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  1. Re: Is there a way to combine unit set and unit record from 2 differrent mods in my custom mode?

    just like that I don't really see a problem.

    have you tested SFO_Grimhammer II and Chietfain of the deep warren sfo without your own mod, to be sure both are up to date and compatible?

    Can you...
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    Re: What are your Warhammer 3 map/feature wishes?

    I would put them high in a list.
    Napoleon's naval battles were OK. Shogun not so good. And Rome rather poorly done.

    I'm not sure naval battles for Warhammer would be really interesting, I think...
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    Re: Total War: Warhammer II announced

    Good news : I will have time to finish the Greenskins update for my mod before the new DLC. And finish the MP campaign I started with my son.

    Steph, seeing the bright side of things.
  4. Thread: Baldur's Gate 3

    by Steph
    Replies
    32
    Views
    3,041

    Re: Baldur's Gate 3

    What reviews? The one I see don't seem too bad
  5. Thread: Baldur's Gate 3

    by Steph
    Replies
    32
    Views
    3,041

    Re: Baldur's Gate 3

    I supported some game in early access at 10-15€. I wouldn't do it at a full game price.
  6. Thread: Baldur's Gate 3

    by Steph
    Replies
    32
    Views
    3,041

    Re: Baldur's Gate 3

    60€ for a game in early access? Ouch...
  7. Re: Napoleon : Masters of Europe (MoE), a new mod by l'Aigle and Steph

    I suggest you try something simple first, like paint the hat texture red, and see if it's visible in game, just to be sure you don't have a problem with editing the wrong files
  8. Re: Napoleon : Masters of Europe (MoE), a new mod by l'Aigle and Steph

    Are you editing and saving LME pack directly, or making your own ack to override part of it?
  9. Re: Napoleon : Masters of Europe (MoE), a new mod by l'Aigle and Steph

    the helmet mesh is not in the austrian pack, it's in MoE_UnitParts.pack. The Austrian pack is for textures, and it's actually maybe not needed if you copied part of the texture in the LME texture in...
  10. Re: Napoleon : Masters of Europe (MoE), a new mod by l'Aigle and Steph

    I suppose you added the austrian_infantry_helmet mesh to your pack, or added my pack and put that in your userscript?
  11. Re: Napoleon : Masters of Europe (MoE), a new mod by l'Aigle and Steph

    which hat is it? could you post screenshots showing the changes you did? Or upload your pack?
  12. Re: Napoleon : Masters of Europe (MoE), a new mod by l'Aigle and Steph

    Can you be more specific and explain what you are doing?
  13. Re: Napoleon : Masters of Europe (MoE), a new mod by l'Aigle and Steph

    https://www.twcenter.net/forums/showthread.php?536174-Use-a-part-of-a-unit-from-another-faction
  14. [Tool] Re: Rusted PackFile Manager (RPFM) 2.2.1 Released! With a diagnostic tool to find problems in your mod to fix, autosaves, and a lot of small QoL improvements and fixes!

    there is a button for that "auto expand matches" at the bottom left, are you sure you didn't click it without noticing?
  15. Re: Napoleon : Masters of Europe (MoE), a new mod by l'Aigle and Steph

    yes, see the tutorial I made about it
  16. Thread: Amazons Trailer

    by Steph
    Replies
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    1,030

    Re: Amazons Trailer

    They said they have cavalry, but it's a higher tier unit, not a base one. In the Hipolytha game play video, it clearly say that losing the starting cavalry unit early was bad because it would take...
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    Re: How to limit Army Capacity by General Level

    SWO-RD core, where you can find my modified script to have a rank based limit, is here
    https://steamcommunity.com/sharedfiles/filedetails/?id=1456177922

    Table Top Caps with the base system is...
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    Re: How to limit Army Capacity by General Level

    I'm not sure for a global size limit, but it should be possible

    DrunkFlamingo has a mod that introduce a limit of special/rare units (10 special and 5 rares), you can have in an army. The rest...
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    Poll: Re: [ARTIFEX]phazer (Patron: Flinn)

    Support obviously

    BTW, the first two links are truncated and not working. Here are the correct links

    1: RMEDitor...
  20. Thread: Greenskins

    by Steph
    Replies
    32
    Views
    718

    Re: Greenskins

    Wolf Riders


    Generic
    http://stephane.f.david.free.fr/WH/Greenskins/GoblinShield_WG1.jpg
    http://stephane.f.david.free.fr/WH/Greenskins/GoblinShield_WG2.jpg...
  21. Thread: Greenskins

    by Steph
    Replies
    32
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    718

    Re: Greenskins

    Forest Goblins. Both for the foot warrior and the spider riders.


    Generic
    http://stephane.f.david.free.fr/WH/Greenskins/GoblinShield_SG1.jpg...
  22. Thread: Greenskins

    by Steph
    Replies
    32
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    718

    Re: Greenskins

    "Generic" Orcs shields. These are shield variant that every faction will use.

    For generic units, they will only have these 5 variants, tribal units will have them, + 5 other shields with tribe...
  23. Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    I'm doing races one by one.
    I did High Elves, Wood Elves, Dark Elves, Empire, Brettonia, Dwarves, Lizardmen and Vampires.

    I'm working on Greenskins, then I should do Tomb Kings, Skaven, Vampire...
  24. Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    1. to access ALL the units yes, with Eltharion at the moment. Maybe I'll add them later, but since the mechanism for him is quite different, I'd need more time specifically on that to be sure it...
  25. Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    they are recruitable in Ulthuan as soon as you get a building for them (so if you get Axemen, you get White Lions of Chrace). Originally you could get them only in ONE region, but it was too tedious...
  26. Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    I just tried, I can recruit Lothern Sea gaurds as soon as I have a level 2 port in Lothern. And I can see them in your own screen
    ...
  27. Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    I'll have to check about the forge, it was not from me initially, I took the idea from another mod. But I think for armour it's a fixed bonus, and for weapon strength it's a percentage.

    So no +12,...
  28. Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    Fixed. Similar issues are likely to exist for other races/factions/units, don't hesitate to report them. Easy to fix when it's known, but easy to miss one.


    Fixed, typo in the name of a png file....
  29. Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    Bugman's ranger issue fixed (not uploaded yet), I forgot to onclude them in the script to compute their capacity each turn.
  30. Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    For Bungman's, you also need a tavern level 2, and rangers barracks. From the screenshots, it seems the issue is their capacity remains at 0? I'll check the script.
    About the tooltips issue, could...
  31. Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    The "no HE unique unit" bug was due to a faulty startpos. I have added a new resource for them, but I forgot to apply it to the proper regions in the map. This is fixed with the latest "campaign map"...
  32. Thread: Greenskins

    by Steph
    Replies
    32
    Views
    718

    Re: Greenskins

    War Hydra



    Special green texture for the Feral War Hydra in greenskins waaagh, so it's different from the Dark Elves hydra
    http://stephane.f.david.free.fr/WH/Greenskins/WarHydra.jpg


    And...
  33. Thread: Greenskins

    by Steph
    Replies
    32
    Views
    718

    Re: Greenskins

    Rogue Idols


    Generic, a bit less saturation and luminosity
    http://stephane.f.david.free.fr/WH/Greenskins/Idol_G.jpg

    Waaagh,
    http://stephane.f.david.free.fr/WH/Greenskins/Idol_W.jpg
    ...
  34. Thread: Greenskins

    by Steph
    Replies
    32
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    718

    Re: Greenskins

    Giants

    Many thanks to Lost2Insanity, who allowed me to use some textures of the Savage Giants from We'z Speshul mod


    Generic, less accessories, some dark faction colour as war paint...
  35. Thread: Greenskins

    by Steph
    Replies
    32
    Views
    718

    Re: Greenskins

    River Trolls


    Generic, lighter green/blue colour, ears have primary facion colours and spike secondary faction colours.
    http://stephane.f.david.free.fr/WH/Greenskins/RiverTroll_G1.jpg
    ...
  36. Thread: Greenskins

    by Steph
    Replies
    32
    Views
    718

    Re: Greenskins

    Stone Trolls

    For generic and tribal, the belly and face have a faction colour, the shoulder and back have a more stony texture, without faction colour


    Generic, less faction colour, stone...
  37. Thread: Greenskins

    by Steph
    Replies
    32
    Views
    718

    Re: Greenskins

    Trolls

    For generic and tribal, the belly and face have a fixed colour, the faction colour is on the back / shoulder.


    Generic, yellow/green, a bit more faction coloured but dark...
  38. Thread: Greenskins

    by Steph
    Replies
    32
    Views
    718

    Re: Greenskins

    Spiders hatchlings


    Generic, one faction colour (dark)
    http://stephane.f.david.free.fr/WH/Greenskins/Spider_G.jpg

    Waaagh, no faction colour...
  39. Thread: Greenskins

    by Steph
    Replies
    32
    Views
    718

    Re: Greenskins

    Arachnarok spiders


    Generic, one faction colour (dark)
    http://stephane.f.david.free.fr/WH/Greenskins/Arachnarok_G.jpg

    Waaagh, no faction colour...
  40. Thread: Greenskins

    by Steph
    Replies
    32
    Views
    718

    Re: Greenskins

    Wolf chariot, with faction colour texture on the chariot itself for generic and tribal


    Generic
    http://stephane.f.david.free.fr/WH/Greenskins/WolfChariot_G.jpg

    Waaagh...
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