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    [Tutorial] Re: Mixed Units Tutorial (Finally CA yes!!)

    Revisiting this to see if anyone else has made any progress in finding out the minutiae of how the entities are ordered. I still haven't figured it out!
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    [Tutorial] Re: Mixed Units Tutorial (Finally CA yes!!)

    Has anyone had more insight with this? After my own testing I surmised that the position of the entity is dependent on if it is assigned as an officer, standard bearer, or none in composed_entities,...
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    Re: Where to Edit Followers/Items?

    Indeed, those are the ones I am trying to find as well.
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    Where to Edit Followers/Items?

    Looking to edit the attributes/stats for all the weapons/armor/followers/ancilliaries but not sure where to look! Any help would be appreciated. :)
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    [Tutorial] Re: Mixed Units Tutorial (Finally CA yes!!)

    Ah changing the unit types around within the formation does have some effect from naming, but I can't tell exactly how yet..
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    [Tutorial] Re: Mixed Units Tutorial (Finally CA yes!!)

    Haven't had any luck with the above suggestions.. but I feel like I'm getting closer. Almost positive it has to do with a combination of which entities use random/middle/front/no_override, as well as...
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    [Tutorial] Re: Mixed Units Tutorial (Finally CA yes!!)

    For me all ranged units are at the front no matter the unit. I think it may be because I changed all projectiles in my own modding to have a low trajectory rather than a dual_fixed trajectory, so now...
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    [Tutorial] Re: Mixed Units Tutorial (Finally CA yes!!)

    Nope crossbowmen are always at the front for me too.
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    [Tutorial] Re: Mixed Units Tutorial (Finally CA yes!!)

    I've been trying to put ranged units in the middle without any luck. They always seem to be at the very front of the unit.
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    [Tutorial] Re: Mixed Units Tutorial (Finally CA yes!!)

    This is awesome! I too love the Sengoku Jidai style of warfare and have been trying to emulate it through my own modding. This opens up a whole new world of possibilities.
  11. Thread: Army size

    by McCarronXLD
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    Re: Army size

    Is there a way to add more or less generals to an army? Round-a-bout way of altering how many units there are, but might be better than nothing.
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    Sticky: Re: PFM 5.2 - Three Kingdoms Support

    The new variable for this is 3k_main_effect_progression_effect_armies. You change how many armies you start out with (and get at each rank) via effect_bundles_to_effects_junction. The increases to...
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    Re: Performence

    Sure! It isn't really about changing how the AI plays as much as it changes how the game itself is played. I don't depend on the battle AI for a challenge. The challenge will come from proper...
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    Re: Performence

    As KAM said changing the radii vastly changes the balance of the mod. I'm experimenting with it for an overhaul mod that significantly changes how Total War is played, but I wasn't planning on...
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    Re: Performence

    The greatest performance impact in DeI is actually a spacing issue. The reduced radii ratio allow the sprites to get closer to one another for the tight formations you see in DeI, but it has the...
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    Re: Chariot/Monster as Officer

    Thank you so much for the information!
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    Chariot/Monster as Officer

    Hey there!

    I would like to know if it is possible to make a large single entity unit into an officer of, say, infantry so that when a large unit is brought onto the field it has bodyguards. I'd...
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    Re: New beta from CA

    This is very exciting news indeed!
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    Re: Yet another Phalanx question

    My solution is to prevent the AI from recruiting Phalanx/Remove starting Phalanx units (do this with Chariots too) and to make Hoplites into regular spear units. Makes for a smoother, albiet perhaps...
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    Re: First Line Fires Only

    Thank you so much! This is perfect.
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    First Line Fires Only

    Hello!

    I was wondering how to make it so that only the first, maybe the second, line in a ranged unit can fire as opposed to the entire unit as it is right now.

    Thanks!
  22. Sticky: Re: [Download & Installation] Divide et Impera 1.2.2L1 - Updated April 16

    Oh man.. nothing would make me happier. I still think Total War's largest glaring failure is its naval content and design. Empire and Napoleon were okay.. just okay. I wish they'd focus more effort...
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    Re: Hoplites, sparta and such

    This was really helpful! I've been playing Total War forever.. and never thought to use hoplites as anything other than one long uninterrupted line with lighter soldiers on the flanks.
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    Re: [Preview] Samraatya Maurya

    Beautiful work! Those shields are absolutely gorgeous.
  25. Re: Divide et Impera Youtube Guides & Tutorials

    A Naval guide would be lovely! :)
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    How to Remove Flying?

    Hello! I was wondering about the possibility of modding out flying. That is to say I would like to see all flying units be permanently grounded. I don't know if being able to fly is part of their...
  27. [Beta] Re: So, I've been working on a female legendary...

    She looks great! It all syncs rather well.
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    [WIP] Re: Endless War - campaign gameplay overhaul

    That would be appreciated! Though it is understandable if you cannot. :)
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    [WIP] Re: Endless War - campaign gameplay overhaul

    Wondering this myself actually. It seems very difficult.
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    [WIP] Re: Endless War - campaign gameplay overhaul

    That's great to hear! Was worried for awhile there. Looking forward to a release. :)
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    Re: The dream: a smooth, stutter-free battle

    Not at all. :) I've been playing on large resolutions for many years though so I could just be used to it.

    @KAM Well, what I consider to be the AI performing smartly isn't actually flanking or...
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    Re: The dream: a smooth, stutter-free battle

    I have a 7700k and two 1080 GTIs and still get stuttering. Here, in Shogun 2, in Attila, in Warhammer. (Note: I play at 3440 x 1440 now, but played at 2560 x 1600 and 1920 x 1200 before that with the...
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    Replace Gun Sounds?

    I'm surprised no one has done this yet, which makes me wonder about it's possibility.

    I'd like to replace all gun (rifles for Humans and Dwarves, cannons, even trollhammer torpedoes) sounds with...
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    [WIP] Re: Endless War - campaign gameplay overhaul

    With Total Warhammer 2 announced for September what will that mean for this mod's development? I imagine it's going to affect the startpos a lot.
  35. [WIP] Re: Divide Et Impera/Ancient Empires Attila based Warhammer combat mod, 1HP!

    This is something I was planning on doing as well, though with a focus of changing how Total War is played. Trying to change the combat from rock paper scissors and flanking to a system that focuses...
  36. Re: [Submod] Data Venia - Overhaul (for DeI 1.2 - Updated 31th may)

    Ah fair enough! I take it the issue with the hoplite formation is how the AI makes hoplites clip into the middle of other units?
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    [WIP] Re: Endless War - campaign gameplay overhaul

    Also eager to hear news!
  38. Re: [Submod] Data Venia - Overhaul (for DeI 1.2 - Updated 31th may)

    This is awesome! I'm one of those people that loves a slow campaign so I appreciate the changes. :)

    I was curious why you removed the hoplite formation that came from 1.2 though. I rather liked...
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    [WIP] Re: Endless War - campaign gameplay overhaul

    In regards to suggestions do you think it would be possible to give every (non-Horde) race the Wood Elves' outpost mechanic? I think that's a realistic compromise between CA's vision to prevent...
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    [WIP] Re: Endless War - campaign gameplay overhaul

    So awesome! Really looking forward to this.
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