varangian guard is holding their axe with 2 hand and their shield on top of the axe, it look like they're fighting with a damn umbrella =)) You might wanna check that out.
BTW this effect is possible, you should have to use the exploding shot function (works identical to flaming arrows, but none of the visual effects attached.) It is just as simple as making an 'exploding' version of all arrow projectiles. You can also tweak fire delay and accuracy, perhaps splitting up arrow fire into aimed targeted shots and quick suppression shots.
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I followed all the installation instruction correctly, still getting a CTD when starting the game. Anyone an idea whats going wrong?
D:\SEGA\Medieval 2 Total War\mods\Broken_Crescent_kingdoms\data -> battle_config, descr_campaign_db, descr_engines, descr_mount, descr_projectile, descr_walls, export_descr_building, export_descr_unit
D:\SEGA\Medieval 2 Total War\mods\Broken_Crescent_kingdoms\data\text -> export_buildings, export_units
D:\SEGA\Medieval 2 Total War\mods\Broken_Crescent_kingdoms\data\unit_models -> battle_models_db
D:\SEGA\Medieval 2 Total War\mods\Broken_Crescent_kingdoms\data\unit_models\_units -> the meshes in the folders. The meshes from the "romans" folder go into the "romans" folder, the meshes from the "abbasid" folder go into the "abbasid" folder, and so on. The meshes from the "ghulams" folder have a different name than the originals, so you don't need to make any back-ups in their case. The included battle_models_db has been changed to account for the new name.
D:\SEGA\Medieval 2 Total War\mods\Broken_Crescent_kingdoms\data\world\maps\campaign\imperial_campaign -> campaign_script, descr_mercenaries, descr_strat
D:\SEGA\Medieval 2 Total War\mods\Broken_Crescent_kingdoms\data\world\maps\base -> descr_regions, map_heights, map_features, map_regions
IN THAT LAST FOLDER, DELETE map.rwm BEFORE STARTING YOUR FIRST CAMPAIGN. YOU ONLY HAVE TO DO THIS THE VERY FIRST TIME. THE GAME WILL TAKE A LITTLE LONGER TO START THAN USUAL BECAUSE IT IS GENERATING A NEW map.rwm WHICH INCLUDES ALL THE CHANGES FROM THE NEW FILES.
I was getting the CTD too, so second time I didn't install the update - just the original MOD. So far, no CTD. I've seen quite a few people reporting CTD here recently, so I think it's unlikely they are all installation errors. Who knows. Sometimes it's just a puzzle. Like many others I've never been able to get DLV Europa working (though I must have successfully installed 30+ mods over the years), but some people, downloading from the same sources, have. Strange.
I used those files without problems, which is why I need you to tell me what the log says...
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Spoiler for Dangerous stuff:
Unfortunately, no. Since k/t hasn't been online since november, it would appear someone else will have to update this for 2.4. I can give it a go, although I certainly would need some help since this is a really large project. I already imported his EDU changes to 2.4 but I would need to update the new units as well. I've never done this before, I think k/t inspected each unit in custom battles to see what kind of armour and equipment they used and assigned the stats according to the RC table. Although personally I'd keep the castles, I'm not a fan OST (one settlement type), but the rest of the changes are great and a big improvement on vanilla gameplay.