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  1. Replies
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    Sticky: Re: DaC - Bugs, Crashes and FAQ

    Guess he is on Steam, so check this. And check your 'set launch options' settings (there should be none) in the game's Steam library properties.
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    [Resource] Re: Creating a World - Bare Geomod

    One is glad to be of service :buba:
  3. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    The submod contains a map.rwm for unknown reasons as there are no new supporting files. Delete the file in the data\world\maps\base to force the generating of a new one based on the original files.
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    [Resource] Re: Creating a World - Bare Geomod

    In Bare Geomod the settlement at the top of the region list for that faction will become the capital. To avoid issues like yours simply move your intended capital all the way to the top in the list...
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    Sticky: Re: BETA release | DOWNLOAD v0.9 |

    This is the entry in descr_faction_standings. My guess is that an active crusader got attacked, but it's not clear what caused the crash (other then the numerous repetitions of this trigger) as there...
  6. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    I am not conversant with those versions, but I would suggest to re-install. Which sub mod are you using?
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    Re: Battle Dread and the Winning First Trait

    In the back of my mind I have the notion that killing fleeing enemies works towards dread.
  8. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    It appears you are having a major problem: 15:58:53.851 [data.invalid] [error] REGIONS_DB::Colour(33,100,131) does not exist in this map_regions.tga

    While I have never seen this message before it...
  9. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    You can attach it via the 'advanced edit' options (click the 'go advanced' button in the edit window, bottom right) or upload it to a service like mediafire and then link it here.
    ...
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    Sticky: Re: Bugs Reports & Technical Help

    It is advisable to make a copy of the medieval2 file and rename that one but otherwise this is perfectly fine to make mods 'steam compatible' - see here. It's actually the easiest way as it will...
  11. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    Right click the file and choose one of the '7zip\add to..' options.
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    Sticky: Re: Titanium - Bug Reports

    Can you post a log when a save fails to load?
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    Sticky: Re: Titanium - Bug Reports

    Corrupted saves are rare - what is the size of those save files? In 1648 we had problems because we were spawning a lot of characters (literally hundreds) that bloated the save until it couldn't be...
  14. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    Set your log to trace by opening the mod's CFG file with Notepad then make sure the log section looks like below. That will generate a large, detailed log which you then compress (7Zip is freeware)...
  15. Re: The long Road 2.4.3a - Kingdoms and Steam compatible

    Depending on your AV program there will be a way to temporarily disable it or create an exception. Every AV usually has a forum, or simply google about it.
  16. Re: The long Road 2.4.3a - Kingdoms and Steam compatible

    Occasionally an antivirus program will identify the BAT file in the installer as a 'virus', usually as 'injector' or 'trojan' and stop you from installing it.
    The installer being an executable...
  17. Re: The long Road 2.4.3a - Kingdoms and Steam compatible

    I have uploaded it to mediafire - like all my other mods over the years. So far never had problems with any of the uploads.
    May I ask what message you are getting and which antivirus program you are...
  18. Sticky: Re: For King or Country 2.0 - Kingdoms and Steam compatible

    There is a possibility that you have an entry in Steam's launch option. Right click the game in Steam's library, choose 'Properties'. Then open\click on 'Set Launch Options' and make sure nothing is...
  19. Re: The long Road 2.4.3a - Kingdoms and Steam compatible

    It seems to be a problem with the references in the ui\*.sd files - I'll have a look.
    The text issue is a matter of the game's font not being able to handle certain special symbols. In the example...
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    Re: anti aliasing problem

    What is your processor speed? The game uses only one core and anything below 2.8 causes problems.
  21. Re: How many real people on average in full stack?

    If with 'real' people you mean soldier count then it depends on the setting and composition, the max would be just short of 5.000
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    Re: We have the unit flags gone?

    You may have played a mod that sets the value in it's CFg file.

    Check the mod's CFG file (opens with Notepad) for these lines and set the values as shown:

    banners and 'ensign' flags:
    [video]...
  23. Re: [Award] Gigantus for Modding Service Award & Legio 501st Modder (Gold)

    I had myself a good giggle...
  24. Re: Running Rise of 3 Kingdoms (and also Di Bello Mundi) in Linux (Mint)

    Have you checked this install tutorial? RotK is already all lowercase so there won't be any problem from that side.
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    [Resource] Re: Creating a World - Bare Geomod

    There are several map tutorials linked in my signature which mostly work the same a s in M2TW. I am not aware that there is a tool similar to Geomod for RTW.


    That's where your log will be...
  26. [Tutorial] Re: Creating a World - Disasters and the add_events command

    I think the fire effect would have to be a repetitive script, and the effect only lasts for a minute or two.

    No idea how to do that on the battle map.
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    Sticky: Re: DaC - Bugs, Crashes and FAQ

    Ladders could be an option - you can rush them up to the wall and they can't be destroyed.
  28. Re: Adding Faction Mod Crash When Loading Campaign

    You are lacking the model's entry in descr_model_strat.txt - the link is from descr_characters where you define the model.
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    Sticky: Re: DaC - Bugs, Crashes and FAQ

    Ah, one of those weird 'need full path' occasions. CAS models for banners have the same issue.
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    Re: Bonus when army reaches a specific location

    Another rebel faction will create problems because of the special faction entry in descr_sm_faction. Using a 'regular' faction however should not be a problem. In fact you could use as 'script'...
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    Sticky: Re: DaC - Bugs, Crashes and FAQ

    Usually a problem with the 'projectile' (the flying axe) model. Changing the unit's projectile in the EDU file to another valid one will fix that, the stats and appearance for the projectile however...
  32. Re: Renaissance Total War 3.0 - Kingdoms and Steam compatible

    Without a log it's impossible to say what went wrong.
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    Re: Bonus when army reaches a specific location

    A fort on top of a resource is actually the old resource fort exploit :tongue:

    And you are right, IsPositionInRect is unsuitable as it will only define in which area a tile can be when it is seen,...
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    Re: Question about export_desc_buildings

    One is glad to be of service :buba:
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    Re: Bonus when army reaches a specific location

    The general can only be in the square after he won the battle. The trigger however will remain active so you may have to use an event_counter condition as well. Switch it on with your event...
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    Sticky: Re: Bugs Reports & Technical Help

    The normal mechanics is that the assignment makes him the heir.



    That would be the normal circumstances but it is an assumption not borne out by facts.



    Spawn him via script with the...
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    Re: Settlement requirements

    'this' only works in a script after the character is selected. You need to use the name of the character.
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    Sticky: Re: DaC - Bugs, Crashes and FAQ

    Grasping at straws. Might sound silly (pun intended), but updating sound drivers does occasionally help.
  39. Re: Combining Fleets With Established Admirals

    One is glad to be of service :buba:
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    Re: Traits conditions

    You could use the I_NumberOfSettlements condition, keeping the initial number in mind. That should make life easier :tongue:

    My money for SettlementsTaken would be on 'conquered' without any...
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