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    Re: Immortal Empires update 2.3.0

    Changing it was necessary.
    But it's done in a stupid way.
    I may want AI not to try dodging if I find it frustrating or too Matrix like. And I may want the AI to select soft target first instead of...
  2. Re: How to remove capes from units that do not have a cape entry in their Variantmeshdefinitions?

    If it is integrated in the base model, you'd have to edit it using AssetEditor.
    In the case of Tzar Guard, there are actually two models, one with the cape and one without. So you'd need to be sure...
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    Re: Immortal Empires after update 2.2.1

    About settlement : I don't like it.
    In WH2 we complained minor settlement were too often land battle.
    Then in WH3 "we" complained we didn't have them anymore

    I changed that in my siege mod
    -...
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    Re: Banners for every race

    Step 1- Ask Dietrich to share the work he did to create all the models, with all the rigidmodel already usable in a pack
    Step 2- Add my own texture to that.

    Sorry, I can't help you more, you have...
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    Re: [WH3] search for specific tables ...

    construction time is if building_levels
    Max population in city: way be reduced the population requirement for building?
    If you mean population at start, it's not in a table. Try the new Assembly...
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    Re: Banners for every race

    It will, but it will take time, that's a lot of work.


    First race to get them will be Cathay.
    ...
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    Re: How does region specific recruitment work?

    Not more detailed that what I already wrote.
  8. Thread: Bug report

    by Steph
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    Sticky: Re: Bug report

    Someone apparently solved it using another mod unstead of Visual
    ...
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    Re: Warhammer III: 'You appear to be offline' bug

    I just ignored that... Wait for tomorrow and IE release, see if it changes something
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    Re: Outposts and Allied Recruitment

    I don't use outposts that much at the moment, because when playing as Cathay, for exemple, I often have other Cathay as allies, and so they don't give me very different units. I used them more with...
  11. Re: [WH3] Is it possible to limit non-unique buildings to specific regions (e.g. Ulthuan)?

    When we have the Assembly Kit, and we can make each region unique (that's what Mixu did with the Unlocker for Game 2), when we can have any kind of building combination for each region :)
  12. Re: [WH3] Is it possible to limit non-unique buildings to specific regions (e.g. Ulthuan)?

    no, you don't need to remove the landmark. I said you can only tie to settlement which have a landmark, because they have their own specific slot_template. Settlement without landmark would share a...
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    Re: Immortal Empires: Race Updates

    I like most of what I've seen

    Especially the rework of Chaos warriors with their ugrade mechanism, which should be moddable according to the Q&A.

    This has a lot of potential

    Brettonia : ...
  14. Re: [WH3] Is it possible to limit non-unique buildings to specific regions (e.g. Ulthuan)?

    In theory yes, you need to assign different building chain to slot template.
    The problem is you cannot yet assign new slot template to region, this requires the Assembly Kit, not available for WH3...
  15. Thread: Technical Q&A

    by Steph
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    Sticky: Re: Technical Q&A

    As said, i lost all my working files due to HDD failure, and won't come back to NTW modding, I'm on Warhammer now. I don't think it could change unless CA makes a NTW2 with better mod support.
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    Re: Immortal Empires: CA Q&A

    Darklands: certainly for Chaos Dwarves DLC.
    Southern and Northern Chaos wastes (including North of Naggaroth) : I expect to see some of the new Chaos LL for august DLC.
    Western Lustria : maybe a...
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    Re: Immortal Empires: CA Q&A

    We also have the full list of starting positions

    Darklands, western Lustria and Southern Chaos Wastes really do feel empty.

    https://us.v-cdn.net/5022456/uploads/editor/dz/70ntt4yp46zj.jpg
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    Re: Textures Problems Warhammer 3 mod

    Let me know your solution then, because I couldn't make it work well with Gimp as well.
    What I do to get correct textures
    - Add a new layer in gimp, below my texture, paint it black, delete...
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    Re: Textures Problems Warhammer 3 mod

    What tool are you using to edit and save your textures?
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    Re: Immortal Empires map and Preview of v1.3

    His video is not very good IMO, it didn't get in details about the changes (for exemple, he didn't notice the new Middle mountain in the Empire, or the extra provinces in the Southern Realms).
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    Re: Immortal Empires map and Preview of v1.3

    AI won't use the Sea Lanes at start (from a discussion with dev). There is a small "canal" crossing Lustria at its narrowest point, allowing navigation from East to West (and I suppose the AI can use...
  22. Re: Trying to add custom units to Lord's and heroes red line for buffs

    There are two different things to do

    - Add the units to the effect.

    Let's go for "wh_main_skill_emp_lord_battle_speed_of_horse" in "character_skill_level_to_effects_junctions_tables". The...
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    [PotW] Re: POTW 678 - Submissions (Warhammer theme)

    Miao Ying the Storm Dragon with the army from Nan Gau.

    Mod used: Banner and armour textures from SWO-RD (Warhammer III version with Cathay, not released yet). + banner models from Banner mod. ...
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    Re: Warhammer III and regional recruitments

    and now with local name and icon

    https://media.discordapp.net/attachments/744527390415388692/981882440530427934/unknown.png
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    Re: Warhammer III and regional recruitments

    Progress
    https://media.discordapp.net/attachments/744527390415388692/981817146445287444/unknown.png
    I can identify a unit is a temporary unit, and where it is recruited. Next step: replace the...
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    Re: Warhammer III and regional recruitments

    I may have a much more elegant solution.

    For each unit, I make one generic copy (identical to vanilla), and several regional copies.

    The building allows recruiting the generic unit (the only...
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    Warhammer III and regional recruitments

    In Warhammer II, there was some leftover from Rome II, with unit_resource that could a requirement for a unit, and given to a region. Rome II used that for Auxiliary. That's what I used in SWO-RD to...
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    [Tool] Re: savoy speak french

    I know perfectly well the history of my own birth place. Still, Savoy proper spoke French, even if Arpitan was commonly used, Italian was for the other side of the Alps.

    I'll give you a hint,...
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    [Tool] Re: savoy speak french

    There is, but I'm from Savoy... and we do speak French, so I can't tell you how to change that.
  30. Re: Help Required Brown Textures when model and meshes imported to Total War Warhammer III

    This is a very old link

    Try this one
  31. Re: Help Required Brown Textures when model and meshes imported to Total War Warhammer III

    There's some on going work by Ole on his AssetEditor, to make an "easy" conversion from Troy. He's looking for tester. Maybe try that.
  32. Re: Help Required Brown Textures when model and meshes imported to Total War Warhammer III

    I'm not sure exactly since I did not try to port my old work from WH2 to WH3, and if an old model can be converted simply by changing the texture path to match the new system, or if you need further...
  33. Thread: Technical Q&A

    by Steph
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    Sticky: Re: Technical Q&A

    it's not db, it's a html file with all the voice configuration. It's a relatively complex one, and it needs a tool, Symphony, I'm not sure it is still available.
    You need this tool to "decompile"...
  34. Thread: Technical Q&A

    by Steph
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    Sticky: Re: Technical Q&A

    It in the faction table, one of the last columns, Audio Faction String. But this will probably not work for Masters of Europe, which handle voices differently and is much more complex to dit.
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    Re: Warhammer III Roadmap

    The changes are going in the right direction. But are painfully slow...

    I'm not sure what they mean about increasing time, or the chance to get a land battle. I've had that for weeks in my siege...
  36. Re: Is there any way to revert some DB changes while keeping others?

    1- Use RPFM to make changes. It's a much better tool than official CA tools. DAVE should be used only for changing "startpos", i.e. campaign map. For example if you want to add slots to a region...
  37. Re: Help Required Brown Textures when model and meshes imported to Total War Warhammer III

    In WH2, and probably Troy, CA is using textures in the format "diffuse", "gloss_map", "specular". For WH3 (and 3K), they have switched to "base_colour", "material_map".
    So
    1- the variant_mesh...
  38. Re: Is there any way to revert some DB changes while keeping others?

    Hard to tell if you don't explain how you made your mod.
    Can you show some of the tables you changed?
  39. Re: Minor settlement battles in Warhammer II and III

    First, I've released the siege module for SWO-RD mod. It includes 25% chances for the AI to sally out. And it could be changes easily to another value. Including 100%.

    There was quite a lot of...
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    [VOTE FINISHED: PASSED: IMPLEMENTED] Re: [Award Flinn for Divus.]

    Support!
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