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  1. could we have the list of music titles?

    There're some really nice pieces in the playlist but I couldn't see the titles cited anywhere.

    In the music folder as "roman3.mp3" etc but certainly not the proper names.

    Could we give proper...
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    Sticky: Re: [Tech] 1.2 Bug Reports

    Just updated to 1.2.3 patch 20, getting CTDs every other attempt to save, either manual or auto-end-turn.
    Any one else having this issue? Hadn't run into this on 1.2.0

    Only tried Grand Campaign...
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    Re: tip on tinkering with the garrisons?

    Thanks, hmm, something strange going on then.
    - after modding capital_bithynia to have 9 units, the Nicomedia level 1 building hover-over correctly shows the 9 specified garrison units, yet 20...
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    Re: tip on tinkering with the garrisons?

    Still haven't spotted any script that sets faction relations or garrisons. Those are the two remaining issues I really want to tweak for this mod.
  5. Intercultural relations seem un-balanced

    Pergamon (greek subculture of Hellenistic) has cultural penalties of -40 with Byzantium (greek subculture of Hellenistic) and -60 with Selucids (macedonian subculture of Hellenistic), which seems a...
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    Re: tip on tinkering with the garrisons?

    I don't know about "serious time", just a few hours a week and interest in tweaking different aspects to suit my perception of reality.

    Strangely, after overriding capital_bithynia with a smaller...
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    Re: tip on tinkering with the garrisons?

    Sure, I can share the changes I make! Though have to say that 44K line AE_Garrisons_building_level_armed_citizenry_junctions table is very intimidating, I have only used PFM to make direct changes...
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    Re: tip on tinkering with the garrisons?

    Sorry, any input from the modders here?
    I think the Rome II DEI garrison size is about right, just want to change this mod for my own preferences.
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    Re: 1.0.1h NON STEAM DOWNLOAD LINKS

    Hi is there a change log for the updates?
    Would be great to see what changed before downloading. Thanks!
  10. Re: Please tone down the traits/trait generation

    thanks, found it!
    I basically set the public order threshold for bad governor traits to -80 rather than 1, that should limit governor deterioration a bit.
  11. Re: Please tone down the traits/trait generation

    How are the traits triggered exactly? I don't see a trigger_effects table in the .pack
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    tip on tinkering with the garrisons?

    Hi there,
    Checking out the mod and looking to make some minor changes to my own preferences, like toning down the overpowering garrisons.
    I see in the...
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    Re: Adding Missions

    Did you use the Open as Text option to edit or Extract then Add back in? I extracted but after adding back in no chapter objectives were available any more. Wondering if pack manager extract...
  14. [Tool] Re: PFM 4.1.2 - Warhammer support

    Got an interesting bug using 4.1.2.
    Used to edit .packs just fine, but just now decided to change data\campaigns\main_warhammer\missions.txt, Extracted that file, edited, Deleted existing file,...
  15. which db table modifies ladder climb speed?

    want to slow down ladder climbing so defenders on walls have greater advantage.
    cant seem to find this using PFM though?
  16. Re: Divide and Conquer - Public Beta Release - Preview in post #3249 - page 163

    Great mod.
    I just noticed though that towns and wooden castles are made of stone and not wood. Is this supposed to be the case?
    And custom settlement removed for Dol Guldur?
  17. Re: GovernorBuildingCompleted trait triggers don't appear to work?

    Ahh, Threshold. Good catch!
    I'd forgotten about that.
  18. GovernorBuildingCompleted trait triggers don't appear to work?

    I'm running SS6.4 with HURB. Noticed that my governors don't seem to be gaining positive farming/mining traits despite being in settlements as farm/mines are finished. Updated the associated lines...
  19. Re: Retraining doesn't reduce recruitment pool?

    Yea looks like that's it.
    Retraining depletes the mercenary pool before touching the city recruitment pool, so it's not "unlimited", just rather non-transparent.
  20. Re: Retraining doesn't reduce recruitment pool?

    Hmm, seems like the problem happens if the unit is both building recruitable and mercenary!?
    Noticed that within one faction (Volga Bulgar), Birig Archers and Spearmen (both regional mercs + faction...
  21. Re: Retraining doesn't reduce recruitment pool?

    Well, I've never come across a setting for that either, but somehow SS HURB is taking that 1 unit in the pool and allowing unlimited retraining.

    TATW only allows retraining based on the remaining...
  22. Re: Retraining doesn't reduce recruitment pool?

    Yea but its the standard recruitment pool specification with initial pool, replenish rate, max pool, and experience
    Where the heck does it say "deplete pool when retraining" = false?
  23. Re: Retraining doesn't reduce recruitment pool?

    Right, SS6.4 + HURB. Not a matter of limits I think.
    For example, I had 3 units of Urban Militia with less than 10 men each garrisoned in a city that has 1 unit worth ready for recruitment. Somehow...
  24. Retraining doesn't reduce recruitment pool?

    Just started playing SS again with Historical Buildings mod and noticed that retraining units isn't lowering the recruitment pool.

    By comparison, if I switch to TATW then retraining reduces the...
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    Re: no close combat for bowmens

    seems like it's a problem with ordering a charge - can order melee while enemy is at a distance just fine, can order chase of routing enemy fine
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    Re: no close combat for bowmens

    I get perhaps the same crash issue. Only happens with archer generals when ordered to melee, doesn't crash if AI initiates melee.
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    No boiling oil?

    I see that oil is supposed to be enabled for stone walls in descr_walls but there's nothing hot and deadly coming down. Is this due to the wall model?
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