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    Re: [Third Age MOS AAR] An Uruks Tale

    I see. I think it's also possible to attach pictures and insert directly into the post as the very next step, but the ability to group them into albums in that manner will certainly be mandatory to...
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    Re: [Third Age MOS AAR] An Uruks Tale

    I believe I can make an educated guess judging from the comments to An Orcs Tale :)

    Album feature, is that like uploading the pictures as attachments? I know attachments can be grouped into...
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    Re: [Third Age MOS AAR] An Uruks Tale

    The winter when the year passed from 2987 to 2988 of the third age was the wettest, muddiest and most miserable that any save elves or dwarves remembered. Snow drifted by in droves and melted as soon...
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    [Third Age MOS AAR] An Uruks Tale

    This will as the name implies be the bloody continuation of the tale of the orc Malthur. He has walked out of Mordor in the Third Age mod with the Massive Overhaul Submod 1.6.2 + all the other...
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    Re: Campaign AI Bonuses Mod

    Well, the ai has large bonuses but far from infinite money. I have also seen factions go bankrupt regularly so the diplomacy screen is probably correct.

    In another mod I added a script that...
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    Re: [WIP] Unreal Total War: EBII

    Removing AP can work out great in my opinion, it has been tried here and there and some people are very satisfied with the results, myself included. My take on the issue was giving maces and similar...
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    Re: EB II Unit Cards Mod

    Iberian unit cards are added. The Swedish word for louse is "lus" so Lusitania sounds a bit like the kingdom of the lice.
  8. Thread: Unit Pricing

    by Maltacus
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    Re: Unit Pricing

    Very interesting. Do you have a similar formula for unit stats?
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    Re: favourite foot archer unit?

    The Sabaean elite can be quite effective and if you have the funds it is easy to build up armies of them pretty quickly. Unfortunately that is a bit impractical since their home lies so remote but...
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    Re: Huge Units Mod

    I have updated the mod with an expanded version adding a couple of more things. I am keeeping an original limited version of the mod too so everyone can choose whichever fits them best.
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    Re: Huge Units Mod

    @JPredz
    Welcome to the forums!
    Reforms require a lot of work that I haven't had the time for unfortunately. Here is a small mod with my alterations for a more aggressive campaign ai:...
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    Campaign AI Bonuses Mod

    A small mod that was requested, increasing campaign AI aggressiveness and monetary bonuses to make it more active. The mod alters the files description_strat.txt and campaign_script.txt.

    There are...
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    Re: EB II Unit Cards Mod

    I have added unit cards for the Sabaeans, a favourite faction of mine, along with their nefarious neighbours to the north.

    It is very strange how all the Sabaean archers, from militia to...
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    Re: Toxic Masculinity

    Hehe, deliver us from such foul threats to our personal safe zones as the Cis-Alpine celtic tribesmen, oh noble social justice consuls. CIS-Alpine...the worst of them all! Run for your lives...

    I...
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    Re: Dwarves campaing

    I play version 1.5 but I have modded the dwarfs and most other factions units to have very different stats and don't know what the vailla experience is like. Could someone describe in a bit more...
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    Re: EB II Unit Cards Mod

    An update adding some Celtic units.
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    Re: Huge Units Mod

    I can. Just upload your campaign_script.txt and desct_strat.txt so I can get to work on them, they are located here:

    ...Medieval II Total War\mods\ebii\data\world\maps\campaign\imperial_campaign
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    Re: Huge Units Mod

    Scripting, that would be the recruitment limitation script at the end of the campaign_script.txt? I removed it and saw some improvement, particularly the romans did notably better in the early...
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    Re: Huge Units Mod

    No, that is impossible. A unit has the same size regardless which faction has recruited it.

    In which campaign is this an insurmountable problem? I am genuinely interested because I find EB II...
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    Huge Units Mod

    This mod alters the unit size of most units to 250, foot as well as horse. The costs are changed by the same factor so the economical effectiveness of a unit will be comparable. The following unit...
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    Re: Mines and Mining

    Well, since the resources are there in the province and in the building description I conclude it must be the calculations and not the description which is at fault.
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    Re: Mines and Mining

    How many mineable resources are there in the region?

    What's hard with the dwarfs, aren't they superbly comfortable inside their karaks right from the start?
  23. Re: Unit Card Mod (Skaven, Tomb Kings, Ogres, Dwarfs, Chaos Dwarfs, Sylvania, Nurgle and da Greenskinz)

    Green is unclean!
  24. Re: Call of Warhammer had locked faction alliances- how did they do that?!

    I don't remember which lines that alter the ai:s inclination towards betrayal, and it is possible that different campaign ai modders have different approaches. I'll have to refer you to the mod...
  25. Re: Call of Warhammer had locked faction alliances- how did they do that?!

    1. Neutral facions count as enemies in this regard if I remember correctly. I've never tried adding lines for "neutral" so I don't know what happens if you do that. Is that what you tried?

    2....
  26. Re: Call of Warhammer had locked faction alliances- how did they do that?!

    Third Age TW has a similar feature, at least in most of the submods, and I believe the mechanics used are similar in CoW. The idea is to edit characters so that generals and captains are unable to...
  27. Re: Unit Card Mod (Skaven, Tomb Kings, Ogres, Dwarfs, Chaos Dwarfs and Sylvania)

    Green is mean!

    Note that the diplomat is a goblin netter since diplomats esnare enemies in complicated diplomatic treaties that they can't get out of.
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    Re: EB II Unit Cards Mod

    Feel free to use anything you like as long as credit is given.
  29. Re: Unit Card Mod (Skaven, Tomb Kings, Ogres, Dwarfs, Chaos Dwarfs and Sylvania)

    Bats are cute creatures.
  30. Re: [Diablo II AAR] The Misadventures of Diabolical Amazons

    It means what I think you think it means. The local adventuring party nowadays has four members.

    Ah, damn, I forgot to change the episode numbers to this threads format. Now fixed.

    The amazons...
  31. Re: [Diablo II AAR] The Misadventures of Diabolical Amazons

    Episode 21. Endgame


    Maltatai: The end is near.

    On a rocky peak rusted statues glance around, checking their petrified armament. Immunity, resistance, mobility, the ancients muster against...
  32. Re: [Diablo II AAR] The Misadventures of Diabolical Amazons

    Episode 20 ˝. The Chroniclers Tardiness

    Maltatai: This is insanely silly of you all.

    Snövit: We're just doing as our female role model does.

    Askungen: Since she has spent so much time with...
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    Re: Need Help with Unit textures!

    Cool unit. Won't look bad as an armor upgrade either I think.
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    Re: EB II Unit Cards Mod

    A small update with the later Numidian units and conquered Liby-Phoenician troops.
  35. Re: Dark Elves economy un-playable, and where are monster units?

    An alternative approach is to actually disband some of the redundant starting units. Naggaroth is well protected by its remote location and the costly hordes of corsairs from the start are not needed...
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    Re: EB II Unit Cards Mod

    Carthage is a nest of backstabbing bugs, they don't deserve any new unit cards...:evil: Although it might make it look better when I view all their pathetic rabble coming to retake their lands...
    ...
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    EB II Unit Cards Mod

    Some new unit cards I made for the Numidian, Celtic, Iberian and Arabian early units. Feel free to use them if you like. They are made with a wide screen and probably work best for that.

    ...
  38. Re: Need some advice for multiple winter months for 12 turns per year script

    Precisely. 0,083333333333 and so on to be exact.
  39. Re: Need some advice for multiple winter months for 12 turns per year script

    No, it's possible to script;
    "console_command season winter"

    There's actually a modders resource of such scripts from GrnEyedDvl himself;...
  40. Need some advice for multiple winter months for 12 turns per year script

    I am trying to change the years to take 12 turns instead of 4, mostly in order to have more realistic movement on the campaign map while preserving the challenge of not being able to reach all your...
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