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  1. Replies
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    24,015

    Sticky: Re: FIRST LATE-STAGE CAMPAIGN PREVIEW

    Those money numbers are pure eye cancer
  2. How would I go about creating a new building?

    So I'm a total noob, is there any guide that would help me understand how to create lets say a new building for the empire that lets me recruit dwarf miners?
  3. Replies
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    6,543

    Re: Bigger unit size mod

    Did you increase the health-pool for 1 unit Units (heroes, lords, monsters) to compensate for the increase in unit size for the others?
  4. Replies
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    12,183

    Re: Naggarond Reskin (Black/Gold)

    Gold doesn't really fit, I think a dark red or purple would be better.
  5. Re: [Preview] Campaign Mechanics: Building chains, Seasons and Urbanisation

    The fertility map makes no sense whatsoever. The balkans are extremly mountainous (especially Bosnia and Greece), which didn't allow for big agriculture back in antiquity and even today, on the other...
  6. Replies
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    4,469

    Re: Is Bretonnia seriously the last DLC?

    They already said that they are not dooing dlc's for dlc's, so regiments for dlc-factions won't happen.
  7. Replies
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    2,087

    Re: issabella confirmed to be the FLC LL

    The red duke is in, finish the wood elf custom campaign and you get him.
  8. Sticky: Merge factions?

    Is there a mod that merges for example dwarfs and the empire or at least makes it possible to recruit each others Units?
  9. Replies
    50
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    8,638

    Re: Realm of the Wood Elves - First Impression

    They are coming but unlike wood elves they will need a huge map extension.
    Also from a profit-driven perspective it's smart to keep the big stuff for later and feed the masses with fast food.
  10. Replies
    31
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    29,637

    Re: Seven Kingdoms v1.0 - Public Alpha Release

    Unit design 10/10
    Game-pace, Balance -5/10, feels more arcade then vanilla Attila, the gamepace is so freaking fast that you don't have time to enjoy the combat and make tactical decitions, like...
  11. Replies
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    Re: Oh no CA not again please !

    These are the best unit cards in a tw game yet, simple but you see exactly what the unit is and how it will look like and it is a very fitting art style for that period.
  12. Replies
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    Re: No horses, betapatch10

    thanks, that did it :)
  13. Replies
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    622

    No horses, betapatch10

    Hi, I just tried 2 games, once as Macedonia and the other as the Seleucids, in both campaigns the cavalry units have no horses.
    DEI is the only mod I use and as I said I tried this with the beta...
  14. Replies
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    Mod that removes magical abilities

    Is there any mod that does this for 8.1, I really want to try out this game again to see if anything has been fixed but I simply can't do that with units from middle earth, which is a complete...
  15. Replies
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    Re: Special Abilities Be Gone!

    please update this, Rome2 is unplayable for me without it.
  16. Replies
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    Re: Close Combat mod submod [leather thorax](Updated 18.10.2013)

    link doesn't work, TWC is again overloaded :( any chance of a dropbox or other alternative download link?
  17. Replies
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    359,152

    Re: Westeros Faction Wars(READ OP)[Round 34:Main Houses]

    House Arryn 19+
    House Baratheon 5
    House Greyjoy 5
    House Lannister 5
    House Martell 5
    House Stark 10
    House Targaryen 5
    House Tully 5
    House Tyrell 5
    The Night's Watch 6-
  18. Thread: Family tree mod

    by DCyDe
    Replies
    8
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    1,117

    Re: Family tree mod

    Not possible without changing the code, sry to shatter your dreams but there is a chance of 99.999% that only CA is going to be able to do it.
  19. Re: Aeimnestus Ancient Naval Warfare & Realistic Combat mod

    Compatible with the no magicalabilities mod? Can't imagine playing a "realism mod" with horse archers who shoot flaming arrows :D
  20. Replies
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    487

    Re: [Question] Has anyone fixed Legioners

    Problem with that is then that the AI will recognize them as skirmishers and not heavy infantry and send the wrong type of units to fight them.
  21. Replies
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    Re: Removing minor factions?

    Best way would be to merge some factions, nobody needs 3 Illyrian factions or 15 Germanic factions.
  22. Thread: Remove factions

    by DCyDe
    Replies
    11
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    1,070

    Re: Remove factions

    Not possible and even if it was it wouldn't make any sense.

    As I know there are 117 starting nations in the game, I'm sure this number can be lowered to at least 60, more like 40 which would be...
  23. Replies
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    63,331

    Re: Special Abilities Be Gone!

    You mean an ability that suddenly makes a unit loose all its exhaustion or another that makes horse archers shoot flaming arrows or another that for whatever reason makes a unit go into superman mode...
  24. Replies
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    63,331

    Re: Special Abilities Be Gone!

    btw. could you also please remove "second wind"
  25. Replies
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    Re: What happened to Carthage?

    Game was rushed out, several factions obviously lack units
  26. Replies
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    Re: Where did these graphics go?

    Photoshop 4tw, almost every company in this business does it.
  27. Replies
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    63,331

    Re: Special Abilities Be Gone!

    Great work ! but would it be possible to increase an abilities cooldown timer because 60 secs. CD on the generals abilities are a bit too quick, should be more like 5 min.
  28. Replies
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    63,331

    Re: [WIP] Special Abilities Be Gone!

    Finally, have only be waiting for something like this to get rid of the Dragonball Z features.
  29. Re: Yarkis Personal Battle Mod (True Kill Rate Reduction)!

    Whatever, by posting this I mean not to steal from any modder or to disrespect anybody but my inbox is getting full...

    I basically just deleted the things that both mods share in common from one...
  30. Re: Campaign Play Needs To to be MORE Difficult, not Less

    The problem is that the AI simply can't handle it, they are most of the time bankrupt or out of food, meaning that making things easier actually makes the game harder as the AI will be able to expand...
  31. Re: Yarkis Personal Battle Mod (True Kill Rate Reduction)!

    + removal of magical abilities.
    No it's not compatible with the latest radious battle mod without changing them both, but it's not that hard, I've done it :p
    Check your PM ;)
  32. Replies
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    Re: Bring back the toggle defend button!

    Most probably only CA will be able to bring it back.
  33. Re: Playable Factions (Total 14 Added this round 10)

    A single Illyrian tribe would be great, other then that the rooster is now very versatile :D
  34. Re: Yarkis Personal Battle Mod (True Kill Rate Reduction)!

    No it doesn't, just checked it.
  35. Re: Yarkis Personal Battle Mod (True Kill Rate Reduction)!

    Is this compatible with the radious battle mod?
    Nevermind, got them working together by deleting this ones fatigue edits :D
  36. Replies
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    Removing magic abilities (workaround?)

    As nobody has been able to remove them yet, I assume it's pretty damn hard to, so would it be possible to increase the cooldown on them to 9999 and possibly make units start without them charged, in...
  37. Re: Yarkis Personal Battle Mod (True Kill Rate Reduction)!

    Nice but how exactly did you do this?
  38. Re: [MOD] Playable Factions (Etruscan League, Boii, Baktria, and Odryssia)

    Daorsi please :p
  39. Poll: Re: Can we get a metacritic of TWC's views on Rome II? Let's all score it from 1-10

    3 as of now it is a broken piece of :wub:, not worthy the space on most hard drives, mods can change that though in time (at least I hope so).
  40. Replies
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    Poll: Re: 40% bigger budget and yet you fail CA, what gives?

    Marketing and console ports.
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