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Thread: [RELEASED SUBMOD] Fire and Blood [UPDATE - 0.9 STABILITY TEST VERSION RELEASED 12/6/15 ]

  1. #1501

    Default Re: [RELEASED SUBMOD] Fire and Blood [UPDATE - 0.9 STABILITY TEST VERSION RELEASED 12/6/15 ]

    Quote Originally Posted by muse4ever View Post
    Like i said, I have modified this submod because is my favourite and I have done simply visual changes but i think if someone is interested can use this last version, if Badger-Dude is not agree with this link, I will remove inmediatly so if someone test it and likes i will be glad for that, this is the link:
    https://mega.nz/#!6MkAVZpS!erxfYM4xl...BXr6BcEaG5cWk8
    I like the modifications you have made to the file, but I dislike the fact that all the Castles and Cities have Spanish names. Is there anything to do about this?

  2. #1502
    Badger-dude's Avatar Primicerius
    Join Date
    Sep 2005
    Location
    United Kingdom
    Posts
    3,024

    Default Re: [RELEASED SUBMOD] Fire and Blood [UPDATE - 0.9 STABILITY TEST VERSION RELEASED 12/6/15 ]

    Looks like something wrong with Med2s settings as that is launching in Windowed mode.

    Nothing in my file would cause that.

  3. #1503

    Default Re: [RELEASED SUBMOD] Fire and Blood [UPDATE - 0.9 STABILITY TEST VERSION RELEASED 12/6/15 ]

    I play fire & blood 0.9 and its not full screen,do you guy have any idea why

  4. #1504
    Decanus
    Join Date
    Oct 2014
    Location
    Naples, Italy
    Posts
    532

    Default Re: [RELEASED SUBMOD] Fire and Blood [UPDATE - 0.9 STABILITY TEST VERSION RELEASED 12/6/15 ]

    I'm sorry if I ask a couple questions here, and bear with me if these have already been asked, please.

    Is this Mod a standalone? I mean, do I just have to download it and install it on a Medieval:Kingdoms installation to play?

    Also, can someone provide me with a working link of the latest versions? All the links I tried either were shut off, or provided me with corrupted archives which I could not unzip.

  5. #1505

    Default Re: [RELEASED SUBMOD] Fire and Blood [UPDATE - 0.9 STABILITY TEST VERSION RELEASED 12/6/15 ]

    Started as Targs, 2 turns in, Dany rebels lol makes sense

  6. #1506

    Default Re: [RELEASED SUBMOD] Fire and Blood [UPDATE - 0.9 STABILITY TEST VERSION RELEASED 12/6/15 ]

    Could you please upload a new link? One that doesn't ask you to get a premium account?

  7. #1507

    Default Re: [RELEASED SUBMOD] Fire and Blood [UPDATE - 0.9 STABILITY TEST VERSION RELEASED 12/6/15 ]

    Helloy, download link is dead. Mega - file deleted, Filedropper - empty archive. Help please.

  8. #1508

    Default Re: [RELEASED SUBMOD] Fire and Blood [UPDATE - 0.9 STABILITY TEST VERSION RELEASED 12/6/15 ]

    Use this link: http://www.mediafire.com/file/z03aja...od_Hotseat.rar

    It's a version of the mod we've used for hotseats, and all credit to Bager for creating the mod. It has an excellent campaign to play. To install all you have to do is download the mod and extract the file. The simply move the file over to your mods folder in Medieval II and launch the Batch File to play.

  9. #1509

    Default Re: [RELEASED SUBMOD] Fire and Blood [UPDATE - 0.9 STABILITY TEST VERSION RELEASED 12/6/15 ]

    Quote Originally Posted by Belthasar Bolton View Post
    Use this link: http://www.mediafire.com/file/z03aja...od_Hotseat.rar

    It's a version of the mod we've used for hotseats, and all credit to Bager for creating the mod. It has an excellent campaign to play. To install all you have to do is download the mod and extract the file. The simply move the file over to your mods folder in Medieval II and launch the Batch File to play.

    What mod or script do you use to make it so the characters barely age??

  10. #1510

    Default Re: [RELEASED SUBMOD] Fire and Blood [UPDATE - 0.9 STABILITY TEST VERSION RELEASED 12/6/15 ]

    That is something you can probably change easily in the descr_strat file. The current setting for the timescale is 0.1 and I'd wage that increasing that number would result in quicker aging.

  11. #1511

    Default Re: [RELEASED SUBMOD] Fire and Blood [UPDATE - 0.9 STABILITY TEST VERSION RELEASED 12/6/15 ]

    Quote Originally Posted by Belthasar Bolton View Post
    That is something you can probably change easily in the descr_strat file. The current setting for the timescale is 0.1 and I'd wage that increasing that number would result in quicker aging.

    I applied the 0.1 table to another mod and the years in game go by slow but the characters still age at a rapid pace, I could do 100 turn campaign in FAB and the character barely ages when I do it to another mod the character was 53 by turn 70 something

  12. #1512

    Default Re: [RELEASED SUBMOD] Fire and Blood [UPDATE - 0.9 STABILITY TEST VERSION RELEASED 12/6/15 ]

    Aging is controlled by the campaign script where turns per year (tpy) are handled by descr_strat with .1 for 10 tpy or .25 for 4 tpy etc. Realistically ypt are nothing more than showing the player what year it is. Most mods, can't speak for this one, use GreenEyedDevils script dealing with aging as aging is handled by seasons not tpy. I believe it's open source or maybe just allowed to be used with "Westeros" mods but if you want to add it I'd recommend reaching out if he's still active to get permission and if granted just copy it from another mod and paste it in this mod's script file. I believe his script is a 10 or 12 tpy layout so you'd have to figure out which one you copy and adjust your descr_strat tpy bias to match up properly.

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