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    Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    @crazyroman I'm not sure if im going to add anything as much as just bugfix/rebalance at this point, unless I've promised adding something I forgot about lol. One fix that's definitely coming is...
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    Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    Sorry for not being around as much, my hard drive got corrupted and had to be reset; will resume work on the mod when I can.

    @beermugcarl, I have in some ways but will take a look at what it is...
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    Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    Hello! Pretty much all units have been rebalanced at this point, I just meant I had changed Venetian Heavy Infantry from the previous patch, but all units have new stats. KGCM had always changed unit...
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    Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    Hello everyone,

    This should be the newest update link. Please be sure to use it. I've been seeing some bugs that were fixed a long time ago, and can only assume (and hope) it's because users...
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    Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    Saethwyr are recruited before the Welsh Skirmishers so you get them at the same time as the English get Longbowmen, so the Welsh can retain a ranged advantage.

    I have no clue why your varangian...
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    Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    I'm not sure what you mean by the Timurids/Papal States missing banners, but if you find something missing and fix it please let me know so I can add it to the next patch, that would be great!

    The...
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    Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    Venetian bug was a weird one, I think Dave didn't port the skins over since they were inconsistent in vanilla, but I think I found an appropriate fix it should be good for the next update.
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    Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    I'll look into the Venetian thing.

    The mounted french/english archers were one of the (and might be the only) units cut for space reasons (since they were campaign exclusive anyways).
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    Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    Thank you for enjoying the mod! Even as wales, a faction tragically underdeveloped for the late game. Sorry about the natives, I would add them all if I had enough slots remaining.

    With regards to...
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    Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    The Castile/Spain stuff probably predated me, since I haven't messed with faction names except for the Timurids, but I can take a look later.

    As for the brick fortress thing, I similarly haven't...
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    Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    I will not be able to add new territories/units/factions, as there are no more faction slots left and the number of unit slots available is in the low single digits, sadly.

    I'm not sure about the...
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    Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    Unit voices are handled buy export_descr_sounds_units_voice.txt, which I altered to fix the Irish Galloglaich issue (they had the scottish spear accent by mistake), but even when I regenerate the...
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    Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    I think I fixed the wall thing (hopefully my fix doesn't break anything else), but for some reason when I fix the voice file the irish galloglaich still talks as if they're spearmen (even when I...
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    Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    I'm not sure why Bartolomeo would give that error, since Venice currently uses the "teutonic_order" family tree (to emulate it being an oligarchic republic). I set him up the same as the teutonic...
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    Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    EDIT:

    Please look down for the newest full update.
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    Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    Town square bug should be fixed for all city types as of the update on the 10th.

    I'm still trying to figure out what to do about the money thing. I've already reduced it a bit from 5.0, I suppose...
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    Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    I forgot to include the new texture file in the update; my bad. I'll include it in the next one but since the temporary fix is easy im going to wait to see if anything else comes up first.
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    I've altered wall strength and ballista ammo, and...

    I've altered wall strength and ballista ammo, and put in the changes to the town square stuff and mounts. Also fixed berber spearmen. These variables are all of course subject to further change.
    ...
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    Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    I know I have to fix the config file thing lol I forgot to change kgcm6 back to kgcm.

    I'll look into the wall healths and ballista ammo.
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    Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    FYI The walls do have the vanilla stats, so if I increased them it would be over the vanilla amount. Still might do it though.
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    Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    I set all cav y_offsets to 0.7 and that fixed the problem. I also reduced elephant y_offset to 1. It's weird since according to the guide making the value bigger should make them easier to hit, but...
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    Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    Not sure, but my current suspicion is that the models in descr_mount have been made too small to improve charges. I'll play around with that. I doubt it's descr_projectile.
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    Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    I figured out the town square capture thing, it was a weird setting in battle_config.xml that is fixed now (soldier-ratio was 2.0 instead of 0.8). I've also noticed that the cav seems to be...
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    Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    Turns out it was the historic_events.txt file not having the mongol or timurid invasions. I replaced the file and with some more events I was experimenting around with just in case those are needed...
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    Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    I did add it back in to the relevant folders and it still crashed. I will keep trying for a solution until I run out of desperate ideas lmao.
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    Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    I fixed the can_sap and sea invasions randomness in descr_sm_factions.

    I tried to test out the mod, and it definitely crashes on the mongol/timurid invasions. It does so on just the warning part,...
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    It seems to have something to do with the mongol...

    It seems to have something to do with the mongol invasion script events again? Since the game is finding the event in the data packs, do you know why it's still crashing to desktop?

    Also, I still...
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    Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    Ig we can make Castle Town rebels norse rebels lol.

    I have an easy time killing Wales as England, but tbh I think that's england just owning a ton of territory at the start.

    I checked irelands...
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    Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    Edit: Please scroll down for the newest download link (it actually works this time).
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    Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    One last thing before I post it, does anyone know if I can use the city models from Stainless Steel's strategy map? I've seen a few other mods do this and think it would be great.
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    Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    I think that's an interesting idea and am already doing it for the teutonics, but i'm not sure how much I wanna do it in the grand campaign since those factions already have weaker rosters,...
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    Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    Yeah, I don't think editing campaign script, descr_strat, or even the map affects a game already in progress, though I could be wrong. We shall see when I release the update though.
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    Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    Yeah, I was talking about your bug. I just played a campaign and set the timurid invasion to happen imminently, and encountered no crashes, so hopefully my updated fixed it? I doubt the update will...
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    Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    The campaign script has also been changed since then so maybe the bug is fixed? But I'll take a look.
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    Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    Looking at the mismatches, I've made enough changes to the units and buildings I'd like to wait and see if this problem persists after the update. Where are the log files located? My logs folder in...
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    Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    It's not just for the heavy_cav, it's also for e.g. the woodsmen_guild bonuses. Furthermore, with the same bonuses, the xp bonus works in base medieval 2.
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    Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    I have slowed down recruitment a lot, though it's still faster than big realism mods.

    A bug that's been present since I started working on this mod relates to buildings which give xp to units....
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    Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    I added a second campaign to the mod, starting in 1180 (while the primary one starts in 1220) without the mongols on the map so they can invade.

    Is descr_events dates in number of turns, or number...
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    Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    1. I'll look at the York thing

    2. Should be fixed, was part of base kgcm but I decided to remove it since it made too many things weird

    3. I haven't seen this recently, I also re-did the ai...
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    Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    At this point, I more or less have a completed mod. I merged it with base 5.0 because it was too annoying to keep track of all the changes, plus since every model is replaced to remove model bugs...
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