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Thread: RR/RC for Broken Crescent - RELEASED

  1. #221

    Default Re: RR/RC for Broken Crescent - RELEASED

    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.

  2. #222
    Emperor of The Great Unknown's Avatar Sagittarius
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    Default Re: RR/RC for Broken Crescent - RELEASED

    Quote Originally Posted by k/t View Post
    "can the (non-visual) effects of flaming arrows be modded?"

    I don't think so. Making flaming arrows be permanently on would hurt morale, and it might be possible to change the display of the fire projectile, but I don't know if it would be possible to stop people from bursting into flames when hit by them.

    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.
    Give a man a fish you feed him for a day, teach a man to fish you feed him for a lifetime.
    cant read?

  3. #223

    Default Re: RR/RC for Broken Crescent - RELEASED

    Quote Originally Posted by albinkhan View Post
    is this mod compatible with..[Submod]Jizya, Kafirs & Dhimmis?
    Unfortunately not

  4. #224

    Default Re: RR/RC for Broken Crescent - RELEASED

    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.

  5. #225

    Default Re: RR/RC for Broken Crescent - RELEASED

    What does the log say?

  6. #226

    Default Re: RR/RC for Broken Crescent - RELEASED

    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.

  7. #227

    Default Re: RR/RC for Broken Crescent - RELEASED

    I used those files without problems, which is why I need you to tell me what the log says...

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