Page 3 of 18 FirstFirst 12345678910111213 ... LastLast
Results 41 to 60 of 342

Thread: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

  1. #41
    Firebat11's Avatar Semisalis
    Join Date
    Jan 2007
    Location
    Canada
    Posts
    465

    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    units are amazing + rep.


    I remember you saying a while ago that we are allowed to use your weapons with existing mods. Is this still the case? I'd like to add some of your amazing weapons to Battle for the Baltic!

    Again, this looks amazing!
    Co-Creator of Battle for the Baltic Mod for SS 6.1

  2. #42

    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    Quote Originally Posted by Firebat11 View Post
    units are amazing + rep.


    I remember you saying a while ago that we are allowed to use your weapons with existing mods. Is this still the case? I'd like to add some of your amazing weapons to Battle for the Baltic!

    Again, this looks amazing!
    Sure, go ahead Firebat. I'd love to see my babies work in other mods.

    Now, how about that combining of our mods...?

    Author of the ---== Knights Templar Mod ==---
    Creator of the ---== Lord Calidor's Weapon Pack 1 ==---
    Member of the ---== Dominion of the Sword ==--- and ---== C.B.U.R.P ==---

  3. #43
    Firebat11's Avatar Semisalis
    Join Date
    Jan 2007
    Location
    Canada
    Posts
    465

    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    Quote Originally Posted by Lord_Calidor View Post
    Sure, go ahead Firebat. I'd love to see my babies work in other mods.

    Now, how about that combining of our mods...?
    I'm up for that!! I think Caesar is too!!

    BTW, that'd be sweet!

    Seriously though. Your work is really really good!!
    Co-Creator of Battle for the Baltic Mod for SS 6.1

  4. #44

    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    god u guys are badass's both mods are epic

    Remember Constantinople
    mr bush how can u put people in jail for smoking weed when you smoke weed. that makes you a hypocrite. bush says do you like hand jobs. the guy says hell yea. bush says do you like giving hand jobs. the guy says no. bush says well then your a fing hypocrite to!!!.

  5. #45

    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    this is my idea
    basically add the knights templar faction to the B of the B
    im not reeli in either mod although i did a bit of reasearch fo LordC
    kool
    God dam, I wish Boromir survived


  6. #46

    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    ok i have a slight problem if somebody could help id be very happy...
    I had downloaded zuma mod so i deleted all ss folders...and then
    1. reinstalled ss 6.0
    2. updated to 6.1
    3.downloaded RR
    4. installed KT mini mod
    5. installed kt sstc patch
    6. crimson blood mod
    7.installed zumas 6.1 stone forts

    then i tried to play the game an it will launch then i will hear a beep noise and then just a black screen forever..u cant even alt out of it or nothing...what should i do?

    Remember Constantinople
    mr bush how can u put people in jail for smoking weed when you smoke weed. that makes you a hypocrite. bush says do you like hand jobs. the guy says hell yea. bush says do you like giving hand jobs. the guy says no. bush says well then your a fing hypocrite to!!!.

  7. #47

    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    Quote Originally Posted by RomaVictor6969 View Post
    ok i have a slight problem if somebody could help id be very happy...
    I had downloaded zuma mod so i deleted all ss folders...and then
    1. reinstalled ss 6.0
    2. updated to 6.1
    3.downloaded RR
    4. installed KT mini mod
    5. installed kt sstc patch
    6. crimson blood mod
    7.installed zumas 6.1 stone forts

    then i tried to play the game an it will launch then i will hear a beep noise and then just a black screen forever..u cant even alt out of it or nothing...what should i do?
    If I understand it correctly, you didn't install SSTC proper, but only my SSTC patch? My mod doesn't include SSTC, only a patch to make it work with pre-installed SSTC. So between your steps 3 and 4, you should install complete package from SSTC thread (from my memory - SSTC 1.0, patch 1.2, hotfix and an optional horse spreading removal thingie).

    If that doesn't help, post a system.log here, or at least list the files changed by Crimson Blood and Stone Forts mods.

    Author of the ---== Knights Templar Mod ==---
    Creator of the ---== Lord Calidor's Weapon Pack 1 ==---
    Member of the ---== Dominion of the Sword ==--- and ---== C.B.U.R.P ==---

  8. #48
    Firebat11's Avatar Semisalis
    Join Date
    Jan 2007
    Location
    Canada
    Posts
    465

    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    Quote Originally Posted by RomaVictor6969 View Post
    ok i have a slight problem if somebody could help id be very happy...
    I had downloaded zuma mod so i deleted all ss folders...and then
    1. reinstalled ss 6.0
    2. updated to 6.1
    3.downloaded RR
    4. installed KT mini mod
    5. installed kt sstc patch
    6. crimson blood mod
    7.installed zumas 6.1 stone forts

    then i tried to play the game an it will launch then i will hear a beep noise and then just a black screen forever..u cant even alt out of it or nothing...what should i do?

    That type of crash is caused by the battle_models.modelsdb file. Usually when one of the lines has an improper number assigned.

    Not sure if that helps, but that's definitely the file that's cauing the problem
    Co-Creator of Battle for the Baltic Mod for SS 6.1

  9. #49

    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    ok i just installed sstc 1 then the update then the quick fix and now it lets the game load but once you see stainless steel 6.1 it crashes so im thinking i should re install 6.0 then 6.1 then do everything just install sstc before i install KT mini mod. Ill wait to do this till the morning after i see what u guys think

    thanks for the help btw plus rep to both of u ^^

    Remember Constantinople
    mr bush how can u put people in jail for smoking weed when you smoke weed. that makes you a hypocrite. bush says do you like hand jobs. the guy says hell yea. bush says do you like giving hand jobs. the guy says no. bush says well then your a fing hypocrite to!!!.

  10. #50
    Firebat11's Avatar Semisalis
    Join Date
    Jan 2007
    Location
    Canada
    Posts
    465

    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    Quote Originally Posted by RomaVictor6969 View Post
    ok i just installed sstc 1 then the update then the quick fix and now it lets the game load but once you see stainless steel 6.1 it crashes so im thinking i should re install 6.0 then 6.1 then do everything just install sstc before i install KT mini mod. Ill wait to do this till the morning after i see what u guys think

    thanks for the help btw plus rep to both of u ^^
    The SSTC patch has a problem with the models file, I'm uploading a fix (with Lord_Calidor's Permission).

    This should fix your problems!
    Co-Creator of Battle for the Baltic Mod for SS 6.1

  11. #51

    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    ok i have it working with no mods but rr 6.1 and KT MOD so i would like to get SSTC working what should i do now? do i install sstc 1 then patch then hotfix then firebats battle models rar. then your KT minimod patch for sstc?

    Remember Constantinople
    mr bush how can u put people in jail for smoking weed when you smoke weed. that makes you a hypocrite. bush says do you like hand jobs. the guy says hell yea. bush says do you like giving hand jobs. the guy says no. bush says well then your a fing hypocrite to!!!.

  12. #52

    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    Try it in this order. It should work.

    1. SS 6.1
    2. SSTC & all fixes
    3. KT Mod
    4. KT SSTC patch from first post
    5. Firebat's fixed modeldb

    Man, I wish we had a simpler way of integrating various mods...

    Author of the ---== Knights Templar Mod ==---
    Creator of the ---== Lord Calidor's Weapon Pack 1 ==---
    Member of the ---== Dominion of the Sword ==--- and ---== C.B.U.R.P ==---

  13. #53
    Indefinitely Banned
    Join Date
    Dec 2006
    Posts
    1,640

    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    In the next release could you do something about the horrible helmets worn by the crusaders?

    For instance give them this:

  14. #54
    GKRobertson's Avatar Libertus
    Join Date
    Dec 2006
    Location
    Charleston, West Virginia, United States
    Posts
    67

    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    Is there a chance of a version very soon that does not use Real Recruitment?
    Ken Robertson

  15. #55

    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    @ Banzai: right, in the next release, most of the units will have new models.

    @ GKR: unlikely. RR is the core of this mod and gives it much needed historical accuracy, among other great benefits.

    Author of the ---== Knights Templar Mod ==---
    Creator of the ---== Lord Calidor's Weapon Pack 1 ==---
    Member of the ---== Dominion of the Sword ==--- and ---== C.B.U.R.P ==---

  16. #56

    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    I'm on year 1205 but only have mount knights no dismounted knights...I can't understand having no dismounted knights when i have mounted ones over a 100 years played and still with pants foot units of templar factions........

  17. #57

    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    Quote Originally Posted by DJ_badass View Post
    I'm on year 1205 but only have mount knights no dismounted knights...I can't understand having no dismounted knights when i have mounted ones over a 100 years played and still with pants foot units of templar factions........
    Patience, my friend. You're about 10 turns away from dismounted knights (and other goodies). It is worth the wait, trust me.

    In early medieval, mounted knights were reluctant to fight on foot, as it was seen as embarassment to fight among other guys of lower class who can't afford a horse. Only at a later date, when the almighty knightly charge was often bogged down by prepared defenses or enemies with pole weapons, knights chose to dismount and enter the melee on foot.

    Author of the ---== Knights Templar Mod ==---
    Creator of the ---== Lord Calidor's Weapon Pack 1 ==---
    Member of the ---== Dominion of the Sword ==--- and ---== C.B.U.R.P ==---

  18. #58
    AnthoniusII's Avatar Μέγαc Δομέστικοc
    Join Date
    Feb 2007
    Location
    Thessalonike Greece
    Posts
    19,058

    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    Quote Originally Posted by Banzai! View Post
    In the next release could you do something about the horrible helmets worn by the crusaders?

    For instance give them this:
    Templars and not only them ussualy whore open helmets

    here are some examples!Knights prefaired those mostly in south europe and in holly lands!
    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.


  19. #59
    Douchebag's Avatar Vicarius
    Join Date
    Jan 2007
    Location
    A place called White Castle
    Posts
    2,765

    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    Open helmets are so much better...if you dont believe me play BC.

  20. #60

    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    Guys, in this mod Templars as an Order are not represented by just a handful of units. I know that previously, synonim for Templars were the Templar Knights unit. Well, let's just say that a picture has dramatically changed. Knights (as in nobility) within Templar faction are represented by multiple units, not just by KT's & DKT's.
    This means that a) you don't need to wait 100 turns to "play with Templar Knights", as there are other Templar units recruitable prior to that milestone, and b) Templars of a both noble and common origin have many types of helmets, including greathelms, pot helms, cone helms etc... On average, every unit has 3 types of helmets per model (meaning, 3 per armour upgrade).

    Author of the ---== Knights Templar Mod ==---
    Creator of the ---== Lord Calidor's Weapon Pack 1 ==---
    Member of the ---== Dominion of the Sword ==--- and ---== C.B.U.R.P ==---

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •