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  1. Replies
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    Re: Is this mod dead/abandonded?

    Start making submods then.
  2. Thread: Why 272BC?

    by k/t
    Replies
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    Re: Why 272BC?

    I find it funny/depressing people still want to buy CA's garbage or speak of CA like it's capable of making anything other than garbage.



    Dude, now I won't be able to sleep tonight.

    Except...
  3. Sticky: Re: The Last Kingdom - Bug (Reports) & Technical problems & Support

    And the log...?
  4. Replies
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    Re: RR/RC for The Last Kingdom (released)

    Use the Mediafire link. The files at the bottom are the guides to RR and RC. The "shields on back" attachment is no longer necessary as I've included it in the latest batch of files, which you get...
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    Re: Complete retirement

    :(
  6. Re: Blood & Roses; A Campaign Mod for the War of the Roses Era

    He gave up modding for now due to university, but hopefully he'll have the work he's done so far.
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    Re: Gondor Archers outperform Ilithien Rangers?

    I know they can attack ladders, so probably towers too.
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    Re: Gondor Archers outperform Ilithien Rangers?

    "I like how this mod does a great job at unit balance"

    :laughter:
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    Re: Submod or no submod, that's the question

    Definitely get the RR/RC submods by Darth_Revan or Nemesis_GR. Something like that. The balance in Vanilla is utter crap.
  10. Sticky: Re: The Last Kingdom - Bug (Reports) & Technical problems & Support

    The Kaupang problem is caused by an error in its entry in descr_strat ->

    C:\Program Files (x86)\SEGA\Medieval II Total War\mods\TLK\data\campaign\imperial_campaign

    You have to change its level...
  11. Replies
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    Re: News and needed tasks from Broken Crescent 2.4

    What's the problem with that? If you're gonna write "Merry Christmas" on bombs, why not on shields?
  12. Thread: Quicker Reforms?

    by k/t
    Replies
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    1,440

    Re: Quicker Reforms?

    You don't need both of these:

    set_event_counter rr1 1
    historic_event rr1

    I learned that the hard way from TATW. The "historic_event" part sets the counter to 1 on its own.
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    Re: I want edit turn numbers can anyone help me?

    Did you delete the existing aging script if there was one?
  14. Thread: RCM 2 for Kingdoms

    by k/t
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    Re: RCM 2 for Kingdoms

    French knights weren't that undisciplined at all. They had a high amount of training fighting together in units known as conrois. They just made bad tactical decisions sometimes due to the hunger for...
  15. Thread: RC 2.0 Update

    by k/t
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    Re: RC 2.0 Update

    It was ready to be released in January 2015... You said "a week or so". :hmm:
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    Re: Wars Of The Religions

    Good luck with your project.

    I hope IND becomes reality in the meantime.
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    Re: Complete retirement

    When will you finish university, Dalnea?

    ForGondor, I attached the files in the Developers' Forum.
  18. Sticky: Re: The Last Kingdom - Bug (Reports) & Technical problems & Support

    Good thing you read the bug reporting instructions and posted your log.
  19. Thread: {IND}Discussion

    by k/t
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    Sticky: Re: {IND}Discussion

    It's 30 factions plus rebels.
  20. Replies
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    Sticky: Re: The Last Kingdom - BASIC INFO and FIRST PREVIEW

    This mod is no longer worked on by its team. It's all submods from here.
  21. Replies
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    Re: The Hobbit Trilogy 2012-2014

    Uh...



    This is what I'm talking about.
  22. Replies
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    Re: The Hobbit Trilogy 2012-2014

    What's BFMA?
  23. Replies
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    Re: Stainless Steel 6.4 crash in end of turn

    Is your bad English preventing you from reading the stickies?
  24. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    Not without fiddling.
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    Re: Campaign crashes on start up

    Yeah, read the stickies.
  26. Re: Turks are a bit weak on campaign map - I wiped them out after 5 turns!

    I don't understand that cartoon. The saint or whatever it was changed one of the girls' shirt to red and why did the other one attack her?
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    Poll: Re: [Client Rulers] Do you want them in EBII?

    "The difficulty is that it needs scripting to prevent the AI recruiting them."

    Just add "requires event_counter is_the_ai 0" to their lines in EDB.

    Then put the counter in campaign_script.
  28. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    Ah, ok. I had started working from the old EDU, but if it's just price changes I can keep going without worry, since I lowered the prices of Exceptional units too.
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    Sticky: Re: The Last Kingdom - DOWNLOADS

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

    Did you change EDU at all between the latest version and the previous one?
  31. Replies
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    Sticky: Re: The Last Kingdom - DOWNLOADS

    Gigantus has started recycling his quotes...
  32. Replies
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    Re: Norse axemen recruitment

    Check in export_descr_buildings.txt.
  33. Re: Horse archers are too strong! They are not nuke troopers. More balance, please

    Well, it depends on what you changed the number to, and what the armour of units is. I have yet to play a mod that was well balanced in the unit stat department, with the exception of Thera, which...
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    Sticky: Re: Tsardoms Total War - General Discussion & Progress

    Marius' categorical answers powered by his irrepressible omniscience "win" another internet argument.

    If he doesn't know about it, it doesn't exist. It's really just that simple.
  35. Replies
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    Re: Fatal graphics error

    You set all the options to the lowest possible level? Do you have the latest graphics card drivers?

    Perhaps your new hardware is too new and it runs too new an OS that doesn't run old programs...
  36. Re: What are Pilum(s) and what UI Card styles do you guys prefer?

    You know you can search for stuff like this on the internet?
  37. Re: Horse archers are too strong! They are not nuke troopers. More balance, please

    http://medieval2.heavengames.com/m2tw/mod_portal/tutorials/export_descr_units_file_guide/index.shtml
  38. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    If it wasn't before, it's not now. The changes are just bug-fixing.
  39. Replies
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    Re: DLV end turn unspecified error

    See what's at that line in that file.

    Newer computer don't always run older games better.

    Maybe it's a driver issue.
  40. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    Yes, it's intended.

    Set the starting pool to 1 in export_descr_buildings.txt.
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