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  1. Replies
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    [Tool] Re: EditSF 1.1 / 1.2 and Warhammer

    Looks like the PFM team has come back to updating EditSF, you can find the latest version (currently 1.2.3, updated three days ago) in the "EditSF" folder on their Sourceforge page. It seems to be...
  2. [Tool] Re: PFM 4.1.2 - Warhammer support, also: 5.0, preliminary WH2 support

    Has anyone made a list of all of the changes/additions to tables from TWW1->TWW2?
  3. Re: I FIGURED OUT HOW TO REMOVE HEADS FROM MAIN LORDS

    It would be great if I could find out a way to remove the gun barrel from the steam tanks for my mod...
  4. [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Do you have the latest version of the DDS plugin for GIMP?
  5. [Tool] Re: PFM 4.1.2 - Warhammer support, also: 5.0, preliminary WH2 support

    Links to PFM 5 with TWH2 support and the new schemas necessary are both linked in the 1st post of this thread.
  6. [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    I'm still trying to figure out the main tool, which is unfortunately not beginner-friendly. I know it's taking longer than expected, but lately I haven't as much free time as I thought I would.
  7. [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    I actually found a nice workaround for getting DDS files right with tools that are all open-source/free. I'm working my way through learning the tools, and I'm planning on putting up my own tutorial...
  8. [Tool] Re: PFM 4.1.2 - Warhammer support

    The "tooltip_text" and "onscreen_name" columns are missing from the unit_abilities tables. Using 4.1.2 with schema 100.
  9. [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    I'd be honored!
  10. [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Hey, just thought I'd share a mod that I made in part because I followed this guide: Unique Steam Tanks

    Also, if you want to add some information about how to make "war engines," I learned a bit...
  11. Possible to speed up or remove an animation?

    It appears that some ranged units, artillery in particular, have a minimum reload time that is limited by the length of the firing animation. Is there any way to speed up or even remove a specific...
  12. [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Animations are actually where I'm running into problems right now on a Steam Tank mod. It just sits there instead of bouncing and belching steam, and when it moves it just glides and clips horribly.
  13. [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    WOW

    If you get those gunmen on chariots to work properly, I'm working a mod with a unit that would use a similar implementation. I'd love to find out how you did it.
  14. Replies
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    [Tool] Re: RMV2 Converter v1.1

    Here you go:

    346538
  15. Replies
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    [Tool] Re: RMV2 Converter v1.1

    I'm running into this same problem mentioned earlier:
    Any word on a new update?
  16. [Tool] Re: PFM 4.1.2 - Warhammer support

    If I'm reading this correctly, you're editing one of the packs that CA made for the game, which is a big no-no precisely because of the problems you're running into. Create your own pack file and...
  17. [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    What do I do to make a unit a Regiment of Renown? I've got pretty much everything else (including retextures) ready to go, but I'm not sure what to edit to add it to the RoR pool or disable...
  18. Re: It's possible to add New factions apart of the original of Vanilla?

    I guess? The main thing that is important would be for it to be a faction that has both a decent amount of historical research and can be differentiated from the other similar factions. Something...
  19. Re: It's possible to add New factions apart of the original of Vanilla?

    It's possible but not easy.
  20. Sticky: Re: [DOWNLOAD] Ancient Empires: Total War Attila *Custom Battles Only* - Updated 22/10/2016

    Oh, no doubt. I learned how to edit unit cards just to make BullGod-style ones for DeI (this was before they released render-style ones). Which is actually a good idea for him. Googling "Attila unit...
  21. Sticky: Re: [DOWNLOAD] Ancient Empires: Total War Attila *Custom Battles Only* - Updated 22/10/2016

    I think they look gorgeous, FWIW.
  22. Replies
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    Sticky: Re: Ancient Empires Attila, 202BC - Project Outline

    Quick question: Where do I post suggestions for historically-accurate settlement names? I've done pretty much all of them except for the Germanic/Slavic areas, and I think they'd help add to the...
  23. Re: All faction playable in grand campaign - submod for FotE

    Much, much harder, especially if you're going for historical accuracy. Avetis is an expert on this, and if you want to see the effort it would take, check out his Armenia: Between Two Worlds mod....
  24. Re: I need help with create a very small sub mod to FotE

    Three things:



    Dresden isn't the guy who does models
    Dresden gave you information on how to find what you're looking for
    Don't demand that people with limited free time and energy do your...
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    Sticky: Re: Bug Reports

    What are the names of the specific units?
  26. Replies
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    Re: campaign

    "I just cut my nose off to spite my face, goodbye!"

    Seriously, dude, these are people putting together a mod for free. They won't lose money over tantrums like this. The only person you're hurting...
  27. Thread: TELL US

    by zombieflanders
    Replies
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    10,012

    Re: TELL US

    I think the team has been very open with their communication. We can't just demand they stick to the schedule we want and do what we want. There are plenty of people who are enjoying the custom...
  28. Sticky: Re: Missing Textures/Models Report Thread (Weapons, Armor, Skin, etc.)

    The Celts haven't been updated yet.
  29. Replies
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    Sticky: Re: Fall of the Eagles Features and Overview

    DeI is still getting major upgrades almost three years on. Trust me, this mod isn't anywhere near dead.
  30. Replies
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    Re: - INVASIO BARBARORVM III -

    It would have been Rechila.
  31. Replies
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    Re: - INVASIO BARBARORVM III -

    Were you able to make the region names different from the city names? I tried to get that to work in the GC (ex., the city of Augusta Treverorum in the region of Belgica Prima in the province of...
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    Re: Authentic City Names

    Yeah, that one is me just kind of coming up something that would fit better for the time period.

    BTW, I'm going to be making an update soon for all three mods, so everybody is free to offer...
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    Re: Germanic Units for Alans

    By the 5th century, variations of ambactos as a descriptor of "retainer(s)" in both a political and a military sense had been adopted by several major language groups, including not just Latin, but...
  34. [Tool] Re: PFM 4.0 - Warhammer support

    Can confirm it works, thanks! :thumbsup2
  35. [Tool] Re: PFM 4.0 - Warhammer support

    FYI, the automatic schema update means that this is causing an error while trying to edit subtables in main_units_table for Attila:
    http://i.imgur.com/qVnlgtv.jpg
  36. Replies
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    Re: - INVASIO BARBARORVM III -

    I just want to say that I'm really learning a lot from Tryggvi and Charerg. I'm working on a couple mods incorporating PGmc derivatives (character names and a FOTE unit submod) where some of the...
  37. Replies
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    164,988

    Re: - INVASIO BARBARORVM III -

    Actually, it appears there is a word that fits perfectly as a compound with *traustą, which is *ann, meaning "to give/bestow/grant." The descriptions of the ceremony where a retainer joined the...
  38. Re: Is there something wrong with the Rome garrisons ?

    I think Augustusng has it right. Almost all factions will have small garrisons when the main city/town building is 1) being rebuilt from a razed settlement, or 2) not of their culture.
  39. Re: (Submod) Roman Icons, Numeri and Foederatii clothing, and staring Army names

    Definitely, that's eight factions in one fell swoop. After that is the five Nordic and four Desert factions. Everybody else is three or less.
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    Re: Protectores Domestici

    There were two units each in both the ERE and the WRE, but they weren't necessarily assigned just to the emperor. I've read elsewhere that they totaled ~500 men, so perhaps limiting them to either 3...
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