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Thread: HundredYearsWar 0.99 - General Discussion

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  1. #1
    Violator's Avatar Centenarius
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    Default Re: HundredYearsWar 0.7 - open Beta

    Quote Originally Posted by Exploiter View Post
    Guys I need help starting the mod
    I downloaded it into My downloads folder and then I just draged the files into the M2TW mod file. Can somehelp me?
    Check ON A MOUNTAIN'S post #34 on page 02 of this thread!! it could not be more specific than that!!
    Last edited by Violator; November 29, 2008 at 02:20 AM.

  2. #2
    ♔Old Dragoon♔'s Avatar I'm Your Huckleberry
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    Default Re: HundredYearsWar 0.7 - open Beta

    I cannot even download it from fileplanet, and I registered...wtf? I must be missing something.

  3. #3
    gaunty14's Avatar Vicarius
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    Default Re: HundredYearsWar 0.7 - open Beta

    is your temp file full of files

    as that can affect your download

    "will help build battle station for food" - or rep

  4. #4

    Default Re: HundredYearsWar 0.7 - open Beta

    If the link has stopped working I'll upload it again later today. Let me know.
    _________________________________________
    We have now reached version 0.8.

    Religion has been changed to cultures.
    England has a new and nicer geography (heights as well as ground cover).
    About a million minor bugs have been sorted.
    lots of artwork done (ingame imaging, pips, flash screenies etc)

    work still to be done on flemish and welsh factions, mercenaries.
    We're on track.

  5. #5

    Default Re: HundredYearsWar 0.7 - open Beta


  6. #6

    Default Re: HundredYearsWar 0.7 - open Beta

    thx stig.

  7. #7
    ♔Old Dragoon♔'s Avatar I'm Your Huckleberry
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    Default Re: HundredYearsWar 0.7 - open Beta

    New link worked fine! Thanks stig. Just started playing, and I must say nice feel, great start Things found thus far (hopefully not mentioned before).
    -check resources on map...many cannot be used by merchant. One near the Pyrenees (marble I believe) is embedded in a tree, cannot even put your cursor on it.

    -did I miss something on mercenaries, can you recruit them ever on current game, or does it come later with certain tech level? I know you're implementing new merc's for future update version...just curious.

    Playing England and liking it so far....omg. lots of cities! Don't know if I like all those yet. Good show gentleman...good show overall. Will report more if found. Cheers!

  8. #8
    Swagger's Avatar Imperial Coffee-Runner
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    Default Re: HundredYearsWar 0.7 - open Beta

    is there any bugfixer/patch for the beta?


    (already released)
    Under the Patronage of the Dreadful cedric37!
    Ancs Guide, Emergent Factions , Yes/No Events |L'Outremer for Modders| Swagger's Skymod


  9. #9

    Default Re: HundredYearsWar 0.7 - open Beta

    Quote Originally Posted by Swagger View Post
    is there any bugfixer/patch for the beta?


    (already released)
    Swagger,

    I am pondering giving out an intermediate version once we have fixed the culture problem. It is giving us a lot of headaches, as we are doing this without wanting to make the mod kingdoms (at least I am).
    The religions have now been turned into cultures, and the ability of priests to convert people has been turned off, as well as heretics and witches. What we are looking for is for a mechanism to convert culture very slowly (at a realistic rate). The minimum churches allow us to do is 2% and that seems to be hardcoded.
    The only other trigger we have found so far, is the religionstarter trait, but I can not think of any way of automatically giving every general this trait.

    So, if someone has a good idea, it would be immensely appreciated!

    As to what stig says, it was actually earth sciences, and I have done my fair share of time on geographical information systems.

    There might be a lot more coding done in future, as I have been attending uni again (maths) and have been indoctrinated in matlab to a level that I can occasionally feel it oozing out of my brain.

  10. #10
    Lysimachus's Avatar Spirit Cleric
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    Default Re: HundredYearsWar 0.7 - open Beta

    Is it possible for you guys to adjust the helmets for the Noble/English/Chivalric Knights so it fits the unit card? Even if it's just optional, because the helmets they use now in my opinion are just hideous! Or is it something I can do myself with a little text editing?

  11. #11

    Default Re: HundredYearsWar 0.7 - open Beta

    That requires modelling mate ... and none of thus is able to do that:
    -OAM can make maps because he did geography (or was it geology) once
    -Vas can photoshop really well
    -And I can read tutorials really well

    But that kinda is where our mod abilities end

  12. #12
    Lysimachus's Avatar Spirit Cleric
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    Default Re: HundredYearsWar 0.7 - open Beta

    Wouldn't it simply be a case of reskinning the unit (Did you reskin the welsh two-handed axe unit from Britannia Campaign)? Also, just want to know why are the faction rosters so small and why the rebels have invisible units? For example the Pike Militia or the soldierless Gendarmes (it's a load of horses without soldiers mounted on them).

  13. #13

    Default Re: HundredYearsWar 0.7 - open Beta

    Ask Vas, he is the skinning guy

  14. #14
    danova's Avatar Protector Domesticus
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    Default Re: HundredYearsWar 0.7 - open Beta

    I like it! Rep!
    Last edited by danova; December 04, 2008 at 12:47 PM.

  15. #15

    Default Re: HundredYearsWar 0.7 - open Beta

    Also, just want to know why are the faction rosters so small and why the rebels have invisible units?
    When I find the time we will have mercenaries that will become your main army

    For example the Pike Militia or the soldierless Gendarmes (it's a load of horses without soldiers mounted on them).
    Because OAM assumed all soldiers in the roster would be rebel as well

  16. #16
    Lysimachus's Avatar Spirit Cleric
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    Default Re: HundredYearsWar 0.7 - open Beta

    By that do you mean he thought that the grey tones would be applied to all units without further skinning?

  17. #17

    Default Re: HundredYearsWar 0.7 - open Beta

    Yup, but I never did that ... should not be too difficult (as it involves copying loads of lines and little less) but I don't have the time for it

  18. #18

    Default Re: HundredYearsWar 0.7 - open Beta

    What are you talking about stig?
    I had never anything to do with any of this.

  19. #19

    Default Re: HundredYearsWar 0.7 - open Beta

    Ermm, yes you had ... you modded the descr_strat

  20. #20

    Default Re: HundredYearsWar 0.7 - open Beta

    Ah that! Still Vas's responsibility.

    I'm going to make sure it's fixed thought.

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