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    Re: Aurei Imperii (mod set at 150 BC)

    Well when the mod is ready I'll upload it and you can just download it :P I'd very like a video in the Hellenika one style if you focus on the positive things like you should in a promotional video :P
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    Re: Aurei Imperii (mod set at 150 BC)

    Before someone points some ahistoricity, here a copy/paste from an answer in another site:

    "I never claimed this mod to be stricly historical ;) Just dividing the Roman territory by families at...
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    Re: Aurei Imperii (mod set at 150 BC)

    In game progress:

    https://i.imgur.com/heDFEsv.jpg
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    Re: Aurei Imperii (mod set at 150 BC)

    Added Dacia as faction, finished the trade resources routes, added strat map models and terrain/water textures, some more progress on UIs, code and other stuff, new factions list:

    - Romans (SPQR,...
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    Re: Aurei Imperii (mod set at 150 BC)

    As I've said in the changes announcement no, for the same reasons they aren't in Hellenika TW (which in this case would be far worse). Anyway I've already turned the map in 150 BC map, it's not...
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    Re: Aurei Imperii (mod set at 150 BC)

    No idea, I've been editing the settlements names and repositioning when needed as this is a map from 395 BC and it also uses a lot of modern names and it takes time for research. After I'll need to...
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    Re: Aurei Imperii (mod set at 303 BC)

    Well faction banners are mono colour so they're 100% the same ;) In the pic some might not look very distinguished but in game it's different, I mean even in the pic you can see the difference...
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    Re: Hellenika Total War

    Well I just used Europa Barbarorum names as they usually get that stuff right, but thanks for the correction.
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    Re: Aurei Imperii (mod set at 303 BC)

    I've redesigned this mod from scratch once again... This time for good I think lol I've already set up the starting position of all factions, added all the emblems everywhere, added the correct...
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    Well I personally just autoresolve everything...

    Well I personally just autoresolve everything nowadays, but to say the truth I rarely play anything. Modding the real time part it's like modding a different game, it's just too much work, I just...
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    Re: Hellenika Total War

    Added this mod also to Nexus, you can now download from there instead if you prefer, updated download links.
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    Re: Hellenika Total War

    Thanks, I've added it to Moddb and Nexus pages :)
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    Re: Hellenika Total War

    Thanks, glad you like it
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    Re: Hellenika Total War

    Thanks, I'm already working on one at the time of Julius Caesar :)
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    Re: Hellenika Total War

    That would be great :)
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    Re: Hellenika Total War

    Hellenika Total War v0.5 beta RELEASED

    INSTALLATION:
    1- Extract to your Medieval II Total War\mods.
    2- Go to the new folder Hellenika in your Medieval II Total War\mods.
    3- Use the "Executable"...
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    Hellenika Total War

    https://i.imgur.com/m7iO4kH.png

    Mod set at 360 BC in classical Greece.

    Factions:

    - Athęnai
    - Lakedaímon
    - Thębai
    - Kórinthos
  18. Replies
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    Re: Aurei Imperii (mod set at 303 BC)

    Thanks.

    So I've finished placing the factions, renamed and replaced a lot of cities, changed provinces, etc. HOWEVER I need to make a big purge to the number of provinces as there are way too much...
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    Re: Aurei Imperii (mod set at 340 BC)

    This mod has been rebuilt in a new map and the setting changed to 303 BC during the Diadochi Wars. I've also improved interface and menu stuff and added some new stuff. Revised factions from my...
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    Re: Aurei Imperii (mod set at 340 BC)

    So I'm rebuilding this mod in the same campaign map for the Bronze Age one (with a ton of editing ofc) and changing the starting date to 303BC, right before the 4th Diadochi War. I wasn't really...
  21. Re: Bronze Age Empires (BA TW campaign conversion)

    As said in the description the campaign map is the same from Bronze Age TW for Rome TW as the core of this mod.
  22. Re: Bronze Age Empires (BA TW campaign conversion)

    It's hardcoded, the maximum regions you can have it's 199 + water. More than that and the game will crash.
  23. Re: Bronze Age Empires (BA TW campaign conversion)

    There's already 199 provinces which it's the maximum allowed...
  24. Re: Bronze Age Empires (BA TW campaign conversion)

    Well as I said if someone want to make new models and want to work on scenes, sure why not. Although there are the expected issues like the chariots animations but I guess it can be done in a way or...
  25. Bronze Age Empires (BA TW campaign conversion)

    https://i.imgur.com/4erbI5d.png
    Bronze Age Empires is at its core a conversion of Bronze Age TW mod campaign for Rome TW. There are no real time battles, on encounter battles are auto-resolved...
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    Re: Disciples: Total War

    Yes, I was refering to the "release" version as a mod is then kind of in a permanent beta stage. But anyway the mod is looking great, visually very polished and professional :)
  27. Re: hotseat autoresolve only prebattle scroll on single player through script

    Yeah I don't get why it does't work when the AI is the attacker but it definitely doesn't. I've put the value to 0 because it's the only way the script work when the AI is the attacker as it doesn't...
  28. Re: hotseat autoresolve only prebattle scroll on single player through script

    Ofc I know I can do that but that's not what I want to do :P I just wanted to know if there was a way to script it for the normal single player campaign but I guess there isn't apparently :\ It's...
  29. Re: hotseat autoresolve only prebattle scroll on single player through script

    Well I've simplified the script to this:

    monitor_event ScrollOpened ScrollOpened prebattle_scroll
    campaign_wait 0
    select_ui_element prebattle_auto_resolve_button
    ...
  30. Re: hotseat autoresolve only prebattle scroll on single player through script

    It's permanently actually...
  31. Re: hotseat autoresolve only prebattle scroll on single player through script

    Well I did said I know how to force autoresolve, anyway this is the code I'm using to clarify:

    monitor_event ScrollOpened ScrollOpened prebattle_scroll
    ;log always ;just for testing...
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    Re: Disciples: Total War

    Yeah Russians are the best modders there is. Regarding what a "beta" is, well in a way mods are always "betas" I think.
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    Re: Aurei Imperii (mod set at 340 BC)

    To say the truth in the last month I've been working on a completely different project, but I want to have at least the bulk of it finished before I announce anything. The problem since I decided to...
  34. Re: Empire Rising (Roman Republic last civil war mod)

    Sorry but this mod has been cancelled.
  35. hotseat autoresolve only prebattle scroll on single player through script

    Hello is there a way to force the autoresolve only prebattle scroll in the single player campaign through script? I mean the one that is identical to the naval battles where there is only the...
  36. Re: Problem trying to add model to the game

    So I fixed the crash by using a new geomod edu and copy/pasting there but strangely it made the unit card and the info card pic disappear only on that unit. Then I added another unit and was going to...
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    Re: importing Rome TW chariots

    I knew there were custom animations and stuff but I thought the model could be ported from Rome TW.
  38. Re: Problem trying to add model to the game

    This is the only unit model I'm trying to load in the battlefield in custom battle and is also the model used by general/captain:

    13 egypt_militia
    1 1
    46...
  39. Re: Problem trying to add model to the game

    So now I'm getting a crash when loading battles without any errors in the log. This is now in my own mod where it's basically everything vanilla besides a map that I ported from a Rome TW mod and...
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    importing Rome TW chariots

    I want to convert Rome TW chariots for Med II but is this even possible? I took a look at DBM and EBII chariots and they already have horses on them unlike Rome TW. So does it mean I can't just add...
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