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Thread: Medieval Kingdoms Total War: February Build Release

  1. #61

    Default Re: Medieval Kingdoms Total War: February Build Release

    Quote Originally Posted by Danishmend View Post
    It seems all factions have Germanic/North European horse breeds (with feathered hooves) from vanilla. Is it intended or will be fixed in next releases?
    I've checked Mongolian and Ayyubid armoured mounts, and I see its no longer the case. However, There's a lot of cases the devs just copy paste the unarmoured mounts - unarmoured light mounts are the usual suspects. Would you take hooves screenshots of the problematic unit mounts? Or at least list it?

    At any point, yes. I can do changes in this weekend.
    Last edited by You_Guess_Who; March 08, 2017 at 06:11 PM.

  2. #62

    Default Re: Medieval Kingdoms Total War: February Build Release

    Quote Originally Posted by You_Guess_Who View Post
    I've checked Mongolian and Ayyubid armoured mounts, and I see its no longer the case. However, There's a lot of cases the devs just copy paste the unarmoured mounts - unarmoured light mounts are the usual suspects. Would you take hooves screenshots of the problematic unit mounts? Or at least list it?
    Yeah that seems to be the case, unarmoured light mounts.

    Here is the list of problematic unit mounts of some eastern factions:

    Ilkhanate
    Spoiler Alert, click show to read: 

    Chagatai Cavalry
    Turkic Horsemen
    Mongol Heavy Lancers (high)
    Turcoman Cavalry
    Light Horse Archers
    Heavy Horse Archers (early)
    Heavy Horse Archers (high)
    Heavy Horse Archers (late)
    Lancers (early)
    General's Bodyguard (high)
    Ttalaya
    Persian Cavalry
    Persian Cavalry (late)



    Sultanate of Rum
    Spoiler Alert, click show to read: 

    Turkoman Raiders
    Turkoman Horse Archers
    Askari Cavalry
    Turkish Cavalry
    Junior Ghulam



    Cuman Khanate
    Spoiler Alert, click show to read: 

    Heavy Lancers
    Bekh Lancers
    Khagan's Lancers
    Militia Lancers
    Terteroban Kozaks
    Bekh Horse Archers
    Heavy Horse Archers
    Light Horse Archers
    Mace Cavalry
    Kozaks



    Ayyubid Sultanate
    Spoiler Alert, click show to read: 

    Jaridah Cavalry
    Ajnad Cavalry
    Shujan mounted crossbowmen
    Kumah Lancers
    Askari Cavalry
    Junior Ghulam


    Golden Horde
    Spoiler Alert, click show to read: 

    General's Bodyguard (high)
    Ttalaya
    Heavy Horse Archers (early)
    Heavy Horse Archers (late)
    Tartar horse archers
    Turkic Horsemen
    Light Horse Archers
    Mongol Heavy Lancers (high)
    Crimean Slave Raiders
    Russian Princely Cavalry
    Lancers (early)


    Cilican Armenia
    Spoiler Alert, click show to read: 

    Mounted Sergeants



    Kingdom of Georgia
    Spoiler Alert, click show to read: 

    Heavy Lancers
    Heavy Horse Archers
    Georgian Horse Archers
    Aznauri Lancers
    Light Horse Archers
    Aznauri Horse Archers
    Tadzreuli
    Monaspa Lancers




    By the way, some Kozaks have cyan beards (Cuman Khanate).
    Spoiler Alert, click show to read: 

    Last edited by Danishmend; March 09, 2017 at 02:11 PM.

  3. #63

    Default Re: Medieval Kingdoms Total War: February Build Release

    Quote Originally Posted by Danishmend View Post
    By the way, some Kozaks have cyan beards (Cuman Khanate).
    Spoiler Alert, click show to read: 

    I accidentally gave them beards with color masks so you can see how that went, and at the same time I gave them robes with only one color mask which is why it looks as if they are wearing a bunch of uniforms. Most of the problems regarding the color masks for almost all Cuman units are fixed I just need to get someone to add them to the next patch.

  4. #64
    Libertus
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    Default Re: Medieval Kingdoms Total War: February Build Release

    Iqta knights have invisible melee weapons.

  5. #65

    Default Re: Medieval Kingdoms Total War: February Build Release

    Sorry, so is the campaign map of this mod available now?

  6. #66

    Default Re: Medieval Kingdoms Total War: February Build Release

    the installer is a good idea but should i be concerned when it says "not responding"?

  7. #67
    Ltd.'s Avatar Senator
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    Default Re: Medieval Kingdoms Total War: February Build Release

    Quote Originally Posted by nopinks123 View Post
    the installer is a good idea but should i be concerned when it says "not responding"?
    No need to worry about that. The installer will freeze for a few moments during the installation.

  8. #68
    Commissar Caligula_'s Avatar The Ecstasy of Potatoes
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    Default Re: Medieval Kingdoms Total War: February Build Release

    Quote Originally Posted by tuanluu214 View Post
    Sorry, so is the campaign map of this mod available now?
    They hope the next update will have the campaign in it, but no promises probably.



  9. #69

    Default Re: Medieval Kingdoms Total War: February Build Release

    NEW UPDATE 13/3/17

    Changelog
    - Add new unitcards for Mongolian factions
    - Fixed Vlach Bows
    - Edit Halberd and Spear reach
    - Fixed Sicilian Picchieri have no melee weapons
    - Fixed Burgundian Gendarmes have grey tartsche shields
    - Change all Steppe, Middle Eastern Horses to non-european breeds
    - Fix Cyan-colored Kozak beards
    - Fixed Iqta Knights have no melee weapon
    - Rename Iqta Knights to Persian Fursan
    - Fixed Cuman Heavy Macemen impostermodel
    - Changed Ayyubid standardbearers
    - Cap T3 Hospitaller Grandmaster
    - Fix Genoese High Units missing Helmets
    - Add sword to French T3 Pikemen
    - Fix Cuman Tribesmen wrong bow slot and cantabrian
    - Fix missing Javelin of Pecheneg Javelinmen
    - Fix missing surcoat of Pierre d' Aubusson (T3 Hospitaller Grandmaster)
    - Change Latin Foot Sergeants to Spear Unit
    - Fix High Polish King use Late personality
    - Put cap on Don Quixote
    - Add placeholder unitcards for naval units.
    - Set uniform color for Genoa
    - Fix improper unit categories of Genoa
    - Delete naval units from Sicily
    - Fix Sicilian units abilities
    - Add imposters to Lansemaend
    - Set Stormaend as heavy
    - Fix Swiss Late Officer animations
    - Add imposters to Swiss units

  10. #70

    Default Re: Medieval Kingdoms Total War: February Build Release

    I noticed the some danish units ( u.a. Konungr (High) and Huskarle) not having any arm textures.

    Gesendet von meinem SM-G925F mit Tapatalk

  11. #71
    RollingWave's Avatar Praepositus
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    Default Re: Medieval Kingdoms Total War: February Build Release

    Hello, I can't seem to get this to work.

    So I follow the instruction, and I should have in my mod manager only the base mod and mkmodels 1 2 and 3 clicked on correct? so a total of 4 items.

    After which, I load and get in, I see the main page is changed, but I click the grand campaign and it's still the old stuff, is that normal? from what I'm seeing this seem to have a mostly working campaign already no?

    Or is there specific DLCs I also need.
    1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....

  12. #72

    Default Re: Medieval Kingdoms Total War: February Build Release

    Quote Originally Posted by RollingWave View Post
    Hello, I can't seem to get this to work.

    So I follow the instruction, and I should have in my mod manager only the base mod and mkmodels 1 2 and 3 clicked on correct? so a total of 4 items.

    After which, I load and get in, I see the main page is changed, but I click the grand campaign and it's still the old stuff, is that normal? from what I'm seeing this seem to have a mostly working campaign already no?

    Or is there specific DLCs I also need.
    There is no Campaign yet. But there are submods that adapts our units into Age of Charlemagne DLC Campaign, such as 1078 or 1298.

    From you especially, We would like to hear your comments about the Mongolian factions, I'm sure there should be a lot of constructive criticism to improve them.

  13. #73
    RollingWave's Avatar Praepositus
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    Default Re: Medieval Kingdoms Total War: February Build Release

    Quote Originally Posted by You_Guess_Who View Post
    There is no Campaign yet. But there are submods that adapts our units into Age of Charlemagne DLC Campaign, such as 1078 or 1298.

    From you especially, We would like to hear your comments about the Mongolian factions, I'm sure there should be a lot of constructive criticism to improve them.
    Ok, it's been awhile though.

    Looking into the custom battles and seeing your intro threads a bit to the golden horde.....

    For the most part, the Core mongol army is horse, they really didn't have true infantry per say (this is basically true for all nomad armies.), I suppose you could have them do some of the levy from China but they were rare this far west and mostly used as siege engineers when faced with especially tough nut to crack (usually the giant cities of the islamic world.) and not as combat infantries.

    While I do enjoy the fire lancers quiet a bit (which was a real unit that was actually quite common in the late Song armies.) , the reality was that it was quite unlikely they actually took them west. and that was more of a unit they faced rather than used. (also, those units would definately have heavy helmets and weren't skirmishers at all, the records of Chinese armor of the Song were really heavy (like 30 kg give or take heavy), and even their crossbowmens were armed like that, their military doctrine simply didn't involve skirmish as there's no way they'd out skirmish their foes anyway. And also, when the Golden Horde ran wild they didn't actually take the Song yet for the most part. Kiev fell in 1240 but the Song really only unraveled in the 1270s. (of course, they did take out the Jin and Xia before this, but they were not quite as heavily into the use of gunpowder stuff, and was much more cataphract oriented.

    (Also, the fire lance was definitely a one and done weapon at that point. so they should basically function like ole legionnaire sort of heavy infantry that also had a range attack to boot, the trick being they're pikes and the shots are pretty nasty.)

    The Rocket arrow carts are a biiiit of a stretch, they did exist but the best record we have of them being used came in the 16th century (and late 16th at that.) there were uses of rocket arrow at this point though, but it's kind of suspect if it's the cart version monsters that is around. I guess it's a plausible unit though, but definately the stats are way too good right now, especially the accuracy (but then they would actually exist in pretty large numbers when your intention is to use them. )

    I would suggest the Mongol units generally be just cavalry, but their unit size is at least one size larger than most settle faction's cavalry ( except the general unit I guess.) that way even if they need to fight a siege battle they could just dismount their better units and be a decent sub for medium / heavy infantries. and of course, they can use levy / aor units for the rest.

    This of course, does require you to have a more AOR recruitment sort of approach, most of the other units you have on their list are in reality just levies from defeated factions, and wouldn't make sense if they didn't actually conquer those places first.

    Jin / Xia had some infantry but they weren't really the dominant factor, though for specialist unit one can definatly be Naptha bombers since that is one unit the Jin did clearly use against he Mongols (mostly as siege defense but still.)

    Song was very well known for heavy crossbow units,they would be basically heavy infantry level armors and a very heavy long range crossbow, and also didn't skirmish but their doctrine was if the enemy close, grab their side arm and fight.

    Probably the Song units (Fire Lance, Heavy Crossbows, Fire Arrow carts ) should come more like 1270s and beyond. but the historical reality was that the Mongols had already fractured before this point and the number of people going either direction were limited more to small group of specialist and not entire units.

    As for how to depict the Mongols effectively in future campaigns, probably that they have major bonus when in hoard mode that they would lose if they settle (a great feature for Attlia.), but would need to settle anyway to win eventually.
    Last edited by RollingWave; March 14, 2017 at 09:35 AM.
    1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....

  14. #74

    Default Re: Medieval Kingdoms Total War: February Build Release

    The Fire Lancers for some reason are having trouble working correctly according to YGW. We're trying to accomplish making firelances fire one shot like a precursor weapon, and then engage in melee with the lance itself. The unit in Medieval Kingdoms are Mongols using Firelances, not the Song Dynasty Chinese. There is an illumination displaying Mongolians wielding firelances against the Chinese Song Dynasty who are also wielding firelances. The sources available are vague about Fire Lance and Rocket Cart existence during the 13th century, but we decided to look on the more optimistic side of history to include them due to the existence of the rocket arrow. The only Chinese unit distinctly Chinese, are going to be the drafted Chinese siege engineers as described in sources. The infantry exist to represent the Mongolian units that besiege fortifications, hence the name, "Siege Infantry". Other amounts of Infantry will be drafted into Mongolian armies from Eastern Europe and the Middle East to serve as an infantry core. Of course we do have an emphasis on mounted units for the Mongols, but we want to represent the climatic might and flexibility of the Mongol Empire that was successful through other methods of warfare than just nomadic horse archers.

  15. #75

    Default Re: Medieval Kingdoms Total War: February Build Release

    March 13, 2017










  16. #76

    Default Re: Medieval Kingdoms Total War: February Build Release

    hey guys can you update your mod for rome 2 ? add some units from here ? :? pls consider this
    i love this mod.. but i cant njoy playing this mod on atila total war (unoptimised piece of ****) 20-30 fps(~Max Settings~)
    Btw i didn't encounter any bug in this mod yet.. sorry for my bad eng

  17. #77
    Kjertesvein's Avatar Remember to smile
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    Default Re: Medieval Kingdoms Total War: February Build Release

    Some general bug hunting continues.

    Spoiler Alert, click show to read: 

    Tier check - See if units are designated to their respective tiers based on name, equipment and so forth. Eastern arms is outside my area of expertise. Ergo, I'll refrain from commenting on those elements.
    Imposters check - Zoom out and see if some of the units becomes invisible.
    Limp halberd hands - Pole arm units who, in their neutral position, hold their hands as if they're holding an invisible shield.
    Secondary weapons check - Check to see if their non-primary weapon is used correctly in melee.
    Spoiler Alert, click show to read: 

    Misc.


    Voice


    Tier check


    Imposters check


    Limp halberd hands


    Secondary weapons check






    Despotate of Epirus

    Spoiler Alert, click show to read: 

    Misc.
    Spoiler Alert, click show to read: 

    Mercenary Germany Knights, which is tier 1, uses what is known as a Pembridge Great Helmet, dated to ~1370s. This style of helmet is characterized by the center of the helmet protruding forward.


    Tier check
    Spoiler Alert, click show to read: 
    Emperor's Bodyguard (Late) is tier 3, but is tagged as tier 2.



    Cuman Khanate
    Spoiler Alert, click show to read: 

    Misc.
    Spoiler Alert, click show to read: 
    Heavy Kozaks use several types of round shields. Some of these got what I suspect is mismatched textures on it. First this, then I slide my camera slightly to the left and the texture changes to this.




    Crown of Aragon
    Spoiler Alert, click show to read: 

    Misc.
    Spoiler Alert, click show to read: 
    The unit as a whole uses equipment of the 14th century, but Heavy Infantry (High) uses what is called a Sallet, which came about in the 1450s, not the 1300s. It also uses a 2 handed pole weapon in one hand and a shield in the other. These elements are incorrect. I suggest to remove the Sallet and attached the shield on the back of the unit to fix the issues.

    Ballesteros (Early) uses what is known as a 15th century warhammer in the 13th century.


    Tier check
    Spoiler Alert, click show to read: 

    Free Company Longbowmen is tagged as Tier 3, but uses equipment of Tier 2.


    Limp halberd hands
    Spoiler Alert, click show to read: 

    Spear Militia
    Catalano-Aragonese Pikemen
    Piqueros (High)
    Piqueros (Late)





    Ayyubid Sultanate
    Spoiler Alert, click show to read: 

    Misc.
    Spoiler Alert, click show to read: 
    Naffatun have floating naffas.

    Kumah Lancers got English accents, distinctly different from everyone else in the same roster.

    Thaqlah Axemen got some good looking axes.

    Imposter and limp hands check are ok.

    Secondary weapons check
    Spoiler Alert, click show to read: 

    Junior Ghulams attack with their shield, but after their attack animation is over, they throw their shields on their back while still in melee. In their next attack animation, they repeat the same thing.


    Sudanese Archers and Naffatuns got shields on their back, but don't use them in melee.






    Basard Voivode
    Spoiler Alert, click show to read: 

    Limp halberd hands:
    Spoiler Alert, click show to read: 

    Vlach Peasants
    Mosneni Spearmen


    Secondry weapons check:
    Spoiler Alert, click show to read: 
    Vlach Crossbowmen (Late) got a Tear drop shield on it's back, but doesn't use it in melee.


    Toulouse
    Spoiler Alert, click show to read: 
    Scutiferi (High) tagged as Tier 1, but should be tier 2.

    Armati Cathari have equipment which resembles Tier 1, but is tagged as Tier 2.

    Scutiferi (Late) have shields which form an L, wrapped around the soldier, which doesn't fit well when they are in a stationary position (not walking). You can see the arm and armour of the actual units universally sticking outside through the shield. Other units also have this shield. Scutiferi Cathari (Late). The mounted version seem unaffected.

    Pedites (High) is Tier 2, but is tagged as Tier 3.

    Free Company Longbowmen use equipment which strike me as Tier 2, but is tagged as Tier 3.

    Balistarii is Tier 1, but has been tagged Tier 2.

    Balistarii Equites (Late) uses it shield while it swings it sword in mounted combat. After the attack, the shield instantly pops back on the riders back again. This happens every time the unit attacks and looks weird. While dismounted, the unit doesn't use the shield in active combad, and the shield is invisible. After active melee combat, the shield returns on it's back. I'm not sure if there is a solution. Perhaps remove the shield?

    I've check the Imposters and it's all fine.


    ~Wille
    Last edited by Kjertesvein; March 17, 2017 at 04:03 AM. Reason: fixed the 2nd link to the cuman khanate misc. bug
    Thorolf was thus armed. Then Thorolf became so furious that he cast his shield on his back, and, grasping his halberd with both hands, bounded forward dealing cut and thrust on either side. Men sprang away from him both ways, but he slew many. Thus he cleared the way forward to earl Hring's standard, and then nothing could stop him. He slew the man who bore the earl's standard, and cut down the standard-pole. After that he lunged with his halberd at the earl's breast, driving it right through mail and body, so that it came out at the shoulders; and he lifted him up on the halberd over his head, and planted the butt-end in the ground. There on the weapon the earl breathed out his life in sight of all, both friends and foes. [...] 53, Egil's Saga
    I must tell you here of some amusing tricks the Comte d'Eu played on us. I had made a sort of house for myself in which my knights and I used to eat, sitting so as to get the light from the door, which, as it happened, faced the Comte d'Eu's quarters. The count, who was a very ingenious fellow, had rigged up a miniature ballistic machine with which he could throw stones into my tent. He would watch us as we were having our meal, adjust his machine to suit the length of our table, and then let fly at us, breaking our pots and glasses.
    - The pranks played on the knight Jean de Joinville, 1249, 7th crusade.













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  18. #78
    Visarion's Avatar Alexandros
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    Default Re: Medieval Kingdoms Total War: February Build Release

    I discovered a bug too...

    It should be Basarab or Bazaraad Voivode not Basard or Bazard

  19. #79

    Default Re: Medieval Kingdoms Total War: February Build Release

    Quote Originally Posted by RollingWave View Post

    While I do enjoy the fire lancers quiet a bit (which was a real unit that was actually quite common in the late Song armies.) , the reality was that it was quite unlikely they actually took them west. and that was more of a unit they faced rather than used. (also, those units would definately have heavy helmets and weren't skirmishers at all, the records of Chinese armor of the Song were really heavy (like 30 kg give or take heavy), and even their crossbowmens were armed like that, their military doctrine simply didn't involve skirmish as there's no way they'd out skirmish their foes anyway. And also, when the Golden Horde ran wild they didn't actually take the Song yet for the most part. Kiev fell in 1240 but the Song really only unraveled in the 1270s. (of course, they did take out the Jin and Xia before this, but they were not quite as heavily into the use of gunpowder stuff, and was much more cataphract oriented.

    (Also, the fire lance was definitely a one and done weapon at that point. so they should basically function like ole legionnaire sort of heavy infantry that also had a range attack to boot, the trick being they're pikes and the shots are pretty nasty.)

    The Rocket arrow carts are a biiiit of a stretch, they did exist but the best record we have of them being used came in the 16th century (and late 16th at that.) there were uses of rocket arrow at this point though, but it's kind of suspect if it's the cart version monsters that is around. I guess it's a plausible unit though, but definately the stats are way too good right now, especially the accuracy (but then they would actually exist in pretty large numbers when your intention is to use them. )

    I would suggest the Mongol units generally be just cavalry, but their unit size is at least one size larger than most settle faction's cavalry ( except the general unit I guess.) that way even if they need to fight a siege battle they could just dismount their better units and be a decent sub for medium / heavy infantries. and of course, they can use levy / aor units for the rest.

    This of course, does require you to have a more AOR recruitment sort of approach, most of the other units you have on their list are in reality just levies from defeated factions, and wouldn't make sense if they didn't actually conquer those places first.

    Jin / Xia had some infantry but they weren't really the dominant factor, though for specialist unit one can definatly be Naptha bombers since that is one unit the Jin did clearly use against he Mongols (mostly as siege defense but still.)

    Song was very well known for heavy crossbow units,they would be basically heavy infantry level armors and a very heavy long range crossbow, and also didn't skirmish but their doctrine was if the enemy close, grab their side arm and fight.

    Probably the Song units (Fire Lance, Heavy Crossbows, Fire Arrow carts ) should come more like 1270s and beyond. but the historical reality was that the Mongols had already fractured before this point and the number of people going either direction were limited more to small group of specialist and not entire units.

    As for how to depict the Mongols effectively in future campaigns, probably that they have major bonus when in hoard mode that they would lose if they settle (a great feature for Attlia.), but would need to settle anyway to win eventually.
    Great suggestions.
    The Firelances, I think that can be worked on, it seems that the animation table edit are on deeper level than I thought before. I've made gunpowder grenades as well, if Dontfearme wants a different taste of kaboom for the Mongols compared to Western Asian factions.

    It is, it is a stretch with the Rocket. Before, we were questioning whether multilaunch carts were used, or single launchers? We went with box multilauncher in the end anyway (the cart in mod is actually later model Jia Huo Zhan Che).

    AoR units, Ilkhanates and Golden Horde must settle in the end, are in our plans.

    Quote Originally Posted by banskie100 View Post
    March 13, 2017
    Duly noted.
    Quote Originally Posted by Licmi{SRB} View Post
    hey guys can you update your mod for rome 2 ? add some units from here ? :? pls consider this
    That would need work, and we're already focusing on Attila. If there's someone who willing to port it back to R2, I see why not ask Warman? We're already damn open with submods already.

    Quote Originally Posted by Kjertesvein View Post
    Some general bug hunting continues.


    Tier check - See if units are designated to their respective tiers based on name, equipment and so forth. Eastern arms is outside my area of expertise. Ergo, I'll refrain from commenting on those elements.
    Imposters check - Zoom out and see if some of the units becomes invisible.
    Limp halberd hands - Pole arm units who, in their neutral position, hold their hands as if they're holding an invisible shield.
    Secondary weapons check - Check to see if their non-primary weapon is used correctly in melee.
    Whoa, this is much more than what I'm asking with "report a bug if you see one" - Thank you, squire of Norway.
    Oh, there's actually one more: Unit weight. There are lots of supposedly heavy units but tagged medium and vice-versa, light unit tagged medium, and so on.

    Limp hands you say? Its because the pike animation should work with shields as well - I'll see if I can work on non-shielded pike animation.

    About unit model selection for style and appearance, that depends on factional devs - I just fix and replace clearly bugged ones, so better wait till they can see and comment.

    Floating Naft pots, that's because the naptha throwing animation in vanilla Attila holds melee weapon when idle, so it won't showcase the unit specialty i.e. the naft pot. Its floating because the animation used is javelin holding animation, which shows the missile when idle, but as you can see its not quite right for naft pots.

    Hmmm? Tabarzins are good-looking indeed. Did you imply its too good looking for units of Thaqlah's stature?

    Junior Ghulams - Hmmm, gotta check, not sure if fixable.

    Shield in the back - does the shield in the back dissapear when in melee? or just stay put? What I've seen are Pavise disappear, but are non-crossbow shields disappear as well?
    Last edited by You_Guess_Who; March 17, 2017 at 10:25 AM.

  20. #80

    Default Re: Medieval Kingdoms Total War: February Build Release

    Hello everybody,
    I noticed some other missing textures and graphical bugs; I hope my little feedback will help :
    - Some tier 1 municipal soldiers from Kingdom of Portugal have their torso missing (spearmen and cavalry).
    - I know that this bug has already been reported but portuguese tier 3 mounted Almogavares have missing textures in their shields.
    - A few venitian soldiers from Fanti da Mar high period regiment have their arms missing.
    - Some swiss tier 3 Copper Shields have shields that don't reflect any light under most of the angles, it seems like they are covered by a black layer while they still barely shine. I don't know if you devs can resolve it, if it is a problem inner to the game engine.

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