Search:

Type: Posts; User: Joe Hander; Keyword(s):

Search: Search took 0.15 seconds.

  1. Re: Total Vanilla Beyond 3.3 Release - Once more with feeling and verve

    Please tell me if the mod run with a new campaing.
  2. Re: Total Vanilla Beyond 3.3 Release - Once more with feeling and verve

    Note I'm from Brazil, so my english is not very good yet. :)
  3. Re: Total Vanilla Beyond 3.3 Release - Once more with feeling and verve

    Looks like something with export_descr_buildings.txt.

    My submod is not compatible with save game.

    You need start a new campaign.

    @Dragour yes, he need 1.05 Kingdom patch.

    For me...
  4. Re: Total Vanilla Beyond 3.3 Release - Once more with feeling and verve

    Hi Sullivan, try replace this file inside data folder to see if fix - https://drive.google.com/file/d/15Gs8yYR3OX5BB_MzdXECCPykL-iB54U3/view?usp=sharing

    I test it today and everything works...
  5. Re: Total Vanilla Beyond 3.3 Release - Once more with feeling and verve

    robb8, mean my submod?
  6. Replies
    4
    Views
    2,506

    Re: Joe Submod Immersion for TVB-3.3.3

    Thanks Parsman :thumbsup2
  7. Replies
    4
    Views
    2,506

    Re: Joe Submod Immersion for TVB-3.3.3

    Control Panel

    358408
    358409
    358410
    358411
    358412
    358413
  8. Replies
    4
    Views
    2,506

    Joe Submod Immersion for TVB-3.3.3

    I had creating a small submod to give a bit more immersion to the TVB.

    Change the Villages, Ports, Cities and Castles models.

    Change also Forts models, my own modification.

    Change watchtower...
  9. Re: Total Vanilla Beyond 3.3 Release - Once more with feeling and verve

    Hi 4zumi, i already got the Permission from Lifhrasir - SSHIP to use the Castles and Cities models.

    Im waiting for the others.

    And here the new thread ...
  10. Re: Total Vanilla Beyond 3.3 Release - Once more with feeling and verve

    Also please can u guide me to open up a new thread in the Total Vanilla Subforum
  11. Re: Total Vanilla Beyond 3.3 Release - Once more with feeling and verve

    How i can do it?
  12. Re: Total Vanilla Beyond 3.3 Release - Once more with feeling and verve

    So, I take models from SSHIP v0.9.2 submod SSteel, also Village model from Gigantus Last Kingdom Mod.

    But no i dont ask permission, also it was the first time i post my modifications.
  13. Re: Total Vanilla Beyond 3.3 Release - Once more with feeling and verve

    Sorry for double post, im still learning how to use here.
  14. Re: Total Vanilla Beyond 3.3 Release - Once more with feeling and verve

    358389358390358385358386358387358388
  15. Re: Total Vanilla Beyond 3.3 Release - Once more with feeling and verve

    358379358380358381358382358383358384

    Hi 4zumi,

    I had creating a small submod to give a bit more immersion to the TVB.

    I hope u guys like it.

    Change the villages, cities and castles...
  16. Re: Total Vanilla Beyond 3.3 Release - Once more with feeling and verve

    You can check here your map with my map.
    https://drive.google.com/file/d/1Q2dtd7VLwP-XX0g2w2wX_WJDvtCgkVOf/view
  17. Re: Total Vanilla Beyond 3.3 Release - Once more with feeling and verve

    Hi 4zumi, first thanks for your mod, i would ask you if can you use the maximum size of the map? Make It bigger, And extended It far...
  18. Replies
    41
    Views
    9,596

    Re: Beermug's AI and Campaign Rebalance 2.0

    Hi beermugcarl, thxs for the submod. I just notice the Georgia units missing textures.

    https://drive.google.com/file/d/1vZz68dGhEkVlf64Gq3Z2xm7TD1xDU2kL/view?usp=sharing
  19. Re: CItes Castles and Siege strat map art by Agart

    Where is the link?
  20. Replies
    9
    Views
    4,919

    Re: Cannot construct fort

    http://img.gforum.tv/img/b2a5c5c508cb38313d4f98a59c0439702536f79b.jpg

    Like this <allow_port_forts bool="true"/>
  21. Replies
    9
    Views
    4,919

    Re: Cannot construct fort

    Hi Gigantus, for ports have too? bc I want input pst together ports, Now I need 2 space for coordinates, but settlements I can input together!
  22. [Tutorial] Re: Geomod: How to make new regions. Spot errors using Gmaps + tips.

    I find Thanks!
  23. [Tutorial] Re: Geomod: How to make new regions. Spot errors using Gmaps + tips.

    Sorry for so many questions, but that and importantly,
    [log] to = logs / M2TW.system.log.txt
    level = * trace
    #level = * error


    When I have an error it does not generate the system.log.txt.
    ...
  24. [Tutorial] Re: Geomod: How to make new regions. Spot errors using Gmaps + tips.

    Sorry for so many questions, but that and importantly,
    [log] to = logs / M2TW.system.log.txt
    level = trace *
    #level = * error


    When I have an error it does not generate the system.log.txt.

    ...
  25. [Tutorial] Re: Geomod: How to make new regions. Spot errors using Gmaps + tips.

    Thxs alot Gigantus! I'm getting change! A few two years I have edited retrofit, but he has given many problems, but with his GEOMOD is working! I am Brazilian and my English is not very good excuse....
  26. [Tutorial] Re: Geomod: How to make new regions. Spot errors using Gmaps + tips.

    Thank you so much for all attention! About port I know if and only one in this area does not make sense, but I will add 2 more regions and put more 2 port.

    Another question, you said that I can...
  27. [Tutorial] Re: Geomod: How to make new regions. Spot errors using Gmaps + tips.

    Ohhh Thxs! This was What do I ever did, but I did everything manually without using the tools of GEOMOD

    http://img.gforum.tv/img/2e9050349bd0c265f1763e2d7caf0928c340a3c6.jpg
  28. [Tutorial] Re: Geomod: How to make new regions. Spot errors using Gmaps + tips.

    Hi
    Gigantus! Can you tell me in GEOMOD is possible to reposition the basic regions of vanilla? For example move (Paris) to another map area. This can give CTD? I need to change coordinates in the...
  29. Replies
    82
    Views
    33,157

    [Tutorial] Thxs for the infos! u have a tutorial on how to...

    Thxs for the infos! u have a tutorial on how to do this?



    Thxs for the infos! u have a tutorial on how to do this?



    You know how to give priority to attack the PST?
  30. [Resource] Re: Creating a World - Stone Forts on the Battle Map

    Ultimate Ai not in the mod folder
  31. [Resource] Re: Creating a World - Stone Forts on the Battle Map

    No!

    <?xml version="1.0"?>
    <root>
    <recruitment>
    <recruitment_slots uint="1"/>
    <retraining_slots uint="1"/>
    <deplenish_pools_with_caps bool="false"/>
    ...
  32. [Resource] Re: Creating a World - Stone Forts on the Battle Map

    Hi Gigantus! First thanks for the all tutorials. I try to input stone forts in Ultimate AI mod, I do all right ok, I can in first turn, but in second go all disappear. Maybe if I could carry the...
  33. Sticky: Re: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

    Guys, please provide links for the retrofit1.0 and Guam V6, all of those above seem to be dead
    Thank you! In Torrent please!
  34. Replies
    7,123
    Views
    1,181,089

    Sticky: Re: BB 4.28

    Hello! I'm editing a mod for fun, u can tell me how to fix the rebels within the stone forts, why they always come out of the forts in turn 2. Thank.
    I love the work you guys do. Keep up the good...
  35. Replies
    124
    Views
    37,819

    Re: Announcement: It's alive!

    I look forward to this mod a long time! continue with this great work!
  36. Re: Stainless Steel 7.0 Preview I: Gameplay Features

    Please input fix stone forts renowned representing other cities and castles, of course with rebels fixed within them. It has plenty of space on the map. This makes it more interesting! This Great...
  37. Replies
    82
    Views
    33,157

    [Tutorial] Re: Creating a World - Named Forts

    Hello mans! need some help, I'm adding retrofit mod, and my problem is that in the second round, the units rebedes out of forts. how to let the rebels fixed within the fort? Thanks in advance.
  38. [Tutorial] Re: Forts: Everything you need to know about permanent, stone and/or buildable forts

    Hello mans! need some help, I'm adding retrofit mod, and my problem is that in the second round, the units rebedes out of forts. how to let the rebels fixed within the fort? Thanks in advance.
Results 1 to 38 of 40