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Medieval 2 total war diplomacy fix
Medieval 2 total war diplomacy fix







medieval 2 total war diplomacy fix

Now it goes quite deep searching for not too distant settlement. Before the update algorithm tried to look at neighbours-of-neighbours, then just picked a random settlements. When allocating the last few settlements, clustering is often impossible.(so it's easier to port it to alternative maps, even if it's not yet there) Mod builder now extracts map information from TGAs at run time, instead of using preprocessed data.Clustering% fixed to mean that (it accidentally meant random%, reverse of what it was supposed to).Simplified building tree option works now.Floods disabled completely due to being buggy in vanilla.Belgrade's resources (timber vs wood and missing comma) fixed.

medieval 2 total war diplomacy fix

Campaign map heigh map level 0 changed to 1, fixing many campaign map glitches.

medieval 2 total war diplomacy fix

  • start.bat pauses with "Press any key to continue" after running the script, so you can read error message if it fails, usually due to JRuby not being installed properly.
  • (you're also saving yourself a ton of bugs this way) The map file is saved to output/political_map.tgaĪnd one more thing - if you're using old versions of retail Medieval 2, make sure it's updated to 1.3 or the mod won't work. One feature that got added is File > Generate Map TGA command you can run after building the mod to see how campaign map looks without launching the game, and trying a different random seed if you don't like this one. There aren't any huge features, but enough minor fixes accumulated that I feel it's good time for an official release. Since 0.60 release I fixed a lot of minor bugs, and added a bunch of minor enhancements to the mod builder (big thanks to everyone who tested and reported the bugs, especially Guimbix).









    Medieval 2 total war diplomacy fix