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Thread: Modified deployment zones NTW: v0.4 Updated 18 Aug 2012

  1. #101

    Default Re: Modified deployment zones NTW: v0.3

    First of all HELLO to everyone interested in this mod.
    Personally I hate how distance is short in vannila game...but with this mod you actually get a chance for some strategyic movement...unfortunately since the release of first version of this mod I ve been reading alot about this CTDs which sadly are the reason why I didnt implement this mod in my game.
    My humble opinion is that this project should be at the top of priorities for all the moders...fixing this CTDs. Unfortunately only our dear Sir, Baron von Beer is working on it.
    We all know that two heads are smarter than just one so it would be nice if a mod team could be organized to solve the problems of this mod.
    Thanx for reading and good bay.

  2. #102
    Thoragoros's Avatar Citizen
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    Default Re: Modified deployment zones NTW: v0.3

    A TWEAK?!?!?! They regard Baron's work as a TWEAK?!?! Do they realize how much work went into this and how many game files this changed?

    My God! I can't believe this. These new forum setups are really disheartening.
    Founder of The Great War - A WWI Mod, Creator of Thorized - Napoleon: Total Combat

    Where Gods Walk Among Men
    The Line of Thor
    Patron of: Bethencourt, Hip63, m_1512

    Under the Patronage of Captain Blackadder, Member of the Legion of Rahl.

  3. #103
    keminsky's Avatar Civis
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    Default Re: Modified deployment zones NTW: v0.3

    Quote Originally Posted by Al Samoud View Post
    First of all HELLO to everyone interested in this mod.
    Personally I hate how distance is short in vannila game...but with this mod you actually get a chance for some strategyic movement...unfortunately since the release of first version of this mod I ve been reading alot about this CTDs which sadly are the reason why I didnt implement this mod in my game.
    My humble opinion is that this project should be at the top of priorities for all the moders...fixing this CTDs. Unfortunately only our dear Sir, Baron von Beer is working on it.
    We all know that two heads are smarter than just one so it would be nice if a mod team could be organized to solve the problems of this mod.
    Thanx for reading and good bay.
    hello Samoud

    yeah u are right ,the first releases of this mod in etw were not very stable too and this one here, specificaly 103 one, is more ctd free, but
    ... we must consider each one's DATA folder content


    >>>>>>>>>a tip: if you use 103 version of this with latest sir Brig work, renders 6a, it will crash ..because both mods conflict

    here's a link for the ones using Brig's renders6a of a tuned version of Modif\ Dep\ Zones of sir von Beer mod tuned by me:

    http://www.2shared.com/file/xRgmOlf6...nadas103B.html

    PLUS ,,to the ones who don't work much with PFM, an authorized modification of sir Brig's renders 6a tuned for compatibility with Modif\ dep zones

    http://www.2shared.com/file/eyfCdk5G...LOYCOMPAT.html

    i hope this helps the players in the explained situation

    cheers
    Last edited by keminsky; July 01, 2010 at 10:25 AM. Reason: information complementation
    ladrão que rouba a ladrão..é ladrão

  4. #104

    Default Re: Modified deployment zones NTW: v0.3

    Hey, is this mod still compadable after patch4.pack?
    Formally known as 'Marshal Beale' - The Creator the Napoleon TW mods - 'Napoleon Order of War' and 'Revolution Order of War'

  5. #105

    Default Re: Modified deployment zones NTW: v0.2

    Great mod!

  6. #106

    Default Re: Modified deployment zones NTW: v0.3

    ♔Marshal Beale♔ : should be, its working fine for me

  7. #107

    Default Re: Modified deployment zones NTW: v0.3

    Where I put the file that I have downloaded? And do I have to add something to the user script?

  8. #108
    antred's Avatar Senator
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    Default Re: Modified deployment zones NTW: v0.3

    Question, is there a way to alter deployment zones so that I never have to deal with those extremely narrow deployment zones where you have to bunch up your army in a zone that is barely 100 meters deep?

  9. #109
    Brips's Avatar Ducenarius
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    Default Re: Modified deployment zones NTW: v0.3

    Rabom battle loading CTD when mod used.
    All map textures improved mod(MTW2,DLV):
    http://www.twcenter.net/forums/showthread.php?t=395355
    Real crazy medieval music (4pages!):
    http://www.twcenter.net/forums/showthread.php?t=389092
    More war horn sounds(MTW2,DLV)!
    http://www.twcenter.net/forums/showthread.php?t=229015
    More Loading screens MEGA pack Team!(MTW2,DLV):
    http://www.twcenter.net/forums/showthread.php?t=389893
    Mods Oblivion and Fallout3:
    Tape "Brips" on nexus then go to author name "Brips".

  10. #110
    IlluminatiRex's Avatar Are you on the square?
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    Default Re: Modified deployment zones NTW: v0.3

    Amazing job! Two thumbs up!
    I am the author of the "Weaker Towers" and "Officers Of" series of mods for Total War: Warhammer!
    Quote Originally Posted by Richard Holmes
    One of the problems with trying to write about the First World War is that most people have already read Wilfred Owen and Siegfried Sassoon, Pat Barker and Sebastian Faulks before you get to them.
    Quote Originally Posted by Jackie Fisher
    Can the Army win the war before the Navy loses it?

  11. #111

    Default Re: Modified deployment zones NTW: v0.3

    thanks for the mod , this is needed for 40 v 40 battles,, thanks for all your hard work

  12. #112
    Armand94's Avatar Libertus
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    Default Re: Modified deployment zones NTW: v0.3

    Is this working with Lme 2.0?

  13. #113
    Primergy's Avatar Protector of the Union
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    Default Re: Modified deployment zones NTW: v0.3

    I would say yes.

  14. #114

    Default Re: Modified deployment zones NTW: v0.3

    But for what i'm looking at your pics in the first page the defenders have really little DZ.

  15. #115

    Default Re: Modified deployment zones NTW: v0.3

    I have tried the second close version and still had CTD with battles. I deleted it for now.It is however hugely valuable especially on ultra unit sixe settings and river crossings so please look into the CTD problem we need this mod! Thanks Baron!!
    Ordoprinceps
    Semper Ferox

  16. #116
    kerrfox's Avatar Civis
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    Default Re: Modified deployment zones NTW: v0.3

    I try and enjoy other's mods .. but I keep coming back to your mods. Another masterpiece! Well done.

    Oh ..BTW .. to those who claim the enlarged starting positions are too far I would suggest playing the game without using a viewpoint 100 or so feet above your units. If you limit your viewpoint to just 'a bit' above any unit you will find the enemy much, much harder to see.. making it much harder to properly deploy, see his flanking movements, etc.
    Remember "realism" is what this mod is all about no? You'll also appreciate why light cavalry was called the "eyes of the army" as your best chance of seeing the enemy is to position your Lt Cav where they have a good line-of-sight. The larger deployment zones make this all the more "interesting" as terrain can mask the enemy's movement if you limit your sight of the battlefied to an elevation that is more realistic. Think of the Rome TW battles in forests .. confusing .. hard to see what the enemy's up to ... nothing like having several enemy units "come out of nowhere" on your flank... great fun.

  17. #117

    Default Re: Modified deployment zones NTW: v0.4

    Update released in first post, v0.4, "z_Modified_Deployment_Zones.zip", fixes a CTD issue on the non-close/distant version.

  18. #118
    Live2sculpt's Avatar Senator
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    Default Re: Modified deployment zones NTW: v0.4 Updated 18 Aug 2012

    Thank you Baron! (Nobody posts on this thread anymore, though everyone still uses this mod.)

    Finally got around to repping you for this mod that I've been enjoying for a long time.
    QUESTION:
    Not to seem ungrateful but you'd know better than most; What are the roadblocks to making the campaign maps even BIGGER? Scenario maps are built differently, but the example of the extra large maps made by Desaix and other Lordz leads me to ask why we can't hope to have such expansive ranges from our campaign.
    Surely there is a reason that the key reference files attribute.tga, deployment.tga, and terrain.tga, can't all be simply ENLARGED. But I'm curious to know why.

    ??
    Last edited by Live2sculpt; March 09, 2013 at 04:22 PM.

  19. #119
    complutum's Avatar Foederatus
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    Default Re: Modified deployment zones NTW: v0.4 Updated 18 Aug 2012

    where can i download this mod?

  20. #120
    Dracula's Avatar Praefectus
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    Default Re: Modified deployment zones: v0.15

    Can't someone reupload the mod somewhere ? Or send it to me, I'll do it.

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