I've been trying to use blender to rig models, and converting to mesh with IWTE. However, all variant meshes appear at once even though I tried giving them the right kind of names. Also the...
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I've been trying to use blender to rig models, and converting to mesh with IWTE. However, all variant meshes appear at once even though I tried giving them the right kind of names. Also the...
I tried to follow these steps and while it looks like it works I can't start a custom battle (regardless of factions). It doesn't crash just reverts to the map selection. Is this a known issue?...
Hi
Would it be possible to retrofit an era system into RTWR like in Medieval 2? I know it's probably not but it would be useful.
Also, can gunpowder units be given Medieval 2 style smoke...
Thanks, the repack worked. I thought the combined file I got on mod db was the same repack...
I don't know why this is happening, I've had 6.4 installed and working great in the past. But when I download the 6.3 and 6.4 .rar archive, extract it and run the installers, 6.3 works as it's meant...
I see. I did manage to get a cloned late campaign working as a provincial early campaign, but I will have to manually change all the descr_strat details, and the events like the early/high/late...
If the D_S is as unforgiving as the modeldb file an invisible extra space could have messed it up, but I can't see how the file should have gotten corrupted when it works as the default campaign.
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I removed the entry and now the error I get is:
19:43:20.564 [script.err] [error] Script Error in mods/SS6.3/data/world/maps/campaign/custom/Early_Campaign/descr_strat.txt, at line 5067, column 1...
I tried moving it to two different places in the byzantium settlement list, both times I get the same error pointing to the new line in the file where Corinth is located.
Three or four different ones now. I can't see why there should be a problem with the map, it works when I run the early campaign as the default imperial campaign. It's very strange.
Moving the settlement and generating the map again doesn't seem to do anything, the error message is the same.
The log seems to be in SS63/system log.txt, there is no hash sign in the config but a search for "error" did turn up one entry - 22:25:26.298 [script.err] [error] Script Error in...
The last entry is
22:15:28.365 [system.io] [info] exists: missing mods/SS6.3/preferences/player.txt
Neither bare_geomod or TSTW (which has working provincial campaigns) seems to have one either...
Thanks. I checked and I had forgotten to make a copy of regions and settlement names with the early_campaign prefix. And the regions file didn't have the new religions added to it. But it still won't...
I don't know if thread necromancy is allowed but I tried to follow this https://www.twcenter.net/forums/showthread.php?93141-How-To-Add-multiple-campaigns-(aka-provincial-campaigns) to add the early...
Shield was made in blender using a surviving German heater shield as a background picture. I went looking for info on how the back straps were actually used for shields like that and found a video...
Yeah the regular units should be done first really. Anyway I redid the heater shield (old one was too curved and looked off somehow) and tested it with venetian MAA textures. The symbols reflects...
Turns out you can localize building names by faction not just by culture, so temples can be named for instance Þunor, Donar or Þórr depending on faction, or the Greek/Roman versions of the Olympian...
I thought maybe the UI only had space for one at first. But both are used by the Mesoamericans in Kingdoms and when I tried adding a games building too you can actually cycle between...
I'll experiment with it tomorrow. The fact that there's two entries in the strat text file (stage_races and stage_games) could mean you can have two but it could get glitchy.
Great, thanks. I changed races to sacrifices and it works nicely.
Wonder if the number levels can be played with, there's only 1 and 2 in the vanilla game.
The stage_game thing can be used too...
You're probably right, I just like to ask just in case. But I did go ahead and port my changes into SS, and made some variant temple building chains. Is there a way to add a experience modifier to...
https://www.twcenter.net/forums/showthread.php?815393-Medieval-Paganism-Alternate-History-Mod
The map of Stainless Steel would be ideal as a base and I always had in mind mechanics inspired by...
If Stainless Steel was the base a lot of faction slots would be unlocked in additon to the map itself which would be great. But I'm reluctant to start without permission cause otherwise a lot of...
That's good info, useful for the Arab religious building chain. I sent Stainless Steel a pm on mod db to see if they'd be OK with the map being used, not sure if that's the best way to reach whoever...
I think Mesopotamian/Arabic paganism and Zoroastrianism with some Hellenic influence from the successor kingdom days would take up much of the region, and the Turks would still be some kind of...
I'd appreciate help if you're interested, I know more about some pre-monotheistic religions than others, but moving the timeline forward centuries from the point of departure in late antiquity means...
Some more units/banners
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Thanks for the table, will have a look at that.
I see your point abou path dependency, altough I suppose that's the case whichever model you draw from. I meant more ballparking the relative...
Those are fair points. I think preventing Christianity from becoming patronised by the emperor at the expense of the old cults would be more realistic probably. But in any case, I ended up starting...
I've wanted to make a mod like this for years and now have gotten a mod folder started for it using bare geomod as a blank slate. Ideally a better map would be used than the vanilla one, so I'm...
I'm trying to add pagan religion building chains to a bare geomod version of the map- changing the religion for factions in descr_sm_factions and for regions in descr_regions works fine apparently...
I think what I'll do is try and do some factions/units as a proof of concept/showcase thing. It could just remain as a novelty minimod, but if anyone in the wider mod community are intersted in...
A more in depth religion mechanic would be great for roleplaying purposes I agree.
Is the number of them hard coded anyway? Could swear I've seen mods with more than 5 cultures.
The scenario I...
I think both kinds of loading screens could be great, I personally like the illuminated manuscript look but it does fit northwestern factions more than the rest. They should ideally be complemented...
Well that's the thing, I really like the direction SSHIP is going in. I just installed the new version and started a Lithuania campaign, the multiple temple options with different units and stuff...
These look amazing.
Are you doing loading screens from the same sources? I compiled a bunch from medieval manuscript art a while back, mainly battle scenes and stuff if you're interested.
Oh I know, it's more of a counterfactual alternate history improvement if anything. I just think there's potential for cool stuff with a setting like that. Like all those paradox mods, you know?
...
I've had an idea for an alternate history scenario mod for many years and occasionally modded part of it into SSHIP in parallell with my regular unit stuff (the latter I plan to finish regardless)....
Is sub_mods on the discord server? What is it called, I searched for total war, 1212, kingdoms, stuff like that and it didn't come up for me.
I did see the arms, if it's the three fish on red it...