View Poll Results: What sounds better?

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  • Numenorean settlement/spy/agent/general/captain/etc.

    3 37.50%
  • Dúnedain settlement/spy/agent/general/captain/etc.

    2 25.00%
  • Reunited Kingdom settlement/spy/agent/general/captain/etc.

    5 62.50%
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Thread: [20/JAN/15]The Reunited Kingdom submod for MOS 1.62 v1.4 RELEASED!

  1. #21
    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default Re: The Reunited Kingdom submod for MOS 1.6. Released!

    Quote Originally Posted by invictus View Post
    The only issue I had was regardless of which faction I play, if i accept the RK script my faction leader gains the "King of RK" -Leo
    Are you talking about Ancillary? When both Kingdoms are reunited Aragorn gets new ancillary named The King of the Reunited Kingdom.

  2. #22

    Default Re: The Reunited Kingdom submod for MOS 1.6. Released!

    Hi,

    Thanks Jox25 but i just solve the problem.
    Now i have a new one.
    Pelegir city it's under siege and when a try to defence my self manualy, the game goes to the battle screen start the loading bar until to 25% more and less but give me a error and the game reboot.
    Any one have found this bug.
    All ready
    reinstalled the mod TATW3.0/3.2, MOS 1.6 and copy past the data folder of Reunited Kingdom and give me the same error.
    Can someone help me please.

  3. #23

    Default Re: The Reunited Kingdom submod for MOS 1.6. Released!

    Quote Originally Posted by invictus View Post
    The only issue I had was regardless of which faction I play, if i accept the RK script my faction leader gains the "King of RK" -Leo
    Even if you don't accept the script. I refuse it now with Harad and the Chief have "King of the Reunited Kingdom"

  4. #24
    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default Re: The Reunited Kingdom submod for MOS 1.6. Released!

    Quote Originally Posted by _Duga_ View Post
    Hi,

    Thanks Jox25 but i just solve the problem.
    Now i have a new one.
    Pelegir city it's under siege and when a try to defence my self manualy, the game goes to the battle screen start the loading bar until to 25% more and less but give me a error and the game reboot.
    Any one have found this bug.
    All ready
    reinstalled the mod TATW3.0/3.2, MOS 1.6 and copy past the data folder of Reunited Kingdom and give me the same error.
    Can someone help me please.
    Can you, please, send me your save game i will check if i get the same issue.
    Quote Originally Posted by Netheriel View Post
    Even if you don't accept the script. I refuse it now with Harad and the Chief have "King of the Reunited Kingdom"
    Have what? Ancillary? Epithet?

  5. #25

    Default Re: The Reunited Kingdom submod for MOS 1.6. Released!

    Another bug, I think:

    On the second round of Harad, I always receive the message that the Steward of Gondor is dead.

  6. #26

    Default Re: The Reunited Kingdom submod for MOS 1.6. Released!

    Quote Originally Posted by Jox25 View Post
    Have what? Ancillary? Epithet?
    THe Ancillary

  7. #27

    Default Re: The Reunited Kingdom submod for MOS 1.6. Released!


  8. #28

    Default Re: The Reunited Kingdom submod for MOS 1.6. Released!

    All i ready send the file.
    Tanks for the support.

  9. #29
    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default Re: The Reunited Kingdom submod for MOS 1.6. Released!

    Quote Originally Posted by Netheriel View Post
    Another bug, I think:

    On the second round of Harad, I always receive the message that the Steward of Gondor is dead.
    Hm i've got the same messege. I will take a look if it's mine or MOS bug. Anyway i will try to fix it!

  10. #30
    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default Re: The Reunited Kingdom submod for MOS 1.6. Released!

    Quote Originally Posted by _Duga_ View Post
    All i ready send the file.
    Tanks for the support.
    Hm.. I've got this error too. It can be fixed if you just come to next turn(siege will be closed and Mordor's army will leave Pelargir). I still looking for a reason why do you crash.

  11. #31

    Default Re: The Reunited Kingdom submod for MOS 1.6. Released!

    So I play as Gondor, reunite the Kingdoms, recruit some Arnor units in W. and E. Osgiliath, but when I upgrade my Arnor Men-at-arms and Heavy archers to full plate, the unit skins go wrong and they look like they are glowing, kinda like the army of the dead, so what do you think the problem is ? Thanks anyway

  12. #32
    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default Re: The Reunited Kingdom submod for MOS 1.6. Released!

    Quote Originally Posted by Elendil990 View Post
    So I play as Gondor, reunite the Kingdoms, recruit some Arnor units in W. and E. Osgiliath, but when I upgrade my Arnor Men-at-arms and Heavy archers to full plate, the unit skins go wrong and they look like they are glowing, kinda like the army of the dead, so what do you think the problem is ? Thanks anyway
    It looks like my mistake. It looks i messed smth in BMDB file. Tomorrow i will try to release 1.1 version and there it will be fixed. Thanks for reporting!

  13. #33

    Default Re: The Reunited Kingdom submod for MOS 1.6. Released!

    Quote Originally Posted by Jox25 View Post
    It looks like my mistake. It looks i messed smth in BMDB file. Tomorrow i will try to release 1.1 version and there it will be fixed. Thanks for reporting!
    No problem, thank you for a great submod !

  14. #34
    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default Re: The Reunited Kingdom submod for MOS 1.6. Released!

    You are welcome!

  15. #35
    Fozzie's Avatar Tiro
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    Default Re: The Reunited Kingdom submod for MOS 1.6. Released!

    Excellent work Jox! This is something I've always wanted to have featured alongside the MOS scripts. I look forward to seeing it with the always expected initial bugs ironed out. In the meantime, on to Angmar I go...

    "Wocka wocka wocka." ~Fozzie Bear

  16. #36

    Default Re: The Reunited Kingdom submod for MOS 1.6. Released!

    Ok. Thanks. I think will be a city bug. Because doesn't matter the turn, give me the same error always, for now only on this city.

  17. #37
    wt183's Avatar Laetus
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    Default Re: The Reunited Kingdom submod for MOS 1.6. Released!

    Hello nice sub mod. I have a question, when i play another faction(i played Lorien) other than Gondor or Free Peoples and i want the reunited kingdom to begin with, i select to begin with the kingdom but it doesnt do it but gives alliances in between rohan, gondor and Free Peoples... does this script not allow CPUs to begin with the reunited kingdom?

    thank you

  18. #38
    wt183's Avatar Laetus
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    Default Re: The Reunited Kingdom submod for MOS 1.6. Released!

    oops sorry for the double post but figured at turn to they change

  19. #39
    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default Re: The Reunited Kingdom submod for MOS 1.6. Released!

    Quote Originally Posted by wt183 View Post
    Hello nice sub mod. I have a question, when i play another faction(i played Lorien) other than Gondor or Free Peoples and i want the reunited kingdom to begin with, i select to begin with the kingdom but it doesnt do it but gives alliances in between rohan, gondor and Free Peoples... does this script not allow CPUs to begin with the reunited kingdom?

    thank you
    It works. From the start of campaign press ~(console) and write this: toggle_fow. Go to 2nd turn and you can see that Eriador and Gondor has the same color(white in your case).
    Script gives AI(CPU) reunite both kingdoms as from start and after 100th turn.

  20. #40
    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default Re: The Reunited Kingdom submod for MOS 1.6. Released!

    Sorry hotfix postponed for late tomorrow. Maybe a bit later. Now my college opened and i've to go there so a half of my time is lost.

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