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  1. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    on your cfg add this

    [log]to=logs/log.txt
    level = * error

    or edit it according
  2. Replies
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    Re: RR/RC for Broken Crescent - RELEASED

    Thanks that exactly what i wanted to know ;). I will have to look into the recruitment and see how it really works, as I may have the wrong impression.
  3. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    Rolling, a while back i got confused by what you said about the Mariane unit, playing as crusader states, the mariane are a crossbow units instead of the club unit it should be based on all the other...
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    Re: RR/RC for Broken Crescent - RELEASED

    is there anyway to use real combat and not real recruitment, I love the new stats and everything but, i dont like that the castle were removed, and I prefer to have the recruitment showed progressive...
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    Re: Completely lose control over units

    I been trying to run the hardcore addon but i dont lose control of units or anything. I installed on Americas vanilla campaign to test it out but no luck :(
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    Re: Running in windowed mode

    Edit the cfg. video part to have these lines

    [video]
    windowed=true
    borderless_window=true

    If you already have a video tab, just add the lines, if not all it all together.
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    Re: [Submod]Jizya, Kafirs & Dhimmis; v2Released

    Anyone know if there a merge patch for this mod and real combat real recruitment RC/RR ?
  8. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    Do you have the hotfix installed ? At page 207 its a fix, that log was like mine, whoever the cause was as mentioned an unamed general. Hot fix not savegame compatible, also there was a patch at page...
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    Sticky: Re: The Stainless Steel Historical Improvement Project (formerly SSMAP) - Beta 8 soon...

    My reasoning was that his game its launching with the medieval.exe and not the kingdom.exe. Thats pretty common with steam when the user dont use the kingdoms launcher.

    A sure way to also make it...
  10. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    Guess they werent fast enough to implement the protocols to stop it from coming.

    In all serous note, they did suffer from it, although to a lessen extend as far as i could read, but dont tale that...
  11. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    I had problems with it too, even though it say you have the choice to use it or not, whoever when i dont select it, the traits have a square before them.
  12. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    Arent they there at the start of the game, The golden Horde i think
  13. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    they are below the traits, check the trait and make sure you get the name trait right, like questionable is actually corrupt
  14. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    Been a while since i looked into the trait triggers, but some of the triggers for corrupt are, if priest end in settlement, if treasury > 6000. Is not 100% btw, but every turn give them a chance
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    Sticky: Re: BB 4.27

    Was the rank from Knighthood removed for player?

    I forgot all about them playing as Jerusalem, whoever i got my princess to marry a General from another faction and he was a squire. Whoever none...
  16. Re: MOS, the ultimate TATW experience.. version 1.6.2 for Third Age 3.2 released 25th Dec.

    Mega is one of the better hoster out there, and I mentioned early you could use a program like jdownloader to download from it without any problem, you can even pause and resume later on.
  17. Poll: Re: Perillicious Compilation Pack (PCP) ~ Patch 3 Released ~ TATW Re-Imagined ~ 31 Factions + 32 Rebel Factions ~ MAXED Buildings/Units/Regions ~ Interact with ALL the indigenous peoples of Middle-Earth... and then terminate them with extreme prejudi

    Oh wow, just a quick glance to my mod folder, and allot of mods suffer from it, and the fact that im using steam install default folder make it even more troublesome. I even did the calculation,...
  18. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    The famine should be fixed. My guess is that you have main mod before the famine fix was added to it. To fix it simply install the patch on page 205, them install the fix from page 207
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    Sticky: Re: The Stainless Steel Historical Improvement Project (formerly SSMAP) - Beta 8 soon...

    Are you a Steam user? im pretty sure the game must be 1.5
  20. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    No, to be more clear.

    You know when you start the SS setup you get the choice between early and late campaign, when you install Hurb you get the Early Campaign, HURB Campaign, and Late Campaign,...
  21. Re: MOS, the ultimate TATW experience.. version 1.6.2 for Third Age 3.2 released 25th Dec.

    The right image look like you are looking at a 3d picture of him without the glasses, offcourse not too distortioned but still
  22. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    No gunpowder at the start.
    Its early campaign only, you can use setup to revert changes and play vanilla late campaign
    Im not sure about the plate armors, but most elite units cant be recruited...
  23. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    just in case this ctd is unrelated to the fix, but idk why i could not make my game to ctd. What the logs show? also if they dont tell anything try this setting instead.

    [log]
    to=...
  24. Poll: Re: Perillicious Compilation Pack (PCP) ~ Patch 3 Released ~ TATW Re-Imagined ~ 31 Factions + 32 Rebel Factions ~ MAXED Buildings/Units/Regions ~ Interact with ALL the indigenous peoples of Middle-Earth... and then terminate them with extreme prejudi

    Awesome work, allot of other mods got updated this xmas, so try to have patience when everyone try to ask to include other ppl updates lol.
  25. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    Maybe you wont get everything, but patch the game and try to continue your save file. My game is patched and i could continue your save data to turn 50 no problem.
  26. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    Nerd did u updated the game with the latest fix found on page 207

    Using ur savegame i havent crashed, i made it to turn 50 and no ctd so far.

    Anything special on ur logs when you ctd?
  27. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    Gonna wait on the update for a new campaign, as i have the feeling is not save compatible
  28. Re: MOS, the ultimate TATW experience.. version 1.6.2 for Third Age 3.2 released 25th Dec.

    Actually no, if you test it on any default folder the file that get created is medieval 2 folder, the sega one never get make, if you install in common, the installer not gonna make a sega folder, it...
  29. Re: MOS, the ultimate TATW experience.. version 1.6.2 for Third Age 3.2 released 25th Dec.

    The installer is designed to go on sega folder, the equivalent for steam its the common folder, the one you find all the games including Medieval.
  30. Re: MOS, the ultimate TATW experience.. version 1.6.2 for Third Age 3.2 released 25th Dec.

    Like Stylix said to another person, did you ran the cleaner.bat after you installed Mos?

    Also, when you installed on steam, what folder you pointed the Mos 1.6.2 installer?
  31. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    oh that make sense, maybe every time that trigger fired on him caused the ctd.

    Ya I saw Poland starting Army and they could not expand at all, everyone around took their vicinity .


    Btw the...
  32. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    Alright, well just send me any save file you crash, as i said early, in one of my campaign i just kept trying till it passed the turn, but if is a trigger working bad on certain conditions it may...
  33. Re: MOS, the ultimate TATW experience.. version 1.6.2 for Third Age 3.2 released 25th Dec.

    You could try using jdownloader to download the file, just make sure that when its finish downloading wait till jdownloader is done with the file

    Btw when I installed it didnt gave me any error...
  34. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    Rolling would changing the traits midway campaign make them work or that kind of edit is not savegame compatible. As a test for Ner, i would like to edit the trait governor8 trigger and see if he...
  35. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    I notice that every crash i get the trigger is governor8, Whoever that trigger can be found multiples times in the log, My guess would be there something wrong with the trigger and the rebel faction,...
  36. Re: Divide and Conquer - Full Public Beta Release - New Patch Released 17/12/13

    Its Ithinel custom settlement missing some textures? near the flags, the stones that should make the entrances are all black instead of rocklike texture.

    Also i notice that i had a ctd if i tried...
  37. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    CAUTION! From your IP range the limit of connections is reached
    try downloading again after

    Allright got it, give me a few mins to test it out

    Ok after i tested your campaign, the savefile...
  38. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    [log]
    to= logs/system.log.txt
    ;level=* error
    level=* trace

    put it like that, i had problems for the game to generate it on that folder, but put it on default and it will be found on medieval...
  39. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    there should be a log, did u enable it on the cfg file?
  40. Re: Enhanced Ancillary UIs for MOS 1.62

    I hate the fact that this mod was buried in the pages, lucky for me u updated it for 1.6.2 thanks ^_^
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