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  1. Re: Something is wrong with the campaign design of this mod (and recent historical TW in general)

    This sounds great, the only comment I would have is that it needs to be very clear what the implications of each choice are for building construction in the region! One problem I think a lot of...
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    Poll: Re: RRR - Real Roman Reforms - Beta 0.15 Update

    no, you load after, the mod loaded after overwrites the other one, for convenience's sake, .mitch's MM list them in reverse order, so the one higher up the list will load later,
    IIRC the Official...
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    Poll: Re: RRR - Real Roman Reforms - Beta 0.15 Update

    which all in one? toons? Extremely informative reply there

    If it is Toon's, that has its own scripting.lua, so you'll have to load my mod after his (using the community mod manager, load order is...
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    Poll: Re: RRR - Real Roman Reforms - Beta 0.15 Update

    Looking at your screenshots, it seems to me you may have another mod that changes scripting.lua (either that or patch 8.1 broke the script), cos the regions you own shouldn't trigger any reform at...
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    Poll: Re: RRR - Real Roman Reforms - Beta 0.15 Update

    hey, i cant access this site from home, so while i wasn't in college or work, i was basically out of action.

    Okay, so when i get home, i'll find out exactly how patch 8 broke the mod

    First...
  6. Re: Carthage Thread (Historical Discussion and Info)

    well, given what we were talking about last night with the punic war, there may be a possibility of tieing the second reforms into that script in someway
  7. Re: Greek States Thread (Historical Discussion and Info)

    doing a good representation of greece is going to be so difficult, because the map is so lacking in that area, like I cant think of any way to include either of those leagues on the current map
  8. Re: Carthage Thread (Historical Discussion and Info)

    okay so, just for my sake really, what are the reforms/evolutions that the carthagian army undergoes, and what are the conditions that cause them (speculatively, of course)?
  9. Re: Modder or Mod team looking for coding/scripting help

    cool, i'll contact you on steam, cos DansGuardian is a mother:wub:er, we have a few things to work on right away, not rly complex stuff yet, just basic :wub: really
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    Poll: Re: RRR - Real Roman Reforms - Beta 0.15 Update

    hmm, interesting. I haven't really had time to test it.

    It isn't the variables, as those are the same ones printed out by the end turn summariser, and that is getting the right values, so that...
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    Sticky: Re: Requests & Suggestions

    i've thought about that problem, and I think having a line of high priority buildings that are only available to AI that as the first slot in province capitals that train units would allow the AI to...
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    Poll: Re: RRR - Real Roman Reforms - Beta 0.15 Update

    www.twcenter.net/forums/showthread.php?618536



    it seems to be that the AddEventCallBack for RRR_MarianReform is using the wrong event, because it used to be calculated using the faction leader,...
  13. Re: Modder or Mod team looking for coding/scripting help

    well, if you want to help me and us at Magnar Mod, I'm currently trying to work out two things:why using the effect.advice() function crashes the gameand a way to perpetuate data stored in lua tables...
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    Poll: Re: RRR - Real Roman Reforms - Beta 0.15 Update

    hmm i don't see why the reform wouldn't fire, i need that save game, upload it to mediafire or dropboxedit:I think I found the problem, i'll need the save to check if its save game compatible, but i...
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    Poll: Re: RRR - Real Roman Reforms - Beta 0.15 Update

    upload it to dropbox or mediafire
  16. Poll: Re: To Include or Not To Include That Is The Question (All factions Playable)

    oh, I get what you mean, I thought you meant modding in the rosters, not the factions, well, in that case, maybe do use all factions playable, though remember you will have to change the politics...
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    Poll: Re: RRR - Real Roman Reforms - Beta 0.15 Update

    can you please upload log.txt (its in the Logs folder in the data folder) and your save (its in save games in the appdata/roaming folder on your pc)
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    Re: Would have the older engine been more suitable?

    okay as for first point, okay lets look at the excellent games released on UE3:
    SAW
    SAW II
    Fable:The Journey
    Doctor Who: The Eternity Clock
    Black College Football: BCFX: The Xperience (No...
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    Poll: Re: Meaningful Resources

    said it when it was first started, still think so now, best mini-mod (not so mini now) out there
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    Re: Would have the older engine been more suitable?

    saying the Warscape Engine is to blame is like saying that the Unreal Engine is to blame for any bad games made in it. Combat Calculations are not physical collision based, so they are not hampered...
  21. Re: Carthage Thread (Historical Discussion and Info)

    btw, the problem with leaving scripting until last is that it wont be save-game compatible, though you might be able to jury-rig a save game compatible version
  22. Poll: Re: To Include or Not To Include That Is The Question (All factions Playable)

    can you get permission to use those rosters and then make em more historical later?
  23. Poll: Re: To Include or Not To Include That Is The Question (All factions Playable)

    personally, i think including minors who aren't overhauled yet is a bit pointless as the vanilla minors are not exactly equipped with exciting rosters
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    Poll: Re: RRR - Real Roman Reforms - Beta 0.15 Update

    Hmm, does the advisor say you've passed that lvl of industrialisation?

    Also what mods are you running?

    And, can you upload your save and log.txt file



    I need more info than this. How is...
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    [Tutorial] Re: VariantMeshDefinitions files

    you need to change the unit's animation set in land_units_tables (its either in there or main_units_tables), my mod has camillan principes, you just have to change the animation from...
  26. Re: Carthage Thread (Historical Discussion and Info)

    the problem with trade agreements is the way they effect diplomacy, I cant remember, but have you decreased the diplomatic impact of TAs?, as in vanilla R2, best practice as carthage was to trade...
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    [Resource] Re: Scripting functions / parameters

    I don't know what you mean by events?
    If you mean event hooks, eg. how the game knows when to fire any specific piece of script, we have only the predefined set of event hooks to play with, we'd...
  28. Re: Carthage Thread (Historical Discussion and Info)

    yeah, north africans get 800 gp/turn iirc

    and Magnar,
    I think a region trait would be better, as making the punic capitals give bonus income would make carthage imba in late game, as the effect...
  29. Re: CA Secretly removing game files from DB? Need some Confirmation / Clarification on this

    removing stuff this late would be a little odd, but it wouldn't be unusual, I think there has been a change of policies with Rome 2, as all incomplete scripts seem to have been completely deleted...
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    Poll: Re: RRR - Real Roman Reforms - Beta 0.15 Update

    it would be compatible yes, but you will immediately achieve the Socii Reform, as that only asks that you hold italia, which rome does in turn 1 on that mod
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    Poll: Re: RRR - Real Roman Reforms - Beta 0.15 Update

    yeah I have, but going through the unit stats is so time consuming that i want to wait until I have the augustan skins done, which are in a very early stage atm (i'm remastering the textures from...
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    Poll: Re: RRR - Real Roman Reforms - Beta 0.15 Update

    when you start your campaign you should get 'Welcome to RRR' come up in the advisor text box in the left corner, as this is the last thing the mod startup script does, if it does that it has...
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    Poll: Re: RRR - Real Roman Reforms - Beta 0.15 Update

    sorry, but i couldn't find a way to make that work without breaking the mod, because restricting the unit from recruitment does not restrict it from being retrained into, if I could work out how to...
  34. Re: Carthage Thread (Historical Discussion and Info)

    yeah, I guess the problem though is balance, the game doesn't have the region density really necessary to show control individual cities, they tend to come with huge swathes of land attached,I...
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    Poll: Re: RRR - Real Roman Reforms - Beta 0.15 Update

    i will start on them this weekend
  36. Re: EXPANDED ROMAN ROSTER IN CUSTOM BATTLE causing ctd

    in custom battle it should make no difference. AOR has no effect in custom battle, if it is caused by above max number of cavalry units, it may be a problem when the game tries to automatically...
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    Re: Campaign is Perfect. Battles are not.

    Okay,
    1) At no point did I ever say CC was objectively better than your mod. None. Never. Don't put words into my mouth that were never there, that is not the way to have an argument.
    2) Don't get...
  38. Re: EXPANDED ROMAN ROSTER IN CUSTOM BATTLE causing ctd

    I don't think its the melee roster, as my mod adds like 72 units to that category, very weird bug we have here
  39. Re: EXPANDED ROMAN ROSTER IN CUSTOM BATTLE causing ctd

    hmm no one has reported this crash in my mod, and it adds 4 entries to the cavalry section, it doesn't seem to affect everyone
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    Re: Campaign is Perfect. Battles are not.

    it's also his opinion, and considering what OP complained about, chances are CC is more of what he is looking for, long battles where units fight to the last man, not everyone wants realism in every...
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