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  1. Re: cannot open the downloaded files to install LME4

    You only need to open the first pack. All 3 are connected.
  2. Thread: Rome Re-Hinged

    by StrikeQ
    Replies
    19
    Views
    6,460

    Re: Rome Re-Hinged

    Using latest patch 3, downloaded just before my previous post which was after your update post. Ended up just commenting out all the mad sections myself.
  3. Thread: Rome Re-Hinged

    by StrikeQ
    Replies
    19
    Views
    6,460

    Re: Rome Re-Hinged

    Was using zowrath's version but still seemed to get quite a bit of crazy generals. Decided to try yours but game crashes on start up with both mod and movie versions.
  4. Re: Vialabo's Imperial Survival Kit - Campaign Overhaul Mod: Update 1

    I'd have to say to tone down the AI agent spam, starting to get annoying having 6-10 agents (per faction) surrounding my cities. Specially since they aren't very effective/doing anything really...
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    152
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    106,279

    Re: Roman Reskin Mod / updated 9/26 new Legatus bodyguard

    What did you change in the main_units table? As that also creates a conflict for me.
  6. Replies
    2
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    374

    Re: Mod that ONLY Changes Unit Sizes?

    I've replied to a few of these with 1.5, 2, and 3x multipliers for Patch 2. Haven't updated for patch 3, it's simple but with the bugs of going over the default sizes makes it not worth it.
  7. Replies
    3
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    360

    Re: Balance Province Incomes

    http://www.twcenter.net/forums/showthread.php?621325-God-Save-Carthage

    Or from the same author, a Campaign Overhaul that re does the economy....
  8. Replies
    425
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    198,835

    Sticky: Re: Lines of Battle: Rome II - A Tactical Gameplay Modification

    Pike is the only formation that sticks that I've seen. Every other formation else breaks on attack command. Pike formation is also the only formation you CAN NOT activate while in combat.

    If...
  9. Replies
    33
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    16,960

    Re: Stopping the madness

    Here is a MIRROR
  10. Replies
    425
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    198,835

    Sticky: Re: Lines of Battle: Rome II - A Tactical Gameplay Modification

    You can always put them back in the formation while they are engaged. All formations are is a stat bonus. The visual aspect doesn't matter. So hitting the formation while engaged will still give the...
  11. Replies
    425
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    198,835

    Sticky: Re: Lines of Battle: Rome II - A Tactical Gameplay Modification

    Had a battle of ~2000vs8000 was about 28 minutes. ~5 Praetorians, ~8 Legionairies, 5 Javelins, 2 Equites vs a bunch of Hoplite/Sword Mercs, Elephants and Javelins from Carthage. Ended up winning...
  12. Re: Vialabo's Imperial Survival Kit - Campaign Overhaul Mod: Update 1

    It seems to only happen when the siege is a naval blockade. Land army siege has attrition. First time I've seen it is this campaign. Always had attrition in my previous ones.
  13. Re: Vialabo's Imperial Survival Kit - Campaign Overhaul Mod: Update 1

    For some reason attrition doesn't seem to be working during sieges. Syracuse has been besieged since around Turn 1 (On turn 40 or something now) by Carthage and neither attacker nor defender have...
  14. [Tutorial] Re: How to create and use a mod pack in 5 easy steps using PFM 3.0

    If you don't create a new mod and set it's directory I believe it defaults to extracting to your rome2/data folder.
  15. Re: Unit limit - Sparta and other factions that are useless due to limits

    http://www.twcenter.net/forums/showthread.php?622614-How-to-create-and-use-a-mod-pack-in-5-easy-steps-using-PFM-3-0

    Simple tutorial another member wrote about creating mods. It applies in this...
  16. Re: Unit limit - Sparta and other factions that are useless due to limits

    Change the value under campaign_cap in the main_units table to 0 or whatever limit you want.
  17. Replies
    210
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    99,874

    Re: All capture/victory points removed

    Try using the debug camera (via preference.script.txt) and looking under ground. Not sure if it's the same in the historical battle but during campaign trying to take Carthago the reinforcing fleet...
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    2
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    399

    Re: QUESTION: Adjusting research times

    Step 1: Open the mod you want to edit that includes the research times in PackFileManager
    Step 2: Highlight all values in the "research_points_required" column of the technologies table
    Step 3:...
  19. Replies
    210
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    99,874

    Re: All capture/victory points removed

    Here's a mirror for those having issues with TWC and Sendspace

    Complete Pack

    Remember to use only 1.
  20. Replies
    0
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    510

    Units Underground

    One issue with increasing unit size and upping ship capacity to match to avoid dual ships would be units being stuck underground in coastal battles. Those issues is why I've stopped using higher unit...
  21. Replies
    3
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    604

    Re: How to post a mod?

    Usually best to archive it (7zip, winzip, winrar etc) and then you can attach it to a post, or upload it to a file sharing site and post a link.
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    2
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    469

    Re: Help and advice

    Not sure on #1 as I haven't messed with Civil War stuff at all yet. As for #2

    EditSF -> Open Save Game -> COMPRESSED_DATA -> CAMPAIGN_ENV -> CAMPAIGN_MODEL -> WORLD -> FACTION_ARRAY - FACTION...
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    40,623

    Re: Arete ton Xenon: V1.0 Carthage Overhaul

    With Fire at Will on, and not in melee mode, they will not use ranged attacks if an enemy comes in range. At least not in the few battles I've played in my new Roman campaign.
  24. Replies
    76
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    40,623

    Re: Arete ton Xenon: V1.0 Carthage Overhaul

    So I installed this mod via Vialabo's ISK recommendation to start my first Roman Campaign. I see that Hastatii have Fire at Will but all it seems to do is make them into a javelin type ranged unit,...
  25. Re: Vialabo's Imperial Survival Kit

    Did you change anything with Military Traditions? Armies show at 0/0 experience starting out. Win one battle and they become Rank 3 with 10/120 yet no military tradition can be picked.

    Edit: Seems...
  26. Re: Vialabo's Imperial Survival Kit

    I'll try that than, been avoiding beta patch 3 since I've heard way more bad than good.

    Edit: With beta patch 3 the game doesn't freeze, it crashes on start up.
  27. Re: Vialabo's Imperial Survival Kit

    Game doesn't load with your Mod, just gets stuck on the loading screen for me.
  28. Replies
    301
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    172,236

    Re: (Updated 20/09/2013 - New Marian Legionaries) LAVRENTIVS ROMAN UNIT RE-SKINS

    I agree with this, about to start my first Roman campaign and would like to use your re-skins, however I'm also trying out the natural dye mod so chose the 4 downloads with no recolor. But am unsure...
  29. [Tutorial] Re: How to edit unit sizes in Rome II total war (number of men per unit)

    Edit the startpos.esf instead of the save game. Same method.
  30. Re: PLEASE help mod manager and MANY mods DO not work = Need Help ASAP

    The error says it can't load the common.dll because it was created in a newer run time then you have installed. I would update your java and/or .NET - unsure which one it uses.
  31. Replies
    4
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    773

    Re: Faction Unit Modifier in rome2_data.pack

    You set unit size to ultra in the game settings, which tells the game to use 100% of the unit size. Then you set the unit size of hoplites to 320 men.
  32. Replies
    5
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    773

    Re: Mod to REDUCE Unit Size?

    Use Ultra Unit size

    Reduced Unit Size

    Drop in your data directory, biggest unit will be 10 men, going down to 1 for some. Not sure how it'll play out specially given moral and other such since...
  33. Replies
    4
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    773

    Re: Faction Unit Modifier in rome2_data.pack

    You can just edit the actual size for units in the main_units table. You set a flat value of men for ultra setting, the lower settings are a percentage of that.
  34. Replies
    8
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    1,287

    Re: Unit size bug/limit

    That just fixes one bug, but still there are more. You're talking about max_men_per_ship and num_mounts. That gets rid of the dual transports, but then you'll have half the units spawning underground...
  35. Replies
    8
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    1,287

    Re: Unit size bug/limit

    The in game settings are just a % of the unit size. Ultra = 100% Large = 75% etc

    You can up the actual counts via modding, can probably go pretty big, I know one mod has up to 480 men per unit....
  36. Replies
    183
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    115,668

    Re: Spartan units redone by Playker V1.3 OUT!!!!

    Depends on your load order in ModManager/user.script.txt since both mods edit the spartans. You can make them work together. I use this pack for spartans (minus the royals which I get elsewhere) and...
  37. Re: Having trouble with modding - quick tip required

    Don't have any other mods that modify either of those tables? And you changed num_mounts not num_animals right? And there is still a mount listed under the mount column.
  38. Replies
    8
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    1,287

    Re: Unit size bug/limit

    Have Unit Size set to ultra in the options?
  39. Replies
    3
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    873

    Re: A request for base income modification

    Fastest way is to open those mods up in PFM and see which tables they edit and if any 2 edit the same table there will be a conflict. The more agressive AI and radious will probably have a conflict...
  40. Replies
    3
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    873

    Re: A request for base income modification

    For income there is a "faction_gpd_other" variable in db->campaign_variables_tables->campaign_variables that I assume controls your flat 2500 income since that is what it's set too. Use the PFM to...
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