Kingdom of Lindon preview video out
DCI: Last Alliance - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
Favorite TATW compilation: Withwnars Submod Collection
Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory
Alright thanks a lot
Now I have to start the campaign the third time ^.^
one question about the install directory:
is the only possibity /sega/medieval total war 2 / mods ... or can i change it somewhere else , aslong as mtw2 is installed?
I'm pretty certain it has to be in M2TW/Mods so the batch can find kingdoms.exe. You could try redoing the path in the .bat, but I'm not sure it'd work.
hi, i have 2 quick questions:
1. I was looking in descr_projectile and was wondering if there are other differences between "projectile elite_bodkin_arrow" and "projectile elite_mass_bodkin_arrow" besides the accuracy??
2. In the EDU the attribute "extreme_range" gives any bonus to the range besides that in the stat_pri??
thx
Last edited by LethaL; February 15, 2013 at 05:04 PM.
Look for any tutorial on the matter in the Mod Workshop http://www.twcenter.net/forums/forumdisplay.php?f=1015
or ask in the discussion thread there http://www.twcenter.net/forums/forumdisplay.php?f=276
to get answer to such modding-questions (there the skilled folk gather to help each other out with these kind of matters)
Yes, and the other way around
@ zax
If you are not gonna reply, don't post please
Kingdom of Lindon preview video out
DCI: Last Alliance - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
Favorite TATW compilation: Withwnars Submod Collection
Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory
Such things happends, no worry
Kingdom of Lindon preview video out
DCI: Last Alliance - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
Favorite TATW compilation: Withwnars Submod Collection
Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory
hi all; i searched around the forum and the web in general, but i did not find anything related to maximum age of characters; i know that in TATW, character live on average 120 years, which means that one characters lasts for more that 300 turns (if it is not too much old from the begininng...)
my question is: what file/files was/were modified respect with the vanilla?
Hello, I'm interested in somehow adding the reunited kingdom from baron (or PCP) to MOS, but I am a complete noob with these things. I would deeply appreciate insights on whether it's possible, legal, and how would I go about it. I imagine I would need to learn some stuff from the mod section, but I would appreciate pointers in that section as I don't know it well. Thanks a lot!
Hope no one is too harsh, I'm a complete noob!
In the data-folder you can edit descr_campaign_db.xml by changing
old_age [when character is likley to die I suppose, set to 120 in TATW]
max_age [is at what is said to be max possible for the engine to allow already: 150]
max_age_before_death [is set at 165, dunno why]
Kingdom of Lindon preview video out
DCI: Last Alliance - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
Favorite TATW compilation: Withwnars Submod Collection
Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory
It is possible, and perfectly OK as long as you do not share the result with other people without the permission from the creators
You would need learn a bunch of scripting, as scripts make things happen, such as changes in ownerships of regions, enable units and buildings for a faction that previously was unavilable etc
You need to learn coding behind at least buildings and units (as I assume there's such changes in what can be built or recruted afterwards; have never played this feature from Baron's)
I presume traits and ancillaries are affected, so you have to look into that
2D gprahic aspects would need to be covered most likley, concerning faction icons, unit cards, buildings cards and ancillaries
All in all it is a big and complicated task because it is an advanced feature of Baron's; big part reason why MOS never put effort into creating one of our own
Kingdom of Lindon preview video out
DCI: Last Alliance - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
Favorite TATW compilation: Withwnars Submod Collection
Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory
Is there any way/method/console/cheat of killing multiple enemy generals?
I keep experiencing CTD when I eliminate Harad, and a forum search leads me to believe left over generals of Harad are causing CTD when I conquer their last settlement.
I know I could toggle_fow + character_reset + auto_win attacker to kill every family member of Harad, but that is a lot of cheating and was wondering if there was more elegant way of killing enemy generals.
OK, there is a very good version out and all that, but is that it? by no means i am complaning or anything, i just whant to know.
Will there be further versions? Updates?
Kingdom of Lindon preview video out
DCI: Last Alliance - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
Favorite TATW compilation: Withwnars Submod Collection
Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory
I play a campaign as mordor and i wanted to get the one ring, the most recent place for it was in mithlond so i gathered an army and conquered the settlement. However the ring had moved to imladris, although i was beseiging it so i didnt think it was a problem. A couple of turns later imladris surrenders and the general who i thought had the ring; died. The problem is I didnt get the one ring. The message about where the ring was located came up when i was already seiging the city so there's no way it could have moved. I used a Nazgul to capture the settlement if that has anything to do with it? Is this a bug or have i just failed in some manor.
Welcome to TWC White_pigeon!
1) You have to stay one turn with the general in the settlement before a general can get the Ring
2) The max amount of ancillaries a general can get is 8, so be sure your general(s) do not have that many already
Kingdom of Lindon preview video out
DCI: Last Alliance - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
Favorite TATW compilation: Withwnars Submod Collection
Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory
What are the benefits of the shieldwall ability? Is it only useful against missiles?
Another Shogun2 Commentary
daelin4:
Post edited. -Craig
CraigTW:
I don't like to reopen threads, but I honestly think there are some legit points in the original thread, which I'll reopen.