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  1. Replies
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    Re: RCM 2 for Kingdoms

    Sadly, the mod is on halt since I got a job. I already have my hands full with Shougun II Total Realism and the lack of crash logs doesn't make things easier.
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    Re: RCM 2 for Kingdoms

    The mod is still work in progress.

    For some strange reasons, whenever I change the Tercio Pikemen's animation to "20 M2TW_Aggressive_Pike " like in Stainless Steel, my Americas campaign crashes...
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    Re: RCM 2 for Kingdoms

    Maybe you're right. I should concentrate on applying RC2 beta to the Kingdoms campaign. That would be the fastest approach and the Kingdoms campaigns (in contrast to Warscape TWs) are actually great...
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    Re: RCM 2 for Kingdoms

    These two rosters were quite tough to come up with. Comments/advice are appreciated.

    French roster:
    Garde du corps - elite - light lance, rapier & buckler - 3q plate
    Arbalétrier - average -...
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    Re: RCM 2 for Kingdoms

    Let's start with the new Spanish roster:
    Conquistador Guarda de Corps - exceptional - light lance, rapier & buckler - 3q plate
    Conquistador Alabardero - superior - halberd - 3q plate
    Conquistador...
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    Re: RCM 2 for Kingdoms

    As I'm already using the latest beta version of RC2, I could give it a try. In that case, I need to think about a new rosters for the Americas campaign.

    Spain:
    Well-trained and disciplined...
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    Re: RCM 2 for Kingdoms

    Thanks for the links, but the graphics part has already been taken care of - by extracting everything useful from Stainless Steel. Too bad they don't have native american models (Zacatecas looked ...
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    Re: RCM 2 for Kingdoms

    Actually, the mod is not finished, as I'm still waiting for the final version of RCM2.
    Besides, I still need to find out what kind of weapons and armours the units are wearing, which quality level...
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    Re: RC 2 for Kingdoms

    Thanks for your suggestions. I'll rework the Apachean and Chichimecas in the near future.
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    Re: RC 2 for Kingdoms

    - Should all the Mesoamerican weapons receive the negative rustic modifiers? Tomahawks, maquahuitl etc. don't seem to be very advance when you compare them to iron or steal weapons.
    - I'm only able...
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    Re: RC 2 for Kingdoms

    6 meters? That's quite a short distance for charge attacks.


    In the beginning, changes will be very conservative. If everything works well, I can think about adding new content.
    Actually, I've...
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    Re: RC 2 for Kingdoms

    Where do I have to put the skeleton file? I've placed it in the data folder and the game works fine.


    Apparently, it was mass-produced militia-grade steel armour, but it was sturdy steel...
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    Re: RC 2 for Kingdoms

    I'd like to create a LibreOffice Calc table with drop-down lists and lots of IF queries. That would be very handy, but I have yet to find out how I can use IF queries on drop-down lists.


    Those...
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    Re: RC 2 for Kingdoms

    I guess I now understand the mount, wall and projectiles files. So far, I've been able to copy the new values to the Americas campaign, but the unit stats are quite difficult.
    Maybe I should create...
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    Re: RC 2 for Kingdoms

    I've done similar work for Shogun II, so that shouldn't be too difficult. However, I need to acquaintance myself with the file structure and content of Medieval II.


    Obsidian clubs/swords? I...
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    Re: RC 2 for Kingdoms

    Maybe I didn't make myself clear: I only want to add the superior battle mechanics to the Americas campaign.
    Several years ago, there was a file achieving that, but neither can I find it anymore nor...
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    RCM 2 for Kingdoms

    RCM 2 for Kingdoms


    Introduction:
    RCM2 for Kingdoms aims at implementing the newest version of this brilliant and realistic combat overhaul mod into all four Medieval II Kingdoms campaigns....
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