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  1. Re: [RELEASED SUBMOD] WindsOfWinter Version 0.51 [Patched]

    Not yet. Have to say that I'm not a 3D-artist at all, so those models are not made by me. Since my project is one-man mod about 6 years in work I have to do every aspect myself, and making good...
  2. Re: SettlementBuildingExists used with GovernorBuildingCompleted

    Seems that you need SettlementBuildingFinished
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    Re: Autumn textures question

    That's will be just miraculous to get your hand on my mod!

    upd. Definitely need professional help with that, because with WTW vegetation I have snow-covered coniferous trees in summer season, and...
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    Re: How to have kings in battle ?

    You may change battlemodel for every named character in descr_strat this way.
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    Re: Autumn textures question

    I did some stupid things such as using vegetation folder from EBII and descr_geography from Westeros. Since I got permission on WTW stuff I may use it. So I replaced vegetation to WTW one, got...
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    Re: How to have kings in battle ?

    Simple and genious!
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    Re: How to have kings in battle ?

    Script looks right. What does log say?
  8. Re: [RELEASED SUBMOD] WindsOfWinter Version 0.51 [Patched]

    Yronwood household
    https://s8.hostingkartinok.com/uploads/images/2020/04/c8808d77c5561babb68ca7ce75b3b9c3.jpg
  9. Re: [Submod] The King of Rivers and Hills. A complete overhaul of Westeros TW.

    With prec only javelineers charge enemy with secondsry wearpon. But now I realized that lancers charge with secondary too with charge distance higher than 70. So maybe it could work with proper...
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    Re: Autumn textures question

    Sorry for such questioning, I dislike such people myself but now absolutely got no time to dig in this.

    So - if I remove alpine climate from map, will this flickering trouble be solved this way?
  11. Re: [RELEASED SUBMOD] WindsOfWinter Version 0.51 [Patched]

    Well, the PC where I can mod is very old, so I excuse me for low quality screens.
  12. Re: [Submod] The King of Rivers and Hills. A complete overhaul of Westeros TW.

    https://www.twcenter.net/forums/showthread.php?709003-Addressing-the-AI-Precursor-Bug&p=15893048&viewfull=1#post15893048

    but seems I made too hasty conclusion, the posts below in that thread...
  13. Re: [RELEASED SUBMOD] WindsOfWinter Version 0.51 [Patched]

    Boneway spearmen
    https://s8.hostingkartinok.com/uploads/images/2020/04/2199c3a2a62d0f92cebcf589e1819457.jpg
  14. Re: [RELEASED SUBMOD] WindsOfWinter Version 0.51 [Patched]

    Lannister honor guard reskinned
    https://s8.hostingkartinok.com/uploads/images/2020/04/628d9457869e9b661b7eec172b7ded05.jpg
  15. Re: The Border Princes Redone Mod (Preview 18.04.2015 - Shield Guards)

    Any chance Shield Guards was released anywhere?
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    Re: New syntax possibility?

    Checked it, you absolutely right, it's false positive, it doesn't match faction in braces.

    Small offtop, if you please. I checked this condition for one local forum mate who is making outstanding...
  17. [Tutorial] Re: Adding MARKA Horses in your mod or create new versions of them. Knight Order MARKA horse added as free sourse.

    At least point me any mod which already use those horses.
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    Re: New syntax possibility?

    Can check it for sure on monday. If it works we can avoid using IFs and FactionType.
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    Re: New syntax possibility?

    Can't test now because of COVID.

    So this
    monitor_event PostBattle not WonBattle
    and GeneralFoughtFaction apachean
    and PercentageUnitCategory cavalry > 0 factions { norway,...
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    Re: New syntax possibility?

    Share your doubts. Those syntax with 1 faction in braces used in CA original script from Kingdoms. Americas campaign.
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    New syntax possibility?

    Hi fellow scripters!

    Maybe I'm wrong and make my usual mistake posting stuff unchecked but in fast test this syntax works!

    and PercentageUnitCategory cavalry > 0 factions { denmark, moors,...
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    Sticky: [Tutorial] Re: Addressing the AI Precursor Bug

    Well, have to say that once again I made my common mistake - posting before fully testing. So, in a battle 1 on 1 everything works as on video. When we have more units reload bug appears again, it...
  23. [Tutorial] Re: Adding MARKA Horses in your mod or create new versions of them. Knight Order MARKA horse added as free sourse.

    Yes I do, got new textures for Westeros, but can't implement model into mod.
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    Re: Javelin animation

    Good question, wrong place.

    Look at EBII stuff.
  25. Re: Better CAI "PiterAI" (smarter opponents)

    Got some video here
    https://www.twcenter.net/forums/showthread.php?794990-Faction-specific-formations-is-possible!!
  26. [Tutorial] Re: Adding MARKA Horses in your mod or create new versions of them. Knight Order MARKA horse added as free sourse.

    Hi fellow modders, could anybody upload converted .mesh horse model from this open source. Have no experience with GOAT, and my converters make error. Thanks for help!
  27. Re: [Submod] The King of Rivers and Hills. A complete overhaul of Westeros TW.

    How about this? https://youtu.be/fMVX-70_hwo

    Will you play the game of finger dance?

    https://awoiaf.westeros.org/index.php/Finger_dance
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    Sticky: [Tutorial] Re: Addressing the AI Precursor Bug

    Well, seems I got some progress here. My Ironbors fire their axes then run to enemy, no manually scripted behavior.

    https://youtu.be/fMVX-70_hwo

    Just copied Rome I EDU settings for pilum unit,...
  29. Re: Medieval 2 roster overhaul: 13th century France

    Seems that it's sill not in tutorial section.
  30. Re: Better CAI "PiterAI" (smarter opponents)

    Agreed. But it fully works without any scripts like G5 or Skynet.
  31. Re: Better CAI "PiterAI" (smarter opponents)

    And one more thing - scince I'm editing custom formations on field battles, those priorities affect tactical behavior too. Particulary attack/retreat decisions which afect on formation stability. G5...
  32. Re: Better CAI "PiterAI" (smarter opponents)

    Well, those changes are not made by me. I only advised your AI to mod team.

    I meant 3-4 stacks for entire faction which is domineering on map. So it seems adequate manpower.
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    Need help with slinger unit model

    Hi fellow modders! I already posted those request in MTW2 Tools and Tutorials section without any effect.

    Seems that problem is easy for the knowledgeable one. I took slinger germanic unit model...
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    [Tutorial] Re: AI Expansion

    One more old hint (I suppose scince Rome I) - in descr_strat if you set different faction_creator for settlement then faction it owns at start of the campaign seems that faction set as...
  35. Re: Better CAI "PiterAI" (smarter opponents)

    In my mod with this script and your and Beermugcarl AI computer opponents hire 3-4 full stacks and have treasury about 3-4 k. And even repair buildings.
  36. Re: Better CAI "PiterAI" (smarter opponents)

    http://www.twcenter.net/forums/showthread.php?771427-Azumi-s-simple-efficient-debt-script
  37. Re: Better CAI "PiterAI" (smarter opponents)

    Do you think it's possible to merge these AIs in one file? For more diversity behavior.

    And what do you think about Azumi debt script?
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    Re: Autumn textures question

    I find some information in a tutorial about new climate adding.
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    Re: Autumn textures question

    Thanks, I got unpacked vanilla. I mention "bad news" because of absence of modifyed for mod map descr_geography file. And I got no information how to modify it.
  40. Re: Better CAI "PiterAI" (smarter opponents)

    Yes, we're searching all the best for this mod. Btw, what do you think about Beermugcarl's AI? It's less agressive, but has additional option "warlike", I use it in Westeros now and it's quite...
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