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Thread: King's Banner 2.0

  1. #41
    joedreck's Avatar Artifex
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    Default Re: Kings Banner

    it could be the export_descr_unit file. when you sent me your vanilla, i can look on it and maybe change something for you.
    Edictum mod adds new edicts to Rome II. http://www.twcenter.net / YouTube: Edictum Mod / Click here for Edictum Mod on steam
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  2. #42

    Default Re: Kings Banner

    I fixed the problem.

    This is from the Stainless Steel install instructions:

    "When you have wrong character sounds or when you have other sound problems, delete events.dat and events.idx from the Stainless_Steel /data/sounds folder. Copy events.dat and events.idx from your main Medieval II Total War/data/sounds folder and paste them into the Stainless_Steel /data/sounds folder."

    Hopefully deleting your events files will not cause problems in the campaign game, I think it should be fine. You might want to include this in your readme or install instructions.

  3. #43
    GrandViZ's Avatar Domesticus
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    Default Re: Kings Banner

    King's Banner for Ultimate AI is available. This is solely a modified version of the King's Banner Mod, which resolves conflicts in EDU.txt and sm_factions.txt. Ultimate AI 1.5 is required.

    Link to Download
    http://www.twcenter.net/forums/downl...o=file&id=1421

    Regards
    GrandViZ
    Creator of the Ultimate AI
    Co-Author of Broken Crescent

    Under the Patronage of Trajan

  4. #44

    Default Re: Kings Banner

    Have you considered using the officer capabilities to create custom flag bearers, you could create a soldier who has a custom weapon, essentially a pike with a flag on the end, the flag could represent the status of troops ect.
    Popular superstition is still superstition.

  5. #45
    joedreck's Avatar Artifex
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    Default Re: Kings Banner

    sanderman made a model with a flagbearer, but it is not perfekt at the time.
    i hope someone get it with the mesh and create a nice flagbearer.
    Edictum mod adds new edicts to Rome II. http://www.twcenter.net / YouTube: Edictum Mod / Click here for Edictum Mod on steam
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  6. #46
    Trajan's Avatar Capodecina
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    Default Re: Kings Banner

    joedreck, with the mod folders now having the ability to hold every kind of file, is it necessary to have the banners .tga files and model strat textures in the main data folder?

  7. #47
    GrandViZ's Avatar Domesticus
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    Default Re: Kings Banner

    Quote Originally Posted by Trajan View Post
    joedreck, with the mod folders now having the ability to hold every kind of file, is it necessary to have the banners .tga files and model strat textures in the main data folder?
    I was told, that these files do not work within a mod folder and need to be placed in the main data folder.
    Creator of the Ultimate AI
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  8. #48
    B. Ward's Avatar ★★★★ RockNRolla ★★★★
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    Default Re: Kings Banner

    model strat textures still don't run from a mod folder. you'll get a video texture error. but banners do run from a mod folder

  9. #49
    Trajan's Avatar Capodecina
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    Default Re: Kings Banner

    Damn, thanks guys.

  10. #50
    tornnight's Avatar Forum Bot
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    Default Re: Kings Banner

    Quote Originally Posted by bdotward View Post
    model strat textures still don't run from a mod folder. you'll get a video texture error. but banners do run from a mod folder
    Completely untrue. They simply have to be tgas instead.

    See TLR for an example.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  11. #51
    B. Ward's Avatar ★★★★ RockNRolla ★★★★
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    Default Re: Kings Banner

    Quote Originally Posted by tornnight View Post
    Completely untrue. They simply have to be tgas instead.

    See TLR for an example.
    well i still get the video texture error trying to load the strat map textures from a mod folder. and all of the are tga files

  12. #52
    joedreck's Avatar Artifex
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    Default Re: Kings Banner

    the engine don't load them. only in the orginal data folder.
    if you know more, tell us.

    one folder for the mod files would be better.
    Edictum mod adds new edicts to Rome II. http://www.twcenter.net / YouTube: Edictum Mod / Click here for Edictum Mod on steam
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  13. #53
    tornnight's Avatar Forum Bot
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    Default Re: Kings Banner

    I'm not sure what your doing wrong. Download TLR and see how I've set it up and maybe it will help? I ran across the same problem until I looked at what the *.trace log was saying when loading.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  14. #54
    Rammstein's Avatar Templar Knight
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    Default Re: Kings Banner

    I played custom battles with 2 armys of egypt against france. the funny thing was the second egypt army had half of their units with white flags but the first had all right. What could be the problem?

  15. #55
    joedreck's Avatar Artifex
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    Default Re: Kings Banner

    Quote Originally Posted by Rammstein View Post
    I played custom battles with 2 armys of egypt against france. the funny thing was the second egypt army had half of their units with white flags but the first had all right. What could be the problem?
    i have reconstructed the bug and i know how to fix that. i will make new banner for the allies. i don't understad, why they don't use the standart banner. this was the first time i saw a battle with allies


    Thanks Rammstein
    Edictum mod adds new edicts to Rome II. http://www.twcenter.net / YouTube: Edictum Mod / Click here for Edictum Mod on steam
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  16. #56
    Sinuhet's Avatar Preparing for death
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    Default Re: Kings Banner

    Quote Originally Posted by Armoured Hoplite View Post
    I fixed the problem.

    This is from the Stainless Steel install instructions:

    "When you have wrong character sounds or when you have other sound problems, delete events.dat and events.idx from the Stainless_Steel /data/sounds folder. Copy events.dat and events.idx from your main Medieval II Total War/data/sounds folder and paste them into the Stainless_Steel /data/sounds folder."

    Hopefully deleting your events files will not cause problems in the campaign game, I think it should be fine. You might want to include this in your readme or install instructions.
    Is it valid also for music.dat and music.idx files? The trick to copy something from root sounds into the my mod sounds subfolder. My own tests have shown that after generation of the new music files, they must reside further in the rootMTW2/data folder and not in the mymod/data folder to be functional, but they seem to do CTDs in othe languague mutations of MTW2 than was the one used for their generation.

    Also, it is quite new info for me what is saying tornnight about the possiblity to install the campaign characters or banners into the mod folder and not into the rootMTW2/data folder.

    Guys, please, give me more detailed info about your approaches, both would be wellcomed, the sounds and the banners/campaign_characters.

    Thanks in advance, Sinuhet
    My TW games "Battle Formations" projects:
    Sinuhet's ETW Formations v2.0 – for ETW
    Sinuhet's Battle Mechanics v5.0 – for MTW2
    Sinuhet's Battle Mechanics v3.0 – for MTW2
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  17. #57
    joedreck's Avatar Artifex
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    Default Re: Kings Banner

    slow, but nice. i've got over 500 downloads.

    now i begin to complete the addon Desert Sons
    Edictum mod adds new edicts to Rome II. http://www.twcenter.net / YouTube: Edictum Mod / Click here for Edictum Mod on steam
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  18. #58
    tornnight's Avatar Forum Bot
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    Default Re: Kings Banner

    Whoo. Whats that about?
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  19. #59

    Default Re: Kings Banner

    .
    Last edited by Gian Pascal; February 18, 2010 at 05:05 PM.

  20. #60
    GODzilla's Avatar Civitate
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    Default Re: Kings Banner

    Just a quick question: Is the issue with the white flags of allied factions solved?
    GODzilla(TM)
    son of the family of Wilpuri under the patronage of makanyane


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