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Thread: 6.1 all sub mods y or n?

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  1. #1

    Default 6.1 all sub mods y or n?

    Hey everybody so I wanted to know of the sub mods in the 6.1 patch I know im getting the perm. arrows but can somebody tell me if the other ones are fun to play with.
    thx in advance all.

    also I'm running a bunch of other sub mods like

    Stainless Steel Total Combat 1.2

    Realistic Archery and javelins version 1.3

    Jerusalem order emergent script

    Realistic cavalry charge

    will adding the submods from 6.1 affect these other ones at all?
    Last edited by User Name; May 03, 2008 at 02:25 AM.

    "I see said the blind man as he peed into the wind, its all coming back to me now."

    "Man who stand on toilet, high on pot."

  2. #2

    Default Re: 6.1 all sub mods y or n?

    I just did a clean install of SS 6.1 and am waiting for confirmation for the mods. Thats the best way to get your answer.
    E8400
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  3. #3

    Default Re: 6.1 all sub mods y or n?

    I installed the sub-mods and the game is much slower now when the AI takes its turns, I'm guessing it's the Grim Reality mod. I need to figure out how to remove it...



  4. #4
    IZ-Master's Avatar Centenarius
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    Default Re: 6.1 all sub mods y or n?

    when u install , it have the option for not installing it , and no , grim reality mod dont slow the game down my knowledge

    Stainless Steel Beta Tester Version 6.0->6.1
    DarthMod 1.4 D: The Last Episode Beta Tester

  5. #5

    Default Re: 6.1 all sub mods y or n?

    First of all to answer the topic question:

    Of course, the sub mods are only for those who actually know and want those mods.
    The links in the installer lead directly to the two "big" sub-mods that have a big impact on the game: Real Recruitment and BygIII. So, if you don't know what the sub mod does, just don't install it.

    The other two sub-mods should be self-explanory.


    Hi IZ-Master
    when u install , it have the option for not installing it , and no , grim reality mod dont slow the game down my knowledge
    Actually BygIII can have indeed a big impact on the AI turn length, since BygIII uses a huge campaign script which can slow down the turns.
    Should have mentioned that in the installer.
    Anyway, I havn't noticed the turn length increase, but probably only because I got my brand new computer two weeks ago.

    Hi cherryfunk,

    If you want to delete BygIII or want to use another sub-mod, then just run the installer again and choose the options that suits you better.
    Last edited by King Kong; May 03, 2008 at 08:55 AM.

    Winner of 'Favorite M2TW Mod' and 'Favorite M2TW Modder' Award 2007 & 2008

  6. #6

    Default Re: 6.1 all sub mods y or n?

    Thanks Kong -- I appreciate you putting these in the installer; BygIII looks like something I'd love, but I just can't take the hit to turn length. I heard that DLV managed to drastically decrease the impact of their scripts on AI turn length, I wonder if maybe Byg can find a way to do the same...

    Kong, one other question: could you explain in the first post of the main 6.1 thread which other mini-mods will work smoothly with the 6.1 patch? Real combat? Big unit sizes? Real arrows/javelins, etc.? There are several very good mods for SS6 already, but the tricky thing is finding which work with each other without over-writing each others' files...
    Last edited by cherryfunk; May 03, 2008 at 01:33 PM.



  7. #7

    Default Re: 6.1 all sub mods y or n?

    Thanks for the info guys and wow
    KK actually posted in my thread yay!!!!
    well I was gonna install all of the sub mods but I dont think I can take the hit to the turn length. I'll just have to wait till I get a new PC.

    "I see said the blind man as he peed into the wind, its all coming back to me now."

    "Man who stand on toilet, high on pot."

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