+rep
+rep
Thanks for the responses so far!
I discovered a bug when playing with the palantir script around turn 125 (events were missing from this turn), so I added a bugfixer. See OP for more details.
Under the patronage of MasterBigAb
Well done mate. +rep
yes i also have a question regarding compatiabilty i was wanting to use the imported throwing axes from barbarion invasion but i prety sure it will conflict with theese submods as it edits the desr unit and the desr projectile files iam i correct or am i able to use it without screwing up this amzing collection of submods?
Great submod
Only problem ive found is that some of the sounds have disapeared, like when u click on buildings to que them for construction or when u click on the settlement itself. It might just be im not sure but it only hapened after i instal the submods.
Great Job !!
Great job Baron!!!!!
If the problems with the audio going away is just an isolated incident then I will install the mod.... But if not, then I want to wait for more info to come back in.
Cant wait till it all comes in. It looks amazing!!!!
1. i can confirm the problem with the audio, tho not all the audio...
2. everything else works great so far, good job!
signature and avatar were made by Grímbóld'
You will have to make it compatible yourself. You can install all the files of that submod except for the export_descr_unit.txt (EDU). Regarding this file you need to follow the instructions from the throwing-axe submod:
Spoiler Alert, click show to read:
See above and read the OP of that submod.
Regarding the sfx sound I have no real solution for now. Even when I play with the sound-files of patch 2.1, I get no sfx sound when clicking and scrolling between settlements. My suggestion for now is to delete the following files in:...\Medieval II Total War\mods\Third_Age\data\sounds:
The game should rebuild these files when you start a new game (same as instruction in OP of AUM-submod).
- events.dat
- events.idx
Spoiler Alert, click show to read:
Plz let me know if this will bring the sfx sound back.
Edit: are all voice sounds also gone???
Edit2: played some custom battles and voices seem to be fine, so its only some sfx-sounds
Last edited by Baron Samedi; September 28, 2010 at 02:35 PM.
Under the patronage of MasterBigAb
I just downloaded the compilation. Thank you very much! I will install right now. Im eagerly awaiting for the immortal heroes. Just a suggestion, maybe you could also add some other mods like the axe projectile mod and LL heroes mod.
PARADAMED's PROJECTS FOR THIRD AGE TOTAL WAR! CLICK HERE
The more units for the fiefdoms submod //\\ The Marka barded horses submod//\\The wolf, the eagle and the crebain submod
Thank you Baron for your work, also considering permanent projectiles mod: my minimod i brewed some time ago should be compatible with this mod Compilation. I devised my mod to be compatible with AUM mod and since yours already contain this...
In any case of wondering, Install barons compilation, then permanent projectile minimod but without export_descr_unit.txt , all should be fine. I'll try to update my minimod to be fully compatible with this compilation.
Ah, i love this one =)) works fine, though i have these soundproblems too, but nothing distractive IMO.
And i may i suggest the mod where cavarly charges are made more effective? Canīt remember itīs name, but i remember browsing that one in these forums. That would be really nice, cause the charge of heavy cavarly just seems kinda... fruitless should i say
ps. i would +rep you if i knew how?!? -.-
got a suggestion for ya
I think you should strengthen the cavalry charge, I think there's alread a mod for it.
And is there anyway that the unit's stat could be like the Real Combat mod of Stainless steel? The defense stat of the fully armoured from head to toe Rhun cataphract is 15, while the oviously less armoured Swan knights defense is 18, unaceptable.
Thanks for the explanation mate! I will consider to include your work for the next patch, thanks again.
Post a link and I will take a look and consider it. You need 25 posts and been registered for a week (or something like this in order to give rep, but don't worry about it, its all good mate
Ok I fixed the sound problem. It was the case there weren't sfx-sound files in Med 2 vanilla, so I extracted these back and voila let there be SFX sound in TATW (luckily I have some knowledge in modding music )!
If you will download and install the new uploaded ''bugfixer'' in the OP, all will be fine! It will also be save-game compatible if am not mistaken. Sorry for the inconvenience and ty for reporting the problem. If there are more bugs I will eliminate them Baron-style!
Last edited by Baron Samedi; September 28, 2010 at 03:20 PM.
Under the patronage of MasterBigAb
[QUOTE=Baron Samedi;8169755
Post a link and I will take a look and consider it. [/QUOTE]
http://www.twcenter.net/forums/showthread.php?t=377328
Itīs that one, i think the file for improved charge is attached there, but cause Iīm sucha newb, i have no idea what to do whit it/equip/mount it
Edit: I somehow messed up that quote thing aswell... gaah, need some time to get used to this foruming....
you won't be able to play the fellowship campaign with this mod right?