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    [Resource] Re: Elephant Based Berserkers

    Indeed there is are several limitations to the fake elephant infantries! Even once we fix the crash associated with the missing "bone_E_platform" (I am playing on a Surface Pro 3 Tablet with Windows...
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    Re: armour_ug_levels...

    Afaik, all upgrade levels are equal and gives around 2.5 more armour points. With that, a unit of Peasants with padded armour has 2.5 armour points (0 + 2.5 X 1), while a Halberd Militia with heavy...
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    Re: Using animations from other mods

    You are using one of the archer skeleton/animation sets with bow strings, intended for special models with the extra bones. You will need to look for a model in that mod that uses the animation set,...
  4. Re: We need your help in collecting data about the ents, spiders and wolves crashes! please read the first post of this thread before replying

    rider_offset can indeed hide the crew models, in fact, this is how the Warwagon mod hide the "mahout" by modifying the first value to be underground.

    With larger mounts, hiding the crews inside...
  5. Re: We need your help in collecting data about the ents, spiders and wolves crashes! please read the first post of this thread before replying

    After a ton of experiments (for my Berserker project) with custom elephant type mounts I have narrowed the crash down to the matter of model bones/animations rendering issue - properly made...
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    [Resource] Re: Elephant Based Berserkers

    It sounds like the issue in this thread.

    Chances are that my animation folder was so heavily modified that the skeleton information above are unusable, if so then I apologise. :( I will walk you...
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    [Resource] Elephant Based Berserkers

    As we know from this old thread, infantry Berserkers are broken in M2TW. However, it is possible to create a close approximation of them by disguising an elephant unit, keeping their unbreakable...
  8. Re: We need your help in collecting data about the ents, spiders and wolves crashes! please read the first post of this thread before replying

    I do not have Third Age myself, but try replacing the stat_pri line for the spiders with this:


    stat_pri 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1

    Also, if these spiders...
  9. Re: Dismounted Polish Nobles- any help would be appreciated

    Assuming you are not using mod folders, did you edit your medieval2.preference.cfg to let it accept mods first?

    Information can be found here:...
  10. Re: A small doubt about the Kalmar Union script in teutonic campaign

    It should work, since you do have the proper historical event hooked up as well as the faction name references. I have always wondered what would happen if the Norway/Denmark player manages to lose...
  11. Thread: Saxon Huscarls

    by Medusa0
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    Saxon Huscarls

    Feeling a bit nostalgic today, so went on ahead and created these chaps out of a couple of BI models and an unused M2TW model. While the Sutton Hoo styled helmets are anachronistic for the 11th...
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    Re: New armour/damage system?

    Yes, missile knockdown still works, but the effect is less pronounced than in Rome due to the changes in the physics system (no more launching people 10 metres off the walls with ballistae). I have...
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    Re: Questions about stat_pri_armour

    1. Yes, what you wrote is correct.
    2. Shield is taken into account when the unit is attacked frontally with ranged weapons.
    3. Shield is also taken into account when the unit is attacked from the...
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    Re: Latinkon armor upgrade texture issue

    Huh, that's a familiar bug, I vaguely recalled running into it too. Are you using the Crusades expansion by chance? What happened was that the expansion actually updated the attachment set texture...
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    Re: Latinkon armor upgrade texture issue

    This is actually a very old issue present in vanilla M2TW, it seems someone has uploaded a fix a while ago: http://www.twcenter.net/forums/downloads.php?do=file&id=1413

    Don't know if it's the...
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    Re: Weapons and attachments

    Might want to change this to infantry, spearmen is a unit class and not a category.
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    Re: Hitpoint cap for general

    15.
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    Re: Hitpoint cap for general

    Pretty sure hitpoint is still capped at 15, the same as it was in Rome Total War. Generals and captains get +5 to the unit hitpoint that they are in, so vanilla family members have 2+5 = 7...
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    Re: New animations cause CTD

    Hate to hijack this thread, but it seems that none of the animation extraction tools out there function correctly for me, whether it be XIDX (updated re-release), Holy Pilgrim's Unpacking Tool, or...
  20. Re: How can i assemble a new texture to campaign mode battle_model?

    There is one more possibility, the general's bodyguard unit in the campaign might have the mercenary_unit attribute, which would also affect the officer/family members commanding it. If this is a...
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    Re: Barded Horse for Middle Eastern factions

    OP updated with two extra textures. Why not right?
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    Barded Horse for Middle Eastern factions

    Considering how common caparison was in the depiction of Middle Eastern cavalry, it was quite strange that the "barded horse" model was not textured for them as well as for the Eastern Roman Empire...
  23. Re: elephant with spearmen and crew instead of cannon

    Since you are using EB (and its animation pack), adding/changing skeletons might get more involved than the usual. You can only do this if you found some way of extracting EB's animations and .evt,...
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    Re: No secondary weapons?

    Secondary weapons are pretty much broken for non-spear wall infantries (or in the case of the AI, missile infantries too). When told to attack, infantries with secondary weapons will actually take...
  25. Re: I made an Howitzer 10.5 inc but game sometimes give bug, sometimes dosn't give.

    What is the bug exactly? There are indeed some vertex weighing issues, but those should be an easy fix consider that this is a rigid model. Changing the position of the muzzle flash and the crews is...
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    Re: CAS export/import

    Well, if you are only using them for strat map models, you do not even need to convert them, just make the appropriate edits in descr_model_strat.txt and descr_character.txt pointing to the right...
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    Re: Custom unit invisible, can't find solution

    Did you change the serialization number at the top of the ModelDB?

    22 serialization::archive 3 0 0 0 0 1109 0 0

    Add one to this whenever you create a new model entry or you will get the...
  28. Re: Experiment: Improving the 2-handed axe animations

    No luck getting infantry berserkers I am afraid, it seems that the changed physics in M2TW (no harmless knockdowns that has invincible frames from RTW) and the inability for infantries to kill...
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    Re: New animation packs

    These are CA's beta animations, you can credit Caliban for releasing them and this one for enabling them if you want.
  30. Re: Experiment: Improving the 2-handed axe animations

    It's relatively simple actually. Just add a variant of the original animation under the original and do the necessary edits in the ModelDB to implement.


    ...
  31. Re: Experiment: Improving the 2-handed axe animations

    Hated to self-necro, but recent feedback suggested that an updated is needed.

    The following changes will remove the overpowered headbutt from the 2-handers (there is a way to keep it for unique...
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    Re: New animation packs

    No videos yet unfortunately, but the MTW2_2H_Axe was heavily modified to not use the slow attacks as often in close (sword/axe/dagger) range, but favour quick slashes and a (disturbingly deadly)...
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    Re: New animation packs

    Probably meant KGCM, the Kingdoms Grand Campaign mod.

    (Shameless self-promotion, if you are looking for such an animation pack, here is one: Kingdoms Two Handers Fix).

    If you do use it, please...
  34. Thread: Stuck Gate

    by Medusa0
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    Re: Stuck Gate

    Sounds like you have a hostile spy in your settlement that is opening the doors to the opponent - get some of your own spies over there along with some assassins to detect and remove him.
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    Re: Does the AI 'select' in the script sense?

    The AI in RTW and probably M2TW never needed to use a mouse action to "click" on anything, which was why this old "loyal allies" mod did not function back then (this mod makes it so that players...
  36. Re: Specifying the Starting Formation for a Unit

    The file you are looking for is descr_formations_ai.txt. Change unit_formation and default_melee_state to what you like.

    We have a page about it here:...
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    [Resource] Re: Animated Wagon Wall

    As we can only have a single type of stakes, if I were to hazard a guess, this will involve swapping this model or the default, smaller version with that of the stakes. However, AI cavalries will...
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    Re: Gladiator uprising in M2TW

    I seem to remember vaguely that it requires the arena building line, whether or not this is tied to the arena's ability to hold games or the owner's culture (which should be roman). The...
  39. Thread: Officer stats.

    by Medusa0
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    Re: Officer stats.

    Ah, thanks for the tell then. Guess it's back to modding other fields then.
  40. Thread: Officer stats.

    by Medusa0
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    Re: Officer stats.

    Basically creating a captain only trait in the export_descr_character_traits.txt from an admiral trait, exchanging the character/agent type with "general". Here are what I have experimented with...
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