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  1. Replies
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    Sticky: Re: Medieval II Mod Questions & Recommendations

    Flagis,
    I strongly recommend that you also try Italian Wars 1493-1459. It's in Russian, but if you can deal with that, it's incredible.
    ...
  2. Re: Stainless Steel Unit Overhaul Project [WIP]

    Once again, those are very beautiful models Mighty Potato! Keep up the great work!
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    [Tutorial] Re: Animation packs

    Thanks, I fixed that problem myself by copying and pasting into word, but I still don't understand the tutorial. Below is all that I can perhaps semi understand.

    What I want to do is import the...
  4. [Tutorial] Re: A friendly tutorial to mod animations. A step by step

    Briarius also made a tutorial about how to import animations several weeks ago that looks totally different and much simpler than the one that Lifthrasir made.
    ...
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    [Tutorial] Re: Animation packs

    Briarius, the text you wrote in your tutorial is all running off the right side of my screen so that I can't see much of it. Is anyone else having this problem? I can't follow your instructions if I...
  6. [Tutorial] Re: A friendly tutorial to mod animations. A step by step

    I have wanted to learn how to import animations from other mods into SS6.4 for years. I have imported many beautiful unit models from various other mods, but often with archers...
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    Re: Questions about SS6.4 and RC/RR

    RR/RC Ultimate Edition is made by the same guy, Point Blank, who made the RR/RC components that are included in SS6.4, and it is based on SS 6.4, but it is a separate, newer, but highly unstable mod....
  8. Does the Hetairiae Recruitment Center really do anything in SS6.4?

    I looked in export_desc_buildings but could not find the Hetairiae Recruitment Center listed. If it does actually effect recruitment, in what file does it appear?

    Also, speaking of buildings, does...
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    Re: Piter AI (new CAI)

    I understand now
  10. Re: Best way to prevent freeze in large battles with high polycount models?

    Thank you for your response, Commodus IV. I'm pretty sure the models are fine as I always test each new model in a custom battle. And yes, while some of these modelers may have gone bonkers with the...
  11. Best way to prevent freeze in large battles with high polycount models?

    I just had a freeze during a big battle. There was my full army against two almost full AI armies. None of the unit models in either army is vanilla. They are all very high polycount models that I...
  12. Re: Ayyubid Units RELEASED for BC 2.4.2: Unit Model Improvement Project

    I enthusiastically second the above motion. I cannot play without your models Dolen. They are the most beautiful I have ever seen, and far surpass anything from Rome II or Attila, imho. Perhaps one...
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    Sticky: Re: Medieval II Mod Questions & Recommendations

    Jurand of Cracow,
    You are the main man I look to for advice on mods as your comments are always well-thought out and in depth. So thanks for that. But I wonder why still no mention of Bulat Steel....
  14. Re: AI is extremely stupid, and it ruins fun

    I fixed the suicidal general problem very easily in my Medieval 2 games. I simply converted all bodyguard units to archers, either mounted or foot. I gave the new archer bodyguard longest range stats...
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    Re: BULAT STEEL 2.1.5 LYNVO Edition TW

    Berga 111,
    I too like a slower, more difficult campaign. Since no one has yet responded to your query, I will ask you if you have proceeded with your own set-up, and which of the many components you...
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    Re: BULAT STEEL 2.1.5 LYNVO Edition TW

    Piterx93,

    I see that there is already a Piter AI included in the latest Bulat Steel. Is the one you posted above newer? Also, the Piter AI included in the latest Bulat Steel is not listed at the...
  17. Re: Can merc units recruitable only on battle map make use of an upgrade model?

    Of course I would expect mercenary model upgrades to show up in custom battle, but much more importantly, in my campaign mercenary model upgrades do NOT show up on the battlefield. This is no...
  18. Re: Can merc units recruitable only on battle map make use of an upgrade model?

    I've started a new game now, and some of the mercs have model upgrades, so if I play long enough I will find out if those model upgrades show up in battle. It just seems like such an obvious question...
  19. Re: Can merc units recruitable only on battle map make use of an upgrade model?

    Thank you once again for your kind and knowledgeable reply Paleologos, but my question was not actually about the armor upgrades themselves but the appearance in battle of the MODELS associated with...
  20. Can merc units recruitable only on battle map make use of an upgrade model?

    For example, if I have upgrade models ug1 and ug2 for mercenary spearmen, do those models ever show up in battle, or is it simply pointless to have upgrade models for battle map only recruitable...
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    Re: [Release]KCC (Kostic Chronology Costumes)

    Dolen's models are obviously not accurate for the Moors and Kwarezmians, but I used them anyway because they are so damn beautiful. I don't know how to modify animations either, and I was able to...
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    Re: [Release]KCC (Kostic Chronology Costumes)

    I've downloaded 9.4(v1) twice. Both times the downloads were complete, and neither time could I open the file. I have used both 7zip and an RAR Opener that I know work and got got the message "Could...
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    Re: [Release]KCC (Kostic Chronology Costumes)

    For my own Stainless Steel 6.4 I have imported all of the incredible Islamic and Byzantine models by Dolen from the Broken Crescent Unit Model Improvement Project (UMIP). If you are interested in...
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    Re: [WIP] Unreal Total War: SSHIP

    Yes, this looks very interesting. I am looking forward to trying a version for .96 as well!
  25. Re: Stainless Steel Unit Overhaul Project [WIP]

    Okay then, I can wait if you are going to be changing them. It's good to hear that you will be continuing your excellent work. I will keep checking this post from time to time. Thanks again!
  26. Re: Stainless Steel Unit Overhaul Project [WIP]

    I decided to forgo trying to get the custom battle to work, and to simply import your models into my ss6.4 one by one, which is what I would have needed to do anyway. And yes, it worked, and your...
  27. Re: Stainless Steel Unit Overhaul Project [WIP]

    Any single unit for any given faction will prevent the battle from loading and send me back to the faction screen. This is a stand alone mod, correct? I simply place CSUR into my Medieval II mods...
  28. Re: Stainless Steel Unit Overhaul Project [WIP]

    Many times. All of my other mods and custom battles continue to work just fine and dandy.
  29. Re: Stainless Steel Unit Overhaul Project [WIP]

    Sorry, but I still don't understand. I too put the CSUR folder into my mods folder. Do I need to do anything else to make it work properly?

    I think I will just extract it again and see if it works...
  30. Re: Stainless Steel Unit Overhaul Project [WIP]

    Right. Clearly I was doing something wrong. I still don't understand what you mean by extracted the file in a map though. I just extracted the file to my mods folder as a stand alone. Could you...
  31. Re: Stainless Steel Unit Overhaul Project [WIP]

    Sorry, my mistake. That log in unrelated to your mod. I have deleted that post. There is no system.log created for your mod.

    As to the advice posted above, I can look into it, but I have many,...
  32. Re: Stainless Steel Unit Overhaul Project [WIP]

    Removed by poster
  33. Re: Stainless Steel Unit Overhaul Project [WIP]

    Wow! Love these models MightyPotato! Fantastic work! Thank you so much!

    However, I could not get the custom battle to start. I click start battle and the screen reverts to the factions screen.
    ...
  34. Sticky: Re: BGR-V 20150324. Byg's Grim Reality (Supply & Command Series): Guides, Updates & Optional Extras

    I thought that maybe I made it work when I changed just one unit from a cost of 2 to a cost of 1 by simply removing it, but I'm not really too sure (and now I do in fact believe that there must be...
  35. Sticky: Re: BGR-V 20150324. Byg's Grim Reality (Supply & Command Series): Guides, Updates & Optional Extras

    There may be another step necessary that I am now aware of. The easiest thing to do would be to change the following entries in the same file, though it is not exactly what you wanted to do:
    ...
  36. Sticky: Re: BGR-V 20150324. Byg's Grim Reality (Supply & Command Series): Guides, Updates & Optional Extras

    I'm pretty certain that what you are asking about the family members cannot be done.
  37. Sticky: Re: BGR-V 20150324. Byg's Grim Reality (Supply & Command Series): Guides, Updates & Optional Extras

    In the campaign_script in BGRV sub campaign, manipulate these entries, though I am not sure exactly how would be best. If it were me, I think I would start by leaving the entry for Manpower Cost 4,...
  38. Sticky: Re: BGR-V 20150324. Byg's Grim Reality (Supply & Command Series): Guides, Updates & Optional Extras

    Here is the way I do it in descr_strat in the BGRV sub campaign. I use my own chosen names, so I have to mess with a few other names files, but you can just use vanilla names from the proper faction...
  39. Sticky: Re: BGR-V 20150324. Byg's Grim Reality (Supply & Command Series): Guides, Updates & Optional Extras

    After all this time playing BGRV, I hadn't quite figured out what that problem was all about yet. Thanks for the info! Now that you are apparently playing a fair bit of BGRV, how do you like it so...
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    Re: [Release]KCC (Kostic Chronology Costumes)

    Be sure to take your time then. As you may know, the long-awaited mod The Great Conflicts alpha version is finally out, so I can keep plenty busy until you have fully adapted your improved version,...
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