TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
Despite the mod is dead does not mean that anyone can use its material
read this to avoid misunderstandings.
IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.
Thanks again guys, its really interesting to read how you are all getting on in your campaigns and what strategies you use.
And Ive decided the strategically important city of Alexandria needs a garrison script in the americas patch as well. To stop this easy way of going round the back and defeating Egypt so fast.
Dave
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Last edited by OSDEA7; January 27, 2008 at 09:15 AM.
Are you sure this is occurring regularly enough to worry about it?
I haven't had one single army go rebel yet, and thats the honest truth. Has anyone else had these problems?
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Last edited by OSDEA7; January 27, 2008 at 09:15 AM.
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Last edited by OSDEA7; January 27, 2008 at 09:15 AM.
You have already told me about this in the bugs thread, and I replied. I suggest you make sure that you have the mod and patch installed correctly.
Last edited by Dave Scarface; January 22, 2008 at 05:19 AM.
i didn't see any ghost house or my army turn rebel
only two way this could happen 1. you out of bugget and 2.you general loyaty too low
Empire II and Medieval III pls
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Last edited by OSDEA7; January 27, 2008 at 09:15 AM.
Hi OSDEA7,
The main mod file is Kingdoms_Grand_Campaign_Ml.exe, uploaded on 06/12/07. If you are playing with an older version download my mod again and then the latest patch Kingdoms_Grand_Campaign_Mh.exe from the download links I have provided. Uninstall everythink and make sure you delete the whole of the kingdoms_grand_campaign_mod folder. Then a clean install and it should work perfectly.
thanks
Dave
Last edited by Dave Scarface; January 23, 2008 at 03:46 AM.
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Last edited by OSDEA7; January 27, 2008 at 09:16 AM.
Of course my latest downloads have all the old updates included.
And sorry for making a spelling mistake I do apologise. I hope you are happy playing my mod now.
thanks
Dave
Last edited by Dave Scarface; January 23, 2008 at 11:36 AM.
Dave, I love your mod! AI is so cool that i was suprised by it. Even when I was totaly winning the battle and my opponent's army was fleeing he was still trying to deal to me as more damage as he could. Now AI know how to flank me or attack from the back. Great work!
Yep, Lusted's campaign and battle AI go very well in my campaign. I think it is the best AI. I've also worked very hard myself on making the AI recruit better armies. This has helped further towards making the AI even harder to beat.
Dave
Last edited by Dave Scarface; January 23, 2008 at 04:29 PM.
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Last edited by OSDEA7; January 27, 2008 at 09:16 AM.
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Last edited by OSDEA7; January 27, 2008 at 09:16 AM.
i have try out some new faction
with scotland i destroy england after 40 turn
but i found one problem
when AI fail to att my castle and lost about all their army which troop not run come back to the wall and take back the siege equiqment like ladder or ram(wtf)
i have about 750 troops they have about 1000
after battle i lost 88 troops they lost 885
heroic victory
cheer me now
Empire II and Medieval III pls
Lusted's Battle AI works well most of the time in a siege. But occasionally you do get the odd problem like this crop up. I dont know if its possible to fix this Im afraid.
For Game with forts the Script - the penalty on the maintenance of forts is necessary
How correctly to write this Script?????
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Last edited by OSDEA7; January 27, 2008 at 09:17 AM.