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  1. Sticky: [Tutorial] Re: El Monstero's Definitive Guide to Modding Med 2's Music

    I too have read through this and just about every thread I can find regarding sound file (music & voice), and I (believe I) have done everything as explained. However, my music & voice files...
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    Sticky: [Tutorial] Re: Creating a World - Unit Sprite Generating

    Thanks. I'll probably figure it out eventually; but I just recently realized that it probably won't matter (for me); as I rarely use the RTS portion of the game. In most cases, the only...
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    Sticky: [Tutorial] Re: Creating a World - Unit Sprite Generating

    I finally managed to get Ireland added as a faction (and using Ireland and not the Saxons). So, now I'm in the process of adding its units to the various buildings one uses to enlist (create) them. ...
  4. Re: Characters and the "Descr_Model_Strat.Txt" file, etc.

    Thanks.

    I'm in the process of importing them into an excel spreadsheet so that it's easier to make changes. I'll be able to alphabetize them (by page) and automatically (re)sequence the index...
  5. Re: Characters and the "Descr_Model_Strat.Txt" file, etc.

    It didn't seem to be working; but I wasn't using your GEOMod either (not sure if that makes a difference).



    Switched to using Scotland instead of Normans; but may look into this further...
  6. Re: Characters and the "Descr_Model_Strat.Txt" file, etc.

    Thanks. I'll have to make a note of that (and/or set that as the default somehow).



    No need to... But, if there was a "simple way to do so it would be nice.




    Everything was already...
  7. Re: Characters and the "Descr_Model_Strat.Txt" file, etc.

    Thanks. That part I understand; and I have read and reread both your post "Creating a World - Replacing Strat Models" (I'd add the link if I knew how) and =NF= Vasileios_the2nd 's post "How to add...
  8. Re: Characters and the "Descr_Model_Strat.Txt" file, etc.

    It's been a long weekend. Ambassadors are Diplomats... And they're also often spelled without the double s's. Again, chaotic and confusing.

    So, I've put everything back to the way they were...
  9. Characters and the "Descr_Model_Strat.Txt" file, etc.

    According to the first two lines in the "descr_model_strat.txt" file it "contains the model linkages for both strategy map and battlefield; it gets parsed on application startup but is not otherwise...
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    [Tutorial] Re: Nakharar's Basics: Descr_strat

    It's been 5 years and the original post has never been corrected to remove the errors. That's sad; but, I will add what I've heard about the "ai_label" (which is what I came here to learn more about...
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    Re: Factions Order for Turns

    Since I was looking for the solution in several and posted my query in several as well...

    I found the solution and I'm trying make sure I also post that in those sections as well (for anyone else...
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    Re: Factions Order for Turns

    I realize I'm posting this in several places; but I'm searching (hopefully) for a simple solution.

    You see I have changed the turn order (and yes, the Aztecs are listed first) and it seems to work...
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    Re: What determines turn order?

    I realize this is way old, but (in a way) it has to do with a problem I've been having after changing the order of play. I believe that was accomplished by changing the "descr_sm_factions.txt" ,...
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    [Tutorial] Re: How to create a new accent

    I asked this question elsewhere, but I'm not sure if the solution will be found there or here. So, here's the thing (again):

    Call it an Obsessive Compulsion (or whatever) but I simply want my...
  15. [Tutorial] Re: How to change a factions accent to an already existing accent on the campaign map

    I find it strange that it's been almost 3 years and there doesn't appear to have been a response to your query. Sadly, I can't help. In fact, my problem is even worse:

    Call it OCD or whatever;...
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    [Tutorial] Re: How to add mercenaries.

    That was the issue: somehow I forgot to add ", mercenary_unit" to the end of the attributes after copying and renaming the entries.

    Now (that it all works) I have to decide whether I actually want...
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    [Tutorial] Re: How to add mercenaries.

    I'm encountering a problem I know I've had trouble with before; but I'm not seeing the solution here (and have no clue where to look for it).

    Anyway, I've successfully added a Merc Longboat (I...
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    Re: Messed up controls

    The picture I posted a little bit ago looked a lot like what was described above. So, there's still the issue of what exactly causes this issue; as I was under the impression that everything can be...
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    What causes this?

    347356
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    Re: End of Turn Sound effects

    Found the answers elsewhere. It was quite a process; but it's all working now.
  21. [Tutorial] Re: (Almost) Complete Guide to Adding a Unit

    Where does "mode" come in? I changed the settings for my Irish units (and will eventually reset the settings for all units [Based on a formula I established]) and the numbers appear to have been...
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    Re: End of Turn Sound effects

    In order to get my Celtic Priests to be accurately displayed (as Druid, Celtic Priest and High Priest), I had to create a new culture. Now that I've moved everything over to the new culture; the...
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    [Tutorial] Re: How to add a religion

    Sadly, I had found all those. What I have not found is the (framed) picture that shows up in the character details panel and it's (unframed) equivalent that shows in the Army/Castle/Agents panel...
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    [Tutorial] Re: How to add a religion

    I've been busy adding Ireland to the equivalent of the BareGeomod and working diligently at making them Celtic. It's been an intense endeavor and I'm almost done. I have even adjusted the...
  25. [Tutorial] Re: How To set up Medieval II for Modding - Updated December 2014

    I'm guessing that it's due to the 2nd Hungary entry that I discovered (and mentioned elsewhere). I'm simply going to remove the 2nd one for now; but I'll have to make a note to research as to why I...
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    Re: Alphabitizing the Factions

    I guess, come to find out, I really don't know; as I just noticed that several files are missing from the directory/sub-directories where I had (or thought I had) unpacked the game into...
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    Alphabitizing the Factions

    Call it OCD or whatever, but I like things in order; and I always wanted the Faction Shields to be in alphabetic order. I wasn't sure how to do this and there were a couple times that I tried and...
  28. [Tutorial] Re: How To set up Medieval II for Modding - Updated December 2014

    I found the problem and dare I say it was a "stupid error" on my part. I had deleted the *.sd files; as I thought all I needed was the xml files. In my course of continuing my search, I came across...
  29. [Tutorial] Re: How To set up Medieval II for Modding - Updated December 2014

    Well, I'm real close to having Ireland fully set up. As I have posted elsewhere (and still haven't found any viable answers): I've been having serious trouble with the faction symbols. I found a...
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    Sticky: Re: Crashes and how to fix them

    My game is crashing due to an out of memory error. It occurs every time I try to modify any of the "symbols#.tga.dds" files (data/banners) and convert them to just tga files. I'm using Photoshop;...
  31. [Tutorial] Re: Everything you ever wanted to know about banners!

    I've been having nothing but trouble trying to add Ireland as a faction; but I have progressed to the point where I'm now dealing with the banners.

    I have the ones that appear at the top of the...
  32. [Tutorial] Re: How To set up Medieval II for Modding - Updated December 2014

    Well, interestingly enough and just out of curiosity: I was able to totally remove all references to loading_logo's from the desc_sm_factions.txt file and the game still seems to load okay. Granted,...
  33. [Tutorial] Re: How To set up Medieval II for Modding - Updated December 2014

    In that case, their programmers were pretty sloppy; as the "descr_sm_factions.txt is filled with references to symbol128 tga's:

    ...
    loading_logo loading_screen/symbols/symbol128_wales.tga
    ......
  34. [Tutorial] Re: How To set up Medieval II for Modding - Updated December 2014

    That's the method I used to unpack the files to start with; but the neither the "Symbols" directory or any of the "symbol128_<faction>.tga files show up in any of the mod directories.

    I've tried...
  35. [Tutorial] Re: How To set up Medieval II for Modding - Updated December 2014

    New question: This is in regards to the "data/loading_screen/symbols" folder. While one does exist in the main game, I've noticed that it tends NOT to exist within the mods file paths. The file I...
  36. Re: Transisition Screens are Blacxk rather than Transparent

    So, while battling other (modding) issues, I did discover how to fix this problem. If I adjust the game's video setting to match my screen settings; then it works the way it's supposed to work. If...
  37. [Tool] Re: Creating a World - Fixing the 'Block Graphic' Bug

    It looks like what I need are the three User Interface (UI) *.sd files; as apparently there's a problem with the one's that the unpacker presents. In this case, I'm deducing that it's the...
  38. [Tutorial] Re: How To set up Medieval II for Modding - Updated December 2014

    At the moment, I simply want to make a copy of the Americas campaign mod; so I can modify it. Unfortunately, it's not as simple as it would seem that it should be.

    So, please bare with me and...
  39. Re: Transisition Screens are Blacxk rather than Transparent

    Unfortunately, I had already tried that; but once you associate any given file to the TGA extension you cannot (simply) UN-associate it. You can change the association to another program... ...and...
  40. [Tool] Re: Creating a World - Fixing the 'Block Graphic' Bug

    Turns out it's not "working fine"; as the faction symbols that appear at the top (as each AI player's turn progresses) are missing (except for the Aztecs, New Spain, and the Slaves).

    So, I'm not...
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