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    Re: Weird drop of FPS

    @Blackader

    Try reverting to an earlier (pre 400.x) Nvidia driver. I'm using 399.24, and it fixed a similar slowdown for me on a fairly new machine (i7 -8086k; gtx 1080) when applying any level of...
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    Re: Camera and dust!

    Interesting, I never knew they disabled them, but I haven't looked at R2 since last year. I can understand why they don't want various pack types on Steam... you can hork up the database if you don't...
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    Re: Camera and dust!

    Sounds like you need to re-check all of your option settings, which were likely restored to default when reinstalling.

    For dust, make sure particles are set to the highest setting. My favorite...
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    Re: Modding offline - How?

    Edited my previous message after experimenting a bit more. The launcher doesn't play nice with the script unless you take a few precautions.
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    Re: Modding offline - How?

    Presuming you're running Windows...

    In the scripts folder, located inside your user folder (e.g. ...\AppData\Roaming\The Creative Assembly\Warhammer\scripts), create a text file called...
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    Re: Modding offline - How?

    Hi Darren,

    Irritating, the way it deletes content, isn't it? It serves absolutely no purpose.

    Regardless, you should be able to work around this. Does it list the mods at all? If you don't...
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    Sticky: Re: TROM3 - Gameplay Questions & Advices

    Likewise. Just getting back to playing again.

    I guess you mean looting? When you loot a province, you're basically extracting all of it's accumulated town wealth, along with some additional amount...
  8. Re: Unit animations we want to see implemented

    There are advantages to not having it, at least with the way it was implemented. But the reason they cited for removing it was that they couldn't do motion capture for a lot of match ups. Whatever...
  9. Re: Unit animations we want to see implemented

    - Artillery loading
    - Better overall (pseudo) matched combat
    - Knight melee that doesn't involve lance bashing... (even with a cheap transition)
  10. Re: Confused on resource to income translation

    It's risky to become too reliant on trade income, so there should always be a higher payoff for gambling. The resource building splits are a really nice feature, allowing you to hedge your bet.

    ...
  11. Re: Confused on resource to income translation

    Larger factions don't pay more per resource, but they do have a higher cap on quantity demanded. So you will still earn more from trade partners with more regions.

    The demand thresholds are,...
  12. [Tool] Re: PFM 4.1.2 - Warhammer support

    I doubt PFM is corrupting file content when saving, and certainly not when reading. You could confirm this by running a hash check on the original file and comparing to a copy that's been packed and...
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    Re: Mod Manager/Launcher

    Here's the most recent comment from CA_Darren concerning an update to the mod manager -- https://www.reddit.com/r/totalwar/comments/5r644r/whatever_happened_to_this_and_why_arent_we/dd4zwc0/

    So...
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    Re: Mod Manager/Launcher

    Which tables are changed by the WoM mod you're using? I use Steel Faith as my base mod, so I'm not that familiar with Radious', but looking at his /db directory, he's directly replacing a lot of...
  15. Re: CA's ability to make an offline mode that works. Too much to ask?

    Interesting. For me, the launcher crashes if I leave it sit idle while offline, but nothing is removed from /data. I do have a (movie type) pack present that's set to read only. That may crash...
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    Re: Mod Manager/Launcher

    I think the opposite is true, no? If you were strictly using a comprehensive overhaul, your management needs would be relatively low... someone else has done all the work. But with Warhammer's...
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    Re: Mod Manager/Launcher

    @Zebra

    Don't fall into the "load order" trap... it's a mythical solution to conflict management that's largely irrelevant where database tables are concerned. And it's only marginally useful for...
  18. Re: CA's ability to make an offline mode that works. Too much to ask?

    In my experience, you can launch the game (with mods active) just fine while Steam is in offline mode, and it certainly doesn't delete/unsubscribe mods. The launcher is a bit wonky, in that if you...
  19. Re: Questions about Trading, Resources and Ports.

    As a general suggestion, the best practice in any TW game is to make a habit of mouse hovering over absolutely every UI element (icons, buttons, elements in text lists, etc). Really scrutinize every...
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    Sticky: Re: TROM3 - Gameplay Questions & Advices

    I have not played for several years, but from what I recall, the income gained from conquering a single province far outweighs what you'll get in return from early investments. You'll need to invest...
  21. [Tool] Re: PFM 4.1.2 - Warhammer support

    Right-click the column header and use the apply expression command. It presents a dialogue box where you can enter a mathematical expression, modifying whichever cells you have selected. There's also...
  22. [Beta] Re: Shader Tweaks [Faction Color Tint Removal][Depth of Field WIP]

    Hi all,

    I uploaded the mod to the TWCenter download section and fixed the missing link in the OP. Sorry for the long delay... things sort of got lost ;).

    Thanks to Primergy for posting above....
  23. [Released] Re: Atmospheric Sounds Mod v. 1.35 + Twosocks Formation Sounds v6

    I posted to the downloads section with a link back here on behalf of the author(s)

    http://www.twcenter.net/forums/downloads.php?do=file&id=4171
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    [Released] Re: [FotS] Battle Advisor Silencer

    Attachment links are down, re-uploading shortly...
  25. [Beta] Re: Shader Tweaks [Faction Color Tint Removal][Depth of Field WIP]

    The top post attachment links have gone missing due to an unfortunate vBulletin bug and subsequent fix by staff. I'll provide new links shortly... along with some small updates to the mod :)

    If...
  26. [Released] Re: Atmospheric Sounds Mod v. 1.35 + Twosocks Formation Sounds v6

    A lot of attachments are currently missing due to a forum software glitch. See this thread.

    I have a copy of this one and will post if the author is absent. It's over the attachment limit, so it...
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    [Released] Re: Horse Texture "Fix" -updated for patch22

    Not just you... it's widespread. Looking around the S2 mod forum, Bullgod's Daimyo mods, Noif's FOTS mods and a lot of others are missing the attachment links.

    Some forum software maintenance had...
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    [Tool] Re: Sinfonia Semplice (Sound Fixing Tool)

    Bit of a late reply, but if you're still having trouble...

    If you use the method where you include the original vanilla units table along with TROM's, you have to be sure that none of TROM's...
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    Re: Question regarding "Blur"

    Try running the game in windowed mode at a smaller resolution so you can access the controls while you experiment with values. Hit "save configuration" to immediately see your changes.

    The effect...
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    Re: Question regarding "Blur"

    In the offline configurator, on the Additional Shader tab are the blur settings. 'Radius' controls the size of the focused/unfocused areas, while 'Focus' determines the vertical placement. Power is...
  31. Re: Risk regarding having incompatible mods together?

    I just create an archive folder in the data directory and move things in and out as needed. That keeps the manager list nice and clean. Alternatively, you can give any pack an extra extension (.off,...
  32. Re: [Experimental] More challenging, BAI friendly battles - 30.01.2015

    You can apply a mathematical expression instead of just a flat value... same as a spreadsheet function.

    Let's say you wanted to decrease a value by 10% across the board, while maintaining relative...
  33. Re: [Experimental] More challenging, BAI friendly battles - 30.01.2015

    I've tried taking the minimum distance up near the maximum (1500) and didn't see too much difference, but need to test different arrangements and map setups.

    In older TW games (going back to...
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    Re: How do slaves get distributed?

    On the OP...

    I have a game going (Rome) where I turtled for a long while and slave population had gone to 0% in both Italia and Magna Graecia... so good clean slate for comparison.

    Upon...
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    Sticky: Re: Is there any Sengoku mod using FOTS map ?

    There was some disagreement over whether such a mod violates the board's policy of not allowing unmodified assets to be posted. I had asked for some clarification in this case, because...

    1. There...
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    Sticky: Re: [REL] Trom3 Unit Variety project

    I likely have this mod on a failing drive that I've removed until I can get a replacement. Presuming I can get everything transferred, I'll post a copy if I find it.

    Until then, I believe both...
  37. Sticky: Re: RSM 1.2 Issue Reporting and Gameplay Feedback

    Glad it's working for you :)

    Likewise, I've barely had any time to indulge in these games since moving last month.

    The Shimazu retainer stat sounds like a simple balance oversight. I'd have a...
  38. Re: Concerning Streamlining and Futuristic UI

    Because they are (in part) using common resources, common code base and common design principles to develop for multiple platforms simultaneously. That's bad for us PC users who are denied the...
  39. Re: How to edit shield colors without editing tunic colors?

    You can define alternate color values per unit (by adding entries to unit_variant_colours), but not per model part.

    Now that I think about it, an easier method (than painting the color mask)...
  40. Re: How to edit shield colors without editing tunic colors?

    You could edit the color mask for the shield(s). In the mask, red is primary, green is secondary and blue is tertiary. Just repaint or color fill the area with the corresponding color. E.g. If you're...
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