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  1. Replies
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    Re: 1600 Expanded Version 2

    God this is so necessary.

    Most importantly however, are the ai pikemen walking in this version?

    Also, have you made any changes to the AI? My campaign in the latest patch is as braindead as...
  2. Sticky: Re: Download link for Colonialism 1600AD - update (22/10/2016)

    Oh wow, its actually out. Truth be told I didn't think it would release.

    I have three important questions, please answer them Ger/somebody

    1. Are the pikemen finally walking instead of running...
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    Sticky: Re: RS2.6\RSIII questions & answers

    I am indeed playing Rome One Turn. What does CUT them precisely mean? 17k during the first turn is not exactly intended, is it?
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    Sticky: Re: RS2.6\RSIII questions & answers

    What income, man? You read what I said, right?

    Mindblowing 17 thousand income per turn! With no economy buildings built at that. 10k is the upper high limit for large empires, and even that is too...
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    Sticky: Re: RS2.6\RSIII questions & answers

    How does one bring back the campaign map Fog of War? Who's idea was to turn it off by default anyway?

    I tried enabling it in the launcher but that has not change anything. The console scarcely...
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    Sticky: Re: COW: Beginning of The End Times - Patch 1.01 RELEASED

    So I tried the alternative 1.0 economy script that you've provided, and although better, I must say its still far too easy to swim in money (for Ostermark) that said, Mordheim is a filthy rich town...
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    Sticky: Re: Something new

    Thank you Lord Necromancer for your response.

    The balance is decent but could be improved, though by this I mean unit and battle balance more than CAI balance, which is solid but the futility of...
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    Sticky: Re: COW: Beginning of The End Times - Patch 1.01 RELEASED

    Are you serious? Those knightly orders form the larger part of Empire's identity, and we all know how much more fleshed out the Empire is and is supposed to be. If they were only generic reskinned...
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    Sticky: Re: COW: Beginning of The End Times - Patch 1.01 RELEASED

    Yeah, that latter description describes EXACTLY how I want my campaigns to be. Literally down to every word. You seem to know your playerbase(s) and that is definitely commendable and promising.

    I...
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    Sticky: Re: COW: Beginning of The End Times - Patch 1.01 RELEASED

    Okay, so I played a little and I can already see so many changes for the better. There is a night and day worth of difference in battles, I can see you fiddled with unit stats and boy am I glad you...
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    Sticky: Re: COW: Beginning of The End Times - Patch 1.01 RELEASED

    This does sound very good. And yeah, Norsca being neutral and then allying with the Empire was pretty ..weird?

    Aight, I'm sold. I'll give it a shot. I'm disappointed with the functionality of CoW...
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    Sticky: Re: COW: Beginning of The End Times - Patch 1.01 RELEASED

    Okay thanks, what are said scripts about?

    Secondly, I have four questions very important to me.

    Firstly, how does the AI fare in this mod? Would you people on this thread say its competent and...
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    Sticky: Re: Something new

    Glorious new units guys, are the old. In fact, your mod is so unbelievably good, and by far my dearest and my favorite of any for Total War, hence why I want to bring something to your attention.
    ...
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    Sticky: Re: RodG 1.6 - Easy and painfree Installation

    To be honest my experience was pretty crash free. I have a few every now and then as the battle loads, though i save before every battle so this caused no issues save for having to restart the game...
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    Sticky: Re: COW: Beginning of The End Times - Patch 1.01 RELEASED

    Hi. I was curious about Beginning of the End times, but one of the key selling points of CoW were the grand preparations for the storm of chaos doomstacks and of course frequent scripted spawns and...
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    Sticky: Re: Patch 1.6 beta test

    In 1.4 it was different. While I do not remember beastmen I've had by far the most glorious and perfect experience in total war. Ostermark was so intense, with nurgle and tzeench and (i think)...
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    Re: Everyone online has 1.04??

    I think this is indicating your MTW/Kingdoms version, not that of your mod.

    Coincidentally, 1.5 is also the latest patch for Kingdoms. You probably have 1.4 and need to upgrade.
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    Sticky: Re: RodG 1.6 - Easy and painfree Installation

    Can confirm. Happens with my baby Ostermark. :(

    What was that about missing files due to steam version apparently causing this? Can anyone confirm or disconfirm this? Is there any solution to...
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    Sticky: Re: Sneak Peeks {WIP Screenshots}

    Omg, Crimea too?!

    I love you. Cossacks will be in thanks to Hetmanat TW, right?
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    Sticky: Re: Sneak Peeks {WIP Screenshots}

    Very lovely. What else must be done before release?
  21. Replies
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    Sticky: Re: Patch 1.6 beta test

    Wow, new warhammer version eh?

    I'd be eager to try it with a partial translation (things already in English that were previously translated) and with secure knowledge of knowing my game wont crash...
  22. Sticky: Re: Download link for Colonialism 1600AD - Naval model update (14/02/2016)

    It will soon be a year since the last proper update. Just saying.

    I realize there is work to be done, but dude, nothing stops you from uploading updates periodically or at the very least more...
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    Sticky: Re: Sneak Peeks {WIP Screenshots}

    I think he meant its not possible with the engine.
  24. Sticky: Re: Download link for Colonialism 1600AD - Naval model update (14/02/2016)

    Soo, you said the new version isn't too far behind the naval model update. Any news on that front?
  25. Sticky: Re: Download link for Colonialism 1600AD - Naval model update (14/02/2016)

    What percentage of the total units in game does this cover?

    Anyway, they're nice, but I frankly am not a fan of the stances of pike & musket units. The posture resembles later musketeer formations...
  26. Sticky: Re: Download link for Colonialism 1600AD - Naval model update (14/02/2016)

    Any chance you could take a look at the pikemen walking speed before the next release, or is that not feasible?
  27. Sticky: Re: Download link for Colonialism 1600AD - Naval model update (14/02/2016)

    Can it be done without it looking weird?
  28. Sticky: Re: Download link for Colonialism 1600AD - Naval model update (14/02/2016)

    Okay lovely, thank you for responding.

    What about the pikemen running though? Poacher has raised a very good point, most of the time, rather, all of the time the enemy is attacking rather than...
  29. Sticky: Re: Download link for Colonialism 1600AD - Beta release v2.0 and crashfix (14/01/2016)

    I agree with Poacher, this imo should be a priority over everything else, I've played this mod such a long atime ago that I've forgot it has ever been an issue.

    I'll wait until everything is ready...
  30. Sticky: Re: Download link for Colonialism 1600AD - Beta release v2.0 and crashfix (14/01/2016)

    Could you make a changelog of sorts with this update? I'd really like to know what is new in contrast to the old version.
  31. Sticky: Re: Download link for Colonialism 1600AD - Beta release v2.0 and crashfix (14/01/2016)

    Will it include everything intended for this release, meaning the startpos, the new script as well as the new units and cards?
  32. Sticky: Re: Download link for Colonialism 1600AD - Beta release v2.0 and crashfix (14/01/2016)

    Awesome. Looking forward to it.
  33. Sticky: Re: Download link for Colonialism 1600AD - Beta release v2.0 and crashfix (14/01/2016)

    If you ask me I'd wait that little longer for the startpos and the models before releasing it all, unless you'd update what you plan to release soon after.

    What will the new startpos include? Will...
  34. Sticky: Re: Download link for Colonialism 1600AD - Beta release v2.0 and crashfix (14/01/2016)

    So, unsurprisingly, few weeks has turned into 3 months.

    Any news at all? Something you are working on? Any ETA? Etc.
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    Sticky: Re: Post suggestions here

    I love you Otto. This is what I've been hoping this mod would have since the start.
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    Sticky: Re: Post bugs here

    So, over a month has passed. Any updates guys?
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    Sticky: Re: Sneak Peeks {WIP Screenshots}

    They look pretty dandy, somewhat eastern European too. Didn't know flintlocks were used at all in the thirty years war.

    It's nice to see that the backpacks are removed, really glad to see that....
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    Re: Totally worth it

    Now I don't really remember as I don't have either ETW or the mod installed right now. You should take a look at the moddb page or find the installation instructions somewhere on the mod's subforum,...
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    Re: Totally worth it

    The game folder should be somewhere in C:/Program Files/Steam/steammaps/common/Empire Total War, if I am not mistaken. Not necessarily the C disk but wherever your steam is. try it.
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    Sticky: Re: Post bugs here

    Alright, that is very cool to hear.

    I don't remember seeing you talk about the BAI, other than what Lord Necromancer did.

    Remember though that to me and others the AI was braindead broken and...
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