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  1. How to make different Generals for different factions?

    By which I mean, how do you make it so, for example, I can make Chosokabe generals use bows, but not generals from other factions? I know it can be done, since that's the case in mods like Morning...
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    Switching Generals with Tech

    Is there a way to make generals switch to another unit if a certain technology is researched, like how modernizing in FOTS changes the General's Hatamoto into a General's Bodyguard? If you could...
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    [Tutorial] Re: How to create a custom unit in Pack File Manager

    I'm having trouble making a custom standard bearer model, it doesn't show up and instead the soldier model is used. I don't know what the problem is, since I deactivated all other mods. I even tested...
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    Re: Help Porting a Weapon

    Okay, update- got the oversized teppo resized to work as a pistol. Had trouble with textures but eventually cleared it up. So mission accomplished I guess.
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    Re: Help Porting a Weapon

    I got the pistol working, but would still appreciate any help in getting the textures for the oversized teppo since it's actually more fitting for the kind of gun I want.
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    Re: Help Porting a Weapon

    An alternative is using the assets already in equipment.max- the oversized teppo actually looks exactly like a Japanese matchlock pistol. Only problem there is that there are no textures and I can't...
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    Help Porting a Weapon

    I noticed that Warhammer had a mod with a matchlock pistol, and I wanted to port it over to Shogun 2 for my own use. I managed to get to the point where I could import it into 3ds Max but I'm stumped...
  8. Thread: Yasuke

    by Tripledot
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    [Proposal] Yasuke

    Can anyone with some model modification ability make a mod where Yasuke the black samurai is the standard-bearer for the Oda Nobunaga unit? Maybe a black unit model could be imported from the ACW...
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    Re: SSHIP - General Discussion

    Rome Total War Remaster apparently will lift faction and settlement limits, which has some pretty large implications for the modding scene. If there's a follow-up Medieval 2 Remaster, that opens up a...
  10. Re: Is it possible to add skills in startpos.esf?

    Are you telling me there is no way to add nodes to CHARACTER_SKILLS_BLOCK in a way that I can easily edit in PFM?
  11. Re: Is it possible to add skills in startpos.esf?

    I already know about traits and ancillaries. I'm specifically asking about skills, the ones you pick when leveling up. I know I can add skill points, but I have yet to find a way to assign those...
  12. Is it possible to add skills in startpos.esf?

    See thread title. I only seem to be able to duplicate skills in PFM rather than add a new one. This means that I can't find a way to add a skill where there is none, such as in startpos.esf. I want...
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    Re: SSHIP - General Discussion

    Any plans for an official 0.9.7 release?
  14. Thread: FRANCE

    by Tripledot
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    Re: [F] - FRANCE

    If it's easy as porting over a unit, I don't see why not do it. Though if the situation re: that mod is true, and it's not possible, that is sad indeed. :(
  15. Thread: FRANCE

    by Tripledot
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    Re: [F] - FRANCE

    Wow! Just looked it up, and the model is indeed great, as well as the other models in the Bulat Steel mod. Would there be any way to get permissions to use these in SSHIP?...
  16. Thread: FRANCE

    by Tripledot
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    Re: [F] - FRANCE

    Scots Guard had their own distinctive livery, wearing green, red, and white, with a plume on their...
  17. Thread: SCOTLAND

    by Tripledot
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    Re: [F] - SCOTLAND

    I think having William Wallace rather than a randomly generated general would still be good, especially if other historical figures get this treatment, such as Joan of Arc and the Almohads....
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    Re: SSHIP - General Discussion

    They still kill a lot in close quarters melee combat due to high attack values, they just go from attacking pretty much constantly to pausing for a second or two between swings. Also, stupid...
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    Re: SSHIP - General Discussion

    My own edit to the EDU included decreasing charge distance for most infantry from 6 to 2, and it's had an interesting effect on gameplay since most units don't engage with a charge at first...
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    Re: Modeling feudalism

    I think the problem is that wars and recruitment last over the course of several in-game years. Probably the best way to simulate troop levies would be through the mercenary recruit system (since...
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    Re: [I] - Ministerial Offices fix for 0.9.2 (included in 096)

    I thought their title (officers of France) implied that those were offices. I don't get why Marshal would be considered an office in-game (which it is) but not Admiral. I really don't understand your...
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    Re: [I] - Ministerial Offices fix for 0.9.2 (included in 096)

    I don't see the distinction. The Admiral of France was an office same as the Grand Seneschal or Constable. The title of Captain General of the Sea in Venice was granted by the Great Council of...
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    Re: Modeling feudalism

    On a different note, that of unit balance- I think it might make more sense for knightly units to have a large recruitment cost (simulating granting seigneuries- double the current amount?) but a...
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    Re: MOF - Ministerial Offices fix for 0.9.2

    The Venetians had the office of Captain General of the Sea.

    According to this book, it seems that Castile, Aragon, and Sicily also had a position of Admiral, as well as the various maritime...
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    Re: Modeling feudalism

    I concur that any new mechanics introduced should increase fun, rather than frustration. Realistically, there isn't a practical way to stop a player from snowballing once they've hit a critical mass,...
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    Re: Modeling feudalism

    I actually agree with you on that point- building infrastructure so settlements don't need to be managed as much should definitely be a thing. I certainly wouldn't want a static game scenario where...
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    Re: Modeling feudalism

    The struggle was there, but throughout the period the Capetians were constantly hemmed in by nobles and it wasn't really until Louis XIV that the monarch has finally cowed the nobility. The period...
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    Re: Modeling feudalism

    The development of the bureaucratic state in Western Europe doesn't start until the tail end of the period we're discussing (like 800 turns into the game), which most people don't even get to. Making...
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    Re: Modeling feudalism

    I'm not talking about a multi-tiered simulation like in CKII, but rather a rough character-based system of governance- for lands to be productive, they ought to be overseen by a governor, and...
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    Re: Modeling feudalism

    I think if you want to simulate the core of how feudalism worked- the vassal-lord obligation, the solution would be to make (loyal) Governors much more important for maintaining public order and...
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    Re: [M] - Military Orders (Catholic)

    The Knights Hospitaller originally served pilgrims in need of medical assistance- hence the name. I think it'd be nice if this was shown in their buildings. Having every Hospitaller chapter house...
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    Re: [F] - BYZANTIUM (Politeia ton Rhomaion)

    Greek culture factions should have access to Monasteries as well, shouldn't they? Orthodox monasteries are just as, if not more famous than Catholic ones. The requirements for Monasteries would need...
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    Re: SSHIP - General Discussion

    I feel that the stats for Dismounted Portuguese and Dismounted English Knights should be swapped*, given that the English were well-known for their tendency to fight on foot and thus made armor...
  34. Re: [Release]KCC (Kostic Chronology Costumes)

    The African Tribal Warriors are actually ported from Broken Crescent (original name: Sudanese Tribal Warband). Though the Arab and Crusader units are generally high-quality, seems like they didn't...
  35. Re: [Release]KCC (Kostic Chronology Costumes)

    The African Tribal Warriors unit seems to be based on 19th century Zulus rather than on either East or West African medieval troops. I don't believe the body paint on African Archers and African...
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    Re: [F] - KINGDOM of JERUSALEM

    I notice there is a trait called "Considered a Poulain" that references the increased Middle Eastern influence on Frankish nobility in Outremer, but there isn't a corresponding unit, I think that...
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    Re: XXZit Tweaks:

    As long as everyone else is posting their edits in this thread, here's some to (hopefully) make pikemen work more as defensive units. Working off of the base provided by Nemesis.361479
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    Re: Bugs Reports & Technical Help

    georgian_light_spearmen lack a bonus vs cavalry (mount_effect). georgian_medium_spearmen also lack mount_effect, but instead have spear_bonus_4, a bonus that's only shared with other...
  39. Re: [Release]KCC (Kostic Chronology Costumes)

    Genoese Crossbowmen are lacking in models for late-game armor upgrades. They wear heavy mail/coat of plates when they should be wearing brigandines/cuirasses (armor upgrades 2/3?)....
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    Re: A SSHIP riddle

    The City of Canals?
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