Search:

Type: Posts; User: fuzzyballs01; Keyword(s):

Search: Search took 0.11 seconds.

  1. Replies
    82
    Views
    108,981

    [Tool] Re: EditSF 1.1 / 1.2 and Warhammer

    so you can't open a savegame with the Mixu unlocker for Mixu legendary lords
    which is kinda disappointing because I could open savegames using Crynsos' faction unlocker
  2. Re: mercenary_pool_to_groups_junctions - no effect in game

    mercenary pool is a regional thing
    they're literally factionless units, you can't build them, you can't build buildings to make them appear
  3. Re: Why do "no AI agents" mods not work anymore?

    because you should be using the passive agent mods so you can still scout and get training but not get attacked 15 times per turn
  4. Replies
    3
    Views
    1,698

    Re: Attila Maps To Rome II

    I mean
    it'd seem like a bad idea, because Attila has stuff that Rome II didnt' have, like settlement destruction
    you'd need to expand them so you don't just destroy half a settlement with a single...
  5. Sticky: Re: [Feedback] Suggestions & Improvements thread

    this mod is so crazy unbalanced
    I started with a Greek faction, they had a full stack and earn -4K per turn, great
    every faction I tried is starving because the food balance is FUBAR
    then there's...
  6. Replies
    1
    Views
    1,410

    Re: Need some help with a unit mod!

    I have the same problem (kinda)
    I made my own mod, adds 13 units to Massalia
    this mod used to work (I must have finished 3 campaigns with it by now, I made it before they even made Massalia...
  7. Re: Increasing the term of office duration

    thanks, can't believe I looked past that
    it's the 8
  8. Replies
    8
    Views
    987

    Re: New modder requesting help

    I just edited the onager mercenary unit into a cheap meelee unit by copy-pasting stats from another mercenary unit, that works
  9. Increasing the term of office duration

    it gets annoying after a while that you get 8 messages in a row about how their term of office ended, so I'd just like to edit to like tripple it or something, but I don't know if that's even...
  10. Replies
    6
    Views
    567

    Re: Removing untis from a faction.

    it greys them out
    what you can do is remove them from the faction in units_to_groupings_military_permissions and they won't even show up
  11. Replies
    38
    Views
    24,629

    Re: Buildings icons

    it all really depends on how the overall artstyle for the mod is going to be
    if they're going old medieval art, which they shouldn't, they should use fitting icons
    I really hope they're not going...
  12. Replies
    23
    Views
    7,376

    Re: Dismounted Knights: Yea or Nay?

    it doesn't matter what they do, because if they choose not to, I'll just make a submod where they are
    and then the people can have dismounted knights if they want, and everyone's happy
  13. Re: (Request) Lower fertility penalty per chapter.

    you can't actually lower -1
    you can change it to 0 so it doesn't actually lower, but that's just too much cheating
    what I did is undo half of them so I'll still have some fertility left, but not...
  14. Re: Forcing the AI to withdraw during a lost siege?

    if it's possible, I haven't found out how
    then again, I only have average knowledge of PFM
  15. Sticky: Re: Better Aggresive CAI for Attila V 2.4 Fix Edition

    so, turns out you're an :wub:
    learn how to write in English so I can understand what you're even complaining about
  16. Sticky: Re: Better Aggresive CAI for Attila V 2.4 Fix Edition

    crap, it's in db --> cai_variables_rgm and I can't edit posts because someone thought that was the best option for this forum
  17. Sticky: Re: Better Aggresive CAI for Attila V 2.4 Fix Edition

    db --> cai_task_management_system_task_generator_groups_tables -->

    CAI_VARIABLE_SETTLEMENT_STRENGTH_MODIFIER_ASSAULT
    that's 1.1
    if I lower that, they're more likely to attack settlements,...
  18. Sticky: Re: Better Aggresive CAI for Attila V 2.4 Fix Edition

    all I want is a more agressive AI without the bonusses
    I'll figure it out myself, just gonna take his mod and remove all the faction bonusses, see if that works
  19. Sticky: Re: Better Aggresive CAI for Attila V 2.4 Fix Edition

    well thanks for nothing then
    I thougt you were a cool guy
  20. Sticky: Re: Better Aggresive CAI for Attila V 2.4 Fix Edition

    what do I need to modify just to make the AI more likely to attack my closest settlement?
    they usually ignore my cities, even if they have 3 armies (60 units refuse to attack me 26 units because...
  21. Replies
    2,110
    Views
    475,183

    Sticky: Re: Stainless Steel 6.3 & 6.4 Suggestions

    since there's one more slot open for a faction, why not create Flanders, and use an assortment of units from other factions to fill the army?
    there already are Flemish pikemen in the game... even if...
  22. [Tutorial] Re: Adding New Faction from Nothing – Step by Step

    I've spent two days trying to add a new faction into stainless steel 6.4, and it crashes to desktop without an error when I start it up
    should I just give up? I triple checked everything already
    ...
  23. Replies
    5
    Views
    1,047

    Re: Help with 10 units mod

    did I mention that was my first try? the only other thing I did was edit an overpowered celtic unit mod
    I should look at the bright side, at least half of them work!
  24. Replies
    5
    Views
    1,047

    Re: Help with 10 units mod

    well that's why I'm offering a €20 reward
  25. Replies
    5
    Views
    1,047

    Help with 10 units mod

    Is there anyone who would be willing to look at this mod and tell me what I'm doing wrong? I used this thread as a totourial...
  26. Replies
    155
    Views
    54,189

    Sticky: [Resource] Re: Modding Q&A's (General)

    it's units
    10 of them

    and I don't have permissions apparently, great forum!
  27. Replies
    155
    Views
    54,189

    Sticky: [Resource] Re: Modding Q&A's (General)

    this is probably a bad place to ask, but what the hell
    is here likea thread where I can upload my mod and have someone check what I did wrong? because I can't find it
  28. Replies
    233
    Views
    176,133

    [Tutorial] Re: How to make a custom unit with PFM

    k
    thanks for helping
  29. Replies
    233
    Views
    176,133

    [Tutorial] Re: How to make a custom unit with PFM

    http://www.mediafire.com/download/bxagihxctckks8d/Massalia.pack
    hey, I was wondering if anyone could help me out, check my massalia pack and figure out what I did wrong? I triple checked everything...
  30. Replies
    233
    Views
    176,133

    [Tutorial] Re: How to make a custom unit with PFM

    I don't know where I should put this, but I'm having issues with my unit pack, it's a small pack adding 10 units to massalia
    I was wondering if maybe someone could take a look at it and tell me what...
  31. Replies
    233
    Views
    176,133

    [Tutorial] Re: How to make a custom unit with PFM

    I know this is probably the wrong place to post this, but I can't find what I've done wrong
    I've made and checked it 4 times step by step using this guide but I can't find the problem
    I was...
Results 1 to 31 of 31