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  1. Re: problems in setting up med II for modding

    exactly! kind sir~
  2. Re: problems in setting up med II for modding

    the trick was what you told me long ago "just create a whole new file path when you install DON`T install too program files!":)
  3. Re: problems in setting up med II for modding

    fixed and solved! GiGantuS you save the day in "hindsight" anyway~ as I remembered what you already had told me long ago~ thank you~:):):):)
  4. problems in setting up med II for modding

    hi I should be able too figure this out~ haha but I can`t! ( I think it is an issue with my operating system I do not understand) actually it is several problems:


    1. I unpack and it runs thru...
  5. Re: can settlements retrain units but be able not be able too recruit, if so how? thank you

    GOT IT! I should of just figure that out~ LoL HaHa thanks GiGantuan one:thumbsup2:thumbsup2:thumbsup2
  6. Re: can settlements retrain units but be able not be able too recruit, if so how? thank you

    totally wrong! sorry I think I miss spoke, I want a settlement to able to retrain units but not recruit them in first place (the unit needs to be first recruited elsewhere)
    thanks any...
  7. can settlements retrain units but be able not be able too recruit, if so how? thank you

    it`s all in the subject line thank you
    Druvatar
  8. Sticky: back to modding after long time away!, newest CHC: the Italian city states on its way!

    I am doing a new version of the " Italian City-states"

    of course all new every thing!

    factions:
    playable:
    Venice (catholic)
    Milan (catholic)
    Florence (catholic)
    Napoli (catholic)
  9. Re: Debate: Educative potential of TW games and forum

    it could be homework? LoL HaHa
  10. Re: Debate: Educative potential of TW games and forum

    it is simply illustrated by the fact, when I started playing total war games I had almost no knowledge of the geography of Europe & other parts of the world & limited historical understanding but...
  11. Replies
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    1,523

    Re: Rise of Rome:Conquest Italia

    previews in first post
  12. Replies
    7
    Views
    1,523

    Rise of Rome:Conquest Italia

    this gonna be an early era mod around 500 b.c. -100 b.c. two turns per year, so about 800 hundred turns

    playable factions:
    the Romanii
    the Etruscans
    the Mesapii
    the Umbrians
    the ligurians...
  13. Re: Claimants,heirs & conquerors II : the Reconquista (beta_testers needed!)

    QUOTEhttp://cdncache-a.akamaihd.net/items/it/img/arrow-10x10.png=Darhan;14629560]When will you release mod friend?[ QUOTEhttp://cdncache-a.akamaihd.net/items/it/img/arrow-10x10.png]


    I could...
  14. Re: Claimants,heirs & conquerors II : the Reconquista (beta_testers needed!)

    ok, here is the main and faction selection menus and an otemized factions list with synbols327990327991327992327993
  15. Re: Claimants,heirs & conquerors II : the Reconquista (beta_testers needed!)

    here is a little ui (graphics/menus), some of the new unit cards and the Monastery
    Also some changes are: of course no gunpowder units (there will be all siege though) Islamic factions can only...
  16. Re: Claimants,heirs & conquerors II : the Reconquista (beta_testers needed!)

    thank you Warcraft. ya I re-did almost all mapping textures and included some new ones like the "decayed Roman roads"
  17. Re: Claimants,heirs & conquerors II : the Reconquista (beta_testers needed!)

    in the next few days I will preview new unit cards and skins, also buildings and my monasteries I made for the campaign map~:thumbsup2
  18. Re: Claimants,heirs & conquerors II : the Reconquista

    some more~ by way, 327865327866327867327868327869 previewing this mod almost done I need BETA_TESTERS!!!!:thumbsup2
  19. Claimants,heirs & conquerors II : the Reconquista (beta_testers needed!)

    327863
    327862
    yes many Reconquista mods have been done but I think I have a"fresh" take~
    no Gunpowder it starts early about 800 A.D. ends 1200 A.D. (four turns per year)

    factions:

    French:...
  20. Re: The Italian states: Pirates beckon~ A SCENARIO/FANTASY MOD

    321889This mod is developing Well! all factions so far are very active ( I have found smaller maps with closer regions is I guess easier for the AI to handle HaHa:laughter:) some changes of note:
    ...
  21. Re: The Italian states: Pirates beckon~ A SCENARIO/FANTASY MOD

    I am finished laying regions about 115 in total, about 25 minor Islands/regions throughout the Mediterranean and Adriatic, about 15 regions in Northern Africa and the rest throughout the Mainland of...
  22. Re: The Italian states: Pirates beckon~ A SCENARIO/FANTASY MOD

    i did some more mapping and have added many of the "lesser" islands like "capri" and the islands off the Croatian coast and the ones around Sicily most other mods ignore~:tongue:
  23. The Italian states: Pirates beckon~ A SCENARIO/FANTASY MOD

    ok this is a relatively small mod with about 90 regions which encompass Italy, Sardinia, Corsica, a small "slice" of Northern Africa and the eastern seaboard of the Adriatic
    there are playable:
    ...
  24. Re: Vini, Vici, Voce Roma (we came, we saw, we conquered) :Rise of Rome~

    some preliminary campaign Menus for the Romans, Etruscans, and Syracusians321565
  25. Re: Adventus Roma: Rise of Rome~

    thank you! Warcraft,:)

    the only help I need on this is possibly someone who can "script" for some y/n events and some added game play dynamics, such as the ai getting big time re-enforcements in...
  26. Re: Adventus Roma: Rise of Rome~

    no I haven`t even thought about units yet, but this is a very helpful piece of info when I begin on units~:)
  27. Re: Adventus Roma: Rise of Rome~

    321222

    this the map regions so far, I am open and thinking about enlarging the ma eastward to include the rest of the mediterranean like this:

    321223
    of course the final map will be more...
  28. Re: Adventus Roma: Rise of Rome~

    buildings will be simple:

    town

    fishing villiage (allows for basic seagoing operations)
    trading Square ( allows for basic trade operations)
    small Shrine (allows for simple worship)
    Dirt Roads...
  29. Re: Adventus Roma: Rise of Rome~

    let the right person approach me and I will certainly be open to the idea! Frankly K/T it would be a whole lot easier to contribute to an already advanced project like EB2 than start from scratch by...
  30. Vini, Vici, Voce Roma (we came, we saw, we conquered) :Rise of Rome~

    321184321185321186321187
    this is a mod which is about the earliest rise of Rome,
    starting with just a small town and the rest of Italy mostly independent, villages, and small towns only
    Greece...
  31. Replies
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    Re: Goofy's Eye Candy Pack

    Bravo!~
  32. Re: preview thread for: Claimants, heirs & Conquerors II: the Reconquista~ ( new settlement type and new strat character!)

    changed those ground textures317191317192317193317194317195317196
  33. Re: preview thread for: Claimants, heirs & Conquerors II: the Reconquista~ ( new settlement type and new strat character!)

    some more screens317181317182317183317184317185
  34. preview thread for: Claimants, heirs & Conquerors II: the Reconquista~ ( new settlement type and new strat character!)

    317160317168317167317166317165317164317163317162317161317169


    a lot of Reconquista mods have been done, but this is my attempt!:tongue:
    factions:

    Christian:

    Iberian
    Princepo De Leon
  35. Sticky: Re: preview and information about tthe New "Sands of Conquest II" (coming soon!)

    thank you~
  36. Sticky: Re: ChC 2.0 preview and info (coming soon!)

    some newer mapping screenshots~ ( new textures)
    315896315904315903315902315901315900315899315898315897315905
  37. Re: The ToolBox - The Universal Mod Launcher v1.204 (Latest Steam Update Compatible)

    you can try adjusting the resolution of both the Game in graphics options and/or the resolution of your pc~ good luck!
  38. Sticky: ChC 2.0 preview and info (coming soon!)

    I will be ready to upload the "new" ChC: 2.0 in about two weeks
    some major changes, although the map will remain just as big! (humongous) it will have less regions and be focused on a much smaller...
  39. Re: a fantasy/story-based in actual history mix mod about Ancient Egypt "the prince of the sceptre and throne~"~"

    thank you
  40. Re: a fantasy/story-based in actual history mix mod about Ancient Egypt "the prince of the sceptre and throne~"~"

    actually that is a good idea,ya U was originally thinking about doing a mod about the unification of upper and lower Egypt but there was not enough "wiggle room/flexibility" for creative...
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