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  1. Replies
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    13,151

    Re: Modding support for TW:Warhammer confirmed

    Hello, i hope there will be fast some mods to increase very huge units like 300 spearmen and at least 400 goblins !
  2. Replies
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    19,108

    Re: List the factions you absolutely want to be in.

    I answered to wilkinson
  3. Replies
    117
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    19,108

    Re: List the factions you absolutely want to be in.

    Why high elves and not dark elves ? and chaos split in warriors, beastmen, and deamons
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    Sticky: Re: Downloads & Links to individual threads

    It looks great ! we need Magnar !
  5. Replies
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    Re: Guaranteed Major Faction Empires

    Hello, i see that :

    #### BATTLE ####
    rom_arevaci v rom_carthage
    Major Attacker v Major Defender
    No autoresolve modification
    -- Result --
    rom_arevaci Won! (decisive_victory)

    => i have not...
  6. Replies
    122
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    93,459

    Re: Guaranteed Major Faction Empires

    It does not work, is it because i have beta patch 12 ? there is no txt in "main_rome".
  7. Sticky: Re: Magnar Mod v2 (Updated 22/10/13) - New Roman Overhaul

    No i have subscribe today
  8. Sticky: Re: Magnar Mod v2 (Updated 22/10/13) - New Roman Overhaul

    No, absolutly not.

    EDIT : when i activate radious mod by steam workshop it works.
  9. Sticky: Re: Magnar Mod v2 (Updated 22/10/13) - New Roman Overhaul

    Yes i wrote :

    mod Magnar_Mod;
    mod Magnar_Mod_2tpy;
    mod magnar_mod_x2;
    mod Magnar_Mod Ridiculous Roman Abilities v105;
  10. Sticky: Re: Magnar Mod v2 (Updated 22/10/13) - New Roman Overhaul

    I really don't understand, i have install with Steam Workshop Version and mod is not activated, i have install with Sourceforge Version and mod is not activated.

    First technologies need 2 turns to...
  11. Sticky: Re: Magnar Mod v1.10p5 (Updated 19/10/13) - Patch 5 compatible

    I have download 1.5 patch and mod, and nothing works (when i remove mod files it works)

    EDIT 1 : rectification only the 2TPY file make the game not working
    EDIT 2 : no, even when activated in mod...
  12. Sticky: Re: Magnar Mod v1.102 (Updated 12/10/13) - Patch 4 compatible

    Hello Magnar,

    When the game will be stabilized (no more patch each 15 days), do you have any plan to avoid big factions die early ? giving them more provinces + money + troops ?

    Is there a...
  13. Sticky: Re: Magnar Mod v1.101p4 (Updated 07/10/13) - Main module v1.10p4 added for beta patch 4 compatibility

    I don't know if it came from the mod or the patch : when i attack in phalanx formation it unlock phalanx and i loose formation (with hoplites, not with pikes)
  14. Sticky: Re: Magnar Mod v1.101p4 (Updated 07/10/13) - Main module v1.10p4 added for beta patch 4 compatibility

    Yes it works now

    asisss : re download the magnar base mod, it will works normally without civil war.
  15. Sticky: Re: Magnar Mod v1.101p4 (Updated 07/10/13) - Main module v1.10p4 added for beta patch 4 compatibility

    Thanks !!

    Is it normal that we can get 15 armies and 10 fleets from start ?
  16. Sticky: Re: Magnar Mod v1.101 (Updated 22/9/13) - Fix for chariot bug on x2 unit additional pack

    Could you tell me how to do it myself ?
  17. Sticky: Re: Magnar Mod v1.101 (Updated 22/9/13) - Fix for chariot bug on x2 unit additional pack

    Magnar, would it be possible to make the game without agents ? in late game half of my playing time is to counter agents and gestion of mines, and i start to think i have no paid for a "James Bond...
  18. Sticky: Re: Magnar Mod v1.101 (Updated 22/9/13) - Fix for chariot bug on x2 unit additional pack

    Yes but Carthage always loose all cities in north Africa, after few turns (i play with no fog of war to see what happens). I have given many money to major factions, and still Carthage loose her...
  19. Thread: New factions

    by diadok
    Replies
    19
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    8,051

    Re: New factions

    It will be the map of the old world.
  20. Sticky: Re: Magnar Mod v1.101 (Updated 22/9/13) - Fix for chariot bug on x2 unit additional pack

    Thanks Magnar, your mod is great and very well balanced. One suggestion : please do your best to avoid that major factions die or loose their capital.
  21. Re: MOS, the ultimate TATW experience.. released 1.6 for Third Age 3.2.. Nice gaming summervacation!

    Thanks for answers : i had change king_purses in descr_strat, i have replace original descr_strat and it works
  22. Re: MOS, the ultimate TATW experience.. released 1.6 for Third Age 3.2.. Nice gaming summervacation!

    When in click on "third age campaign" it says "please select an item from the list" and there is no way to access to the campaign board where we can select our faction and launch campaign.

    The...
  23. Replies
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    Re: TATW Realism+ /Final/ [TATW 3.2]

    Your mod is awesome. For many reasons. One is that in 100 turns no faction died. Another is that Battle AI is good. Difficulty in campaign is here even in medium difficulty (i play Gondor).

    Do you...
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