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Thread: MR.CROW'S WARWAGON MINIMOD RELEASEEEEED!!!!!

  1. #1
    +Mr.Crow+'s Avatar VIVERE MILITARE EST
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    Icon10 MR.CROW'S WARWAGON MINIMOD RELEASEEEEED!!!!!

    +MR.CROW'S WARWAGON+



    Images:
    Spoiler Alert, click show to read: 





    Features:

    Spoiler Alert, click show to read: 
    - warwagons added in game: each warwagons units is composed by 3 wagons and each wagon has 3 soldier on it; each soldier shots through the loopholes

    - warwagons unit can use stackes

    - each wagon is static: after the battle deployment, the player can't moove the wagons. It is
    historically correct because noone has ever used wagons in movement during the battle

    - AI recognize wagons and use them in front of the alignment (so it put wagons in the first line
    crating the famous WAGONWALL!

    - using from 3 to 8 warwagons units, the player (not the AI because CA don't allow it) can form the WAGENBUR (the circle of warwagons)

    - my friend Johnwhile has created the death animation for the wagon; when the wagon "die", it tips over and the crew die

    - wagons are strong in the front but blear in the back like in reality


    Signature:
    Spoiler Alert, click show to read: 


    Team:
    - +Mr.Crow+ ---> idea, skin, model modification and scripts
    - johnwhile ---> death animation

    Special thanks:
    - naxzul666
    for the illustrative video
    - goofy for the banner
    - Turambar and Death for signature


    Patronized by MEDIEVAL TOTAL WAR ITALIA

    CLICK HERE TO DOWNLOAD



    INSTALLATION INSTRUCTION:
    This minimod requires Kingdoms v1.5 to work
    Download the archive, unpack it in your "mods" folder, open it and double click over the .bat file...and enjoy!

    FACTIONS THAT USE WAGONS IN LATE ERA: HRE, Magyar Kingdoms, Poland, Russia, Turky

    feel free to add a comment and +rep
    Last edited by +Mr.Crow+; March 02, 2012 at 01:21 PM. Reason: LINK RENEWED
    BELLUM CRUCIS 7.0 Co-Director
    PERSONAL PROJECTS: CSUR || WARWAGON

    Quote Originally Posted by Cyprian2 View Post
    As far as I'm concerned, you've done something that CA should have thought of a long time ago. You should be on their pay-roll!

  2. #2
    +Mr.Crow+'s Avatar VIVERE MILITARE EST
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    Default Re: [preview] MR.CROW'S WARWAGON MINIMOD

    READ ME

    AUTHORIZATION RULES


    CLICK HERE


    INSTRUCTION: HOW YOU CAN ADD WAGONS TO YOUR MOD

    STEP 0: install my minimod

    STEP 1: go to "Medieval II Total War\mods\WarWagon_TW\data\unit_models\Mounts" and copy "Wagon" folder and past it in your "Mounts" folder (for exemple "Medieval II Total War\mods\Name_of_your_mod\data\unit_models\Mounts\Wagon)

    STEP 2: Choose your situation:

    ----> My mod uses only vanilla animations:
    Spoiler Alert, click show to read: 

    go to "Medieval II Total War\mods\WarWagon_TW\data", copy the "animation" folder and past it in the data folder of your mod (remember to delete the previous "animation" folder in your "data" folder)


    ---->My mod uses already new animations:
    Spoiler Alert, click show to read: 

    go to "Medieval II Total War\mods\WarWagon_TW\data\animations" and you will find wagons animation in "new_wagon" folder...so you have to repack your animations folder with the wagon animation...i don' explain hear how you have to do that because it is normal that you know already how to do it if you already use in your mod new animations


    STEP 3: Add this at the end of your descr_skeleton.txt file:
    Spoiler Alert, click show to read: 

    type new_wagon
    ; locomotion_table mount

    scale 1.0

    anim default data/animations/new_wagon/warwagon_basepose.cas -fr

    ;;basic horse locomotion

    anim stand_a_idle data/animations/new_wagon/warwagon_default.cas -fr
    anim stand_a_to_walk data/animations/new_wagon/warwagon_default.cas -fr
    anim stand_a_to_run data/animations/new_wagon/warwagon_default.cas -fr
    anim stand_a_to_charge data/animations/new_wagon/warwagon_default.cas -fr
    anim stand_a_turn_90_cw_1 data/animations/new_wagon/warwagon_default.cas -mintd:10 -maxtd:115
    anim stand_a_turn_90_cw_2 data/animations/new_wagon/warwagon_default.cas -mintd:10 -maxtd:115
    anim stand_a_turn_90_ccw_1 data/animations/new_wagon/warwagon_default.cas -mintd:10 -maxtd:115
    anim stand_a_turn_90_ccw_2 data/animations/new_wagon/warwagon_default.cas -mintd:10 -maxtd:115
    anim stand_a_hf_idle_1 data/animations/new_wagon/warwagon_default.cas -fr
    anim stand_a_hf_idle_2 data/animations/new_wagon/warwagon_default.cas -fr
    anim stand_a_hf_idle_3 data/animations/new_wagon/warwagon_default.cas -fr
    anim stand_a_lf_idle_1 data/animations/new_wagon/warwagon_default.cas -fr
    anim shuffle_forward data/animations/new_wagon/warwagon_default.cas -fr
    anim shuffle_backward data/animations/new_wagon/warwagon_default.cas -fr
    anim shuffle_left data/animations/new_wagon/warwagon_default.cas -fr
    anim shuffle_right data/animations/new_wagon/warwagon_default.cas -fr
    anim walk data/animations/new_wagon/warwagon_default.cas -fr
    anim walk_to_run data/animations/new_wagon/warwagon_default.cas -fr
    anim walk_to_stand_a data/animations/new_wagon/warwagon_default.cas -fr
    anim run data/animations/new_wagon/warwagon_default.cas -fr
    anim run_to_walk data/animations/new_wagon/warwagon_default.cas -fr
    anim run_to_stand_a data/animations/new_wagon/warwagon_default.cas -fr
    anim run_to_charge data/animations/new_wagon/warwagon_default.cas -fr
    anim charge data/animations/new_wagon/warwagon_default.cas -fr
    anim jump data/animations/new_wagon/warwagon_default.cas -fr
    anim refuse data/animations/new_wagon/warwagon_default.cas -fr
    anim attack_mid_centre_1 data/animations/new_wagon/warwagon_default.cas -fr
    anim die_forward_1 data/animations/new_wagon/warwagon_morte1.cas -fr
    anim die_backward_1 data/animations/new_wagon/warwagon_morte1.cas -fr
    anim die_forward_2 data/animations/new_wagon/warwagon_morte1.cas -fr
    anim die_backward_2 data/animations/new_wagon/warwagon_morte1.cas -fr
    anim die_to_back_right_1 data/animations/new_wagon/warwagon_morte1.cas -fr
    anim die_to_back_right_2 data/animations/new_wagon/warwagon_morte1.cas -fr
    anim die_to_back_left_1 data/animations/new_wagon/warwagon_morte1.cas -fr
    anim die_to_back_left_2 data/animations/new_wagon/warwagon_morte1.cas -fr
    anim die_falling_cycle data/animations/new_wagon/warwagon_morte1.cas -fr
    anim die_falling_end data/animations/new_wagon/warwagon_morte1.cas -fr
    anim die_refusing data/animations/new_wagon/warwagon_morte1.cas -fr
    anim die_galloping data/animations/new_wagon/warwagon_morte1.cas -fr
    anim idle_to_swim data/animations/new_wagon/warwagon_default.cas -fr
    anim swim_to_idle data/animations/new_wagon/warwagon_default.cas -fr
    anim swim_idle data/animations/new_wagon/warwagon_default.cas -fr
    anim swim data/animations/new_wagon/warwagon_default.cas -fr
    anim swim_shuffle_forward data/animations/new_wagon/warwagon_default.cas -fr
    anim swim_shuffle_backward data/animations/new_wagon/warwagon_default.cas -fr
    anim swim_shuffle_left data/animations/new_wagon/warwagon_default.cas -fr
    anim swim_shuffle_right data/animations/new_wagon/warwagon_default.cas -fr


    STEP 4: add this at the end of your descr_mount.txt
    Spoiler Alert, click show to read: 

    type carro
    class elephant
    model warcarro
    radius 3 ; was 5.5
    x_radius 1.3
    y_offset 0
    height 2
    mass 25
    banner_height 2
    bouyancy_offset 0
    water_trail_effect elephant_water_trail
    root_node_height 0.55 ;was 2.52
    attack_delay 0
    dead_radius 3.5
    tusk_z 3.0
    tusk_radius 0.5
    riders 4
    rider_offset 0, -10.5, -0.2
    rider_offset -0.2, 0.2, -0.1 ;y was 1.54
    rider_offset 0.8, 0.2, -0.1 ;y was 1.54
    rider_offset -1.2, 0.2, -0.1 ;y was 1.54


    STEP 5: Add this at the end of your export_descr_unit.txt

    Spoiler Alert, click show to read: 

    type carrohus_crew1
    dictionary carrohus_crew1 ; carrohus_crew1
    category cavalry
    class spearmen
    voice_type light
    banner faction main_cavalry
    banner holy crusade_cavalry
    soldier carrohus_crew1, 12, 2, 1
    mount carro

    mount_effect horse +4, camel +2
    attributes sea_faring, very_hardy, gunpowder_unit, stakes, frighten_foot, frighten_mounted
    move_speed_mod 0.00000001
    formation 7, 11, 13,16, 2, square

    stat_health 10, 10
    stat_pri 16, 3, arquebus_bullet, 120, 35, missile, missile_gunpowder, piercing, none, musket_shot_set, 0, 1
    stat_pri_attr ap
    stat_sec 0, 0, no, 0, 0, melee, melee_simple, piercing, none, 25, 0.35
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 2, 5, 10, leather
    stat_sec_armour 25, 0, metal
    stat_heat 1
    stat_ground 0, 0, 0, 0
    stat_mental 12, normal, trained
    stat_charge_dist 0
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 1100, 200, 250, 250, 1100, 4, 200
    armour_ug_levels 1
    armour_ug_models carrohus_crew1

    ownership hungary, poland, hre
    era 2 hungary, poland, hre
    ;unit_info 0, 16, 10
    recruit_priority_offset 8


    STEP 6: add this at the end of your battle models and remember to increase the archive number by 2 (wagons + wagons crew):
    Spoiler Alert, click show to read: 
    8 warcarro
    1 3
    42 unit_models/Mounts/Wagon/caravan_lod0.mesh 121
    42 unit_models/Mounts/Wagon/caravan_lod1.mesh 1225
    42 unit_models/Mounts/Wagon/caravan_lod2.mesh 10000

    5
    6 poland
    42 unit_models/Mounts/Wagon/war_wagon.texture
    47 unit_models/Mounts/Wagon/war_wagon_bump.texture 0

    7 hungary
    42 unit_models/Mounts/Wagon/war_wagon.texture
    47 unit_models/Mounts/Wagon/war_wagon_bump.texture 0
    3 hre
    42 unit_models/Mounts/Wagon/war_wagon.texture
    47 unit_models/Mounts/Wagon/war_wagon_bump.texture 0
    6 russia
    42 unit_models/Mounts/Wagon/war_wagon.texture
    47 unit_models/Mounts/Wagon/war_wagon_bump.texture 0
    5 turks
    42 unit_models/Mounts/Wagon/war_wagon.texture
    47 unit_models/Mounts/Wagon/war_wagon_bump.texture 0
    0
    1
    8 elephant
    9 new_wagon 0
    0 0 -1 0 0 0 0 0 0

    14 carrohus_crew1
    1 4
    56 unit_models/_Units/RN_Light_Lmail/arquebusiers_lod0.mesh 121
    56 unit_models/_Units/RN_Light_Lmail/arquebusiers_lod1.mesh 900
    56 unit_models/_Units/RN_Light_Lmail/arquebusiers_lod2.mesh 2500
    56 unit_models/_Units/RN_Light_Lmail/arquebusiers_lod3.mesh 6400
    3
    6 poland
    72 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_poland.texture
    72 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture
    43 unit_sprites/poland_Arquebusiers_sprite.spr
    7 hungary
    73 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_hungary.texture
    72 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture
    44 unit_sprites/hungary_Arquebusiers_sprite.spr
    3 hre
    69 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_hre.texture
    72 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture
    40 unit_sprites/hre_Arquebusiers_sprite.spr
    3
    6 poland
    68 unit_models/AttachmentSets/Final European CB Gun_poland_diff.texture
    68 unit_models/AttachmentSets/Final European CB Gun_poland_norm.texture 0
    7 hungary
    69 unit_models/AttachmentSets/Final European CB Gun_hungary_diff.texture
    69 unit_models/AttachmentSets/Final European CB Gun_hungary_norm.texture 0
    3 hre
    65 unit_models/AttachmentSets/Final European CB Gun_hre_diff.texture
    65 unit_models/AttachmentSets/Final European CB Gun_hre_norm.texture 0
    1
    8 Elephant
    18 MTW2_Elephant_Crew 0
    1
    21 MTW2_Arquebus_Primary
    0 -1 0 0 0 0 0 0


    FOR STEP 5 AND 6 DO NOT CHANGE THINGS IN RED...YOU CAN EDIT ONLY THING WROTE IN BLACK

    STEP 7: Choose your situation:

    ---->My mod use the vanilla file descr_formations_ai.txt:
    Spoiler Alert, click show to read: 
    just change in your mod the vanilla descr_formations_ai.txt with the same txt file that you can find in "Medieval II Total War\mods\WarWagon_TW\data"


    ---->My mod uses a modificated version of the descr_formations_ai.txt:
    Spoiler Alert, click show to read: 
    In this case your should be able to understand this: the AI recognise combination of my wagons is "spearmen cavalry" because CA didn't use it...so you have to put "spearmen cavalry at the top in blocks 0,1,2 and 3 for all the formations



    PAY ATTENTION
    This read me can be understood by everyone that know the elementar things about MED II modding...i do not assume any risponsibility about my minimod and i don't guarantee any support...if i have time i will help you...if i don't have time i will not help you...



    LIST OF MODS ALREADY USE MY WAGONS:

    -
    Bellum Crucis
    - Machiavello
    - Chivalry II: The Sicilian Vespers
    - War of the West
    - Murica Total War
    - Patria Libera
    - Medieval Extreme

    - HHB enhanced submod

    - Real Warhammer sub-mod
    -
    Dominion of the Sword
    - Hyrule: Total War
    - 1237: Interregnum
    - Polish Kingdom


    Last edited by +Mr.Crow+; February 28, 2016 at 07:02 AM.

  3. #3
    Heathen Storm's Avatar Where's my axe?
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    Default Re: [preview] MR.CROW'S WARWAGON MINIMOD

    WOW great work Mr. Crow!
    +Rep! If only I could use these in my mod... Wrong timeframe lol

    Proud mod leader, modeller and public relations officer of Heiðinn Veðr: Total War


  4. #4

    Default Re: [preview] MR.CROW'S WARWAGON MINIMOD

    Are they effective? 3 men in a box doesn't seam like they would cause many casualties however they look very nice! Interested in the concept (+rep)

  5. #5
    +Mr.Crow+'s Avatar VIVERE MILITARE EST
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    Default Re: [preview] MR.CROW'S WARWAGON MINIMOD

    Quote Originally Posted by BarSteward View Post
    Are they effective? 3 men in a box doesn't seam like they would cause many casualties however they look very nice! Interested in the concept (+rep)
    Yes they are lack in number but strong in power, fully covered from enemy arrows and shots...and they can shot also if they have another friend unit in front of because wagons are elevated from the groud so soldiers don't shot friend units that are in fron of the wagons but shot always the enemy...

    Soon i will put in this thread a video to show how they work in battle...they are static but, when the enemy destroy them, they tips over and the crew die...

    and if AI use them, AI is able to recognise them and put them in front of the army like it heppend during hussite wars...
    BELLUM CRUCIS 7.0 Co-Director
    PERSONAL PROJECTS: CSUR || WARWAGON

    Quote Originally Posted by Cyprian2 View Post
    As far as I'm concerned, you've done something that CA should have thought of a long time ago. You should be on their pay-roll!

  6. #6

    Default Re: [preview] MR.CROW'S WARWAGON MINIMOD

    what about mods compatibility?+rep

  7. #7
    +Mr.Crow+'s Avatar VIVERE MILITARE EST
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    Default Re: [preview] MR.CROW'S WARWAGON MINIMOD

    This project will be implemented at 99% in Bellum Crucis 6.2 (the future version of Bellum Crucis)

    I've not decided yet the way in wich give permission to use this in other mod, but i will show it soon

    technically this is fully compatibile with all mods
    Last edited by +Mr.Crow+; February 25, 2011 at 06:34 AM.
    BELLUM CRUCIS 7.0 Co-Director
    PERSONAL PROJECTS: CSUR || WARWAGON

    Quote Originally Posted by Cyprian2 View Post
    As far as I'm concerned, you've done something that CA should have thought of a long time ago. You should be on their pay-roll!

  8. #8

    Default Re: [preview] MR.CROW'S WARWAGON MINIMOD

    Great work man, great! Please show all the features of these they look fantastic. Especially as you got rid of the horses, they look much better than the ones Banzai put out here in 2009.

  9. #9
    +Mr.Crow+'s Avatar VIVERE MILITARE EST
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    Default Re: [preview] MR.CROW'S WARWAGON MINIMOD

    there aren't horses...because historically horses were used only to put wagons in position before the battle...historically noone has ever used warwagons with horses during a battle (like banzai's wagon...that are historically incorrect) because horses have fear of the sound of shots and because it is a very stupid thing to expone non armoured-horses to enemy fire...
    BELLUM CRUCIS 7.0 Co-Director
    PERSONAL PROJECTS: CSUR || WARWAGON

    Quote Originally Posted by Cyprian2 View Post
    As far as I'm concerned, you've done something that CA should have thought of a long time ago. You should be on their pay-roll!

  10. #10

    Default Re: [preview] MR.CROW'S WARWAGON MINIMOD

    Very nice! I imagine yet my Bohemians into your wagons...
    +REP

  11. #11
    +Mr.Crow+'s Avatar VIVERE MILITARE EST
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    Default Re: [preview] MR.CROW'S WARWAGON MINIMOD

    Quote Originally Posted by Rus-Bey View Post
    I imagine yet my Bohemians into your wagons...
    Maybe your dream will became truth

    Maybe the next week i will show in this thread what people shall do if they want to use my wagon in them mod...
    BELLUM CRUCIS 7.0 Co-Director
    PERSONAL PROJECTS: CSUR || WARWAGON

    Quote Originally Posted by Cyprian2 View Post
    As far as I'm concerned, you've done something that CA should have thought of a long time ago. You should be on their pay-roll!

  12. #12

    Default Re: [preview] MR.CROW'S WARWAGON MINIMOD

    Nice, nice!
    +rep
    Quote Originally Posted by spartan_warrior View Post
    It is clear that many of those around here spouting their wisdom about how CA hates modding and is intentionally preventing mods have not tried using the Assembly Kit, or even looked at its capabilities. If they have they would realize their idiotic statements are false.

  13. #13
    Polycarpe's Avatar Back into action!
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    Default Re: [preview] MR.CROW'S WARWAGON MINIMOD

    Nice job Crow +rep. Just to be sure about historical accuracy, when does any faction starts to use war wagon?

  14. #14
    +Mr.Crow+'s Avatar VIVERE MILITARE EST
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    Default Re: [preview] MR.CROW'S WARWAGON MINIMOD

    Historically wagons with arquebusiers were used for the first time in 1400 in Est Europe...and they were used also in 1500, 1600 and the first half of 1700...and in many parts of the world...

    technically every mod that touch the 1400 can use them (for exemple SS, Baltic Crusade,ecc)
    Last edited by +Mr.Crow+; February 25, 2011 at 09:05 AM.
    BELLUM CRUCIS 7.0 Co-Director
    PERSONAL PROJECTS: CSUR || WARWAGON

    Quote Originally Posted by Cyprian2 View Post
    As far as I'm concerned, you've done something that CA should have thought of a long time ago. You should be on their pay-roll!

  15. #15
    T&D's Avatar Vicarius
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    Default Re: [preview] MR.CROW'S WARWAGON MINIMOD

    I already reped you...
    PS waitng for video!!

  16. #16
    Polycarpe's Avatar Back into action!
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    Default Re: [preview] MR.CROW'S WARWAGON MINIMOD

    Quote Originally Posted by +Mr.Crow+ View Post
    Historically wagons with arquebusiers were used for the first time in 1400 in Est Europe...and they were used also in 1500, 1600 and the first half of 1700...and in many parts of the world...

    technically every mod that touch the 1400 can use them (for exemple SS, Baltic Crusade,ecc)
    I've read that the Jannissaries have used War wagon or something similar.

  17. #17
    +Mr.Crow+'s Avatar VIVERE MILITARE EST
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    Default Re: [preview] MR.CROW'S WARWAGON MINIMOD

    Quote Originally Posted by Byzantium guard View Post
    I've read that the Jannissaries have used War wagon or something similar.
    You are right, also jannisaries...

    there are many soldier that have used wagons betwenn 1400 and 1700


    PS: i've asked a friend to make video...when he finish i will post it
    BELLUM CRUCIS 7.0 Co-Director
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    Quote Originally Posted by Cyprian2 View Post
    As far as I'm concerned, you've done something that CA should have thought of a long time ago. You should be on their pay-roll!

  18. #18
    TaronQuinn's Avatar Semisalis
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    Default Re: [preview] MR.CROW'S WARWAGON MINIMOD

    Awesome! They are one of the few extra-special, super-duper unique units in M2:TW....that CA/Sega didn't actually implement haha All I can think of are the flaming pigs and head-tossers from R:TW and lament that they included such drivel, but didn't properly include the War Wagon, historically documented, effective, and extremely cool. Looks incredible and sounds like it works perfectly as a defensive structure. Should add a lot to any game.

    TQ

  19. #19
    +Mr.Crow+'s Avatar VIVERE MILITARE EST
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    Default Re: [preview] MR.CROW'S WARWAGON MINIMOD

    Quote Originally Posted by TaronQuinn View Post
    Awesome! They are one of the few extra-special, super-duper unique units in M2:TW....that CA/Sega didn't actually implement haha All I can think of are the flaming pigs and head-tossers from R:TW and lament that they included such drivel, but didn't properly include the War Wagon, historically documented, effective, and extremely cool. Looks incredible and sounds like it works perfectly as a defensive structure. Should add a lot to any game.

    TQ
    well said friend...my wagons work like they workend in the history (see the hussite history, the polish-lithuania history, jannisaries history, russian history,etc)

    The only one think that they can't do is that soldiers can't left the wagon and fight...but this isn't possible because Creative Assembly IA didn't allows that...but i assure that there isn't a great problem because in any way they look spectacular
    BELLUM CRUCIS 7.0 Co-Director
    PERSONAL PROJECTS: CSUR || WARWAGON

    Quote Originally Posted by Cyprian2 View Post
    As far as I'm concerned, you've done something that CA should have thought of a long time ago. You should be on their pay-roll!

  20. #20
    T&D's Avatar Vicarius
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    Default Re: [preview] MR.CROW'S WARWAGON MINIMOD

    So how fighting melee units could kill them???

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