Search:

Type: Posts; User: Metal_Izanagi; Keyword(s):

Page 1 of 3 1 2 3

Search: Search took 0.17 seconds.

  1. Re: 4.2 Sigh of Empire: The Storm Riders (A 19th Century Revolution)

    Unfortunately haven't been able to find it. Wanmod seems to be gone, and while I used to have a copy of 4.2 lying around, I got rid of it a while back because it was a total mess of a mod. Honestly,...
  2. Replies
    17
    Views
    7,361

    [Released] Re: OWO: Yari&Shot

    Pretty amazing work from a pretty amazing modder. :o
  3. Re: 4.2 Sigh of Empire: The Storm Riders (A 19th Century Revolution)

    The only issue I've run into with the most recent is that a lot of the names appear to be translated incorrectly. The US Civil War campaign generals almost all have the wrong names assigned to them....
  4. Replies
    42
    Views
    15,595

    Sticky: Re: Bug thread

    Not sure if it's intended but playing as the Tokugawa, Bow Samurai take six turns to recruit and don't have any of their special abilities in battle such as fire arrows, even after researching the...
  5. Re: Temporary methods fix bugs in version 1.5

    1 - The thing about the Dark Elf general is related to the fact that as a general, the unit can't change its unit formation from phalanx to a normal formation since their general ability overrides...
  6. Re: Campaign Script - Removes Doom Stacks/Garrison Scripts

    Great script! I was a bit hesitant at first when I saw how much income the AI factions have, but it seems like they're handling it well and not producing doomstacks to crush the player, at least!
  7. Fix for the Ogre Kingdoms heir having a Sabretusk Pack as his bodyguard unit in the 1.5 beta as of 5/24/2017:

    Quick fix for the current issue with the Ogre Kingdoms heir spawning with a Sabretusk Pack instead of an Irongut Bodyguard for his bodyguard unit:


    1 - Navigate to...
  8. Poll: Re: Dagor Ennor (aka PCP) ~ M2TW & TATW Re-Imagined ~ 31 Factions + 32 Rebel Factions ~ MAXED Buildings/Units/Regions ~ Interact with ALL the indigenous peoples of Middle-Earth... and then terminate them with extreme prejudice.

    A few ideas:

    - Use spies to find them.

    - Set a honeypot up with a vulnerable-looking army with an expendable general near a forest, with a bigger, stronger army waiting for the enemy to show...
  9. Poll: Re: Dagor Ennor (aka PCP) ~ M2TW & TATW Re-Imagined ~ 31 Factions + 32 Rebel Factions ~ MAXED Buildings/Units/Regions ~ Interact with ALL the indigenous peoples of Middle-Earth... and then terminate them with extreme prejudice.

    I think my mistake was in having an older version of PCP installed and just trying to install the current version over it.

    After nuking and paving the Third_Age_3 folder and reinstalling TATW and...
  10. Poll: Re: Dagor Ennor (aka PCP) ~ M2TW & TATW Re-Imagined ~ 31 Factions + 32 Rebel Factions ~ MAXED Buildings/Units/Regions ~ Interact with ALL the indigenous peoples of Middle-Earth... and then terminate them with extreme prejudice.

    Are turns supposed to take around the realm of two or three minutes to pass every time, or is this a sign that I screwed something up with the installation?

    If it's WAD, would cutting out some of...
  11. [Edit: Fixed, solution inside!]Resolving a persistent crash while loading any battle in a specific mod

    Over the past few days I've spent a lot of time first downloading, and then stumbling my way through the menus of the Chinese mod "Sigh of Empire - 19th Century Storm". Using version 3.0, if anyone's...
  12. Replies
    0
    Views
    940

    Re-adding backpacks to infantry?

    After a bit of research, I've found that apparently the file I'll need to edit to re-add backpacks to infantry is

    DME_UnitsPack.pack -> db -> warscape_equipment_items_tables ->...
  13. Replies
    3,113
    Views
    1,277,232

    Sticky: Re: COW: Beginning of The End Times - Patch 1.01 RELEASED

    The only worry I have about not giving Chaos Undivided the benefits of the individual Chaos gods is that it would make playing as the faction led by Archaon himself feel a bit strange. Archaon...
  14. Replies
    3,113
    Views
    1,277,232

    Sticky: Re: COW: Beginning of The End Times - Patch 1.01 RELEASED

    The problem with the gunpowder_unit trait is that it's always been really buggy in its implementation. I regularly see at least 1/3 of a unit's front line not fire, even when they have unobstructed...
  15. Replies
    3,113
    Views
    1,277,232

    Sticky: Re: COW: Beginning of The End Times - Patch 1.01 RELEASED

    Was looking through the campaign script that has the AI army spawns, and one thing I would seriously suggest is to have some sort notification for the player when the turn where the AI starts getting...
  16. Replies
    3,113
    Views
    1,277,232

    Sticky: Re: COW: Beginning of The End Times - Patch 1.01 RELEASED

    Pretty sure settlements never actually upgrade. At least, I've never seen them upgrade anything beyond the type of tower they have, if they already have stone walls. (Arrow towers, ballista towers,...
  17. Replies
    3,113
    Views
    1,277,232

    Sticky: Re: COW: Beginning of The End Times - Patch 1.01 RELEASED

    One thing I've noticed that seems to be causing a lot of the problems with the Empire falling apart is that the AI seems very reluctant to garrison troops in their cities. They seem to prefer to have...
  18. Replies
    3,113
    Views
    1,277,232

    Sticky: Re: COW: Beginning of The End Times - Patch 1.01 RELEASED

    Part of what makes "big" units like Ogres and Trolls so useful is that they can be sent up the walls like normal infantry.
  19. Replies
    3,113
    Views
    1,277,232

    Sticky: Re: COW: Beginning of The End Times - Patch 1.01 RELEASED

    The Empire factions all start allied with Reikland, and most of the time they'll all send diplomats over to ally the other "Good" factions.(Dwarves, High Elves, Brettonia, Kislev, Dogs of War.) If...
  20. Replies
    3,113
    Views
    1,277,232

    Sticky: Re: COW: Beginning of The End Times - Patch 1.01 RELEASED

    It might be related specifically to the High Elves being destroyed. In my Reikland campaign, a combination of Norse Rebels and Chaos Undivided stomped Kislev and removed them from the game, but there...
  21. Replies
    3,113
    Views
    1,277,232

    Sticky: Re: COW: Beginning of The End Times - Patch 1.01 RELEASED

    There are indeed cities mentioned for all three of the missions I referred to. My lack of familiarity with the geography of the Warhammer world means that I still had no idea where any of them are,...
  22. Replies
    3,113
    Views
    1,277,232

    Sticky: Re: COW: Beginning of The End Times - Patch 1.01 RELEASED

    Admittedly i'm not super familiar with the geography of the Warhammer world, so i get that this might be an isolated issue, but it would be cool to have some sort of indication of where exactly the...
  23. Replies
    3,113
    Views
    1,277,232

    Sticky: Re: COW: Beginning of The End Times - Patch 1.01 RELEASED

    Not sure if it's been mentioned or is intended, but it seems like the Araby rebel units have Tomb King officers, and the units appear to be incapable of routing, just like Tomb King units. I've been...
  24. Replies
    3,113
    Views
    1,277,232

    Sticky: Re: COW: Beginning of The End Times

    Gah, really sorry about the super late response. A bunch of stuff came up in my life, so I had to deal with that for a while. I can definitely get on that; you guys are doing an amazing job, and I'd...
  25. Replies
    3,113
    Views
    1,277,232

    Sticky: Re: COW: Beginning of The End Times

    After doing some tests with the Chaos Dwarf Blunderbuss unit, I'd actually like to propose an alternative to how they work, beyond just taking away the piercing property of their shot:

    With the...
  26. Replies
    3,113
    Views
    1,277,232

    Sticky: Re: COW: Beginning of The End Times

    That's actually pretty disgusting, if they're trying to tell other modders that they can't assets that they ripped from another game. Claiming ownership of ripped assets like that is very, very...
  27. Replies
    804
    Views
    360,397

    Sticky: Re: RodG 1.6 - Easy and painfree Installation

    The name for Dark Elf Sorceresses is "DE_mage". If you're curious about any other names, look in "RodG16\data\export_descr_unit.txt".
  28. Replies
    804
    Views
    360,397

    Sticky: Re: RodG 1.6 - Easy and painfree Installation

    Awesome. I'm not sure why that historical event was causing a problem, but the good thing is that it doesn't do anything, so taking it out won't cause any problems. The event's text is a placeholder...
  29. Replies
    804
    Views
    360,397

    Sticky: Re: RodG 1.6 - Easy and painfree Installation

    Wait, so removing those two blocks of text fixed the crash?
  30. Replies
    3,113
    Views
    1,277,232

    Sticky: Re: COW: Beginning of The End Times

    If those are actually in the mod, my dreams of Street Sharks: Total War could finally come true.

    https://www.youtube.com/watch?v=gwj8QvT-qpY
  31. Replies
    804
    Views
    360,397

    Sticky: Re: RodG 1.6 - Easy and painfree Installation

    From a look at the system log you provided, it seems like the problem could be one of a few things.

    It seems like this turn, Reikland was to be given a new Reiksmarshall, but the game couldn't...
  32. Replies
    804
    Views
    360,397

    Sticky: Re: RodG 1.6 - Easy and painfree Installation

    Indeed they have not. If you absolutely need a fix, someone posted their own translation a few posts above. You could also try sticking the names into Google Translate, and be amused at what it tells...
  33. Replies
    3,113
    Views
    1,277,232

    Sticky: Re: COW: Beginning of The End Times

    That's awesome. I always found it a bit odd that the blunderbuss projectiles tore straight through units like that.
  34. Replies
    804
    Views
    360,397

    Sticky: Re: RodG 1.6 - Easy and painfree Installation

    Is there a specific faction that it crashes on the turn of? Before passing the turn, try using the console command "toggle_fow" and see which faction is taking their turn, and possibly what the...
  35. Replies
    804
    Views
    360,397

    Sticky: Re: RodG 1.6 - Easy and painfree Installation

    Just noticed something that I found a bit odd. There's a unit designated as "kranger" in the files, with a Russian name of "Кислевитские Следопытки" and a description indicating that they're Kislev...
  36. Replies
    804
    Views
    360,397

    Sticky: Re: RodG 1.6 - Easy and painfree Installation

    I can't answer the bit about skirmish AI, but I've definitely seen what you're talking about with units running off in random directions when told to attack. Zombies and skeletons do this quite...
  37. Replies
    804
    Views
    360,397

    Sticky: Re: RodG 1.6 - Easy and painfree Installation

    Regarding the "User Interface Is Frozen!" message, that's not a bug. I've looked into the scripts to edit them to my own preferences, and the reason the interface is frozen is because at the start of...
  38. Replies
    804
    Views
    360,397

    Sticky: Re: RodG 1.6 - Easy and painfree Installation

    Yep. It's part of the difficulty of the mod. I actually went into campaign_script.txt and gave the player all of the bonuses that the AI gets. It's led to the campaign feeling a lot more lively, in...
  39. Replies
    804
    Views
    360,397

    Sticky: Re: RodG 1.6 - Easy and painfree Installation

    The error info is


    Problem signature:
    Problem Event Name: APPCRASH
    Application Name: medieval2.exe
    Application Version: 1.5.2.0
    Application Timestamp: 540d9f2c
    Fault...
  40. Replies
    804
    Views
    360,397

    Sticky: Re: RodG 1.6 - Easy and painfree Installation

    I just ran the EN language shortcut, started a new campaign as the Tomb Kings, and went to assault Mount Grimfang with only troops that you have at the start of the game. This is what happened during...
Results 1 to 40 of 82
Page 1 of 3 1 2 3