Search:

Type: Posts; User: Jon_the_XII; Keyword(s):

Page 1 of 2 1 2

Search: Search took 0.09 seconds.

  1. Replies
    0
    Views
    1,276

    Nuclear Artillery pack

    Here's something I made:

    i8xZNPX7s3g

    Steam Link:https://steamcommunity.com/sharedfiles/filedetails/?id=2244239189

    This mod contains six Warp Lightning Cannon units modified to fire nuclear...
  2. Replies
    3
    Views
    3,135

    Re: Doomrockets vs. Nukes: An investigation

    I've decided to add an additional overpressure effect and radiation damage to my Doomrocket mod. The additional overpressure effect will match the 5 PSI overpressure radius, while the radiation...
  3. Replies
    3
    Views
    3,135

    Re: Doomrockets vs. Nukes: An investigation

    I've working on a Doomrocket mod that uses custom VFX files and I've got some observations.

    First, with regards to the "impact_shockwave" instance inside wh2_dlc12_warpstorm_doomrocket_impact.xml,...
  4. Replies
    3
    Views
    3,135

    Re: Doomrockets vs. Nukes: An investigation

    And, for reference, here is how each Doomrocket instance look like:

    "ignition_smoke"


    https://i.imgur.com/4r6HP64.jpg


    "fireball_ground"
  5. Replies
    3
    Views
    3,135

    Doomrockets vs. Nukes: An investigation

    tl;dr Doomrockets have yields of either 6 tons, 43 tons or ~270 tons if judging the explosion by detonation radius, fireball radius and crater radius respectively, all comparable to small tactical...
  6. Re: adding certain ability to custom battles

    Have you tried the unit_to_unit_abilities_junctions table?
  7. Replies
    2
    Views
    673

    Re: Stats of Side Arms

    Separate stats for side arms? I always assumed melee_attack was for all melee weapons regardless if it was a primary weapon and secondary weapon. In other words, I always thought yari units switching...
  8. Re: How to allow all three foreign ironclads in FOTS?

    I would just make new units and clone the stats and uniforms from the Ironclads. Note that Ironclad and other naval units use naval_uniforms_tables and unit_stats_naval_tables instead of...
  9. Replies
    39
    Views
    92,449

    Sticky: Re: Shogun 2 Pictures & Videos Thread

    Here's a couple of videos I created for my nuclear Armstrong gun mod:
    oMrCR1Ow1z4
    GoP1JUw4eCE

    And here's a GIF I created showing off the obliteration:...
  10. Re: Need to remove a specific unit from the roster list of a mod

    Whoops, I forgot that the unit is probably linked into other tables. Look for the unit entry in other tables such as building_units_allowed, unit_stats_land, units_to_groupings_military_permissions...
  11. Replies
    8
    Views
    9,210

    [Released] Re: Nuclear Armstrong guns

    Here's a video showing how the obliteration of of Fushimi Castle by cluster bombs look like from 6 different locations:

    YL9yARjX0CY
  12. Replies
    4
    Views
    1,423

    Re: Units Table Question

    I made a couple of videos showing off how cinematic_jogger and cinematic_farmer (along with other units with the cinematic_ prefix) look like in battle:
    OdYmVM2Scv4
    xd35qS8zqm8

    You'll notice in...
  13. Re: Need to remove a specific unit from the roster list of a mod

    Try deleting that unit's entry in the unit table with the Pack File Manager. See if that helps.
  14. Replies
    8
    Views
    9,210

    [Released] Re: Nuclear Armstrong guns

    A nuclear Gatling Gun? Hmmm, I'm not sure if my computer will able to handle that :laughter:

    But now that you mentioned it, I think I might look into that.
  15. Replies
    8
    Views
    9,210

    [Released] Re: Nuclear Armstrong guns

    Another note I want to add is that unlike in the base game, this mod allows Armstrong guns to shoot over the wall. To do that, I modified the projectiles_table, setting max_elevation to 45 and...
  16. Replies
    9
    Views
    2,251

    Poll: Re: What is your OS?

    Windows 10, 64 bit. 2GB Nvidia GTX video card. The campaign map runs without a hitch, but sometimes, Medieval II's battles can be somewhat laggy.
  17. Replies
    8
    Views
    9,210

    [Released] Re: Nuclear Armstrong guns

    If you thought 4 nukes per unit was a lot, take a look at what 16 nukes per unit can do!
    GoP1JUw4eCE

    This mod increases the number of cannonballs fired per Armstrong gun from 1 to 4, turning it...
  18. Replies
    8
    Views
    9,210

    [Released] Nuclear Armstrong guns

    I created this simple mod that turns Armstrong gun cannonballs into miniature nukes. These cannonballs have 200 speed, 200 damage and and an explosive radius of 200. They are obviously overpowered,...
  19. Replies
    5
    Views
    1,448

    Re: Changing the size of unit zone control

    Would you mind telling us where the campaign_campaign_variables table is located and what entries you changed? I only see a campaigns_campaign_variables_junction table in data.pack, and that table...
  20. Re: Two mods I want to create, please help!

    To change the replenishment rate for buildings, look in the building_effects_junction table. In the effects column, you should see some entries for replenishment_percentage_bonus. Simply change the...
  21. Re: Anyone knows how to limit/unlimit unit recruitment in PFM mod ?

    The total_cap column in the units table should help you limit the number of units you can recruit.
  22. Re: I still find myself coming back to this game.

    Also, who can forget about watching your ninja hilariously fail at his job?
  23. Replies
    8
    Views
    2,671

    Re: Modding Naval Units

    Campaign_variables is another table you can use to modify your naval unit. For example, if you want to change the bombardment range/radius of ironclads in the FOTS campaign, go to the...
  24. Replies
    5
    Views
    1,448

    Re: Changing the size of unit zone control

    Look under campaign_variable_tables and modify the numbers for zone_of_control_land_radius and zone_of_control_naval_radius. See if that works.
  25. Replies
    2
    Views
    1,496

    [Tool] Re: missing unit names

    I also forgot to say that units.loc is located inside local_en.pack, not data.pack.
  26. Replies
    2
    Views
    1,496

    [Tool] Re: missing unit names

    It seems like you forgot to import the units.loc table. Check this tutorial to see how to edit that table:...
  27. [Tutorial] Re: How to create a custom unit in Pack File Manager

    Also, thanks for the tutorial, Ele. It's a little out of date, but it still helped me create new units in PFM 4.1.2.

    For those using PFM 4.1.2, the biggest issue you may face is making your...
  28. Replies
    8
    Views
    2,671

    Re: Modding Naval Units

    Thanks for pointing out the naval_uniforms, Frodo45127. I was having quite a lot of trouble with pink samurais on my ships and I didn't know there was a separate uniform table for naval units.
  29. [Tutorial] Re: Adding the Black Ship and the Caravel into Custom Battles

    Here's a mod that makes Black Ships recruitable in campaigns and custom battles:
    https://steamcommunity.com/sharedfiles/filedetails/?id=336862374
  30. [Tutorial] Re: How to create a custom unit in Pack File Manager

    Sinfonia Semplice should fix this problem:
    https://steamcommunity.com/sharedfiles/filedetails/?id=841895462
    http://www.twcenter.net/forums/showthread.php?544459-Sinfonia-Semplice-(Sound-Fixing-Tool)
  31. Replies
    3
    Views
    2,097

    [Proposal] Re: [IDEA] The Thirty Years War Mod

    This is indeed an interesting idea. Most people probably would have used Medieval 2 as a base for a Thirty Year War mod, but remember, the Thirty Year War actually took place after the Conquest of...
  32. Re: 106 regions in 11 turns! -- NEW MEDIEVAL II BLITZ RECORD

    I am currently working on an AAR based on LOTW's 8 turn blitz and I thought I could share a GIF I made for my AAR showing how LOTW conquered the world:


    http://i.imgur.com/o9848sO.gif

    1080...
  33. Re: I still find myself coming back to this game.

    I only have S2 and M2TW, but I also find myself regularly bouncing between the two games. M2TW and its DLCs are great because of their highly varied settings, while S2 is great because of the modding...
  34. Replies
    4
    Views
    1,423

    Re: Units Table Question

    Cinematic_Jogger and Cinematic_Farmers are unused units made up of the models in Shogun 2's cinematics. Cinematic_Jogger contains the earbud toting joggers you see at the end of the Shogun 2 victory...
  35. Replies
    1
    Views
    1,877

    Re: Scare enemies bug

    In the units_stats_land table, make sure the good_stamina column is unchecked (some of the columns in PFM are mislabeled). If you really want to give your units good stamina, you should check the...
  36. Re: How Do I make the British Marines recruitable at the start of a campaign

    I think what Zando means is that he wants to recruit British marines without using the trade port.

    I don't have FOTS, but assuming you already have a mod set up, in the building_units_allowed...
  37. Replies
    2
    Views
    883

    Re: unit mod just only for me player

    I think you should just delete the unit_to_groupings_military_permissions table from your mod file. Set your clans in the cdir_unit... and units_to_exclusive... tables instead.

    Another note, I...
  38. Re: Help needed "fear effect unit" returns, even if i shut it down!

    Also, I think we should mention that if you still want to give your units good stamina, just check the fatigue_resistant column. It's weird how the columns are all messed up in PFM.
  39. Re: Super unit somehow too powerful. Enemy routs before it even gets to them.

    Sorry to bump an old thread, but I think the solution is to make sure the good_stamina column is unchecked in units_stats_land table. The reason for this is that apparently some of the columns in PFM...
  40. Sticky: Re: Writers' Study Chat and Feedback - Ask all your questions here!

    Hello everyone, first post here!

    I'm currently thinking about writing something based off of LegendOfTotalWar's Second Blitz campaign where he conquered all 106 regions in M2TW in only 8 turns....
Results 1 to 40 of 42
Page 1 of 2 1 2