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  1. Sticky: Re: [TGC 0.97 public alpha] Released version 15.01.2020 + patch 002

    some of them are multipurpose.
    i personally like to fight with the "Tagma Ton Teichon", because they are very effective closecombat killer, once they are done with shooting.
    not as good as the...
  2. Re: The Great Conflicts main discussion thread. Please post here!

    if someone if willing to convert the models into stratmapmodel and didnīt know how to do it:
    hereīs a video tutorial:

    watch?v=ed-C5gZ3QOA
    https://www.youtube.com/watch?v=ed-C5gZ3QOA
    +...
  3. Re: The Great Conflicts main discussion thread. Please post here!

    mhh, not really.

    need to read more Hannibal :)
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    Sticky: Re: [TGC list of skill needs / recruitment.]

    iīve looking for someone able to create stratmapcharacters from existing battlemodels to replace the vanilla oneīs used as placeholders.
  5. Sticky: Re: [TGC 0.97 public alpha] Released version 15.01.2020 + patch 002

    added your additions to the patch 003.

    just for info: the new patch 003 contains and replaces the medimod CAI with the more aggressive PiterAI. once released it would be nice if players could...
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    Re: Back to Roma Surrectum

    (rhodian) slingers in the back always worked for me. but roman can be sneacky
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    Re: paleologos workshop link

    same here, looks good. streching like this seems realistic
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    Re: PiterAI (new Artificial intelligence)

    just for info, your CAI works well in my build and iīm going to see how faction behave diffrently. First observtion is, Rebels attack weak spots (undermaned forts) and AI-faction gathering fullstacks...
  9. Re: The Great Conflicts main discussion thread. Please post here!

    thatīs interesting. i personally like the "normal" unit spawn + retrain option. kind of roleplay of a strategic unit.

    the spawn could be a character with an athanatoi bodyguard, but then if the...
  10. Re: The Great Conflicts main discussion thread. Please post here!

    right, at turn 388 the event will spawn a unit next to constantinople, like Anthonius explained.

    Do you have a ERE-Rebelfaction uprising? They should be available at this point (after turn 390),...
  11. Re: The Great Conflicts main discussion thread. Please post here!

    they where some of the latest added units (same with armenian placeholder units and some other units).
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    Re: Know issues.

    :thumbsup2 will take a look
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    Re: Know issues.

    i know some issues, that the game starts to look wired and then crashes.
    but anyway it should be a good idea to resize the UI
  14. Re: The Great Conflicts main discussion thread. Please post here!

    sadly the new patch wonīt be savegame because there are to many changes + some hardcoreelements changed like piter CAI and settlement mechanics, edu/edb changes. this will effects new campaigns.
    ...
  15. Re: The Great Conflicts main discussion thread. Please post here!

    some things changed and fixed in upcoming patch 003
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    Re: PiterAI (new Artificial intelligence)

    no problem, just for info - iīve added your campaign ai and added some issue you posted for testing right now.
  17. Sticky: Re: [TGC 0.97 public alpha] Released version 15.01.2020 + patch 002

    the transformation was never tested in real gameplay - only with early on scripting and editing.

    at first hre didnīt even had a proper unitrecruitment a.s.o., then cultural buildings.
    your...
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    Re: PiterAI (new Artificial intelligence)

    hi, it seems like there are two missing " befor two numbers, resulting in a code error. the file is in your Medieval II Bellum Crucis PiterAI
    iīve uploaded a correct version of descr_campaign_ai_db
  19. Sticky: Re: [TGC 0.97 public alpha] Released version 15.01.2020 + patch 002

    thank you. thatīs good.
    this could mean the scroll map is somehow linked to horde steppe factions only when horde. wired... anyway, as this ctd is still random too

    regarding the forts. i reduced...
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    Re: PiterAI (new Artificial intelligence)

    haha, īve found the solution indeed. i simply changed the faction charactereristic in descr_strat into "sailor napoleon"
    this worked for me and chandeax (the faction in TGC mods) ships itīs army to...
  21. Sticky: Re: [TGC 0.97 public alpha] Released version 15.01.2020 + patch 002

    thank you for the feedback. 100 turns is a good amount so far. this meens pechengs have spawned and magyars migrated. turn 20 see a change in CAI behavoir (savespace is gone) and many scripts like...
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    Re: Battle for Hellas: Rising of Macedonia

    i have a bfh_1_0 on my desk and have it uploaded via mega.nz here https://mega.nz/file/iQpwVISY#Ftk-bOifZU8fWi-HQPDRaMm23dDdzEpHSQ_Jc-Y8CBs

    if you like beatifull mods check out this one for rtw...
  23. Sticky: Re: [TGC 0.97 public alpha] Released version 15.01.2020 + patch 002

    ahh ok, thatīs cool. i will replace with a placeholder then.
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    Re: Battle for Hellas: Rising of Macedonia

    iīve had this files in my repository
  25. Sticky: Re: [TGC 0.97 public alpha] Released version 15.01.2020 + patch 002

    nicely done :)
    i will incoporate this update into patch 003

    edit:
    did i missed the text/export_vnvs?
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    Re: Know issues.

    ahh, i see
    so did pechenegs had to much upkeepcosts when establishing? how many regions they get?
    iīve implanted a moneyscript, based on EBIIīs and it giveīs massive bonus for small factions with...
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    Re: Know issues.

    yes, they are scripted like this. in conclusion, the kalbids wipe out all off sicily and conquer the island completly at some point.

    for example the turcish invasion (very late in the game) is...
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    Re: Know issues.

    those are the magyars homeland regions. there is something in the steppe culture, magyars faction or textfiles iīve missed so far, creating a map-scroll ctd, whenever scrolled over this regions.
    ...
  29. Re: The Great Conflicts main discussion thread. Please post here!

    all the best :thumbsup2
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    Re: Know issues.

    thank you - taking a look
    epic turn number, i think one of the highest at the moment, as kalbids in sicily revolution is not far away (starting at about 304 turns ingame)


    this could be an...
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    Re: Know issues.

    this areaīs around eszak_bug are somehow bugged at some point. but it seems to be totally random and not linked to savegames or anything else.
    gigantus invested this issue too, but we couldnīt find...
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    Re: Know issues.

    itīs only avoidable with a much bigger familytree (for big factions like Bulgaria or ERE). we are thinking about expanding this using jales dynastic updates
  33. Sticky: Re: [TGC 0.97 public alpha] Released version 15.01.2020 + patch 002

    we have a system in the bulgarian faction that is pro or against the ERE. it depenmd on the diplomatic relation and the characters preference. both will give then bonus or malus, if the faction is at...
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    Re: Know issues.

    mhh, the turn always propose an adoption or a marriage per turn, if available.

    so if you only get adoptions, then the marriages are blocked until the adoption slots aka 4 childrenslot per...
  35. Sticky: Re: [TGC 0.97 public alpha] Released version 15.01.2020 + patch 002

    the diplomacy is stripped like this, if the player get to powerfull ar nears the victory conditions, then a diplomatic 2 step aggression takes place.
    first: neighbors, neutral, will start a war,...
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    Re: Know issues.

    ok, so the lines are blocked. need to take a look into the models via iwte. maybe somethingīs missing there.
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    Re: Know issues.

    you may get around this if you move the generals away (shell: move_character "XY" 123 123) https://forums.totalwar.org/vb/showthread.php/83860-Getting-the-Move-Character-Cheat-to-Work
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    Re: Nation, Empire - War

    yeah, i noticed the 2 extra units for the hephtalits faction, but didnīt know every faction has something like this. nice idea btw
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    Re: Nation, Empire - War

    Awsome!
    Just checked out the ERE and will now look into some barbarian factions. I like the setting, itīs not overcrowded and the heavy factions like west/east rome or sassanids look manageable, but...
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    Re: Nation, Empire - War

    Congratulation!!
    Very good looking mod. Will play it after i installed a.s.a.p.
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