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  1. #1
    Forever Knight's Avatar Libertus
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    Default forts...

    in SS 6.3, forts are not permanent... does anyone know how to make them permanent again????

  2. #2

    Default Re: forts...

    would
    http://www.twcenter.net/forums/showt...ermanent+forts
    work?

    that is for wooden if you want stone forts i think this works, havent tested myself
    http://www.twcenter.net/forums/showt...ermanent+forts

  3. #3

  4. #4
    Forever Knight's Avatar Libertus
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    Default Re: forts...

    thanks guys

  5. #5

    Default Re: forts...

    Permanent forts are nice, though I would have loved to see a return of the stone forts myself, but thats just my play style.

  6. #6
    Alpha Zeke's Avatar Vicarius
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    Default Re: forts...

    Quote Originally Posted by Sanderlicious View Post
    Permanent forts are nice, though I would have loved to see a return of the stone forts myself, but thats just my play style.
    i made a stone fort in egypt as sicily while on crusade.. if that means anything. Got assaulted on all 8 of my walls by ladders! was a heroic victory, i loved it.

  7. #7

    Default Re: forts...

    Quote Originally Posted by Historydude View Post
    i made a stone fort in egypt as sicily while on crusade.. if that means anything. Got assaulted on all 8 of my walls by ladders! was a heroic victory, i loved it.
    Am I mistaken, or are you suggesting that you actually placed a stone fort upon the map rather than a wood one? If so, great!
    In either case, congrats on the victory. Gotta love the massacre

  8. #8
    Alpha Zeke's Avatar Vicarius
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    Default Re: forts...

    Oh my the battle was the most epic thing ive ever played, muslims pouring in over every wall, it was a fight too the death in the center

    Im actually not sure how it looks upon the map... might have been wood, but in the battle it was stone. im sure to change the map one back too stone though would require little modding?

  9. #9
    Mega Tortas de Bodemloze's Avatar Do it now.
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    Default Re: forts...

    Quote Originally Posted by Historydude View Post
    Oh my the battle was the most epic thing ive ever played, muslims pouring in over every wall, it was a fight too the death in the center

    Im actually not sure how it looks upon the map... might have been wood, but in the battle it was stone. im sure to change the map one back too stone though would require little modding?
    My friend your writting in MODERATOR BLUE. Ummm if you do that in the main forums the Fun police are gonna decend on you like locust on Buttered Corn. Just thought you'd wonna know.......


  10. #10
    Alpha Zeke's Avatar Vicarius
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    Default Re: forts...

    Oh god. not the polic agaiiinnn.
    gosh the color blue is just my fav color :'[
    is green alright?

  11. #11
    Mega Tortas de Bodemloze's Avatar Do it now.
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    Default Re: forts...

    Quote Originally Posted by Historydude View Post
    Oh god. not the polic agaiiinnn.
    gosh the color blue is just my fav color :'[
    is green alright?
    Ya....atm. I would recommend that you choose a color easy on the eyes. Again cuz you don't want folks ka-fetching that they can't read what your writing.... {You definitely should be cool like that...}

    In here use color if ya like but, I would'nt do it in the main forums cuz da fun police a might uptight like that...

  12. #12
    Paladin94610's Avatar Senator
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    Default Re: forts...

    Will 6.3 work with master zuma's stone fort mod?
    Formerly Iberia Auxilia


  13. #13
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: forts...

    Quote Originally Posted by Iberia Auxilia View Post
    Will 6.3 work with master zuma's stone fort mod?
    No

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  14. #14
    Pleiades's Avatar Biarchus
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    Default Re: forts...

    @ Historydude, Mega Tortas de Bodemloze - you can post in TATW part of forum where no one will say a word to you when you use different colors:

    http://www.twcenter.net/forums/showt...59#post7134659

    Spoiler Alert, click show to read: 
    Because of my err... "colorful presentation" I got some rep points plus I psychologically twisted G5's arm effectively to change much more positively his OP in the meantime.


    Besides, according to the law (I've never thought that I will say one day that "according to the law" ) - ahem, according to the law what is not forbidden is allowed, which means remove the option that ordinary people like me can use or abuse colors of moderators. Remove colors and you removed problems.
    There are no absolute truths. When your beliefs about the world and yourself change, so does your experience.

  15. #15

    Default Re: forts...

    Quote Originally Posted by Iberia Auxilia View Post
    Will 6.3 work with master zuma's stone fort mod?
    Quote Originally Posted by Caesar Clivus View Post
    No
    How much modding would be involved in getting Zuma / Wolfslayer's Fort Mod to work in 6.3 ?

    It works in 6.2 and this is one of the most fun parts of the game.

    I have just started modding, so go easy.
    Today is a good day

  16. #16
    Alpha Zeke's Avatar Vicarius
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    Default Re: forts...

    fun police... always up in mah grill xP

  17. #17

    Icon3 Re: forts...

    What i would love to see in the way of forts (although im fairly sure like most of my wishes, it cant be done with all the restrictions coded to M2) is buildable, stone forts, which are more expensive than atm, which decay over time if left ungarrisonned, until eventually say a few decades later they disappear completely.

    hmmm maybe a trigger could be put in which is kinda like 'if fort units = 0 then add 5% damage' at the end of each turn, actually thinking about this since the fort is a building on the campaign map, like city walls, it may be possible to do. heres hoping someone responds to this with a YES

  18. #18

    Default Re: forts...

    Quote Originally Posted by hpsauce13 View Post
    What i would love to see in the way of forts (although im fairly sure like most of my wishes, it cant be done with all the restrictions coded to M2) is buildable, stone forts, which are more expensive than atm, which decay over time if left ungarrisonned, until eventually say a few decades later they disappear completely.

    hmmm maybe a trigger could be put in which is kinda like 'if fort units = 0 then add 5% damage' at the end of each turn, actually thinking about this since the fort is a building on the campaign map, like city walls, it may be possible to do. heres hoping someone responds to this with a YES
    This would be very nice.

    Buildable Stone forts are historically accurate and just add a great layer to the game
    Today is a good day

  19. #19

    Default Re: forts...

    Sorry if I have overlooked. But how would one allow stone forts instead of wooden? I assume it would be impossible to have wooden until this event... then have stone?
    Oh, for Heaven's sake, now you're being deliberately stupid.
    Dr. Sheldon Cooper
    Wudang why did you close the thread? Because you can't find a source refuting mine? LoL how's the quest to ban me going?

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