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  1. Replies
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    Removing units

    I have recently downloaded MK1212 which among other things adds gunpowder uinits in the game, and I really don't like gunpowder in such games. :P

    So I am trying to make a submod removing all those...
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    No gunpowder mod?

    Does anyone know if there is a no gunpowder mod or any idea how is it one possible?
  3. Sticky: Re: Full install for Stainless Steel 6.4, Meloo Fix, Steam compatible

    Thnx, I have just installed it.

    One question though, I remember an option in the campaign setup about factions reemerge, isn't that included in this repack?

    EDIT: Nevermind, I found it, it is a...
  4. Sticky: Re: Full install for Stainless Steel 6.4, Meloo Fix, Steam compatible

    Does this guide apply for non-steam installations as well?
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    Graphics problem

    Hello,

    I ve got a graphic related problem. In almost every session my card reboots, its leds go off, screen goes black saying there is no signal. Then it gets back on either showing the loading...
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    Attila battle question/problem

    I ve been playing Attila for a time and I ve noticed something weird during battles. I was playing a battle the othe day in which I ordered 2 units of my super heavy, tier 3, fully upgraded, golden...
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    Re: Graphic problem during battles

    Did some tests. Seems to be a driver restart, I had a youtube video open during a battle which got a green screen when the problem appeared.

    Maybe it is a ram related problem. I ran some tests...
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    Graphic problem during battles

    Hello,

    I encounter a graphic problem during almost every battle - sometimes multiple times. The screen goes gray, then black, then the loading bar appears. 80% of the time it fully loads and the...
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    Re: Pre battle unit placing

    Found it, it was the reallybadai mod.
  10. Replies
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    1,190

    Pre battle unit placing

    Hey,

    I have got some problems placing units before battle. It is like there is a predetermined number of changes and after that I cannot move anything. Is it one of the submods or a bug?
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    Changing date midgame

    Is there a way to change the date midgame?
  12. Replies
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    2,587

    Money after battle?

    I have installed SS6.4 again with the bugfixes and I have noticed that after every battle I gain some money. Is that scripted? Can I undo it?
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    Re: Character ageing

    Did it! I was editing the campaing/....../imperial_campaign/campaign_script.txt while I should have been editing the world/..../imperial_campaign/campaign_script.txt file.
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    Re: Character ageing

    Can you be more specific of what I have to edit and how? I have already searched the forum and tried some things (deleting ageing script, editing it, adding 4 years per turn script etc) but nothing...
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    Character ageing

    Is there any way to make the characters age one year per four turns?

    Thnx
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    469

    How predicted strength is calculated

    I am referring to the yellow/red line showing the armies strength ratio before any battle. Is there a system for calculating the percentages?
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    Re: Ask and Answer all about Campaign AI stuff

    I am interested in this as well.
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    Re: Campaign AI variables

    I have read the descriptions but still they are not enough to understand the mechanic. For example that bonus and multiplier, on what are they applied to?
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    Campaign AI variables

    Can someone explain to me how the



    CAI_VARIABLE_FORTIFIED_SETTLEMENT_FORTIFICATION_BONUS
  20. [Tutorial] Re: Unlock non-playable factions when Assembly Kit fails

    Tried to do it with PMF same thing happened.
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    Re: Assemby Kit reverse procedure

    Did it but it is still in vanilla condition.
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    Re: Assemby Kit reverse procedure

    Ok so I just copy the backed up working data over the vanilla one and all the changes will appear in tweak right?
  23. [Tutorial] Re: Unlock non-playable factions when Assembly Kit fails

    For some reason, instead of getting att_politics_*****_ruler/council in the political_party_key column drop down menu (factions_political_parties_junctions table) I am getting...
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    Re: More factions mod

    Have you got any other startpos mod enabled?
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    Re: Assemby Kit reverse procedure

    Thnx :)
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    More factions mod

    I have made a semi-hisotrical mod adding more factions to the Grand Campaign and populating all the desolate regions.

    WRE is broken down to smaller factions, migrators are settled down, ...
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    Re: Provincial Research Rate

    Why dont you connect it with the imperium scaling?
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    Re: Removing Food mechanics

    If the problem occurs due to fertility drop, you can change it in the campaign_climate_change_phases_tables which is much easier to do than change every food entry in the buildings table.
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    Assemby Kit reverse procedure

    I have finished my first statpos mod and I have plans for a second one. To do so I ll need a vanilla version of the tools. But what if I want to return to the first mod and make some changes? Must I...
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    Re: Help for Great Migrators startpos

    Solved it, there was a -other faction- character in one of the cities.
  31. Replies
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    Re: Help for Great Migrators startpos

    I am trying to settle the Swebians but it seem I ve hit a wall and BOB wont create the startpos.

    I ve removed the faction's leader name from startpos_hordes (should have I remove only the migrate...
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    Re: Changing starting buildings?

    Thnx! :D
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    Re: Changing starting buildings?

    I am interested in this as well.
  34. Replies
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    Re: Help with AK - Retail folder?

    Found it :) I am making a startpos mod that's why I need the tools. You are right, there is not any retail folder in the beginning, it is created though automatically by bob during the final stage of...
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    Re: Help with AK - Retail folder?

    Also, is it normal for the assembly kit file to be 56GB in size?
  36. Replies
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    Help with AK - Retail folder?

    I ve seen that all the AK guides suggest as a first step to back up the vanilla raw, working and retail folders. I downloaded the tools but there is no retail folder.

    I ve also tried to make a...
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    Re: Recruitment mod problem

    Fixed it :) For a reason I haven't understood yet the problem solved by changing the unique keys of the entries in question.
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    Re: Recruitment mod problem

    I thought so too -lvl4 doesn't recruit any new unit-, but adding one only adds an entry for the new unit. Meanwhile I noticed that there is also a problem with lvl4 skirmisher. I have set some units...
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    Recruitment mod problem

    I am making a small recruitment mod for the ERE so I am editing the building_units_allowed table. I have encountered a strange problem though. I have set a unit to be produced from the lvl2 infantry...
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    Re: Changing starting faction religion

    Chose the messier way, it took me some time but I got the job done. Thnx :)
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