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    [Beta] Re: Conquest: 1066 AD - Charlemagne Mod

    Mod looks really good, will the next update still be a "Beta" mod per say?
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    Re: Anno Domini 1080 {AoC} Submod

    @ MAE yes I haven't had time to work on that yet, that's gonna be a pretty time consuming task and there are other pressing things to fix. Hopefully I will get around to that!
  3. Assembly kit problem (no option for DAVE)

    Whenever I run the Tweak.AssemblyKit, the Tweak window comes up just fine. But there are no options under "tools". So I cant click on DAVE. I am trying to get into the Dave database editor, anybody...
  4. Problem with Assembly kit (no option for DAVE)

    Whenever I run the Tweak.AssemblyKit, the Tweak window comes up just fine. But there are no options under "tools". So I cant click on DAVE. I am trying to get into the Dave database editor, anybody...
  5. Problem with Assembly Kit (No option for DAVE)

    Whenever I run the Tweak.AssemblyKit, there are no options under "tools". So I cant click on DAVE. I am trying to get into the Dave database editor, anybody have any ideas?

    The only thing I think...
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    Re: Anno Domini 1080 (Release)

    @ Frunk Okay, Thanks!
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    Anno Domini 1080 {AoC} Submod

    Anno Domini 1080

    http://steamcommunity.com/sharedfile...?id=1328596632

    I created this mod to capture the feel of the old M2TW game (1080 AD) for Atilla Total War
    This campaign uses AoC...
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    Anno Domini 1080 (Release)

    Anno Domini 1080



    http://steamcommunity.com/sharedfiles/filedetails/?id=1328596632

    I created this mod to capture the feel of the old M2TW game (1080 AD) for Atilla Total War
    This campaign...
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    Re: {AoC} Medieval Total War

    Yeah guys, the modders have all ready done a lot. And I may be interested in helping with the startpos, I've developed a quick and easy method for editing it.
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    {AoC} Medieval Total War

    http://steamcommunity.com/sharedfiles/filedetails/?id=786850391


    This mod transforms the AoC campaign into a medieval campaign, date approximately 1100 AD. It adds the MKTW 1212 units to the...
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    {AoC} Medieval Total War Mod *Release*

    http://steamcommunity.com/sharedfiles/filedetails/?id=786850391


    This mod transforms the AoC campaign into a medieval campaign, date approximately 1100 AD. It adds the MKTW 1212 units to the...
  12. Thread: Edited

    by Subotai!
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    Edited

    Edited
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    Re: Mod crashing at End of Turns

    I made the startpos changes with the Assembly kit. I deleted all characters for the Charlemagne campaign, changed region ownership, changed some diplomacy and deleted all land units (basically a...
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    Mod crashing at End of Turns

    I made a mod that worked perfectly untill I edit the startpos. Now, everytime I end turn it crashes during the AI's turn, its usually on a minor factions turn. It's the good ole crash to desktop. One...
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    Mod crashing at End of Turns

    I made a mod that worked perfectly untill I edit the startpos. Now, everytime I end turn it crashes during the AI's turn, its usually on a minor factions turn. It's the good ole crash to desktop. One...
  16. Updated Medieval Kingdoms units for Charlemagne Campaign

    I recently updated the [Aoc] Medieval Kingdoms Units mod. Before it wasn't really playable, but now it definitely is! Here are some of the changes:
    Old Units removed (there are now only MKTW units)...
  17. Updated Medieval Kingdoms units for Charlemagne Campaign

    I recently updated the [Aoc] Medieval Kingdoms Units mod. Before it wasn't really playable, but now it definitely is! Here are some of the changes:
    Old Units removed (there are now only MKTW units)...
  18. Re: Medieval Total War units for Charlemagne Campaign

    @bigdaddy Yeah there has been some feedback for the MTWK mod that horse archers are underpowered.
  19. Re: Medieval Total War units for Charlemagne Campaign

    As the initial thread all ready says, this mod only adds units to existing factions for Charlemagne.
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    Re: MTWK 1212 Charlemagne Mod

    @ Warmann. Okay, good to have clarified. If you don't want me using your stuff, just say the word!

    @ Hidra96 I will try and work on that.
  21. Re: Medieval Total War units for Charlemagne Campaign

    @ robtim I haven't tested the mod that much as far as balancing goes, what kind of differences are you seeing?
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    MTWK 1212 Charlemagne Mod

    I really wanted to use the MTWK units for campaign, so I made this mod for the Charlemagne Campaign. All of the units and animations and etc are obviously credited to the MTKW 1212 team and their...
  23. Medieval Total War units for Charlemagne Campaign

    I really wanted to use the MTWK units for campaign, so I made this mod for the Charlemagne Campaign. All of the units and animations and etc are obviously credited to the MTKW 1212 team and their...
  24. Sticky: Re: Medieval Kingdoms Total War: Campaign Map Master Thread

    Map looks great jan, everybody else let the team work!
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    Re: Warman's Preview Thread

    This is looking great! The new earldoms idea will be the first realistic feudal system in the entire TW series. I would really like to help, but alas, my time is limited
    And if people like OPASEH...
  26. Re: Total War: Attila and the Reality of the Situation

    good stuff! all ready looking like medieval 3!
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    Re: The Second Release: What to Expect

    lookin great! any news on a campaign?
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    Sticky: Re: OPEN ALPHA release

    I was looking at the "Campaign Map Preview" at the awesome new settlement models. When will they be implemented into the campaign man? They look so awesome i can't wait to use them :)
    This is the...
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    Adding Buildings to Empty Slots

    I am making a Maccabean mod, and im almost done but for some reason whenever i change the faction Ma'in from Arabia to Jerusalem, there are no longer buildings in Jerusalem, even the town building...
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    Re: Maccabean Mod Released!

    Not yet, CA has not released campaign editor tools.

    Everybody an update is coming soon!
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    Re: Gamechanging idea about Movement Points

    @ Dresden I am but a noob modder myself, but what if you increased road movement bonuses by 30%, and just reduced normal speed of armies by 30%. Now, armies moving in friendly territory get the road...
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    Re: Gamechanging idea about Movement Points

    Hmmm...perhaps you could mess around the road bonuses, because I've heard that enemies don't get the road bonuses in foreign territory.
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    Re: Gamechanging idea about Movement Points

    Wow, you guys have some great ideas. I believe your referring to the "scorched earth" policy that has been used time and time again in history. Perhaps this could replace the "forced march" stance...
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    Re: [REQ] SLOWER Expansion

    this is very similar to my thread: http://www.twcenter.net/forums/showthread.php?659198-Gamechanging-idea-about-Movement-Points&p=13963272#post13963272
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    Re: Gamechanging idea about Movement Points

    Thanks for considering my suggestion
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    Re: Gamechanging idea about Movement Points

    Superb idea! Then you could have "raiding parties" that could escape the grasps of large enemy armies. As of now, it seems that all you need is 3 full stacks and just bulldoze with autoresolve like a...
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    Gamechanging idea about Movement Points

    I was recently playing a campaign as Armenia, and I have to say its one of the funnest/challenging I have yet to play. In my opinion their roster is perfect, average early infantry, but awesome...
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    Re: Next Mod: Sebidee's Balkan Roster Expansion

    I was SOOO glad to see head hurlers for the Iceni, such an awesome touch!
    My suggestions for the Aridae:
    Marines are now a sword unit (as they were worthless before when you could get hoplites)...
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    Re: Maccabean Mod Released!

    Thanks! Look at the steam page, there are a lot of screenshots there.
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    Re: Maccabean Mod Released!

    Everybody, the mod has been updated to version 1.2! Numerous changes, just look in the description. There are now 15 new units! check em out by subscribing or downloading from dropbox.
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