Page 3 of 122 FirstFirst 123456789101112132853103 ... LastLast
Results 41 to 60 of 2437

Thread: [Missing] Meneth's Sub-mod Compilation (MSC) 6.0

  1. #41
    Meneth's Avatar I mod, therefore I am
    Join Date
    Jul 2010
    Location
    Oslo, Norway
    Posts
    5,531

    Default Re: Meneth's 6.3 Sub-mod Compilation (MSC) 1.3

    Quote Originally Posted by bigdogbluesky View Post
    You told me today that FFT 2.0 breaks the campaign script. Yet I see you have listed for the 6.3 Sub-mod Compilation:

    Historydude's and Meneth's Faster Turn Times (FTT) sub-mod (un-toggleable)

    Faster Turn Times 2.0!
    The First and Only FTT mod for Stainless Steel 6.3!
    Remember to +rep me (Historydude) and Gracul, and especially Kong! and now Meneth!
    This mod improves turn times by disabling unnecessary code.

    Guess I won't be using this compilation until it is udated to FTT 3.1
    Sorry, that description is a bit outdated.
    The Compilation uses 3.1.
    Let me just fix that.

  2. #42

    Default Re: Meneth's 6.3 Sub-mod Compilation (MSC) 1.3

    Thanks, then, I'll try it! And looking forward to other additions. Hope Ignasigh can get his Bigger and Huger Battles in here soon as well!
    Roland searched the continent for the man who'd done him in
    He found him in Mombasa in a barroom drinking gin
    Roland aimed his Thompson gun. He didn't say a word
    But he blew Van Owen's body from there to Johannesburg
    - Warren Zevon - Roland the Headless Thompson Gunner - 1978

  3. #43
    Meneth's Avatar I mod, therefore I am
    Join Date
    Jul 2010
    Location
    Oslo, Norway
    Posts
    5,531

    Default Re: Meneth's 6.3 Sub-mod Compilation (MSC) 1.3

    Quote Originally Posted by bigdogbluesky View Post
    Thanks, then, I'll try it! And looking forward to other additions. Hope Ignasigh can get his Bigger and Huger Battles in here soon as well!
    That doesn't have a version for 6.3 AFAIK.

  4. #44

    Default Re: Meneth's 6.3 Sub-mod Compilation (MSC) 1.3

    It still says Untoggleable!

    Historydude's and Meneth's Faster Turn Times (FTT) sub-mod (un-toggleable)

    Installed SS Compilation 6.3! Great Stuff! Thanks!
    Last edited by Kilgore Trout; August 14, 2010 at 08:40 PM.
    Roland searched the continent for the man who'd done him in
    He found him in Mombasa in a barroom drinking gin
    Roland aimed his Thompson gun. He didn't say a word
    But he blew Van Owen's body from there to Johannesburg
    - Warren Zevon - Roland the Headless Thompson Gunner - 1978

  5. #45
    Meneth's Avatar I mod, therefore I am
    Join Date
    Jul 2010
    Location
    Oslo, Norway
    Posts
    5,531

    Default Re: Meneth's 6.3 Sub-mod Compilation (MSC) 1.4

    1.4

    • BGR4 fix now included

    Istanople delayed for 1.5.

  6. #46
    Meneth's Avatar I mod, therefore I am
    Join Date
    Jul 2010
    Location
    Oslo, Norway
    Posts
    5,531

    Default Re: Meneth's 6.3 Sub-mod Compilation (MSC) 1.5

    1.5

    • LLP updated to 2.0 (characters now come of age at 5, but can't move till they are 16 (except for the first turn), this is so that they can get an education, but can't be used in battle)

    Istanople delayed for 1.6 (blame Historydude )

  7. #47

    Default Re: Meneth's 6.3 Sub-mod Compilation (MSC) 1.5

    Quote Originally Posted by Meneth View Post
    1.5

    • LLP updated to 2.0 (characters now come of age at 5, but can't move till they are 16 (except for the first turn), this is so that they can get an education, but can't be used in battle)

    Istanople delayed for 1.6 (blame Historydude )
    re: llp2.0 that's a sweet feature! This is getting to be more like Crusader Kings every day...

  8. #48
    Meneth's Avatar I mod, therefore I am
    Join Date
    Jul 2010
    Location
    Oslo, Norway
    Posts
    5,531

    Default Re: Meneth's 6.3 Sub-mod Compilation (MSC) 1.5

    Quote Originally Posted by Beetlecat View Post
    re: llp2.0 that's a sweet feature! This is getting to be more like Crusader Kings every day...
    Crusader Kings? What's that? Some other mod/game?
    BTW, if you (or anyone else have any ideas for sub-mods, do tell, I like making sub-mods

  9. #49
    Alpha Zeke's Avatar Vicarius
    Join Date
    Dec 2006
    Location
    The US of A
    Posts
    2,931

    Default Re: Meneth's 6.3 Sub-mod Compilation (MSC) 1.5

    Quote Originally Posted by Meneth View Post
    1.5

    • LLP updated to 2.0 (characters now come of age at 5, but can't move till they are 16 (except for the first turn), this is so that they can get an education, but can't be used in battle)

    Istanople delayed for 1.6 (blame Historydude )
    Thanks for that
    The encouragement is really helping me speed along what im busy with atm.
    But don't worry, it's worth it

  10. #50
    Meneth's Avatar I mod, therefore I am
    Join Date
    Jul 2010
    Location
    Oslo, Norway
    Posts
    5,531

    Default Re: Meneth's 6.3 Sub-mod Compilation (MSC) 1.5

    Quote Originally Posted by Historydude View Post
    Thanks for that
    The encouragement is really helping me speed along what im busy with atm.
    But don't worry, it's worth it
    As long as it's worth the wait, I'm happy (at least in the long term )
    Any teasers yet?

  11. #51
    Alpha Zeke's Avatar Vicarius
    Join Date
    Dec 2006
    Location
    The US of A
    Posts
    2,931

    Default Re: Meneth's 6.3 Sub-mod Compilation (MSC) 1.5

    Teasers mean it is guaranteed to work when its done

    So no.

  12. #52

    Default Re: Meneth's 6.3 Sub-mod Compilation (MSC) 1.5

    Quote Originally Posted by Meneth View Post
    Crusader Kings? What's that? Some other mod/game?
    BTW, if you (or anyone else have any ideas for sub-mods, do tell, I like making sub-mods
    It's a Paradox game, sort of based on the Europa Universalis game. Lots of dynastic twists and turns and managing familiy members. Early childhood can be very formative for characters in that game.

    Nice to see some of those interesting features appear in a game like M2TW.

    --On another note, would you be willing to put a version number in the .7z file name? I download a lot of mods and things, and it's hard to know if I have the latest version or not... I know I could just look at file sizes/dates...
    Last edited by Beetlecat; August 16, 2010 at 01:06 AM.

  13. #53
    Meneth's Avatar I mod, therefore I am
    Join Date
    Jul 2010
    Location
    Oslo, Norway
    Posts
    5,531

    Default Re: Meneth's 6.3 Sub-mod Compilation (MSC) 1.5

    Quote Originally Posted by Beetlecat View Post
    It's a Paradox game, sort of based on the Europa Universalis game. Lots of dynastic twists and turns and managing familiy members. Early childhood can be very formative for characters in that game.

    Nice to see some of those interesting features appear in a game like M2TW.

    --On another note, would you be willing to put a version number in the .7z file name? I download a lot of mods and things, and it's hard to know if I have the latest version or not... I know I could just look at file sizes/dates...
    I can't change the name after it's uploaded, sorry.
    I'll try to remember it next version.

  14. #54
    For England Men's Avatar Miles
    Join Date
    Aug 2010
    Location
    Norwich, England
    Posts
    362

    Default Re: Meneth's 6.3 Sub-mod Compilation (MSC) 1.5

    plus rep to historydude and meneth

  15. #55

  16. #56
    For England Men's Avatar Miles
    Join Date
    Aug 2010
    Location
    Norwich, England
    Posts
    362

    Default Re: Meneth's 6.3 Sub-mod Compilation (MSC) 1.6.1

    i have 1.3 installed and you keep making new versions so fast I am going to install 1.6.1 tonight. I play savage AI, perm watchtowers, RR on, FTT and LLP. Can I just unzip the new one over top again and then run the setup exe select the same options and then carry on on my campaign ???? I am just confirming as it has been extremely stable since I installed 1.3.

  17. #57
    Meneth's Avatar I mod, therefore I am
    Join Date
    Jul 2010
    Location
    Oslo, Norway
    Posts
    5,531

    Default Re: Meneth's 6.3 Sub-mod Compilation (MSC) 1.6.1

    Quote Originally Posted by For England Men View Post
    i have 1.3 installed and you keep making new versions so fast I am going to install 1.6.1 tonight. I play savage AI, perm watchtowers, RR on, FTT and LLP. Can I just unzip the new one over top again and then run the setup exe select the same options and then carry on on my campaign ???? I am just confirming as it has been extremely stable since I installed 1.3.
    Yes, installing on top of previous versions should work fine, and continuing a campaign should work, though many of the changes won't get applied in-game until your next campaign (any changes to the campaign script, for example)

  18. #58
    Berbo's Avatar Laetus
    Join Date
    Aug 2010
    Location
    Slovakia
    Posts
    6

    Default Re: The 6.3 Sub-mod Compilation 1.0

    Quote Originally Posted by Historydude View Post
    For non-Dynamic Siege Upkeep head here....

    Spoiler Alert, click show to read: 
    Faster Turn times
    3.0
    Beta


    Brand Spankin' New 3.0 Edition out now! This new addition makes FTT toggle-able with the ss setup.exe, and no longer brakes the campaign script! (Took me over 12 hours to do that, not mentioning the 6 this morning where I brainstormed!)

    Features:
    • Faster Turn Times as the game goes on!
    • Removes Camp Sacking Script
    • Removes Siege Upkeep Script
    • Removes Princess Coming Of Age Notifications
    • Removes Foreign Faction Leader and Heir Notifications


    Installation:
    1. Install in your mods directory (Or wherever your ss6.3 folder is)
    2. Run ss setup.exe and select faster turn times
    3. Play!


    Uninstallation:
    Run SS Setup.exe and don't select FTT!


    Mod Compatibility
    Currently, until tested, do not assume that this mod is compatible with everything. This mod edits your campaign script, but as long as the other mod simply uses the launcher and no campaign script file, then they should be compatible!

    Known Bugs: None! But do let me know if you find some!
    is this compatible with savegames?

  19. #59
    Meneth's Avatar I mod, therefore I am
    Join Date
    Jul 2010
    Location
    Oslo, Norway
    Posts
    5,531

    Default Re: The 6.3 Sub-mod Compilation 1.0

    Quote Originally Posted by Berbo View Post
    is this compatible with savegames?
    Your save-games will still work, but it won't apply to already ongoing campaigns.

  20. #60
    For England Men's Avatar Miles
    Join Date
    Aug 2010
    Location
    Norwich, England
    Posts
    362

    Default Re: Meneth's 6.3 Sub-mod Compilation (MSC) 1.6.1

    Thanks again meneth just out of interest if I overwrite the campaign script in early and late by unzipping it from new version and then run set up exe which overwrites current one then how do my current campaigns use the one that was before it was overwritten do save games have their own stored somewhere??

    Not disputing what you are saying infact I know you are correct as when I installed 1.3 it applied some things but not others until I started new campaign am just curious how that works.

Posting Permissions

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