Search:

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

Page 1 of 4 1 2 3 4

Search: Search took 0.14 seconds.

  1. Thread: Patch 6

    by Lugie
    Replies
    14
    Views
    5,094

    [WIP] Re: Patch 6

    Update 5:
    Huzzah! The campaign at its base form is now completely playable, even if its more rusty than an old tap.
    Custom land battles are done. The next update will probably focus on this...
  2. Thread: Patch 6

    by Lugie
    Replies
    14
    Views
    5,094

    [WIP] Re: Patch 6

    Update 4:
    Custom/mp land battles are mostly finished, the only thing left is cost balancing. Biggest feature would be working pikemen without needing the borked spearwall ability. However, this...
  3. Thread: Patch 6

    by Lugie
    Replies
    14
    Views
    5,094

    [WIP] Re: Patch 6

    Update 3:
    Custom land battles are completely playable, but still needs polish. All the major factions are done, but not fully tested, and some minor factions with unique rosters are available but...
  4. Thread: Patch 6

    by Lugie
    Replies
    14
    Views
    5,094

    [WIP] Re: Patch 6

    For your first point; The original start era was close after the end of medieval 2 - around 1680 or so. That was cut midway through development, with the only remnants of it being mostly broken...
  5. Thread: Patch 6

    by Lugie
    Replies
    14
    Views
    5,094

    [WIP] Re: Patch 6

    Update 2:
    Very small update, mostly prepwork for campaign and such.
    For battles: Added Indian factions, (almost) finished cavalry stats, and some small adjustments to matched combat. Added craters...
  6. Thread: Patch 6

    by Lugie
    Replies
    14
    Views
    5,094

    [WIP] Re: Patch 6

    Update 1:
    Mainly updates to the fx and polishing of existing content. Fixed crashes related to native american units.
    The Brandywine creek scenario has been fully updated and should be working.
    ...
  7. Thread: Patch 6

    by Lugie
    Replies
    14
    Views
    5,094

    [WIP] Patch 6

    Patch 6 - A horrible name for what this intends to (and does in some cases) do;



    Restoration of cut content - removed or obsoleted animations and effects, cut units/mechanics, the original...
  8. Replies
    87
    Views
    43,746

    [Tool] Re: Symphony (sound unpacker/packer)

    Having some trouble with this tool. I can pack the sounds fine without specifying the user script, but doing it that way bugs half the sound of the game. If I plug the script in, I get the error...
  9. Replies
    21
    Views
    5,730

    Re: Editing Animations-help on new idea

    Looking at the videos, and thinking about some things, I think its the speed and stats that impact collisions the most. The higher the mass and speed, the more forceful the collision is. The higher...
  10. Thread: Chakram?

    by Lugie
    Replies
    1
    Views
    1,771

    Re: Chakram?

    It must be some unfinished content then. There might be some unused throwing animations in the files you could use. I remember some units in rome1 and medieval2 could throw stuff while moving, and im...
  11. Thread: Marching tunes

    by Lugie
    Replies
    4
    Views
    4,058

    Re: Marching tunes

    Yes, its possible to add new marching tunes by modifying the sound_events and adding more wav paths. Specific marching tunes for each faction/unit are currently impossible as far as I can tell.
  12. Re: How do you add new gun sounds to the game and assign them to a new weapon?

    I dont think thats possible without the proper tools. You would have to mod the sound events and, possibly, the exe.
  13. Replies
    5
    Views
    2,323

    Re: Let's improve Platoon Fire

    Its because of the misfire animation. When one unit misfires, no other units can fire until that unit is done fiddling with his musket. That animation is about 2 and a 1/2 secs long, and thus the...
  14. Replies
    3
    Views
    1,888

    Re: scripting commands

    Huh, Im not sure. ETW was supposed to have bribing, as evident in the loc and db files, but they never got around to finishing it. You might have to ask one of the bigger names on the forums to get...
  15. [WIP] Re: A Shamfur Mod - (Alpha Version 3.3)

    Terribly sorry about the wait. This mod has been discontinued due to computer problems (all source files have been lost), but I am more than happy to reply to your questions.

    2. Units are more...
  16. Re: How to stop units from re-spacing when using firing drills?

    For the firing drills, I'm not sure then. You could still try to increase the radius, and that might make the units think they don't need to spread out as they are already in position. Otherwise, I'm...
  17. Re: How to stop units from re-spacing when using firing drills?

    What do you mean re-spacing? Are you talking about the infamous shuffle bug (one that was never fixed and is, at best, a game-winning bug and at worst completely game-breaking)?
    So far, the only...
  18. Re: How to pack sounds in Shogun 2 (Shogun 2 sounds packing tool)

    Well, you can use Sinfonia Semplice to de-compile the original files and then modify those. You can add more sound-files for existing sounds, like selecting and such, but adding completely new...
  19. Replies
    2
    Views
    3,887

    Re: The History of the Rifle, pt. I

    Very nice, reads like a proper, detailed article.
  20. Replies
    6
    Views
    2,664

    Re: Artillery crew officer

    Aye, you can change the position of officers and such in group-formations as-well. Im pretty sure the guys over at Imperial Destroyer did that for square formation.
  21. Re: How to Allow Different General Models for Faction Leaders?

    It would have to be done through the campaign scripting. Some mods for Rome 2 and such already do this. You would have to ask somebody who is good at that stuff.
  22. Replies
    6
    Views
    2,664

    Re: Artillery crew officer

    It is not hardcoded, it is just very hard to mod. You would have to mod the groupformations.bin, and it seems the only mods that do that are large, overhaul mods, like darthmod or imperial...
  23. Replies
    3
    Views
    1,163

    Re: Is this a New Column? (PFM)

    Yeah that's leftover from Empire. In Empire, technologies were based on buildings. A image;
    ...
  24. Replies
    19
    Views
    3,900

    Re: Hardcoded In the Source

    Unit voices seem hardcoded, though have not had much time to test that. All the battle mechanics are hardcoded, and so is the AI (Those mods that say they improve the AI are lying). We cant add new...
  25. Re: How do I reduce the melee kill rate without changing unit stats?

    Well, I usually use my own mod. It is pretty easy to change them though, you just have to remove the entries in the animation fragments. All the animations with a L are the "Long" animations, and...
  26. Re: How do I reduce the melee kill rate without changing unit stats?

    Ohhh, that is why I don't have that problem. I Usually play with a mod, that removes the long kill-moves. I guess I cant help you here lad, sorry!
  27. Re: How do I reduce the melee kill rate without changing unit stats?

    There really is not. Those values are really only for things like cavalry impacts and such, and are mostly visual at that. If you want the spearwall to be more effective in melee while decreasing...
  28. Replies
    11
    Views
    12,645

    Re: Setting units to use a certain voice

    Do not edit that version of the file! First, you need to de-compress it using Symphony. You then get a editable version which you do your edits to, then re-compress for it to work properly.
  29. Replies
    4
    Views
    1,419

    Re: Units Table Question

    Shogun_Infantry is like the first "test" unit the team made just to test anims, combat, etc. The Yari Dojo Cav might be a unused/unfinished unit.
  30. Replies
    2
    Views
    613

    Re: Help using create_force

    You could try giving it a objective/mission for capturing a settlement. That could coerce the AI into trying to take that settlement (This doesn't work for rebels). You could also try giving it a...
  31. Replies
    21
    Views
    7,399

    Re: Adding new editing texture to shogun 2, HELP !!

    Well, you might need to edit the other maps as-well. I'm pretty sure the Gloss map is actually used for gloss now, as in EMP/NAP that was used for faction colors, so you don't have to worry about...
  32. Replies
    3
    Views
    5,899

    [Tutorial] Re: Quick & dirty Tutorial on Mapping

    Byoutiful tutorial. Thanks for this info m8, hopefully more people read it. Emp/Nap are desperately lacking in mp maps.
  33. Replies
    3
    Views
    1,002

    Re: Unable to clone weapons

    If that's the case, you probably messed something up in the unit_stats. Try to double-check the stuff there.
  34. Replies
    1
    Views
    801

    Re: Removing Fire Arrows?

    Im surprised nobody has replied yet. First of all, removing some abilities from unit_to_unit_abilities should not crash the game. While that would work in most cases, lets just say its special and...
  35. Replies
    4
    Views
    1,666

    Re: Matched Combat - How to

    Like I said, I was trying to figure out how to create new animations for new weapons. I wouldn't want to think its one of those things in the DLL, but I have not seen anything else anywhere that...
  36. Replies
    2
    Views
    924

    Re: custom battle funds.

    Sorry, but nobody can do that in Empire. Thats one of those things set in the EXE.
  37. Re: Using different (already made) units as General Units

    That is indeed right. If you want the directory in the pack files, its (Data.pack/campaigns/[your chosen campaign]/scripting.lua.
  38. Replies
    19
    Views
    4,636

    Re: COW: Beginning of End Times GUNPOWDER UNITS

    Now that is byoutiful. Finally, I can annihilate the armies of chaos with good ol' shot. Nothing can stand up to hundreds, if not thousands of volleys of musket-fire.
  39. Replies
    4
    Views
    1,666

    Re: Matched Combat - How to

    Yes, I knew how to do that, but I was just wondering how the system differentiates between different weapons, As in how does the system know if it is a kill, draw, etc. I was thinking that it was...
  40. Replies
    4
    Views
    1,666

    Matched Combat - How to

    Hello. I was wondering if it was possible to make new kill-moves, as to increase the variety/improve responsiveness, as seeing the same 3 or 4 moves gets old quickly.
    I know is that there are two...
Results 1 to 40 of 125
Page 1 of 4 1 2 3 4