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  1. Replies
    3
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    1,109

    Re: Character CTD

    Hi. Could you tell a step-by-step solution? I assume you've posted about EB Finale Part 1 installed over RTW: Alexander, but you somehow got a solution by going for RTW:BI. Was it a fix of your...
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    400

    Projectiles hell

    Hello. Yep, it's me again.:tongue:

    I'd like to know what do these fields actually affect:

    battle_entities_tables

    projectile_penetration_speed_change
  3. Projectile impact damage calculations

    Hello.

    I did some testing with projectiles and discovered one strange thing: the formula damage_dealt = armour-piercing_damage + max(non-armour-piercing_damage - random_between(0; armour); 0) does...
  4. Re: Is there a way to combine unit set and unit record from 2 differrent mods in my custom mode?

    Looks like it was an issue with CA launcher. LOL Nevertheless it seems like my pack doesn't work as intended, I have to investigate it further.
  5. Re: Is there a way to combine unit set and unit record from 2 differrent mods in my custom mode?

    I've got suspicions, that I have to add a custom table into main_units_tables with skv_rictus_stormvermin_0 and skv_rictus_stormvermin_1 definitions as well as unit_sets_tables custom table with...
  6. Re: Is there a way to combine unit set and unit record from 2 differrent mods in my custom mode?

    Used PFM 5.2.4 btw
  7. Re: Is there a way to combine unit set and unit record from 2 differrent mods in my custom mode?

    Yep, both surely are.

    Couldn't upload it to twcenter, so here is the link: https://yadi.sk/d/xg6wnyVDJDYo_w
  8. Is there a way to combine unit set and unit record from 2 differrent mods in my custom mode?

    Hello.

    I'm trying to combine SFO Grimhammer II
    db.main_units_tables.SFO_units([unit="skv_rictus_stormvermin_0"]|[unit="skv_rictus_stormvermin_1"])

    and Chieftain of the deep warren sfo...
  9. Sticky: Re: Rome II Total Realism Bug Thread

    God bless you. I've already cursed scout riders routing when the are chasing after some shattered enemies. Come on! He isn't attacking you in the rear! He's a mere archer running for his life!
  10. Sticky: Re: Rome II Total Realism Bug Thread

    It looks like the ability "Fear" got very little AOE, only around general, not all his area of influence.
  11. Sticky: Re: Rome II Total Realism Bug Thread

    Yep, checked: "Poison Wells" action with "Purveyor of Poisons" treat (-2 h-o t) gave no effect on hold-out time (10 => 10).
  12. Sticky: Re: Rome II Total Realism Bug Thread

    I mean, they got traits (that should reduce hold-out time by poisoning), but didn't reduce it when poisoning was used.
  13. Sticky: Re: Rome II Total Realism Bug Thread

    Oh, yeah, I said it ambiguous. Scouts don't decrease it. I'll check it again if I'll have the possibility.
  14. Sticky: Re: Rome II Total Realism Bug Thread

    Scouts get poison well treats, that reduce hold-out time.
  15. Sticky: Re: Rome II Total Realism Bug Thread

    It's grand camp, w/o other mods.
  16. Sticky: Re: Rome II Total Realism Bug Thread

    No changes with scout's poisoning also.
  17. Sticky: Re: Rome II Total Realism Bug Thread

    I've tried to wait 1 turn after putting both armies on raid stance, but still got no effect.
  18. Sticky: Re: Rome II Total Realism Bug Thread

    I've tried various ways of reducing hold-out time, but it doesn't work at all. Right now it's 5 at start and 5 after putting 2nd army on raid. Same if I put raid first. May be I have to wait 1 turn...
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    Sticky: Re: R2TR Combat Guide v1.1

    Thanks! But what's about the second issue? :whistling
  20. Replies
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    14,375

    Sticky: Re: R2TR Combat Guide v1.1

    Good day, sir!

    Hey, mr. JaM, would you please give me an answer: what is the purpose of shield screen and shield wall, based on stats? As I can see right now (by Spear Brothers), these abilities...
  21. Sticky: Re: Rome II Total Realism Bug Thread

    It's not major, but "--2 enemy siege hold-out time" got double "-".

    Btw, if I will use this stance on first turn with one army and send the other army to besiege a city with 3 hold-out turns on...
  22. Replies
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    Sticky: Re: R2TR Combat Guide v1.0

    Yay! Gonna read more and more features! I really love reading mod features even more than actually playing mods.:laughter:
  23. Sticky: Re: Rome II Total Realism Bug Thread

    Yeah! that's what I was talking about!
  24. Replies
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    Re: New Features - Campaign Tips

    Ty 4 reply. But Isn't it better to activate raid and next turn send the raiding army to siege? You'll need only 1 army, that will be in 2 stages at once: "raiding" and "on siege". BTW does placing...
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    Re: New Features - Campaign Tips

    Hi! I've got a poor understanding of the selected words below.

    I've sent my 2 initial armies to siege close enemy's town, both in raid stance. This action costed much and I knew it's OK. But how...
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