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

  1. #121
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    I wish the next version of SS will replace all those vanilla weapons of all factions with Lord Calidor's!
    They give a new expirience playing with them!
    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.


  2. #122
    y2day's Avatar TWC STORE NOW OPEN!
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    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    Quote Originally Posted by AnthoniusII View Post
    I wish the next version of SS will replace all those vanilla weapons of all factions with Lord Calidor's!
    They give a new expirience playing with them!
    Indeed! I have already asked permission to use in Dominatio Mundi.
    They are truly great.




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  3. #123

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

    hey i was wondering if you could make it so musketeers are more powerfull in melee
    realisticly musketteers made up the bulk of armies in the late 16 to late 18 hundreds

    and the beta patch in the first post, is it compatable with sstc cus my game crashes when i try
    Last edited by pat2415; August 11, 2008 at 11:20 AM.
    "God Is On The Side With The Biggest Artillary "

  4. #124

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

    Quote Originally Posted by pat2415 View Post
    lol cal im wonderin um if this is historical realism then why is it that king richerd never invades jerusalem ??? it would be sweet
    Dude, you're playing as a freaking Templars! That Richard guy is just another p*ssy coming down to the Mediterranean on a holiday.

    Seriously though, how you think it will work, if you control half of the Levant, and in comes this scripted event that takes away the control of your prize jewel?
    Or you meant as a reinforcement? That could be scripted, let's say in the case that Jerusalem is lost, a crusade is triggered with various historical figures spawning in the Holy Lands. But until I get scripting figured out, I can't promise anything.

    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 ==---

  5. #125

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

    i meant as a reanforcment
    but the templars originally came from england so your the boss there
    "God Is On The Side With The Biggest Artillary "

  6. #126

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

    Quote Originally Posted by pat2415 View Post
    i meant as a reanforcment
    but the templars originally came from england so your the boss there
    Um no they didn't.

    They were founded in France by French knights and was recognized by the 1129 Council of Troyes .

    Sometime prior to the Council of Troyes Hughes de Paynes traveled to England to raise support and recruit knights, he did what we nowadays call a publicity tour. The order received land from the English king (whose name escapes me at the moment, one of the Plantagenets).

    But the order sure wasn't English.
    Last edited by AnayaS; August 12, 2008 at 07:25 AM.

  7. #127

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

    you've made me fall in love with the templars once again
    "we're way way pre-alpha and what that means is there is loads of features not just in terms of the graphics but also in terms of the combat and animations that actually aren't in the game yet.So the final game is actually gonna look way way better than this!” - James Russell, CA
    Just like the elephant animation, this Carthage scenario is actually in the game, it just has a small percantage factor for showing up, that's all...

    Beware of scoundrels



  8. #128

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

    Quote Originally Posted by spanish_emperor View Post
    you've made me fall in love with the templars once again
    Thnx. You make me feel kinda like a pimp.

    @ pat2415, AnayaS pretty much answered your question. But reinforcements are still an interesting suggestion though.

    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 ==---

  9. #129
    Barser's Avatar Senator
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    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    Quote Originally Posted by Lord_Calidor View Post
    Thnx. You make me feel kinda like a pimp.

    @ pat2415, AnayaS pretty much answered your question. But reinforcements are still an interesting suggestion though.

    Haha. Well your are a pimp
    I cant wait to install this mod by it will make it harder for me to realese my own mod unles I made 2 installers (which I dont have the room for).
    But as soon as it is combined with battle for the baltic and byzzie rooster I will have to install it and make my mod base with it.
    It will afterall be a must have.

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    ______________________Agents-minimod____________________________

  10. #130

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

    ok im confused thwn why does the knights templar speak english instead of french
    "God Is On The Side With The Biggest Artillary "

  11. #131
    Meethos's Avatar Civis
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    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    Mad props on the new weapon models and unit skins. I can appreciate your wanting to maintain a degree of historical accuracy, however, I'm on turn ~180ish of the game and had to force myself to do so because of the RR mod, getting a little bored of the same units. I sometimes like to play with RR and have the historical accurate units but sometimes I like to have full plate troops at the beginning of the game. The option to not have RR would be most appreciated in upcoming versions. And if there is a way to not have RR and I have overlooked it any input as to how to do so would be appreciated.

  12. #132

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

    One thing I forgot, why cant I ask a princess to marry my unmarried faction heir?

  13. #133
    aduellist's Avatar Push the button Max!
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    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    Quote Originally Posted by the42up View Post
    One thing I forgot, why cant I ask a princess to marry my unmarried faction heir?
    The knights_templar faction is set to not have princesses on the strat map. If you don't have them, you can't marry other factions' princesses.

    In descr_sm_factions.txt, under knights_templar, change:

    can_have_princess no

    to:

    can_have_princess yes

    You'll now be able to get a marriage with a foreign princess.

    Of course, from an historical perspective, the Templar family members shouldn't be marrying at all. They should have the same family tree as the Teutonic Order.

    To do that in descr_sm_factions.txt, leave can_have_princess set to "no" and change:

    has_family_tree yes

    to:

    has_family_tree teutonic

    You'll also need to edit descr_strat.txt to get rid of wives and children.
    Last edited by aduellist; August 13, 2008 at 08:38 PM.
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  14. #134
    No, that isn't a banana
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    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    Quote Originally Posted by Meethos View Post
    Mad props on the new weapon models and unit skins. I can appreciate your wanting to maintain a degree of historical accuracy, however, I'm on turn ~180ish of the game and had to force myself to do so because of the RR mod, getting a little bored of the same units. I sometimes like to play with RR and have the historical accurate units but sometimes I like to have full plate troops at the beginning of the game. The option to not have RR would be most appreciated in upcoming versions. And if there is a way to not have RR and I have overlooked it any input as to how to do so would be appreciated.

    Probably the easiest way to do it would be to remove the "and event...." lines in the export_descr_building file. It will still take as long for the pools to fill up, but at least you won't have to wait until Dante is born to access the later era units.

  15. #135

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

    Exactly, however unit prices, replacement rates, pools will be out of whack. Also, some advanced units would be available even earlier than stock SS 6.1, since they are moved a tier-or-two down the building list (but in RR system, their availability is controlled by events).

    Still, I do not recommend it. If someone wanna play with gothic knights in 1125. he's better off playing RPG or arcade games.

    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. #136
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    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    Here are the files you requested Lord - for PP compatibility - Thanks again

    +rep =]

    (attached)

  17. #137
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    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    My favourite skin of them has got to be the Dismounted Knights of St.Lazarus - the green sets them apart =]

    Beautiful! (probably not behind the mask of course )

    Probably followed by Soloman's guard. - This is just a great improvement Lord - and I'm really glad you've given me permission to include it with PP 3.0. (when released)

  18. #138
    y2day's Avatar TWC STORE NOW OPEN!
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    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    Yes i agree some of the best units and diffently the best weapons>
    Last edited by y2day; August 15, 2008 at 05:17 PM.




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  19. #139

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

    I've added a patch which adds new unit info cards by y2day. Check the updated first post.

    Outstanding work, thnx again y2day!

    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 ==---

  20. #140
    y2day's Avatar TWC STORE NOW OPEN!
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    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    Ya! New Unit Cards.

    Spoiler Alert, click show to read: 










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