Search:

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

Page 1 of 13 1 2 3 4

Search: Search took 0.11 seconds.

  1. Replies
    147
    Views
    54,657

    Sticky: Re: Ad Mari a Mare general overview and discussion

    As I promised, I was working on my mod every single day since my announcement week ago, even if it was sometimes only 15 minutes per day :) For now I'm checking units in custom battle - I want to...
  2. Replies
    147
    Views
    54,657

    Sticky: Re: Ad Mari a Mare general overview and discussion

    Hello there guys,

    I have a little announcement. I put a lots of work into this project, and although releasing it in the form it was meant to be in is beyond my reach, not releasing it at all...
  3. Re: Trebuchets and mangonels - recruited only as mercenaries?

    Very good idea, I was planning to do exactly same thing in my mod :) Unfortunatelly player would have to disband trebuchets units manually, you can create a script that would do it automatically, but...
  4. Replies
    536
    Views
    159,483

    Re: paleologos workshop link

    About this Norman guys - they look good, but... Don't they look too good? ;) I mean that they have very fancy and shiny equipment, belts like that were reserved for nobles, not for militia or even...
  5. Re: [Release]KCC (Kostic Chronology Costumes)

    On the other hand, Teutonic Knights had the necessity of having beard written in their code :) Don't know if that was a case also for some ither knightly orders.
  6. Thread: LITHUANIA

    by Hellvard
    Replies
    91
    Views
    10,495

    Re: [F] - LITHUANIA

    So, we just have to remove them from Twangste garrison at the start of the campaign :)



    It's too bad, if you do, you could find some unsused units ready to put in the campaign or some...
  7. Thread: LITHUANIA

    by Hellvard
    Replies
    91
    Views
    10,495

    Re: [F] - LITHUANIA

    If that's the case you can:

    -remove Prussian Auxilia unit entirely
    -remove Prussian Spearmen or change their model to less western-like
    -change shield texture of Prussian Axemen and maybe rename...
  8. Thread: LITHUANIA

    by Hellvard
    Replies
    91
    Views
    10,495

    Re: [F] - LITHUANIA

    Exactly :) And with that small, in fact: zero level of development, Twangste is just not worth conquering at all.




    That's right ;) I read somewhere about pagan rituals being carried out in...
  9. Thread: LITHUANIA

    by Hellvard
    Replies
    91
    Views
    10,495

    Re: [F] - LITHUANIA

    You're right, we can't focus too much on historical accuracy, beside it's being just impossible to simulate on game's engine, it would make some factions pretty much unplayable :) Back to Twangste: I...
  10. Thread: POLAND

    by Hellvard
    Replies
    34
    Views
    6,278

    Re: [F] - Poland (Regnum Poloniae)

    Agreed, beside that "Hunters" unit. It can remain as it is in terms of model, but name should be changed, maybe just to "Levy Archers". Regular squads made out just of hunters are a pure fantasy ;)
    ...
  11. Thread: LITHUANIA

    by Hellvard
    Replies
    91
    Views
    10,495

    Re: [F] - LITHUANIA

    Don't you know, that Lithuania has units from this mod :D Also some units of Poland have Battle for the Baltic models.

    Well, in my opinion there should be no settlements without any buildings....
  12. Thread: LITHUANIA

    by Hellvard
    Replies
    91
    Views
    10,495

    Re: [F] - LITHUANIA

    But this units are already in your mod :) They were already present in "vanilla" SS 6.4 or even earlier ;)



    Basic level of farming and trade posts are high technologies? ;) Prussians have...
  13. Thread: LITHUANIA

    by Hellvard
    Replies
    91
    Views
    10,495

    Re: [F] - LITHUANIA

    A little suggestion about Twangste, if you don't mind ;)
    Prussians were indeed on a much lower state of development than most of european states, but they weren't some savages either ;) Twangste...
  14. Replies
    5
    Views
    757

    Re: Bringing back previously played faction

    Too bad :( Thanks nevertheless :)
  15. Replies
    5
    Views
    757

    Bringing back previously played faction

    Let's assume such scenario: I'm playing faction A, and after fullfiling certain conditions it becames faction B through Kalmar Union script. Is it possible to make ai controlled faction A re-emerge...
  16. Replies
    147
    Views
    54,657

    Sticky: Re: Ad Mari a Mare general overview and discussion

    Personally? Pretty well :) In terms of working on mod? Not so well ;) Why there are so many responsibilities in real life? :( Maybe I'll quit my job to finally finish this project :D Can't promise...
  17. Replies
    147
    Views
    54,657

    Sticky: Re: Ad Mari a Mare general overview and discussion

    I'm already using it, it's very useful indeed :)
  18. Re: The Great Conflicts main discussion thread. Please post here!

    Great work Anthonious :thumbsup2 How many active members are in TGC team?
  19. Replies
    12
    Views
    6,023

    Re: Any news on development?

    That's very sad :( Who is still working on Titanium?
  20. Re: Machiavello TW (mid XV Century Italy) - original thread

    Wow, what a quality :) Wish I could do something like this :) Keep up your great job :thumbsup2
  21. Replies
    147
    Views
    54,657

    Sticky: Re: Ad Mari a Mare general overview and discussion

    Glad you like it :) I've gathered materials (historical coats of arms of that period) also for knights of Venice and Bologna, maybe I will finish them someday ;) For now I'm getting rid of bugs.
  22. Re: My own opinion about 'Stainless Steel' + 'Byg's Grim Reality' + 'Real Recruitment' for people who want to check Stainless Steel 6.4 out.

    Nice review, I never tested Byg's Grim Reality long enough by myself, I wonder if more people have similar opinion about it as you have :)
  23. Replies
    4
    Views
    505

    Re: Changing citys strat map apperance

    And numbers of settlement levels is of course hard-coded? :)
  24. Replies
    4
    Views
    505

    Changing citys strat map apperance

    Is it possible to change citys model through constructing a building different from castle/city walls? That means, without changing settlement level?
  25. Replies
    3,540
    Views
    704,630

    Sticky: Re: Tsardoms Total War - General Discussion & Progress

    Wow, amazing quality :thumbsup2
  26. Replies
    147
    Views
    54,657

    Sticky: Re: Ad Mari a Mare general overview and discussion

    There is still much work to be done on this project and I wont be able to finish it as I'm working alone and I don't have much time to work on it due to real life activities. I will propably release...
  27. Replies
    147
    Views
    54,657

    Sticky: Re: Ad Mari a Mare general overview and discussion

    We'll see ;) I sent you a package via private message.
    Meanwhile I'm doing some tests, trying to find and remove bugs, crashes, and so on.
  28. Replies
    147
    Views
    54,657

    Sticky: Re: Ad Mari a Mare general overview and discussion

    Yes, you will need also Milkshape3d, but for now you can just download a 30-days long trial of it ;)
  29. Replies
    1
    Views
    567

    Differences between mods versions

    I always wondered about why certain mod is for example in Alpha version. What is needed to achive this status? What is essential to include in mod to release it in such version and what can be...
  30. Replies
    581
    Views
    54,453

    [Tool] Re: Bovine M2TW Checker

    Great, thank you for your help and for your tool, it's very useful :thumbsup2
  31. Replies
    581
    Views
    54,453

    [Tool] Re: Bovine M2TW Checker

    Can I set this checker to generate reports in Notepad++ somehow?
  32. Replies
    147
    Views
    54,657

    Sticky: Re: Ad Mari a Mare general overview and discussion

    My pc was disabled for two weeks, I've just repaired it, bring back all my old files and so on, and I gained a little inspiration for continuing work on my mod ;) Bringing to life all my ambitious...
  33. Replies
    147
    Views
    54,657

    Sticky: Re: Ad Mari a Mare general overview and discussion

    It's not dead... Rather in coma ;)
  34. Re: SSHIP Tweaks - mini-mods compilation by TM

    History/reality wise - yes, it's perfectly right :) Gameplay wise is a whole other thing ;)
  35. Replies
    530
    Views
    102,974

    Sticky: Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released

    Of course knights were not using crossbows on battlefield :) But they were not the majority of armies in terms of numbers either, if you are refering to knights as the noblemen on horse with armour,...
  36. Replies
    530
    Views
    102,974

    Sticky: Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released

    Mounted crossbowmens should be avalibale even earlier. I don't have knowledge about western Europe, but in Poland they were majority of every army from XIIIth century :)
  37. Replies
    574
    Views
    159,386

    [Resource] Re: Resource Works by paleologos

    Great quality paleo... As always :thumbsup2 What factions will use these beauties?
  38. Replies
    530
    Views
    102,974

    Sticky: Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released

    Hello PB, can you upload your glorious mod on some torrent? I just can't download it, it stops every time after 4-5GB :(
  39. Replies
    147
    Views
    54,657

    Sticky: Re: Ad Mari a Mare general overview and discussion

    Nope, nothing at all :)
  40. Replies
    147
    Views
    54,657

    Sticky: Re: Ad Mari a Mare general overview and discussion

    For example research about unit rosters for Kingdom of Bohemia, Denmark and Norway, units stats balancing, etc ;)
Results 1 to 40 of 500
Page 1 of 13 1 2 3 4