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  1. Re: Campaign Map Land Trade models -- Ox Carts for Carthage and Ptolemaics

    Thanks Jake :)
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    Re: a DEI "Cosmetics Only" submod

    ty for reply :)

    Oh wow, why so? at first glance, it looks to me like i was able to do most of it by just deleting tables.

    Would it take that long because all the mesh definitions would have to...
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    a DEI "Cosmetics Only" submod

    Hey dei team :)

    Please please please release a submod that is just Dei's barebones amazing graphics??? No stats or anything else, just its epic visuals? To use with vanilla???

    -Unit variants...
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    Sticky: Re: [Feedback] Questions, Critiques and Requests

    hey its me MF here w another carthage suggestion/ request :tongue:

    It would be awesome to see an eastern and Hellenistic blend in buildings for Carthage, like how you guys did for Pontus/ pontic...
  5. Re: Campaign Map Land Trade models -- Ox Carts for Carthage and Ptolemaics

    Carts ...from carthage :D

    Ba'al Hammon be praised
  6. Campaign Map Land Trade models -- Ox Carts for Carthage and Ptolemaics

    Hey all :)

    so I havent been able to figure out how to get this table to work as a standalone mod yet, BUT if you add this directory into your DEI part 1 .pack db, carthage and egypt will display...
  7. Re: Where do wives of characters bonuses take effect?

    Does this hold true for their ancillaries as well? I feel like I've observed the effects of lady/wife ancillaries affecting the faction capital... will take a look now...
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    <3 agree.

    he used some of my unit descriptions for his Third Age TW mod; that quote was from his pm to me.
    T.T
    was a great day.

    speaking of descriptions... I'm considering adding more flavor...
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    Re: Best submod to slow down AI expansion?

    Slow AI expansion is a goal for me too, so I will probably release a submod w my tweaks soon, after more testing.

    Right now Im testing on:
    --Tweaked auto-resolve values.
    (Rome only has a minor...
  10. (carthage) Pirates Spawn........ Please remove.

    This is an extremely tiresome and redundant feature. How do we turn it off?

    Thanks
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    Idk if this is possible to implement.. havent experimented just yet.. but thought Id jump the shark and share the idea that it would be neat if Agents were recruited more discriminately than they...
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    Sticky: Re: Screenshot Thread

    So idk if i was the only one experiencing this, and perhaps this isnt the right thread for this, but it involves a screenshot im proud of i guess? lol.. but, i was seeing a lot of slinger spam by...
  13. Re: [SUBMOD] Trade regions (acquire them with dipolomat)

    +rep MrTimbe... this diplomatic feature from RTW is sorely missed :'(
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    no one:
    me: Chance of Magonid family getting one of their traits changed to an agriculture bonus? personally i always swap barcid ag with mago occupation resistance. made more sense to me (barcids...
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    Sticky: Re: Screenshot Thread

    i couldn't resist :rofls: :punk:

    362247

    dk why this is so funny to me
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    Re: RoR + Generals bug?

    Lol well i fixed it w a quick copy pasting of some tables in campaign_character_arts_ to replace inv_ gre generals variant with regular Gre_ generals

    I'll refrain from posting in the future unless...
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    Re: RoR + Generals bug?

    True. I'll do better to contain myself.:doh:

    but since we are heere already. I took your advice, and also removed all inactive mods from my data folder. That fixed the Generals issue.

    The gray...
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    Sticky: Re: [Support] 1.2 Bug Reports

    is no one else getting this bug of generals?
    362184
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    RoR + Generals bug?

    Hey team

    just downloaded new 1.2.6 and am getting grayed greek holpon general's shields (campaign map models, havent checked battles) im guessing it's a db variant mesh error somewhere).

    I ran...
  20. Re: [Request] Please make a DEI compatible version of this RotR mod

    Whoops. Apologies, this has already been addressed and I was able to unlock carthage following this thread here...
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    Hi team.

    A suggestion for a minor tweak for Tax Harvesting edict.

    ^I probably speak for many when i say i almost never use this edict bc a single effect of <20% tax bonus isnt much, especially...
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    Understood:thumbsup2 thank you!
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    what do you mean by factional? are they capped?
    and, so are you saying, for example, Praetorians can be recruited outside of the roman capital?


    is there a way to explain this, for realism's...
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    Hi Dresden et al... so this is my first time using the steam version of the game, and i wanted to ask if it's not a glitch that i can recruit elephants in spain as carthage?

    I thought the AOR...
  25. [Request] Please make a DEI compatible version of this RotR mod

    So..

    can't we just pretend during the RotR period that carthage was ruled by the magonids, the family who were responsible for carthage's expansions into Sardinia, Corsica, and Sicily.. and let...
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    Re: Barbarian Economy

    #3 - +1

    Edicts could certainly use a revamp. As primarily a Carthage player I can say I've almost never used Export Food... and Carthage exported a :wub: ton of ag product :laughter:
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    Re: Hoplites and Spears

    to wipe out the Pike behavior unfortunately the man_animation field in land_units for each hoplite has to be reverted to man_spear_shield, but this will lose the option to use sword and spear both.
    ...
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    Re: Hoplites and Spears

    Yeah, no...

    I think DEI still needs work on their Hoplite AI-while-in-formation concept. Just fought my first campaign battle in 1.2 and it was a hilarious result. Against my line of hoplites...
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    Re: Unit Questions

    This isn't so much of a question as it is a suggestion related to units... playing 1.2, I think camilian roman army compositions might need to be revisited.

    Ive yet to see them use much beyond a...
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    Re: Too much Bronze in the Iron Age?

    Not that I need to partake in this... but, while I can agree KAM's tone was a tad dismissive and condescending, understandably so as battles have been his main focus if I'm not mistaken for almost...
  31. Re: Fort and City Machine Gun Towers are Insane. Easier to just auto-resolve and avoid casualties. Where is the fun in that?

    is it? Well if so that is good. id be happy to be mistaken about that.
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    Re: Too much Bronze in the Iron Age?

    omg yes plz... that would be so brutal:tongue:



    Well that isn't necessarily what I was talking about, but its humorous if not unsurprising that that debate exists!
    the physical pushing...
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    Re: Too much Bronze in the Iron Age?

    nice! this would definitely be a major upgrade to current charge visuals. thanks for sharing that. Because that is sort of what I was talking about, or what I had in mind when I was imagining these...
  34. Re: Fort and City Machine Gun Towers are Insane. Easier to just auto-resolve and avoid casualties. Where is the fun in that?

    yeah. and if you play this mod with small unit sizes those towers will devastate your units.

    And generally speaking for posts like this about your gameplay experience it is helpful for everyone,...
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    Re: Too much Bronze in the Iron Age?

    Cool, good to know, thanks. But yeah it would seem it proliferated more from the east so it would make sense to see bronze still in somewhat prevalent use out west for sure.

    and also, I don't...
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    Too much Bronze in the Iron Age?

    I thought I would just throw this out there to consider for the team... iron age = ~1200BC, Anatolia(?), brings about fairly rapid bronze age collapse.

    So with that being said, I've been noticing...
  37. Re: [1.2beta] Battle OPTICS--*realism*-- Discussion. SETTINGS: Unit Sz- Ultra, Batt Diff- Normal, NO MODS

    interesting. well I guess heroes and idiots never existed then? no feats of valor, or failings of cowardice? no? eh. Who is romanticizing what about history and battles and how they were conducted in...
  38. Re: [1.2beta] Battle OPTICS--*realism*-- Discussion. SETTINGS: Unit Sz- Ultra, Batt Diff- Normal, NO MODS

    Yes I see where that inference is being derived from... it's my fault. I was seeing red... in excitement for more blood :D

    What I am getting at is that damage doled out from a charge is not...
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    Sticky: Re: [Feedback] Impressions, Critiques and Requests for 1.2

    Just a simple idea to implement that would give building trees more flexibility, specifically the temple chains.

    Make all temples upgradeable to each other, or faction/culture specific. Historical...
  40. Re: [1.2beta] Battle OPTICS--*realism*-- Discussion. SETTINGS: Unit Sz- Ultra, Batt Diff- Normal, NO MODS

    To use your own words. Wtf? First two ranks dead in initial charge? Yeah, I agree, that is unrealistic, and for that reason I never said it. What I did say was that the first two ranks, specifically...
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