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  1. Sticky: Re: Rise of Kings v2.0: the High Middle Ages Overview and Feedback

    I am planning on using a MIC system, just not the government portion. Its way to much scripting then what I can do alone.

    Kushan
  2. Sticky: Re: Rise of Kings v2.0: the High Middle Ages Overview and Feedback

    Sorry for not having beta 2 out, but I want to get BBB v2.1 added before I release it. Good news is I'm back from house sitting so I should be able to get it added and beta 2 out by the weekend.
    ...
  3. Sticky: Re: Rise of Kings v2.0: the High Middle Ages Overview and Feedback

    I am compiling the installers for Beta 2. Will have the links up tomorrow. Sorry for the delay but I haven't had access to the files the last few days.

    Thanks,

    Kushan
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    Sticky: Re: Rise of Kings v2.0 Beta 1 Bug Thread

    I dont know why it takes so long in between turns. I dont know of any obvious reasons. In order to figure it out I am going to have to dig through everything. Sorry, I wish I knew.

    Kushan

    Edit:...
  5. Sticky: Re: Rise of Kings v2.0: the High Middle Ages Overview and Feedback

    I'll definitely be revising VCs for Beta 3. I am going to be away for about a week, house sitting for a friend while they are out of town. I'll still be checking the forums but I probably wont be...
  6. Sticky: Re: Rise of Kings v2.0: the High Middle Ages Overview and Feedback

    Quick update before bed.

    I think I've almost finished the script that will be handling the season traits. Hopefully I'll get it finished tomorrow, and be able to test it. If it works, I should be...
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    Re: Attrition Script

    To my knowledge, and because I asked the same thing the other day, its impossible to script to have a unit "regenerate" or take losses. Looks like we have to come up with another way to represent...
  8. Sticky: Re: Rise of Kings v2.0: the High Middle Ages Overview and Feedback

    Yea, this has been reported. I'm not sure if its due to the size of the map or not. I dont think its the sole reason. Hopefully it will get better when I add the new map in beta 3. Beta 3 will also...
  9. Sticky: Re: Rise of Kings v2.0: the High Middle Ages Overview and Feedback

    So after asking around, scripting a percentage of a unit to be killed isn't possible. So I'm open for how to represent desertion/attrition. I've decided not to remove the Americas in Beta 2, only...
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    Rise of Kings Camaign Mapper

    I am in desperate need of a campaign mapper.

    http://img514.imageshack.us/img514/7961/europe10002pi2.jpg

    I would like the map to cover the area above but extend it a little more into...
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    Representing Desertion?

    Does anyone have any ideas of how desertion could accurately be represented in M2? I was thinking maybe a script that "killed" of a certain percentage of a unit when it was in the field. It wouldn't...
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    [Tutorial] Re: alpaca's Script-O-Rama

    Is it possible to do a script that will kill a percentage of an army in the field every turn?

    Kushan
  13. Sticky: Historic Events, Famous Relics, Misc Suggestions Thread

    Please post any historic events, famous relics, or anything else you would like to see in Rise of Kings in this thread.

    Kushan
  14. Sticky: Re: Rise of Kings v2.0: the High Middle Ages Overview and Feedback

    Beta 2 will include Bygs Supply and Command 2. Simply, traits are used to represent different levels of supply. It also represent foraging supplies, supplies received from ships, and capturing...
  15. Sticky: Re: Rise of Kings v2.0: the High Middle Ages Overview and Feedback

    I don't know if its possible or not, I dont think anyone has tried it. I'll look into it though. I know you can script movement penalties. I'll definitely look into it though.

    Kushan
  16. Sticky: Re: Rise of Kings v2.0: the High Middle Ages Overview and Feedback

    I think I'm gonna go back to having faction represent families instead of kingdoms, like AD. The more I think about it the more I like the idea lol.

    Yes, the building tree is currently still...
  17. Sticky: Re: Rise of Kings v2.0: the High Middle Ages Overview and Feedback

    So good news for some...maybe bad for others.

    Beta 2 is coming along very nicely. I got permission from Byg to incorporate is Supply and Command 2 Mod, so that will save me alot of time in adding...
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    Re: FATW - The New Shadow Released!

    One of the two reasons RTW is even still on my computer, Fourth Age and EB.

    Congrats to the whole FATW team. Another awesome release. Your mod is much higher quality then any of the official EA...
  19. Re: The Fourth Age: Total War - The New Shadow Trailer Released!

    Fantastic trailer. Loved the previous releases. This one is looking even better.

    Kushan
  20. Sticky: Re: Rise of Kings v2.0: the High Middle Ages Overview and Feedback

    So any comments? Feedback? Changes?

    Work on beta 2 is progressing steadily. I have the new 4tpy script in as well as the changes to the length of the campaign. All that is left in that area is to...
  21. Sticky: Re: Rise of Kings v2.0: the High Middle Ages Overview and Feedback

    I've started working on Beta 2, actually have quite a bit of work done on it. The focus of Beta 2 is to add more immersion into the game. I've already added a 4tpy script, thanks to alpaca its much...
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    [Tutorial] Re: alpaca's Script-O-Rama

    Is it possible to have a script require a building in order to run?

    Say I want to script for a Royal Hunt every few game years in a specific settlement, but I want that settlement to have a...
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    Rise of Kings v2.0 Beta 1 Released

    For those that don't make it over to the Hosted Mods section. I have released v2.0 of my Rise of Kings mod for M2TW v1.02.

    The download can be found Here

    Kushan
  24. Sticky: Re: Rise of Kings v2.0: the High Middle Ages Overview

    And so here it is. The link for beta 1.

    LINK

    ENJOY

    Kushan

    (Now time to start work on Beta 2)
  25. Sticky: Re: Rise of Kings v2.0: the High Middle Ages Overview

    I've played about 20-30 turns as the English with no major problems. I'm going to compile the installer then upload it. Will have the links up sometime this evening.

    Thanks,

    Kushan
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    Sticky: Rise of Kings v2.0 Beta 3 Bug Thread

    Please only post bug reports in this thread.

    KNOWN ISSUES:
    - When starting a campaign it can take a few minutes (approx 5-8 depending on your computer) for the campaign to start. This is the...
  27. Sticky: Rise of Kings v2.0 (Beta 3): Overview and Feedback

    I have fixed the bug that was holding up the release of v2.0. I'm going to spend the next few days cleaning up the files and making sure not major bugs remain. If all goes well Rise of Kings v2.0...
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    Re: Rise of Kings v2.0 Preview & Features

    So I am happy to say that I have fixed the bug that was holding up the release. I've spent the last hour playing a campaign as England.

    I'm going to close this thread and start a new one.
    ...
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    Re: Rise of Kings v2.0 Preview & Features

    Some good news.

    In the process of doing the rebuild I found the bug that was causing all the problems. I should have the internal build finish tonight or tomorrow. Look for the beta release...
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    Re: Rise of Kings v2.0 Preview & Features

    Status Update:

    Unfortunately, my attempts to isolate the bug that is causing the game to stop allowing turns. So I am going to try and do a complete rebuild of the mod build. I'm going to test the...
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    Re: Where are the folders?

    You have to use the unpacker to unpack the files into the data folder.

    Kushan
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    Re: Rise of Kings v2.0 Preview & Features

    So...

    The bug is back. I started up a campaign yesterday and the bug reappeared. I am going to be spending the next several days going through every file to make sure everything was merged...
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    Re: Rise of Kings v2.0 Preview & Features

    Finally,

    I think I have finally solved the last major game breaking bug. Stupid me for not merging the historical_events.txt.

    Release Schedule (Subject to change)

    The beta testers will be...
  34. Thread: Need Some Help

    by Kushan
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    Re: Need Some Help

    I was having errors/CTD due to some traits not match in both the desc_strat and export_descr_character_traits.txt when I added BBB v2.0

    The order (to the best of my knowledge) was:
    AD use a base...
  35. Thread: Need Some Help

    by Kushan
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    Re: Need Some Help

    My beta testers reported it a few weeks ago and I thought I has solved the issue.

    At that time the build consisted of:

    Anno Domini (map) v0.9.2b
    Ultimate AI to v1.5
    DarthMod Battle AI Open...
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    Re: Rise of Kings v2.0 Preview & Features

    I haven't been able to solve the main bug that is delaying the build. To any other modders out there here is the LINK to my asking for help thread. If anyone has any ideas on what is causing this...
  37. Thread: Need Some Help

    by Kushan
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    Need Some Help

    Hey everyone,

    I am working on the next version of my Rise of Kings mod and am currently encountering an error that I have no idea how to fix and was wondering if anyone else had run into it.

    My...
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    Re: Rise of Kings v2.0 Preview & Features

    The current build has one, maybe two known bugs that are preventing release. As soon as I get they are fixed it will be ready.

    Kushan
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    Re: Rise of Kings v2.0 Preview & Features

    Status Update:

    I think I have most of the trait issues worked out. the build still has a bug that wont let you select character/units in a town or army. Once I get that figured out, the build...
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    Re: Rise of Kings v2.0 Preview & Features

    As soon as I get the traits issues fixed, the beta will be ready for release. Unfortunately BBB was never meant to work with AD, so I am having to replace almost ll of the starting traits in the...
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