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  1. Sticky: Re: What do you think is missing in MTW2? Here we make update plans.

    -Units with 1 person (Balrog, Sauron etc.)
    -Turn off replenishment of bodyguard units.
    -Remove hardcoded bodyguard limit of 77 men.
    -Remove hardcoded number of ancillaries. As of now it's 8....
  2. Is there a condition I can use to recognize if a general's bodyguard unit is infantry or cavalry?

    Is there a condition I can use to make the game recognize if a general's bodyguard unit is infantry or cavalry? What I want to do is to make a trait so that when I switch my bodyguard units to...
  3. Re: I need some creative feedback on my Lordship BG size sub mod.

    Thank you Steward. The mod is done. A lot of work, but I made it. Now it's test playing and fixing minor bugs and inconsistencies. I'm mostly done with that too.

    I don't think it's possible to...
  4. Re: Bodyguard Switcher (change bodyguards in-game) v2.2 [3.2 compatible]

    Understandable. It's above my pay grade anyway. If it's possible there is hope someone brighter than me will do it.

    You have been very helpful. Without your help I never would have been able to...
  5. Sticky: Re: Creature Crash Fix for TATW 3.2 [Ents, Spiders and Wolves]

    Thank you. I worked just fine. What I meant was if there had been made some changes in export_descr_units under soldier and mount. It was the same old.
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    Re: Ancillary triggers.

    I have one problem I can not figure out a solution to. The triggers work fine, I get all the bonuses. When I hold the mouse over the ancil the text appear as intended. Everything is fine. But...
  7. Re: Help me minimize the Byzantine Empire Territory

    It's probably relatively easy to add a named character to a faction. I am actually going to try this with Third age Total war 3.2 later today. Here is an example

    Add this and change whatever you...
  8. Sticky: Re: Creature Crash Fix for TATW 3.2 [Ents, Spiders and Wolves]

    Is this hard to implement into 3.2 manually. Is it like adding another unit from one mod to another, or are there something I have to do in addition to this? I have problems with Spiders, Ents,...
  9. I need some creative feedback on my Lordship BG size sub mod.

    I am currently working on my sub mod for 3.2. The purpose of this mod is to control the bodyguard size with ancillaries. As we all know, mounted heavy cavalry is OP, and therefore they are set to the...
  10. Re: Bodyguard Switcher (change bodyguards in-game) v2.2 [3.2 compatible]

    Thank you. It worked out just fine. I even found out how to change the requirement to another building so that I can change the BG in whatever settlement I want. I have currently tied this to the...
  11. Re: Scripts that are or will be in the SSHIP

    Any plans on adding Withwnar's bodyguard scrip in to SS? Would be great if we could change bodyguards into a later plate armoured unit, including dismounted knights. First you select early or late,...
  12. Re: I want to turn off the secondary flaming projectile on catapults and add a tertiary projectile instead.

    I figured it out. Kind of. There are two flags in descr_projectile I can use as far as I know. Grapeshot and cow_carcass. Either of those two work if I want a 3rd shot option. However, the sound,...
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    Re: Ancillary triggers.

    One question. When I play as the Orcs of the Misty Mountains I get a Balrog. But he can't get any ancillaries in general have I noticed. So, is there a chance he or Sauron can get my new Lordship...
  14. Re: I want to turn off the secondary flaming projectile on catapults and add a tertiary projectile instead.

    If I change cow_carcass to mangonel_shot it doesn't work. In another thread about adding grape shot as a tertiary shot you Gigantus wrote "due to some programming quirk the use of grape shot requires...
  15. Re: Bodyguard Switcher (change bodyguards in-game) v2.2 [3.2 compatible]

    Is there a way to turn off the requirements in your bodyguard switch mod? I would like to turn of Black Gate as a requirement for Morannon guard; Boromir, Faramir and Denethor as a requirement for...
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    Re: Ancillary triggers.

    Withwnar

    Is there a way to turn off the requirements in your general switch mod? I would want to turn of Black Gate for Morannon guard for Mordor; Fountain guard for Boromir, Faramir and Denethor;...
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    Re: Ancillary triggers.

    Thank you so much Gigantus and Withwnar. I would have to make (45 minor lordships + 12 major lordships)* 13 factions = 741 triggers then. I can make all the triggers with the scrip replicator or I...
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    Re: Ancillary triggers.

    Thank you. That was very helpful. I guess I was just lucky when I tested this earlier with Mithlond. The display name is often the same as the data name.

    The number of ancillaries for each...
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    Ancillary triggers.

    I play Third Age 3.2 and want to implement "lordships" into the game. I have it all written down - 45 minor lordships and 12 major lordships made up of 3-4 minor lordships. I have made a spreadsheet....
  20. Re: I want to turn off the secondary flaming projectile on catapults and add a tertiary projectile instead.

    Thank you. I'll take a look at it when I have time.
  21. I want to turn off the secondary flaming projectile on catapults and add a tertiary projectile instead.

    I want to mod catapults in the game. As of now, flaming projectiles and stones share the same ammo count. I want to remove this secondary flaming projectile and add a tertiary attack instead. This...
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    Re: Longbow Muppet

    First, Henry V wanted a battle because his religious outlook demanded it. He had come to France to put God's will to the test, and that could only properly be done by a conflict in which he might...
  23. Sticky: Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released

    It worked when I left out all the files in the Medieval II Total War folder except those in the mods folder. :thumbsup2
  24. Sticky: Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released

    Quick question. Is patch2 for the steam version only? After I had installed patch2 the entire game froze on startup. Everything, not just RRRC. Medieval II total war, Kingdoms, Stainless steel 6.4,...
  25. Sticky: Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released

    Thank you. That worked. It's the Medieval2.preference.cfg file.

    I figured out it happened because I had installed patch2 in the mods folder.
  26. Sticky: Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released

    So I have installed the mod. There are a few problems. Every time I start the game I have to do my setup with no restricted camera, keybindings etc. all over again. This is extremely irritating. Why...
  27. Sticky: Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released

    It worked now! :thumbsup2
    I have to spread som rep before I can give you more.
  28. Sticky: Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released

    I didn't patch with patch 1. Is that a problem?

    I installed the patch in to /mods

    And I have the CD version, not steam.
  29. Sticky: Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released

    Installed the game in to mod folder. Patched the game with the second patch. I ran the launcher. I can play custom battles, but when I try to start a campaign the game crashes to desktop.
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    Re: Handling Cavalry

    For the test in Piercing Plate Armour with Arrows, the breastplate they shot at had an arming doublet underneath. The target was a bag of beans. The arrow penetrated by 1.25-1.5 inches (3.175 - 3.81...
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    Re: How to fight mongols?

    You have to micro manage archers. You have to give the order to shot to one unit at a time. You can't give the order to a group of units. If you do they will shot at random targets and what not. If...
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    Re: How to fight mongols?

    There are a couple of trick you can use. Defend on a bridge and hold them in place with militia spearmen so that they gather in a pocket at the bridgehead. Place a mangonel right behind the spearmen...
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    Re: Handling Cavalry

    I also feel that heavy cavalry is a bit overpowered in melee. They build up exp fast, and with only 2-3 as secondary attack, they usually have 4-6 attack after a few battles, and that is enough....
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    Re: Handling Cavalry

    What about decreasing their attack and morale, and in return make it so that they are recruited with 3 silver chevrons? They gain exp extremely fast and they are your crack soldiers after all. You...
  35. Re: Playing England but can't recruit longbowmen

    You get them around 1270. Why convert Winchester to a town. I'll rather convert Exeter and York to castles to get more of them.

    Here's some history for you ;)

    The longbow in use by the English...
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    Re: Winter Years

    When playing a campaign in SS6.4 from 1221 to well into the 15th century, 1 TPY goes too fast and 2 TPY goes too slow in my opinion. The optimal would be 1.5 TPY. So in other words, 3 turns equal 2...
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    Re: Almost Finished...

    Does it require 19 GB on the hard drive after install? That's .. a lot! I'll better delete something.
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    Re: RC 2.0 Ultimate Updates and Changes

    Yes, arrow bags usually had 24 arrows, but archers had between 71 and 88 arrows. They had to bring 23-40 arrows to the muster. The rest, 48 arrows, or two sheafs, were supplied by the crown.



    ...
  39. Re: Bodyguard Switcher (change bodyguards in-game) v2.2 [3.2 compatible]

    Ok, I did what you said and it worked just fine. Cut it out, changed all in one go and passed it back. I also changed the message and picture. But where can I find the criteria for some of the...
  40. Re: Bodyguard Switcher (change bodyguards in-game) v2.2 [3.2 compatible]

    I just recently downloaded Notepad++ after watching (link below), but I've just started using it. I will fiddle around with it and see what I can do. Thank you Withwnar for taking your time to answer...
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