Page 3 of 10 FirstFirst 12345678910 LastLast
Results 41 to 60 of 195

Thread: TURKİSH PROJECT SUBMOD COMPİLATİONS FOR SS6.4 AND 6.3 RELEASED:)

Hybrid View

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

    Default Re: SS6.3 Turk Projesi(turkish project)RELEASED

    I recommend you make the credits more detailed - list what parts of a person's work you used.
    Also, getting the capitalization in people's names right is a good idea. For example, I'm "Meneth", not "meneth"
    "omega-alpha zeke-historian dude(i dont know his name nonstop changing)" He settled on "Alpha Zeke" a few months back.

  2. #2
    karaislam's Avatar Vicarius
    Join Date
    Oct 2009
    Location
    Antalya
    Posts
    2,651

    Default Re: SS6.3 Turk Projesi(turkish project)RELEASED

    Quote Originally Posted by Meneth View Post
    I recommend you make the credits more detailed - list what parts of a person's work you used.
    Also, getting the capitalization in people's names right is a good idea. For example, I'm "Meneth", not "meneth"
    "omega-alpha zeke-historian dude(i dont know his name nonstop changing)" He settled on "Alpha Zeke" a few months back.
    ok i ll do this.

  3. #3
    Gnostiko's Avatar Campidoctor
    Join Date
    Feb 2008
    Location
    Leeds, England
    Posts
    1,889

    Default Re: SS6.3 Turk Projesi(turkish project)RELEASED

    Very nice, about time the Seljuks got some much-needed infantry

    Karaislam, where did you get that Roman UI from? It's rocking!

  4. #4
    karaislam's Avatar Vicarius
    Join Date
    Oct 2009
    Location
    Antalya
    Posts
    2,651

    Default Re: SS6.3 Turk Projesi(turkish project)RELEASED

    Quote Originally Posted by Gnostiko View Post
    Very nice, about time the Seljuks got some much-needed infantry

    Karaislam, where did you get that Roman UI from? It's rocking!
    i think it must belong to cedric37

  5. #5
    Ixor_Drakar's Avatar Senator
    Join Date
    May 2008
    Location
    Nineveh, N.Y.
    Posts
    1,052

    Default Re: SS6.3 Turk Projesi(turkish project)RELEASED

    Re-installing SS to try your sub, if its anything like your work for BC I'm sure it will be great.
    Last edited by Ixor_Drakar; December 12, 2010 at 11:00 AM.
    I survived the Mayan Apocalypse 12/21/12

  6. #6
    karaislam's Avatar Vicarius
    Join Date
    Oct 2009
    Location
    Antalya
    Posts
    2,651

    Default Re: SS6.3 Turk Projesi(turkish project)RELEASED

    Quote Originally Posted by Ixor_Drakar View Post
    Re-installing SS to try you sub, if its anything like your work for BC I'm sure it will be great.
    its nice try man.

  7. #7

    Default Re: SS6.3 Turk Projesi(turkish project)RELEASED

    Quote Originally Posted by Ixor_Drakar View Post
    Re-installing SS to try your sub
    Same here. I just hate those vanilla CA Turk's units.
    Thanks God (and Karaislam) now I can play Turks with roster made by someone genuinely interested in what he is doing.
    Quote Originally Posted by Skooma Addict View Post
    After reading wikipedia for about ten minutes, I hearby declare myself an expert on medieval history.

  8. #8
    karaislam's Avatar Vicarius
    Join Date
    Oct 2009
    Location
    Antalya
    Posts
    2,651

    Default Re: SS6.3 Turk Projesi(turkish project)RELEASED

    Quote Originally Posted by Abyrvalg View Post
    Same here. I just hate those vanilla CA Turk's units.
    Thanks God (and Karaislam) now I can play Turks with roster made by someone genuinely interested in what he is doing.
    good games brother

  9. #9
    Gnostiko's Avatar Campidoctor
    Join Date
    Feb 2008
    Location
    Leeds, England
    Posts
    1,889

    Default Re: SS6.3 Turk Projesi(turkish project)RELEASED

    Quote Originally Posted by karaislam View Post
    i think it must belong to cedric37
    Is there a way to take the UI from your mod package?

    I'd install the whole thing, but I'm afraid my build is so customised it would take a lot of testing to integrate it, whereas IIRC, UI's are a simple file-swap.

  10. #10
    karaislam's Avatar Vicarius
    Join Date
    Oct 2009
    Location
    Antalya
    Posts
    2,651

    Default Re: SS6.3 Turk Projesi(turkish project)RELEASED

    Quote Originally Posted by Gnostiko View Post
    Is there a way to take the UI from your mod package?

    I'd install the whole thing, but I'm afraid my build is so customised it would take a lot of testing to integrate it, whereas IIRC, UI's are a simple file-swap.
    go to data-ui folder then greeks then u ll see interface.take this folder but ui has stainless steel flags.i mean y2day visual pack.u must have this pack so u can use it with ur other mods

  11. #11

    Default Re: SS6.3 Turk Projesi(turkish project)RELEASED

    Fantastic mod karaislam,finaly a proper ship model lol,love the skins and im a fan of the marka teams work for rusichi,im running a few mods with 6.3 myself so im hoping after following your instructions ill be able to play yours straight away,looking forward to more work coming out based off your mod,+ rep,great job again my friend

    Having trouble karaislam,game would start and i could choose the faction and it would load up,but when loading was complete it would crash back to windows,ive reinstalled 6.3 afreash but in choosing the Ai i have elected Savage Ai as i did not like graculs one and i have not selected either permanent watchtowers as i like to set these down myself,why have you suggested we play a certain style in order to play your mod? im hoping i can still start the game with my own settings rather than your restricted suggestions,i did disable RR as i never liked that anyway,wish me luck
    Last edited by Mojo582; December 13, 2010 at 10:04 PM.

  12. #12
    karaislam's Avatar Vicarius
    Join Date
    Oct 2009
    Location
    Antalya
    Posts
    2,651

    Default Re: SS6.3 Turk Projesi(turkish project)RELEASED

    dear mojo.please check carefully installation instuctions.there is no ctd problem in this no.many people in turkish communities loaded and playing.also dont forget to delete maprwm.ur problem looks like this.i wish u luck sure.thank u for ur interest.

  13. #13

    Default Re: SS6.3 Turk Projesi(turkish project)RELEASED

    After the freash install it runs great sofar karaislam,love the new borders and backgrounds but noticed some of the banners were mixed (crusader states,kawarezmian and another two,i cant remember which),is it possible to give the other nations (such as venice,genoa..ect) the roman galley as well? as they used the same type of ship also,love your work and look forward to expansions,thankyou again for your time taken on your project,and your reply

  14. #14
    karaislam's Avatar Vicarius
    Join Date
    Oct 2009
    Location
    Antalya
    Posts
    2,651

    Default Re: SS6.3 Turk Projesi(turkish project)RELEASED

    yes possible. send me ur descr_model_strat file.its in ss6.3-data. i ll add for you.i just now havent stainless steel mod in my pc.
    Last edited by karaislam; December 14, 2010 at 08:16 AM.

  15. #15

    Default Re: SS6.3 Turk Projesi(turkish project)RELEASED

    Very nice mod Karaislam!Greetz from Poland!
    I didn't know that there are so many idiots, until I began using Internet. -Stanislaw Lem

  16. #16
    karaislam's Avatar Vicarius
    Join Date
    Oct 2009
    Location
    Antalya
    Posts
    2,651

    Default Re: SS6.3 Turk Projesi(turkish project)RELEASED

    Quote Originally Posted by Ponti View Post
    Very nice mod Karaislam!Greetz from Poland!
    thank u man.

  17. #17
    Navajo Joe's Avatar SS Forum Moderator
    Join Date
    May 2008
    Location
    England
    Posts
    4,182

    Default Re: SS6.3 Turk Projesi(turkish project)RELEASED

    Karaislam,

    I have read first post in regards to recommended sub mods, but can I use Savage rather than Gracul, is Longer Assimiliation and Limited Activities usuable. Who would you recommend to play Seljuks, Fatimids, K-Shah or Moors and Early or Late?

    Navajo Joe





    'Proud to be patronised by cedric37(My Father and My Guardian)

  18. #18
    karaislam's Avatar Vicarius
    Join Date
    Oct 2009
    Location
    Antalya
    Posts
    2,651

    Default Re: SS6.3 Turk Projesi(turkish project)RELEASED

    ai and factions are no problem.u can play whichever u want.about era i didnt test the game with late.but u can the and write the result here.i ll be pleased.
    Last edited by karaislam; December 18, 2010 at 01:17 PM.

  19. #19

    Default Re: SS6.3 Turk Projesi(turkish project)RELEASED

    Karaislam loving your mod sofar and ive had no technical issues to speak of,just a couple of questions if you can spare a moment,ive noticed that the colour background to the units ingame is somewhat darker,and when they are involved in a city battle the background colour is even darker (dark grey?),im finding it hard to tell wether my troops are walking or running at a glance as the movement speed arrows are very hard to pick out,even when i highlight the unit with my cursor,is there a way you can possibly correct this?also i modded the cuman nation in 6.3 to be able to use mongol troops also (i cant play late era as the game crashes when i swap),for some reason when i added your mod all those files i modded are gone and im woundering that if i copy and paste "export_descr_buildings" and the "export_descr_unit" files i changed your mod may not run,did you alter these two files at all?.

  20. #20
    karaislam's Avatar Vicarius
    Join Date
    Oct 2009
    Location
    Antalya
    Posts
    2,651

    Default Re: SS6.3 Turk Projesi(turkish project)RELEASED

    Quote Originally Posted by Mojo582 View Post
    Karaislam loving your mod sofar and ive had no technical issues to speak of,just a couple of questions if you can spare a moment,ive noticed that the colour background to the units ingame is somewhat darker,and when they are involved in a city battle the background colour is even darker (dark grey?),im finding it hard to tell wether my troops are walking or running at a glance as the movement speed arrows are very hard to pick out,even when i highlight the unit with my cursor,is there a way you can possibly correct this?also i modded the cuman nation in 6.3 to be able to use mongol troops also (i cant play late era as the game crashes when i swap),for some reason when i added your mod all those files i modded are gone and im woundering that if i copy and paste "export_descr_buildings" and the "export_descr_unit" files i changed your mod may not run,did you alter these two files at all?.
    i didnt touch the edu and edb.all units changing from modeldb.also me too love to play.i added some more nice music.with a patch i ll give much more to community.about background color i dont realize such a thing.

Posting Permissions

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