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  1. Replies
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    steam workshop release ?

    Team , this mod is bloody awesome and beautiful

    i really wish more players out there would know of this , please consider future release in steam workshop (and consider making a collection as...
  2. Re: having issues with creating more than 20 unit stacks and other battle issues

    so i guess that means no more than 20 unit stacks in SP ? what a shame hahha XD id always wanted 40 unit stacks in SP
  3. having issues with creating more than 20 unit stacks and other battle issues

    using the NTW3 v7.1b patch , Italy

    I can't seem to create a stack with more than 20 units ? The notes state we can create 27 unit stacks now ? Also the battle Ai Seems to make the enemy general...
  4. Why did the game not add in dismount function for Mounted units ???

    as per Topic

    Why did the game not add in dismount function for Mounted units ??? its been in Total war franchise for a while now , this looks to me a step backwards in design lol
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    Sticky: Re: Bugs & Feedback

    just started a celtic trabali campaign , the roaster still has vanilla units and one of the horse missile units have a ship unit card lol
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    Re: Factions Overhauled in Vae Victis

    this should be sticky ed XD
  7. Sticky: Poll: Re: Do you play on x1 unit size and small unit settings? Vote or i will remove x1 module :)

    i only play with X 2 with ultra setting lol my graphics are all on mid level and works fine on large battles
  8. Sticky: Re: Magnar Mod v2.32 (Updated 27/03/14) - Patch 11 Compatible + Naval Overhaul

    perhaps a "farm" mode XD where the army actually adds food count XD but seriously , hopefully you can work it out without having to remove things
  9. Sticky: Re: Magnar Mod v2.32 (Updated 27/03/14) - Patch 11 Compatible + Naval Overhaul

    i understand the reasoning for stupid CA AI , but is there no other way ? perhaps not make armies being attacked while force march into non ambush battles ? (or maybe just a small chance of that)
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    Re: Germanic Preview

    OH MAN PAGE 51 BERSEKERSSSSSSSSSSSSSSSSS LOL ME LIKEY XD
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    Re: I have mods problem, please help!

    same problem here
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    Re: Germanic Preview

    DAM I WAS EXPECTING THUNDERBOLT SHOOTING FROM THIER ARSE ! RUINED IT NOW XD


    but im surprise to see so far there seem to be no units in the game that has axes ? was it not invented by then ? lol
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    Re: Germanic Preview

    What ? no two handed axe berserker unit with wolf pelts ? XD MUHAHAHHAHAHAHA
  14. Different type of rebels ? realistic rebels thread

    First time thread here for Magnar mod , so be nice lol


    This struck me the other day when i was playing Carthage

    so Rome took away a city of mine a few years ago , they being the terrible...
  15. Thread: Bugs

    by whitewolfmxc
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    Sticky: Re: Bugs

    humm not sure if its just me being unlucky , was playing with the Spanish tribes , when i had a slave rebellion , there was a Full stack of high level (3 bronze stars) army right outside my city ,...
  16. Re: Rome II Total Realism - Beta Feedback and Suggestions

    it be nice to have more men in units (i usually play with X 2 men in units) and more unit in 1 single stack ( i personally set it to 30)

    over all the mod is a good start and i see so much...
  17. Thread: Bugs

    by whitewolfmxc
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    36,840

    Sticky: Re: Bugs

    Not sure if this is intended but im using the 2x unit size . 4tpy modules , and i notice the garrison sizes are different compared to the recruited ver , for example i was playing rome and the...
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    Sticky: Re: Requests & Suggestions

    i was playing Rome with the catapult and my opponent was using the scorpion with selecid , we both said its way too less ammo for its costs usage

    that sounds like a good thing refill ammo , maybe...
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    Sticky: Re: Requests & Suggestions

    Hey magner can you increase ammo for pretty much all the seige weapons (including on boats) i tried a few , my scorpion killed like 20 men and it ran out of ammo.......... lol increase ammo on...
  20. Sticky: Re: Next Major Update v2.4 (The MEGANING) - Plan and Progress

    i have a little concern with this " Recruitment overhaul 1 rec slot for each region +1 for barracks +1 for Capitol - completed " seems to benifit player more than the AI ? if player just builds up a...
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    Sticky: Re: Faction Preview Links

    should pin this
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    Re: STARTING ARMIES MODULES: Discontinued

    Seems like the X 2.67 Idea is the best place holder for now for those who want that settings

    i support the idea XD but please put it on steam workshop though XD
  23. Thread: Bugs

    by whitewolfmxc
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    Sticky: Re: Bugs

    im playing Aveni , it was the couple first turns and maybe sometime during turn 20 , dont remember was i seiging or recruiting though (whats new here ? i must have missed the memo)
  24. Thread: Bugs

    by whitewolfmxc
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    Sticky: Re: Bugs

    ver 2.12 i started a new Gaul game and none of the generals seem to have developed any "trait cards" (the ones you can chose to use) its 80 + turns so im sure somethings wrong

    also the food...
  25. Sticky: Re: Magnar Mod v2.112 (Updated 23/11/13) - Celtic Overhaul Released, Patch 7 compatible among other changes. (+bug fixes)

    http://forums.totalwar.com/showthread.php/112895-Do-you-want-to-know-what-I-discovered-about-formations-(really-great-CA-really)?

    This might explain why the AI dont use abilities ...........
  26. Thread: Bugs

    by whitewolfmxc
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    36,840

    Sticky: Re: Bugs

    Any idea what caused my CTD ?
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    Re: Just having Lag in Seige battles ?

    i think we should report this as a bug to CA ?
  28. Sticky: Re: Magnar Mod v2.112 (Updated 23/11/13) - Celtic Overhaul Released, Patch 7 compatible among other changes. (+bug fixes)

    @ogauge

    Although there is no fix for large units not getting off ships completely when landing , there is a method in the forums to increase the ships overall capacity in which large units dont...
  29. Thread: Bugs

    by whitewolfmxc
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    36,840

    Sticky: Re: Bugs

    humm just had a CTD that i cannot get out of in my Rome game

    see attached save game file , its always stuck on Armenia's turn , using basic mod v2.112 + X 2 unit size + 2 typy / double size...
  30. Thread: Bugs

    by whitewolfmxc
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    36,840

    Sticky: Re: Bugs

    Thanks

    oh and the reason why its better to keep the roman guide ther in the sticky is so new players can just check out all the over overhuls in one place , nice and tidy XD
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    Sticky: Re: Requests & Suggestions

    http://www.twcenter.net/forums/showthread.php?631161-Hoplite-phalanx-and-pikemen-mod-for-Rome-II&p=13420286#post13420286

    This might be useful ?
  32. Thread: Bugs

    by whitewolfmxc
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    36,840

    Sticky: Re: Bugs

    not sure if this is bug or intended , but 2.112 i started a rome game for the first time with magnar mod , some of the new abilities you gave to the roman units dont really work well , like the auto...
  33. Sticky: Re: Magnar Mod v2.112 (Updated 23/11/13) - Celtic Overhaul Released, Patch 7 compatible among other changes. (+bug fixes)

    Hey Magnar

    not sure if this is in your mod yet as i have no tested

    is there anything you could do for "torches" i mean small cities with small wooden gates sure can be torched down , but...
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    Just having Lag in Seige battles ?

    Not sure if you guys have the same problem with this , but im fine with 40 vs 40 men stack battles (not siege) but when in siege , it lags even without that many men on the field

    Anyone got a fix...
  35. Sticky: Re: Magnar Mod v2.112 (Updated 23/11/13) - Celtic Overhaul Released, Patch 7 compatible among other changes. (+bug fixes)

    ITS WORKING NOW YAYYYYYYYYYYYYYY THANKS BRO !!!!
  36. Sticky: Re: Magnar Mod v2.11 (Updated 21/11/13) - Celtic Overhaul Released, Patch 7 compatible among other changes.

    another thing is find interesting though is first turn rome , the Hastati garrison (camilion) for City of Rome lists men as 80/360 for 1 unit (in the info page when you have your cursor on the little...
  37. Sticky: Re: Magnar Mod v2.11 (Updated 21/11/13) - Celtic Overhaul Released, Patch 7 compatible among other changes.

    see screen shoot ><

    http://img33.imageshack.us/img33/567/1tmh.jpg
  38. Sticky: Re: Magnar Mod v2.11 (Updated 21/11/13) - Celtic Overhaul Released, Patch 7 compatible among other changes.

    so far ive tried Rome / Carthage / Gual (and yes Gauls starting generals are chariots) , and i made sure my unit setting is at Ultra , so i dont know whats wrong >M<
  39. Sticky: Re: Magnar Mod v2.11 (Updated 21/11/13) - Celtic Overhaul Released, Patch 7 compatible among other changes.

    i already did that , and yes the settings at ultra because my new recruited units are 320 men squads just not the garrisons or starting army >M< and i have no other mods installed but yours , all my...
  40. Sticky: Re: Magnar Mod v2.11 (Updated 21/11/13) - Celtic Overhaul Released, Patch 7 compatible among other changes.

    iM Using the steam workshop edition and ive even tried other factions , no X 2 starting units or garrisons ??? lol helppppppp
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