Well since your going to make a patch to fix the RR, please also somehow make the turn times faster, (maybe by simplifying the script?)![]()
there is already a mini-mod that makes turns faster, just look over the compendium or FAQ I think.
Cassius: "Our men at arms have secured the city. We've received representatives from all the best elements. The senate is with us, the knights are with us."
Brutus:"The pontifs, the urban cohorts, the lictors guild..."
Antony: "Oh, the lictors guild, very good. Only rally the bakers and the flute players and you can put on a festival."
Maybe I should try RR (although I don't like enjoy it) before the patch for Disable RR bugged is released.
I'm gonna be going through myself and trying to fix this. I don't know if anyone else is doing it.
Last edited by King Siegfried; September 28, 2010 at 09:57 PM.
If I understand you correctly then there is No Waiting for 6.3 v1.2 already out.
Sorry if it's a very newb question, but am I missing something?
I hear people talking about enabling/disabling RR, but I don't see any option to do either in the pre-game setup manager?
Also as an aside, I'm new to the mod, so could anyone point me to a description/breakdown of what exactly RR/RA in 6.3 does and how it functions? Perhaps a tech-tree graphic if such a thing exists?? I've tried looking around but havn't found a definitive answer. Thank you!
Last edited by Silven; September 30, 2010 at 01:15 AM.
I'm playing SS6.3+MSSC3.1 Teutonic campaign and now I'm on turn 28 (year 1247). I never before played with RR on, but now it's mandatory, so my question is when (turn or year) I will be able to recruit heavy infantry (burger pikemen and foot knights) and cannons?![]()
"If liberty means anything at all, it means the right to tell people what they do not want to hear." George Orwell
ok so in 6.3 im wondering why in future the highest teir unit i can recruit is armoured segrants
btw i moved on from 5.0 if it makes a differnce
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