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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    All right, that seems to do the trick. Thanks!



    I can scroll up or down the 2D view window with my mouse wheel in version 17_12_A, without having to use the scroll bars or the arrow keys...
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    Thank you for continuing to support this project, even after all these years. I still haven't had the chance to test the new custom animation feature but it looks very promising.


    I've...
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    Sticky: Re: New Citizens Post Here

    My sincere thanks to all those who voted for my application, it's nice to be part of this community. :)
  4. Re: DCI: Last Alliance - Galadriel preview out (page 132)

    Whoa that is truly impressive, well done everyone. :)
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    DaC - Official Screenshots Thread

    Introduction


    Welcome to the Official Screenshots thread. Here you may share screenshots, videos or indeed any fan creation related to DaC.

    Have fun!
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    Sorry, forgot to mention that the settlement is a huge_city. They were all set to 1 already anyway. :)

    Found a way to stop the AI from sending units to the breach though:


    ...
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    Hmm I can't find anything related to defence points, maybe I'll have better luck with the ai_battle file. Thank you. :)
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    Is it? Shouldn't the AI defend the area near the defense point?
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    Hi, I'm having a bit of an issue with defense points. As soon as the gate is destroyed, the AI sends two/three units behind the breach instead of defending the area around the plaza:


    ...
  10. Thread: Trees Flickering

    by Arkay
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    Re: Trees Flickering

    All right I kinda fixed the problem, I copied the climate tables from temperate_coniferous_forest to unused2 (Lorien) in the descr_geography_new file. Granted, there's not as many trees as there used...
  11. Thread: Trees Flickering

    by Arkay
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    Trees Flickering

    Hi, I can't seem to find a way to stop trees from flickering in Lothlorien. I'm using Third Age with Divide and Conquer.

    As you can see in this video, they keep flashing on and off. I tried...
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    Re: [SUBMOD] Annuminas Rebuilt

    First post updated.

    Added an alternative version, Annuminas now uses the rebuilt battle map at game start.
  13. Re: [SUB-MOD Preview] Portrait Enhancement Pack

    What Denethor said.
    If you feel the need to share uninformative, off-topic posts here in the DaC subforum then you better not comment at all.
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    Re: [SUBMOD] Annuminas Rebuilt

    You kinda answered your own question. They would share the same CSM and battlemap while being in two different places and facing opposite directions.
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    Re: [SUBMOD] Annuminas Rebuilt

    Oh yes, right. First post updated.




    It has always been like that. Osgiliath/Tharbad East and West are two distinct custom settlements.
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    Re: [SUBMOD] Annuminas Rebuilt

    .
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    Re: [SUBMOD] Annuminas Rebuilt

    No, you can only rebuild Osgiliath/Tharbad and Fornost in V2.2



    You're not too far off. :thumbsup:

    Osgiliath West: Citadel
    Osgiliath East: Huge City
    Fornost: Fortress
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    [SUBMOD] Annuminas Rebuilt

    This submod lets you rebuild Annuminas instead of Fornost. Only the Northern Dunedain, Gondor, Dol Amroth and Ar-Adunaim can rebuild the settlement.


    DaC V2.2
    DaC V2.2 + Total War Submod
    DaC...
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    Re: 4.0 Alternative patch (READ THE DAMN FAQ PLEASE)

    :thumbsup:



    Yes we share each other's work.
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    Re: Ambient Buildings

    Problem solved, turns out we don't actually use the ambient reduction mod for some buildings in DaC. Thread can be closed or deleted.
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    Ambient Buildings

    I don't know why but ambient buildings are still present in the latest settlement I made in DaC even though we use the ambient building reduction mod:


    https://i.imgur.com/psJdAmx.png
    I'm using...
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    Re: 4.0 Alternative patch (READ THE DAMN FAQ PLEASE)

    :whistling


    https://i.imgur.com/bfVzrxf.png

    https://i.imgur.com/ontAenN.png

    https://i.imgur.com/B8BqpYj.png

    https://i.imgur.com/YVYfU61.png
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    Re: 4.0 Alternative patch (READ THE DAMN FAQ PLEASE)

    In data\settlements\north_european\castles\fortress I think.
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    World B sphere recalc fixed the problem, thanks mak! I set it to Ultimate just to be sure and now collisions work in both settlements. :)

    I am using the latest version by the way, not sure what...
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    I have a problem which might be related, projectiles pass through gates/walls as if there were no collisions. The walls on the right of the settlement get damaged though, the gate at the center and...
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    Re: DaC - Previews and Announcements

    Yes as TED said, I will put it on my to-do list but it's not exactly a priority.
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    Re: DaC - Previews and Announcements

    Yeah but it looks much better that way. :tongue:
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    Re: DaC - Previews and Announcements

    FORNOST 2.0

    https://i.imgur.com/DzZLEih.png



    FULL ALBUM: LINK

    Yet another preview, the following changes have been made:
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    Re: 4.0 Alternative patch (READ THE DAMN FAQ PLEASE)

    Very nice. :)
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    Re: MOS, the ultimate TATW experience.

    Thank you. :)



    That is partially true, all that has been done for V2 will probably be a DaC exclusive for a limited time. But after that you're free to use them as you wish. :thumbsup2
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    Re: DaC - Previews and Announcements

    We haven't quite decided yet to be honest, we'll see. Yes there's enough space within the settlement, the AI is indeed capable of handling the layout. Or I wouldn't release it. :P


    Also, small...
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    Re: 4.9 Alternative patch (READ THE DAMN FAQ PLEASE)

    YES. I've awaited your return, master.
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    Re: DaC - Previews and Announcements

    New preview, again. Nothing special this time though, you have been warned.


    CAIR ANDROS 2.0

    https://i.imgur.com/idsZrBI.png


    Full Album: LINK
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    I tried everything you said, nada.

    I have noticed I get stutters when I move/deploy units behind the bridge, within the city (area on the left). If I deploy units in front of the bridge instead -...
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    Hi mak, no I didn't!

    Took a bunch of screenshots, here.
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    Re: DaC - Previews and Announcements

    ANNUMINAS 2.0 PREVIEW:

    https://i.imgur.com/VLi97qA.png



    Hello there, time for a new preview.

    ALBUM: Annuminas
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    I tried that, didn't really work. Now the interesting part, the more units are deployed on the battlefield the more it stutters. And right after I click on Start Battle the game just freezes, like...
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    Hey. :smile:

    Nope, the problem seems to be related to a bridge path. Still don't know what exactly is causing it.
    Oh well at least it should be an easy fix.
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    You hit the ms3d limit of vertexes, right at the start it says "will crash if number of vertex per row is greater than 181". And just below you can see "nrows = 251", that's your terrain size.
    ...
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    Just tried that, unfortunately did not work. It still crashes. :(

    I am using version 17_01_A by the way.
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