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Thread: Jedi Knight's KGCM Submod (Timurids Added)

  1. #101

    Default Re: Jedi Knight's KGCM Submod (Timurids Added)

    any type of unit - i just think us scots deserve some new units for the high era


    some scottish units


  2. #102

    Default Re: Jedi Knight's KGCM Submod (Timurids Added)

    Where is the download link for the export_units.rar?

  3. #103
    Jedi Knight's Avatar Civis
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    Default Re: Jedi Knight's KGCM Submod (Timurids Added)

    Quote Originally Posted by Scots blade View Post
    any type of unit - i just think us scots deserve some new units for the high era


    some scottish units

    Scots have men at arms. They are late armored cavs and Scots have awesome pikemen so adding another heavy cav will break the balance.
    Quote Originally Posted by Pokelover22 View Post
    Where is the download link for the export_units.rar?
    My bad there is no export_units just install the main file.

  4. #104

    Default Re: Jedi Knight's KGCM Submod (Timurids Added)

    What about some infantry

  5. #105
    Jedi Knight's Avatar Civis
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    Default Re: Jedi Knight's KGCM Submod (Timurids Added)

    Quote Originally Posted by Scots blade View Post
    What about some infantry
    I assume you know how to edit EDB? Just add dismounted men at arms to Scots in edb and you have a heavy inf.

  6. #106

    Default Re: Jedi Knight's KGCM Submod (Timurids Added)

    Not really

  7. #107

    Default Re: Jedi Knight's KGCM Submod (Timurids Added)

    No

  8. #108
    GearsFreak86's Avatar Foederatus
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    Default Re: Jedi Knight's KGCM Submod (Timurids Added)

    I just downloaded this mod but when I start it up it shows the title screen for the mod then CTD. Any ideas what is wrong?

  9. #109

    Default Re: Jedi Knight's KGCM Submod (Timurids Added)

    Please man, could u upload this so i can download ? Both links does not work for me, and i think this is precious addition for KGCM, and must have it

  10. #110
    Decanus
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    Default Re: Jedi Knight's KGCM Submod (Timurids Added)

    I still have the file so if you want one please pm me

  11. #111

    Default Re: Jedi Knight's KGCM Submod (Timurids Added)

    Quote Originally Posted by Gato The Great View Post
    I still have the file so if you want one please pm me
    Cheers mate, but Jedi sorted this out already. Greatfull anyway for initiative, kind regards

  12. #112

    Default Re: Jedi Knight's KGCM Submod (Timurids Added)

    Hi. I have played KGCM without this sibmod and hade no crashes. With this submod Reinforced battles (for example my 2 full stacks and enemies) crash. Why is that? Any solutions?

  13. #113

    Default Re: Jedi Knight's KGCM Submod (Timurids Added)

    Ok. False alarm, i found a reason of crashes. It has something to do with Scotish models.

  14. #114
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    Default Re: Jedi Knight's KGCM Submod (Timurids Added)

    Quote Originally Posted by Blaksmiff View Post
    Ok. False alarm, i found a reason of crashes. It has something to do with Scotish models.
    Can you tell me which units caused a crash. I'll release a fix soon i want to solve all the problems.

  15. #115

    Default Re: Jedi Knight's KGCM Submod (Timurids Added)

    Hi. I have checked whole roster and now iam not suprised why crash took place in every battle with Scots. The problem is Generals bodyguards unit, could be commander's model. I think u have done great job anyways, and i appriciate that. Will u add some new units? KGCM is most steady mod ever and with your models looks really good. Extra i have done some enchantment using ideas from COW submod section and installed full Crimson Tide 4.2. Try it, looks stunning. Good luck.
    I found other issues, playing camp. with Venetia:
    1. Spear militia, golden arm. upgrade-silver surfers
    2.Mailed knights brown arm. upgrade is no difference then without.
    3. Polish mounted and dismounted knights- Crash
    Last edited by Blaksmiff; February 27, 2013 at 02:55 AM.

  16. #116

    Default Re: Jedi Knight's KGCM Submod (Timurids Added)

    Hey! Thanks for this submod! Please reupload no-
    garrison script. Thanks again

  17. #117
    Jedi Knight's Avatar Civis
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    Default Re: Jedi Knight's KGCM Submod (Timurids Added)

    Quote Originally Posted by Asder1993 View Post
    Hey! Thanks for this submod! Please reupload no-
    garrison script. Thanks again
    You are welcome. I uploaded the script check the first post.

  18. #118

    Default Re: Jedi Knight's KGCM Submod (Timurids Added)

    Hi Jedi. How is your fix going?

  19. #119

    Default Re: Jedi Knight's KGCM Submod (Timurids Added)

    I've downloaded all the files, but they won't unpack. It says they're corrupted.

  20. #120

    Default Re: Jedi Knight's KGCM Submod (Timurids Added)

    Speedyshare link is down, can you repost (Gamefront is banned on Brazil and a few hundred other countries)

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