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  1. Replies
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    Re: Editing Animations-help on new idea

    Looking at the videos, and thinking about some things, I think its the speed and stats that impact collisions the most. The higher the mass and speed, the more forceful the collision is. The higher...
  2. Thread: Chakram?

    by Lugie
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    Re: Chakram?

    It must be some unfinished content then. There might be some unused throwing animations in the files you could use. I remember some units in rome1 and medieval2 could throw stuff while moving, and im...
  3. Thread: Marching tunes

    by Lugie
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    Re: Marching tunes

    Yes, its possible to add new marching tunes by modifying the sound_events and adding more wav paths. Specific marching tunes for each faction/unit are currently impossible as far as I can tell.
  4. Re: How do you add new gun sounds to the game and assign them to a new weapon?

    I dont think thats possible without the proper tools. You would have to mod the sound events and, possibly, the exe.
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    Re: Let's improve Platoon Fire

    Its because of the misfire animation. When one unit misfires, no other units can fire until that unit is done fiddling with his musket. That animation is about 2 and a 1/2 secs long, and thus the...
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    Re: scripting commands

    Huh, Im not sure. ETW was supposed to have bribing, as evident in the loc and db files, but they never got around to finishing it. You might have to ask one of the bigger names on the forums to get...
  7. [WIP] Re: A Shamfur Mod - (Alpha Version 3.3)

    Terribly sorry about the wait. This mod has been discontinued due to computer problems (all source files have been lost), but I am more than happy to reply to your questions.

    2. Units are more...
  8. Re: How to stop units from re-spacing when using firing drills?

    For the firing drills, I'm not sure then. You could still try to increase the radius, and that might make the units think they don't need to spread out as they are already in position. Otherwise, I'm...
  9. Re: How to stop units from re-spacing when using firing drills?

    What do you mean re-spacing? Are you talking about the infamous shuffle bug (one that was never fixed and is, at best, a game-winning bug and at worst completely game-breaking)?
    So far, the only...
  10. Re: How to pack sounds in Shogun 2 (Shogun 2 sounds packing tool)

    Well, you can use Sinfonia Semplice to de-compile the original files and then modify those. You can add more sound-files for existing sounds, like selecting and such, but adding completely new...
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    Re: The History of the Rifle, pt. I

    Very nice, reads like a proper, detailed article.
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    Re: Artillery crew officer

    Aye, you can change the position of officers and such in group-formations as-well. Im pretty sure the guys over at Imperial Destroyer did that for square formation.
  13. Re: How to Allow Different General Models for Faction Leaders?

    It would have to be done through the campaign scripting. Some mods for Rome 2 and such already do this. You would have to ask somebody who is good at that stuff.
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    Re: Artillery crew officer

    It is not hardcoded, it is just very hard to mod. You would have to mod the groupformations.bin, and it seems the only mods that do that are large, overhaul mods, like darthmod or imperial...
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    Re: Is this a New Column? (PFM)

    Yeah that's leftover from Empire. In Empire, technologies were based on buildings. A image;
    ...
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    Re: Hardcoded In the Source

    Unit voices seem hardcoded, though have not had much time to test that. All the battle mechanics are hardcoded, and so is the AI (Those mods that say they improve the AI are lying). We cant add new...
  17. Re: How do I reduce the melee kill rate without changing unit stats?

    Well, I usually use my own mod. It is pretty easy to change them though, you just have to remove the entries in the animation fragments. All the animations with a L are the "Long" animations, and...
  18. Re: How do I reduce the melee kill rate without changing unit stats?

    Ohhh, that is why I don't have that problem. I Usually play with a mod, that removes the long kill-moves. I guess I cant help you here lad, sorry!
  19. Re: How do I reduce the melee kill rate without changing unit stats?

    There really is not. Those values are really only for things like cavalry impacts and such, and are mostly visual at that. If you want the spearwall to be more effective in melee while decreasing...
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    Re: Setting units to use a certain voice

    Do not edit that version of the file! First, you need to de-compress it using Symphony. You then get a editable version which you do your edits to, then re-compress for it to work properly.
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    Re: Units Table Question

    Shogun_Infantry is like the first "test" unit the team made just to test anims, combat, etc. The Yari Dojo Cav might be a unused/unfinished unit.
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    Re: Help using create_force

    You could try giving it a objective/mission for capturing a settlement. That could coerce the AI into trying to take that settlement (This doesn't work for rebels). You could also try giving it a...
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    Re: Adding new editing texture to shogun 2, HELP !!

    Well, you might need to edit the other maps as-well. I'm pretty sure the Gloss map is actually used for gloss now, as in EMP/NAP that was used for faction colors, so you don't have to worry about...
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    [Tutorial] Re: Quick & dirty Tutorial on Mapping

    Byoutiful tutorial. Thanks for this info m8, hopefully more people read it. Emp/Nap are desperately lacking in mp maps.
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    Re: Unable to clone weapons

    If that's the case, you probably messed something up in the unit_stats. Try to double-check the stuff there.
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    Re: Removing Fire Arrows?

    Im surprised nobody has replied yet. First of all, removing some abilities from unit_to_unit_abilities should not crash the game. While that would work in most cases, lets just say its special and...
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    Re: Matched Combat - How to

    Like I said, I was trying to figure out how to create new animations for new weapons. I wouldn't want to think its one of those things in the DLL, but I have not seen anything else anywhere that...
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    Re: custom battle funds.

    Sorry, but nobody can do that in Empire. Thats one of those things set in the EXE.
  29. Re: Using different (already made) units as General Units

    That is indeed right. If you want the directory in the pack files, its (Data.pack/campaigns/[your chosen campaign]/scripting.lua.
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    Re: COW: Beginning of End Times GUNPOWDER UNITS

    Now that is byoutiful. Finally, I can annihilate the armies of chaos with good ol' shot. Nothing can stand up to hundreds, if not thousands of volleys of musket-fire.
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    Re: Matched Combat - How to

    Yes, I knew how to do that, but I was just wondering how the system differentiates between different weapons, As in how does the system know if it is a kill, draw, etc. I was thinking that it was...
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    Matched Combat - How to

    Hello. I was wondering if it was possible to make new kill-moves, as to increase the variety/improve responsiveness, as seeing the same 3 or 4 moves gets old quickly.
    I know is that there are two...
  33. Re: Using different (already made) units as General Units

    The campaign script. Alot of large mods modify it to replace old systems with new ones, create events, etc.
  34. Re: Using different (already made) units as General Units

    I don't think its in the DB. I think the effect activates something in the scripting, as changing a unit to another unit during the campaign is, as far as I know, impossible with simple DB changes,...
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    Re: COW: Beginning of End Times GUNPOWDER UNITS

    Well, units like the Hochland Long-rifle men work fine. Its cause' you chaps decided to add a new reload animation thats plays before the old one. The Hochland line infantry don't have that...
  36. Re: Using different (already made) units as General Units

    I guess you would have to do it through a technology, like in FOTS when you get a certain modernization level all the general units change to use revolvers. As for choosing what general unit you...
  37. Thread: Clip Sizes

    by Lugie
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    1,004

    Re: Clip Sizes

    Nah, its not the animations. It is definatley something linked with the projectiles. Giving "Boshin_Officer_Revolver" to any unit will make that unit fire around 10 shots before reloading. Its really...
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    Poll: [Proposal] Re: Shogun 2 Total War Zombie Mod Sequel

    Well, it seems you have been Indefinitely Banned. Anyone care to elaborate on why?
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    Re: COW: Beginning of End Times GUNPOWDER UNITS

    Well, first of all, you could try removing the Armour/Body piercing stat, as muskets and other early firearms did not actually penetrate through multiple targets, as most of the time the musket-ball...
  40. Re: Questions about modifing max units number in an army

    Well... Most of this stuff is in the exe, something we cant really access. Maybe it could be done using scripting.lua for the campaign, but other than that, im not sure.
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