Here's something I made:
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Steam Link:https://steamcommunity.com/sharedfiles/filedetails/?id=2244239189
This mod contains six Warp Lightning Cannon units modified to fire nuclear...
Type: Posts; User: Jon_the_XII; Keyword(s):
Here's something I made:
i8xZNPX7s3g
Steam Link:https://steamcommunity.com/sharedfiles/filedetails/?id=2244239189
This mod contains six Warp Lightning Cannon units modified to fire nuclear...
I've decided to add an additional overpressure effect and radiation damage to my Doomrocket mod. The additional overpressure effect will match the 5 PSI overpressure radius, while the radiation...
I've working on a Doomrocket mod that uses custom VFX files and I've got some observations.
First, with regards to the "impact_shockwave" instance inside wh2_dlc12_warpstorm_doomrocket_impact.xml,...
And, for reference, here is how each Doomrocket instance look like:
"ignition_smoke"
https://i.imgur.com/4r6HP64.jpg
"fireball_ground"
tl;dr Doomrockets have yields of either 6 tons, 43 tons or ~270 tons if judging the explosion by detonation radius, fireball radius and crater radius respectively, all comparable to small tactical...
Have you tried the unit_to_unit_abilities_junctions table?
Separate stats for side arms? I always assumed melee_attack was for all melee weapons regardless if it was a primary weapon and secondary weapon. In other words, I always thought yari units switching...
I would just make new units and clone the stats and uniforms from the Ironclads. Note that Ironclad and other naval units use naval_uniforms_tables and unit_stats_naval_tables instead of...
Here's a couple of videos I created for my nuclear Armstrong gun mod:
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And here's a GIF I created showing off the obliteration:...
Whoops, I forgot that the unit is probably linked into other tables. Look for the unit entry in other tables such as building_units_allowed, unit_stats_land, units_to_groupings_military_permissions...
Here's a video showing how the obliteration of of Fushimi Castle by cluster bombs look like from 6 different locations:
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I made a couple of videos showing off how cinematic_jogger and cinematic_farmer (along with other units with the cinematic_ prefix) look like in battle:
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You'll notice in...
Try deleting that unit's entry in the unit table with the Pack File Manager. See if that helps.
A nuclear Gatling Gun? Hmmm, I'm not sure if my computer will able to handle that :laughter:
But now that you mentioned it, I think I might look into that.
Another note I want to add is that unlike in the base game, this mod allows Armstrong guns to shoot over the wall. To do that, I modified the projectiles_table, setting max_elevation to 45 and...
Windows 10, 64 bit. 2GB Nvidia GTX video card. The campaign map runs without a hitch, but sometimes, Medieval II's battles can be somewhat laggy.
If you thought 4 nukes per unit was a lot, take a look at what 16 nukes per unit can do!
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This mod increases the number of cannonballs fired per Armstrong gun from 1 to 4, turning it...
I created this simple mod that turns Armstrong gun cannonballs into miniature nukes. These cannonballs have 200 speed, 200 damage and and an explosive radius of 200. They are obviously overpowered,...
Would you mind telling us where the campaign_campaign_variables table is located and what entries you changed? I only see a campaigns_campaign_variables_junction table in data.pack, and that table...
To change the replenishment rate for buildings, look in the building_effects_junction table. In the effects column, you should see some entries for replenishment_percentage_bonus. Simply change the...
The total_cap column in the units table should help you limit the number of units you can recruit.
Also, who can forget about watching your ninja hilariously fail at his job?
Campaign_variables is another table you can use to modify your naval unit. For example, if you want to change the bombardment range/radius of ironclads in the FOTS campaign, go to the...
Look under campaign_variable_tables and modify the numbers for zone_of_control_land_radius and zone_of_control_naval_radius. See if that works.
I also forgot to say that units.loc is located inside local_en.pack, not data.pack.
It seems like you forgot to import the units.loc table. Check this tutorial to see how to edit that table:...
Also, thanks for the tutorial, Ele. It's a little out of date, but it still helped me create new units in PFM 4.1.2.
For those using PFM 4.1.2, the biggest issue you may face is making your...
Thanks for pointing out the naval_uniforms, Frodo45127. I was having quite a lot of trouble with pink samurais on my ships and I didn't know there was a separate uniform table for naval units.
Here's a mod that makes Black Ships recruitable in campaigns and custom battles:
https://steamcommunity.com/sharedfiles/filedetails/?id=336862374
Sinfonia Semplice should fix this problem:
https://steamcommunity.com/sharedfiles/filedetails/?id=841895462
http://www.twcenter.net/forums/showthread.php?544459-Sinfonia-Semplice-(Sound-Fixing-Tool)
This is indeed an interesting idea. Most people probably would have used Medieval 2 as a base for a Thirty Year War mod, but remember, the Thirty Year War actually took place after the Conquest of...
I am currently working on an AAR based on LOTW's 8 turn blitz and I thought I could share a GIF I made for my AAR showing how LOTW conquered the world:
http://i.imgur.com/o9848sO.gif
1080...
I only have S2 and M2TW, but I also find myself regularly bouncing between the two games. M2TW and its DLCs are great because of their highly varied settings, while S2 is great because of the modding...
Cinematic_Jogger and Cinematic_Farmers are unused units made up of the models in Shogun 2's cinematics. Cinematic_Jogger contains the earbud toting joggers you see at the end of the Shogun 2 victory...
In the units_stats_land table, make sure the good_stamina column is unchecked (some of the columns in PFM are mislabeled). If you really want to give your units good stamina, you should check the...
I think what Zando means is that he wants to recruit British marines without using the trade port.
I don't have FOTS, but assuming you already have a mod set up, in the building_units_allowed...
I think you should just delete the unit_to_groupings_military_permissions table from your mod file. Set your clans in the cdir_unit... and units_to_exclusive... tables instead.
Another note, I...
Also, I think we should mention that if you still want to give your units good stamina, just check the fatigue_resistant column. It's weird how the columns are all messed up in PFM.
Sorry to bump an old thread, but I think the solution is to make sure the good_stamina column is unchecked in units_stats_land table. The reason for this is that apparently some of the columns in PFM...
Hello everyone, first post here!
I'm currently thinking about writing something based off of LegendOfTotalWar's Second Blitz campaign where he conquered all 106 regions in M2TW in only 8 turns....