.dat, Music.idx under the path DLV_ext\data\sounds are deleted and the game regenerates the correct language version + new music during the first game start. You can do it manually later by yourself if you have messed something during installation. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Don't close the pop-up windows even if takes minutes to perform, wait until they close by themselves. If the game is not starting on the first turn then delete the bin files in the path C:\Program Files\SEGA\Medieval II Total War\DLV_ext\data\text !!
BareBonesWars 8.1 for RTW 1.5 Integration Mod which combines unique strategic challenges due to a 4 Season scripted campaign from 280 BC - 180 AD on several big/small maps and with an ruthless AI on the battlefield. Deus lo Vult DLV 5.7 for MTW II Kingdoms Norway+Ireland+Flanders+Kiev+Lithuania+Teutonic_Order+Armenia+Crusader+Georgia,1y2t script, army field costs, Ultimate AI 1.6, big map, military career system, age simulation, heraldic system, new factions, garrison script, Crowns + Swords, Trait bugfixer, religion dependent recruiting, ancillary enhancements, darth battle mechanics
Last edited by repman; August 30, 2008 at 11:02 AM.
취향 차이겠죠. dlv 모드 재정관리 그닥 어렵진 않습니다. 상인을 초반부터 활용해서 요소에 배치해놓는다거나, 초반 무리한 전쟁보다는 내실을 기하고 경제건물 우선으로 나가면 말이죠. 왕은 수도에 있어야 한다는 귀찮음과 아일랜드 같이 구석진 국가엔 답이 별로 안보인다는 거 외엔 괜찮은 모드죠. 신경쓸게 많아 짬짬이 시간내서 하는 유저 입장에선 귀찮은 모드긴 합니다.
아 그 픽스 쓰면 DLV특유의 기병 돌격할때 밀고들어가는 느낌이라고해야하나? 예전버전에는 기병이 돌격하면 실제처럼 적들을 쑥 뚫어서 보병을 흩어놓는 그런게있었다고해야하는대 패치됀후부터 뚫다가 완전 쑥 넘어서 기병이 흩어저버리더군요 ㅋㅋㅋㅋ 근대 픽스쓰면 아예 오리지널처럼 겉에몇명만 치는느낌 ; 그래서 그냥 DLV 맘에쏙들진않지만 쓰는중이에요 ㅎㅎ;
첫댓글 5.73이 나왓더군요...요즘은 DLV도 인기가 좀 식었지만...그래도 일단 패치버젼이 올라와서 올려봅니다. 근데 이거 릴리즈된지 한달이 넘었더군요...
에휴 DLV5.73 이젠 너무 복잡해진거같아서..
기병 파리때 돼는것만 고쳐지면 할텐데.. 고쳐지나요?
파리때 잡는거 픽스부분 올려져 있어요. 어딘지 모르겠는데, 기병 흩어지는거 있으니까 찾아보세요~
스킨이나 여러가지 겉보기는 SS보다는 DLV가 마음에 들기는 하는데, 이제는 시스템이 너무 어려워져서 다가가기도 싫은 더러운 모드가 되버렸네요.
DLV 너무 복잡해졌죠. 저도 5.7 이후로는 손을 안대고 있네요... 초반의 재정/반란국 압박을 몇번 겪고나니 계속하기가 좀 그렇더군요.
취향 차이겠죠. dlv 모드 재정관리 그닥 어렵진 않습니다. 상인을 초반부터 활용해서 요소에 배치해놓는다거나, 초반 무리한 전쟁보다는 내실을 기하고 경제건물 우선으로 나가면 말이죠. 왕은 수도에 있어야 한다는 귀찮음과 아일랜드 같이 구석진 국가엔 답이 별로 안보인다는 거 외엔 괜찮은 모드죠. 신경쓸게 많아 짬짬이 시간내서 하는 유저 입장에선 귀찮은 모드긴 합니다.
아 그 픽스 쓰면 DLV특유의 기병 돌격할때 밀고들어가는 느낌이라고해야하나? 예전버전에는 기병이 돌격하면 실제처럼 적들을 쑥 뚫어서 보병을 흩어놓는 그런게있었다고해야하는대 패치됀후부터 뚫다가 완전 쑥 넘어서 기병이 흩어저버리더군요 ㅋㅋㅋㅋ 근대 픽스쓰면 아예 오리지널처럼 겉에몇명만 치는느낌 ; 그래서 그냥 DLV 맘에쏙들진않지만 쓰는중이에요 ㅎㅎ;
음....진짜 복잡하네요...근데 유닛 뽑는것도 무슨 제약이 걸려있나요?기사도 높은 장수넣어도 유닛목록창에 유닛은 없네요...