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  1. Replies
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    Sticky: Re: Extended Cultures V Released

    You could trigger break up either you strong enough (although there is no sign of it to show when you could except when you attack and it allow you to do so) or become extremely strong and trigger...
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    Sticky: Re: Extended Cultures V Released

    Version 1.3.5 is out and fix problem of wrong upload file earlier.

    https://www.moddb.com/mods/extended-cultures-xc/downloads/extended-cultures-v-version-13
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    Sticky: Re: Extended Cultures V Released

    Sorry, I end up upload wrong version, I will fix it immediately.
  4. Replies
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    Sticky: Re: Extended Cultures V Released

    Version 1.3.4 is released

    https://www.moddb.com/mods/extended-cultures-xc/downloads/extended-cultures-v-version-13/#8222010

    Change implement in this built are
    - New nomad portrait by Xeofex
    -...
  5. Thread: Bug Reports

    by Suppanut
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    Sticky: Re: Bug Reports

    This issue is seem to coming from it nolonger has fold "battlefields" and "imperial_campaign" or "barbarian_invasion" or "alexander" nolonger exist in mod. It is my fault, you could fix it yourself...
  6. Thread: Bug Reports

    by Suppanut
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    Sticky: Re: Bug Reports

    Thanks for report, I will fix it immediately.
  7. Replies
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    Sticky: Re: Extended Cultures Discussion

    I hope you have fun campaign though.
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    Sticky: Re: Extended Cultures Discussion

    Maybe Kshatriya Guild Warriors get armor and exp upgrade that make them tough to kill? They could get armor upgrade from blacksmith building tree and in campaign they start with 2 exp when recruit...
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    Sticky: Re: Extended Cultures V Released

    Extended Cultures V version 1.3 has been released

    https://www.moddb.com/mods/extended-cultures-xc/downloads/extended-cultures-v-version-13

    Alternative link...
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    Sticky: Re: Upcoming Change Log.

    As there is no bug report in so far, I will release version 1.3 tomorrow.
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    Sticky: Re: Upcoming Change Log.

    Now limit public testing version of 1.3 release on Discord.
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    Sticky: Re: Upcoming Change Log.

    Around middle of this month for public release, I want to make sure it stable before actual release, there would be limit release around Thuesday or Friday for limit public testing on Discord though.
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    Sticky: Re: Extended Cultures Discussion

    Send me your savegame please, I want to debug it for future release.
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    Sticky: Re: Suggestions and requests

    Impossible while stay in original RTW. It maybe possible with Rome Remastered but it still require Feral to finished lift faction limit to 31.

    For now, I would suggest you to play britons campaign.
  15. Thread: Bug Reports

    by Suppanut
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    Sticky: Re: Bug Reports

    Parthia was start game as semi-nomadic, they would not able to access Academic building until marian reform trigger by greek factions.



    You could just trigger marian reform as Seleucid yourself...
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    Sticky: Upcoming Change Log.

    This thread is exist to report change implementation as well as fix that would coming in next version. This page would be updated regularly as new change is added.

    Version 1.3.4 has just released,...
  17. Thread: Bug Reports

    by Suppanut
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    Sticky: Re: Bug Reports

    1) Not sure about your problem, but it no longer bug and it showing up properly in building browser in version 1.2 as I test, so I could not recreated your bug to properly fix it. What faction you...
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    Sticky: Re: Extended Cultures Discussion

    Now it is greek who trigger reform, not roman.
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    Sticky: Re: Extended Cultures Discussion

    Sorry, it marian reform is hardcoded, so what we could do is just change who would be internally roman.
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    Sticky: Re: Extended Cultures Discussion

    High-end cavalry units from barrack level 4 or higher tend to coming with general attached, they could later be adopted into family and upgrade their unit to family bodyguard. it is intended mechanic.
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    Sticky: Re: Extended Cultures V Released

    Still in my plan but I'm very busy likely to the end of this year.
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    Sticky: Re: Suggestions and requests

    There is limit in unit display in custom battle unit selection menu. It could have only 96 units, so I could not make all mercenaries in due to there are a lot of units in this mod.
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    Sticky: Re: Extended Cultures V Released

    You could fix size problem by copy son_of_mars folder into custom folder than load campaign from provincial campaign menu. With this, your campaign would use setting as you set in video setting.
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    Sticky: Re: Extended Cultures V Released

    Old save? It is not compatible with old save game due to some building renames.

    Also, it seem that scale setting in Die is Cast campaign is broken somehow, it still work correctly in 275 BC...
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    Sticky: Re: Extended Cultures V Released

    Extended Cultures V version 1.2 is released today! you could found it here

    https://www.moddb.com/mods/extended-cultures-xc/downloads/extended-cultures-v-version-12#downloadsform

    And here is...
  26. Thread: Bug Reports

    by Suppanut
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    Sticky: Re: Bug Reports

    It is due to my fault in set unit height at 1, which mean their nose are not above water so they are drowned. I fixed it and will release version 1.2 on moddb soon on Sept 19 2021.
  27. Thread: Map CTD

    by Suppanut
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    Re: Map CTD

    Mod has change since then, if you want to remove custom cities on strat map, you need to edit descr_cultures.txt. you may need to replacing some section of file with vanilla content. Alternatively...
  28. Thread: Bug Reports

    by Suppanut
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    Sticky: Re: Bug Reports

    Thanks for report. It is my fault for set minimum angle of this projectile too high, make it dud upon throwing. it will be fixed in release version. I also have seen problem of rabies phalangites...
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    Sticky: Re: Extended Cultures V Released

    There would be more update but I am currently busy with thesis.
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    Re: Noob questions

    1) Yes, everyone should start at M/M. This mod balance as such.
    2) Everyone expand at their own significant pace, everyone could build faster and has more resource at hand than you. You could not be...
  31. Thread: Bug Reports

    by Suppanut
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    Sticky: Re: Bug Reports

    Please upload your preferences.txt for me, maybe setting you have causing the problem.

    Alternatively, another models which contain green textures likely to be strat map settlements. I will try...
  32. Thread: Bug Reports

    by Suppanut
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    Sticky: Re: Bug Reports

    some tree get corrupted, I have not able to replicate bug on my pc but I think I would try to give you my recent fix of strat map tree for performance reason for you to test instead.

    Try what in...
  33. Thread: Bug Reports

    by Suppanut
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    Sticky: Re: Bug Reports

    sorry, it still 90 byte? have you allow access to anyone with link?
  34. Thread: Bug Reports

    by Suppanut
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    Sticky: Re: Bug Reports

    I could not open it as I download it and it show as 90 bytes which seem unlegit.
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    Re: Building tech tree

    Top most botton on the left side of settlement construction menu is botton to go to building browser, alternatively, right click on building icon to see what each buildings are actually about.
    ...
  36. Thread: Bug Reports

    by Suppanut
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    Sticky: Re: Bug Reports

    I still try to fix this bug not sure if I success in doing so or not but next version would be better.
  37. Thread: Bug Reports

    by Suppanut
    Replies
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    222,170

    Sticky: Re: Bug Reports

    Hillfort problem has already fixed and will be ready to use in next built.

    And this is hotfix of your problem, now pathfinding should be solved.
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    Sticky: Re: Extended Cultures Discussion

    Thing is not yet done, something still left for me to implement, at least traits.
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    Re: Question about military colony

    You could build military colony everywhere except native culture that the same as ethnic as your military colony (you could not build scythian military colony in area with nomad natives, etc). It...
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    Re: Some questions about Sarmatians

    Nomad no longer use use culture mechanism, they could not build normal colony but could use scythian military colony (for Sarmatia) and Libyan military colony (for Numidia) to upgrade barracks to...
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