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Thread: Knights of St. John mod - Finally released!

  1. #101
    EmperorBatman999's Avatar I say, what, what?
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    Default Re: Knights of St. John mod - Finally released!

    There is a DM version you can use with this, I have no idea where it is, though.

  2. #102
    rjane04's Avatar Ashigaru
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    Default Re: Knights of St. John mod - Finally released!

    can you ♔EmperorBatman999♔ recreate this one and just upload a file that only reskins the units? i dont want additional units in my game just pure retexture. can you do that sir? thanks in advance

  3. #103
    Ikko-Ikki
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    Default Re: Knights of St. John mod - Finally released!

    First I want to say thanks for all the great work you guys put into this mod, all the new models and retextures work except for some reason the new textures for the Order's Light Infantry don't show up. I'm using the latest version of Darthmod Ultimate Commander so maybe thats the reason,
    I made sure to place the script for KoST mod above DMUC's reskin and unit scripts so they wouldn't overwrite any of the Knights new textures.
    Also is there supposed to be a naval flag for the Knights in your mod?

    Here's what I mean.

    Uploaded with ImageShack.us

  4. #104
    arten800's Avatar Ashigaru
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    Default Re: Knights of St. John mod - Finally released!

    +rep me if this is a must download

  5. #105
    Ikko-Ikki
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    Default Re: Knights of St. John mod - Finally released!

    is this mod for the ETW campaign, and if so why does it only show up in play battles?

  6. #106
    EmperorBatman999's Avatar I say, what, what?
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    Default Re: Knights of St. John mod - Finally released!

    Quote Originally Posted by andybob View Post
    is this mod for the ETW campaign, and if so why does it only show up in play battles?
    You need a Startpos mod for them to be playable on the campaign. ETF is good.

  7. #107
    Ikko-Ikki
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    Default Re: Knights of St. John mod - Finally released!

    I love this, since I'm British Maltese . The hybrid port is excellent, since I don't need to invade Greece or Genoa to gain a decent trading port, or build a trading port and pump out Indiamen which will almost for certain get sunk and leave me with a navy of two sixth rates, a brig and lots of galleys. And I can do something which the Knights never did which is defeat the Ottomans in Istanbul . I will almost be certainly downloading this.

  8. #108
    Generaal van Holland's Avatar Shashu
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    Default Re: Knights of St. John mod - Finally released!

    Great mod! I tried to play the knights of saint john this morning but I quit because the units were not spectaculair and the economy(if you can even call it so) is very poor. But I love your solutions to those problems that make the knights kinda boring to play. So thanks man! I really appreciate it! +rep!
    “Words are dwarfs, deeds are giants.”
    - Dutch proverb

  9. #109
    IGdood's Avatar Banzai jūden-ki
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    Default Re: Knights of St. John mod - Finally released!

    I'm bumping this thread for great justice. The world needs to know.
    Rep me, rep you. GIMME REP
    Mods that I've made for Shogun 2:
    Bayonets for FoTS: http://www.twcenter.net/forums/showthread.php?t=538081
    IGdood's unit Packs: www.twcenter.net/forums/showthread.php?p=11277523
    Kisho Ninja Unit Leader Tweak http://www.twcenter.net/forums/showthread.php?t=522431

  10. #110
    Floren d'Asteneuz's Avatar Shashu
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    Default Re: Knights of St. John mod - Finally released!

    Found this mod some weeks ago, now I am in it in 100percent. I must say it is a great work and I now play once more ETW even if I was pretty bored before.

    But I have a problem someone has said here before : Harbor.

    I understand it is not possible to change the size of the city, nor it is possible to add admiralty. But I seccond the one who said "Grand Harbor" shoud be earlier in the chain of production, making it possible to be built without university knowledge nor admirality, if not aleready constructed.

    Why ? Because I think the Grand Harbor is one of the essence of Malta, and making it buildable only if you invade an enemy capital is quite strange, knowing that historicaly, Malta did not have to invade any land to build his Grand Harbor.

    The game is not perfect, has strange limitations but I think if you want to focus the campaign on Malta, this is necessary.

    I don't find the game difficult. In fact, invading barbarian states and going to the new-world invading pirates lands is quite easy. Then, buy Curaçao, buy other islands and start an economic work and you will have a lot of money, quite rapidly.

    The Grand Harbour is still not buildable though. You will have to invade big country. Easy enough too, but...

    Where is the soul of Malta ? It makes it just like any other campaign : Develop, invade, prosper, develop and invade.

    With Grand Harbor, you have a little more, which make the difference IMHO.

    Or else, you have to invade a capital, then develop, then lose the capital and play Malta again. That's Meta-Game and I must say I don't like it that way.

    Just my opinion though.

    Supporter of the Europa Barbarorum II team !

  11. #111
    Murakawa
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    Default Re: Knights of St. John mod - Finally released!

    Right. I'd like to start by saying thank you to the developer of this mod; it sounds great, and I'm sure a lot of time and effort has gone into making it enjoyable for all the people using it.
    Now the less nice stuff. I'm afraid I just can't get this mod to work. At all. I've spent two hours trying to do so. To make it clear, I'm going to go through what I've been doing step by step, and if anyone could offer any advice then I'd really appreciate it, as every time I try to start a campaign with the Knights, the game crashes ("Empire Total War has stopped working", etc.)

    1. Clean install of Empire: Total War.
    2. Install Empire: Total Factions into the appropriate directory (Crogram Files/Steam/SteamApps/Common/EmpireTotalWar)
    3. Dowload Knights of St. John Mod
    4. Unzip Knights of St. John Mod
    5. Place the two PACK files from the above unzipping into the 'common/EmpireTotalWar/data' directory
    6. Enter 'mod "knights_of_st_john_mod.pack";' (or similar, I've forgotten) into the CreativeAssembly/Empire/Scrips folder
    7. Run Empire: Total Factions through the Empire: Total Factions shortcut, select Early Campaign. Then, attempt to start a campaign as Knights of St. John. Game crashes.
    8. Download Mod Manager.
    9. Unzip Mod Manager and run the program.
    10. Check 'knights of Malta mod' and hit 'Launch'
    11. Attempt to start a campaign as Knights of St. John. Game crashes.

    How, exactly, has anyone using Empire: Total Factions got the Knights of St. John Mod to work? Again, I don't want to disparage the modders good work but there were no install instructions and I have no idea about how to use this. Running it both through ETF and the Mod Manager fails. Anyone who runs this mod through Empire: Total Factions, please do give me some step by step instructions on how you managed to get it working, if you have time.

    Thanks a million folks.

  12. #112
    mayk-2's Avatar Ikko-Ikki
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    Default Re: Knights of St. John mod - Finally released!

    How to install ?

  13. #113
    Shisai
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    Default Re: Knights of St. John mod - Finally released!

    okay so i copied everything to the data folder, the only thing I get now is the new faction description for the knights, am i doing something wrong?

  14. #114
    Shisai
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    Default Re: Knights of St. John mod - Finally released!

    the units and buildings are still the same

  15. #115
    Fedual's Avatar Supai
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    Default Re: Knights of St. John mod - Finally released!

    How come you have made the textures of the Order Grenadier Guards so much better looking than the rest? in comparison especially the faces looks hi res while as of the rest of this mods faces look very blurry


    Regards, Fedual

    SENATUS POPULUSQUE ROMANUS

  16. #116
    EmperorBatman999's Avatar I say, what, what?
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    Default Re: Knights of St. John mod - Finally released!

    They were made by different people at different times.

  17. #117
    IGdood's Avatar Banzai jūden-ki
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    Default Re: Knights of St. John mod - Finally released!

    This mod is still so effing awesome. Playing as the knights is truly a challenge....
    Rep me, rep you. GIMME REP
    Mods that I've made for Shogun 2:
    Bayonets for FoTS: http://www.twcenter.net/forums/showthread.php?t=538081
    IGdood's unit Packs: www.twcenter.net/forums/showthread.php?p=11277523
    Kisho Ninja Unit Leader Tweak http://www.twcenter.net/forums/showthread.php?t=522431

  18. #118
    Agamemnon's Avatar Roiyarugādo
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    Default Re: Knights of St. John mod - Finally released!

    Hey EB, I'm finally going to get around to trying this, and I wondered if it was AUM-compatible. So, is it?
    http://www.youtube.com/watch?v=7y2KsU_dhwI

    I was at a friend's house and got permission to spend the night there, when I felt that I'd made the wrong choice and prayed about it being the right one to stay at the friend's house. I still felt it wasn't, so I called for a ride home. I got home seven minutes after my mother died. Don't ing tell me that there is no God.

  19. #119
    IGdood's Avatar Banzai jūden-ki
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    Default Re: Knights of St. John mod - Finally released!

    Yes it is.
    Rep me, rep you. GIMME REP
    Mods that I've made for Shogun 2:
    Bayonets for FoTS: http://www.twcenter.net/forums/showthread.php?t=538081
    IGdood's unit Packs: www.twcenter.net/forums/showthread.php?p=11277523
    Kisho Ninja Unit Leader Tweak http://www.twcenter.net/forums/showthread.php?t=522431

  20. #120
    Agamemnon's Avatar Roiyarugādo
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    Default Re: Knights of St. John mod - Finally released!

    I discovered that, but thank you.
    http://www.youtube.com/watch?v=7y2KsU_dhwI

    I was at a friend's house and got permission to spend the night there, when I felt that I'd made the wrong choice and prayed about it being the right one to stay at the friend's house. I still felt it wasn't, so I called for a ride home. I got home seven minutes after my mother died. Don't ing tell me that there is no God.

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