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  1. Re: PINKO'S ++REALISM MOD 1.03b* UPDATE JULY 31

    That problem sounds like the direct result of RC1.21's ballista change, apparently the engine doesnt check "special abilities" for siege capability when assaulting. I'll try to get the cavalry...
  2. Re: PINKO'S ++REALISM MOD 1.03b* UPDATE JULY 31

    I cant get the build tree changes to work, keep getting unspecified errors...

    Bandicoot thats a change in rc1.21 flaming bolts can still target buildings.

    next ver has increased siege damage...
  3. Re: PINKO'S ++REALISM MOD 1.03b* UPDATE JULY 31

    Thanks for the report, I'll look into it. I'm pretty sure I know what went wrong.
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    Re: general unit's hit points

    I see no issue with generals bodyguards having 1 hp. The general himself often has lots of +hp from traits, so the change doesnt affect him.

    But if both are too "extreme" for you the beauty of...
  5. Re: a little bit of chaos - what do we have to install now?

    And grab the model files from RC or StrikeQ's file, I'll include them in mine next release later today probably.
  6. Re: a little bit of chaos - what do we have to install now?

    His is bigger because I forgot to include RC1.21's models. Thanks for pointing that out.

    As far as I know StrikeQ's is plain RC1.21 but the new dlv units arent implemented correctly in it. UAIB is...
  7. Re: a little bit of chaos - what do we have to install now?

    Theyre similar, but totally different, only use one of the mods (mine or strikeq's).
  8. Re: PINKO'S ++REALISM MOD 1.03b* UPDATE JULY 31

    Like I said, the smiths will have a changed tech tree, now if your region doesnt have iron (or is a metropolis) you just need the appropriate level port or market.


    this is ball breaking. I'm...
  9. Re: PINKO'S ++REALISM MOD 1.03b* UPDATE JULY 31

    The export_desc_units.txt at the bottom of the 1st post is the version1.03*B* update. Just follow the instructions at the top of the 1st post.

    I'm aware that muslim swordsmen still have 2hp, it's...
  10. Re: PINKO'S ++REALISM MOD 1.03b* UPDATE JULY 31

    Too late, Ive decided I'm going to do it. If ya'll dont like it you wont have to use them.

    Ive also come up with a work around to prevent units from being totally unavailable. Smiths will now...
  11. Re: PINKO'S ++REALISM MOD 1.03b* UPDATE JULY 31

    What do you guys think of this. I'm considering making a fairly drastic change to the tech tree, but it'd take a lot of work so I'm mulling it over.

    Basically I'd make every soldiers availability...
  12. Re: PINKO'S ++REALISM MOD 1.03b* UPDATE JULY 31

    1.03B

    I tested out the 1hp generals, and its much more realistic, you'll be more inclined to keep your general behind the lines where he belongs rather than pulling suicidesque missions. Also it...
  13. Re: PINKO'S ++REALISM MOD ver1.02 for DLV ver3.2 (bugfixer03) July 30

    New version!

    RC 1.21 has a lot of improvements over 1.2, there's alot more flavor with missile units.

    One RC change that wasnt ported was removing 2hitpoints for some units, hashishim,...
  14. Re: PINKO'S ++REALISM MOD ver1.02 for DLV ver3.2 (bugfixer03) July 30

    I hear that. For the most part I have a great deal of confidence in Repman decision, his grasp of the campaign aspect of m2tw is superb. Just keep in mind that DLV runs at 6months/turn (2...
  15. Re: PINKO'S ++REALISM MOD ver1.02 for DLV ver3.2 (bugfixer03) July 30

    Yes, but the additional text files are optional.
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    Re: Which DLV campign do you play?

    Full.

    Old versions of garrison script slowed down AI turns too much, but its really quite streamlined now, enough for my impatient ass even.
  17. Re: PINKO'S ++REALISM MOD ver1.02 for DLV ver3.2 (bugfixer03) July 30

    Not likely. The amount of extra particles my blood mod uses is negligible compared to even the souped up dust trails in normal DLV (which I've toned down).

    Are you getting FPS drops at certain...
  18. Re: PINKO'S ++REALISM MOD ver1.02 for DLV ver3.2 (bugfixer03) July 30

    Yes, my mod uses point blanks "REAL COMBAT" balancing system. The attack values are significantly lower than vanilla, but it's all part of a grand scheme.
  19. Re: PINKO'S ++REALISM MOD ver1.02 for DLV ver3.2 (bugfixer03) July 30

    Thanks for the kind words, though I cannot take credit for the AI, it's from DarthMod. All Ive done to the AI is adjust the skirmish values, but IMO they could use further tweaking. As it is...
  20. Re: PINKO'S ++REALISM MOD ver1.02 for DLV ver3.2 (bugfixer03) July 30

    RC 1.21 changes on the way.

    Just spent several hours adding 1.21 changes over and converting the projectiles to work with mo betta blood. A few darthmod values have been lost in the conversion...
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    Re: DLV 3.2.2 with UAIB 1.1 and RC 1.21

    Well you should consider it if you plan on making this mod usable with dlv.
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    Re: DLV 3.2.2 with UAIB 1.1 and RC 1.21

    Some of the new units have darthmod stats instead of RC.:thumbsdow (i.e. flemish crossbow militia)
  23. Re: PINKO'S ++REALISM MOD ver1.0 for DLV ver3.2 (bugfixer02)

    fixed and updated
  24. Re: PINKO'S ++REALISM MOD ver1.0 for DLV ver3.2 (bugfixer02)

    Yes, it should work with bugfix 03. If you install ++realism first bugfix03 will over write the units and buildings file. I've contacted repman regarding the changes to the buildings.txt, he hasnt...
  25. Re: PINKO'S ++REALISM MOD ver1.0 for DLV ver3.2 (bugfixer02)

    I just tested 1 unit flemish pikemen vs 1 mailed knights, and the knights got owned, after 1 frontal charge pikemen lost only 3 men, and the knights 18/40

    I can think of only two explanations;
    1)...
  26. Re: PINKO'S ++REALISM MOD ver1.0 for DLV ver3.2 (bugfixer02)

    Im not sure but think the recruitment issue might just be dlv3.2, as I noticed the same thing playing as Teutons (no early militia), but just assumed it was intentional. I havent altered the...
  27. Re: PINKO'S ++REALISM MOD ver1.0 for DLV ver3.2 (bugfixer02)

    Holy **** that was fast! I barely had time to reload the page after asking.
  28. Re: PINKO's Sub-Mod 1.0 ----july 24

    It's for 3.2 bugfix02.


    Real Arrow makes arrows/bolts/javelins stick into the ground rather than disappear.
  29. Re: PINKO's Sub-Mod 1.0 ----july 24

    Rog,

    I started with zappa's ported RC (for 3.1) and have since updated it to include all the new units.

    KingChibi,

    There is, but as far as I can tell it'd be a lot of work.
  30. LUMBERJACK'S ++REALISM MOD v1.5beta for Kingdoms DLV 5.1 ★★★★★

    LUMBERJACKS'S ++REALISM
    Version 1.5
    For DLV 5.1

    Features
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    Re: UAIB1.1 + RC1.2 + DLV 3.2?

    uyyyyyyyyyyyyyyy!that beer and dope perked me up, I'll hook you guys up today, it's actually not as much work as I thought.
  32. Re: Real Combat system vs Darth 1.4 b (or last version)

    If you tweak the game as you play you'll favor RC. Otherwise they just use a different approach (with regards to determining unit's damage/armor/price) to the same end.

    I prefer RC.
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    Re: UAIB1.1 + RC1.2 + DLV 3.2?

    Ive used Darth battle AI + RC (starting with the stickied version for 3.1, evolving into what I use now) for several campaigns (500+ turns) it works fine, but there are some issues with DarthMod...
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    Re: Understanding the AI

    I think not knowing exactly how the AI makes its decisions keeps the game more interesting. I like knowing what will cause various character traits, but once you figure out how the ai "thinks" it...
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    Re: UAIB1.1 + RC1.2 + DLV 3.2?

    UAI (ultimate ai) is the campaign ai. It's already integrated into dlv. Ultimate Battle AI is fully compatible BUT it's released with Real Combat for vanilla. Dont include the RC files, only the...
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    Re: Understanding the AI

    Funny, in my campaign turks are dead and egypt and byzantine are the two most dominant factions.
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    Re: Little Rebalanced Teutonic MiniMod

    My teuton campaign is going well, but I did restart early on.

    A good strategy is focus all your army on Lithuania early, take out one of their two territories, then make them your vassal. This...
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    Poll: Re: Discussion of Battle AI

    RC 1.2 has been out for some time (better part of a month atleast)

    I think RC is the tops, everything is based on what the actual units look like, and the it balances itself because you get...
  39. Re: Pinko's Mo Better Blood Mod ver1 (for 3.2)

    I couldnt find a way to make melee attacks squirt blood, and Ive never personally seen it happen.

    If you know where the melee impact events parameters are (if there are any beyond the sound...
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    Re: UAIB1.1 + RC1.2 + DLV 3.2?

    Ive done it for myself (RC for 3.2), but Ive made alot of adjustments to suit my tastes, so I dont know if anyone would want it.

    Using grand viz's battle ai is as simple as copying his ai files...
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