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

  1. #141
    Alexanderos's Avatar Senator
    Join Date
    Jan 2012
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    Cotnari
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    1,057

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

    No garrison link is not workingg
    Throw me to the wolves and I will return leading the pack !


  2. #142
    edulongshanks's Avatar Laetus
    Join Date
    Jul 2016
    Location
    Santiago, Chile.
    Posts
    23

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

    Hi there, I hope you are well guys!,

    I don't want to play with the garrison script on but I replaced the campaign_script with Dave's no garrison script and all the events were disabled .

    Can someone reupload the No Garrison Script for Jedi Knight's KGCM Submod (Timurids Added) please?

    Thanks.

    Best Regards.

  3. #143

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

    Если кому нужно)
    No Garrison Script для Jedi Knight's KGCMv4.3

    https://yadi.sk/d/yrdCkryO37hMNi

  4. #144
    edulongshanks's Avatar Laetus
    Join Date
    Jul 2016
    Location
    Santiago, Chile.
    Posts
    23

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

    Quote Originally Posted by Impa View Post
    Если кому нужно)
    No Garrison Script для Jedi Knight's KGCMv4.3

    https://yadi.sk/d/yrdCkryO37hMNi
    Thanks man!

  5. #145

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

    I am creating a patch for mod called Bare_Geomod and I was wondering if it would be possible if I can the creators permission to use units, models, and textures for my patch? I will credit this person work when I am done. Please contact me at your earliest convenience.

  6. #146
    crazyroman's Avatar Artifex
    Join Date
    Jul 2013
    Location
    Athens, Greece
    Posts
    467

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

    Jedi Knight has been inactive for some time. Just use what you want and give credits.

  7. #147

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

    ok! I will... thanks!

  8. #148

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

    Does someone know how to disable the thing when you can't use unit for some secs after charging with them ?

  9. #149

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

    Happy New Year.
    I'm new here and the link is invalid.
    Would you please give an active link,thank you

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