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Thread: Jedi Knight's KGCM Submod (Timurids Added)

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  1. #1

    Default Re: Jedi Knight's KGCM Submod (Timurids Added)

    Quote Originally Posted by Gryd View Post
    Hi it says Post denied. New posts are limited by number of URLs it may contain and checked if it doesn't contain forbidden words. But I'm not posting anything offensive just my problem with the mod. It's not letting me post =/
    Hi! I'm new at these forum so I'm not really sure how this works... anyways...

    First of all GREAT MOD. Secondly I'm having a problem with this great mod when using the Teutonic Order. The problem starts when I besiege Cairo during a crusade. And happens when the Ayyubid Dynasty retaliates to defend their lands. During the start of the battle I could see their units gathering outside of their gates. After forming their ranks they would start to engage my units by advancing towards them. However, that never happens. As soon as they start advancing towards my units the game freezes. It doesn't close or pops an Medieval II has encountered a serious problem. It just... freezes... The music is still running so I Decided to wait it out still noting. Also here is the report on my system.log file




    I already had the fix installed as well as deleted the export_descr_advisor and export_descr_advisor_enums.
    Any help would be appreciated as I really love this mod. I haven't tried playing the other factions yet so I'm not sure if it will encounter the same error. Guess I'll just have to pass on crusades when playing the Teuotonic Order I guess. Thanks in Advance for those who would help.

  2. #2
    Decanus
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    Default Re: Jedi Knight's KGCM Submod+Timurids Submod (Updated)

    I love it
    Will you be adding more amor upgrades to the new and existing units
    Last edited by Gato The Great; April 05, 2012 at 01:18 AM.

  3. #3
    Jedi Knight's Avatar Civis
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    Default Re: Jedi Knight's KGCM Submod+Timurids Submod (Updated)

    Quote Originally Posted by Gato The Great View Post
    I love it
    Will you be adding more amor upgrades to the new and existing units
    No. If you are talking about KOJ and POA they have very good heavy infantries and cavalries. They don't need armour upgrade.
    I forgot to add my last edu file which i increased the defence skill of late swordsmen to this submod. You should edit edu like this:

    Code:
    type             Late Swordsmen
    dictionary       Late_Swordsmen      ; Late Swordsmen
    category         infantry
    class            heavy
    voice_type       Heavy
    banner faction   main_infantry
    banner holy      crusade
    soldier          Late_Swordsmen, 48, 0, 1.2
    attributes       sea_faring, hide_forest, hardy, can_withdraw
    formation        1.2, 1.2, 2.4, 2.4, 4, square
    stat_health      1, 0
    stat_pri         11, 3, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    ;stat_pri_ex      0, 0, 0
    stat_pri_attr    no
    stat_sec         0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex      0, 0, 0
    stat_sec_attr    no
    stat_pri_armour  12, 4, 5, metal
    ;stat_armour_ex   8, 9, 0, 0, 8, 6, 6, metal
    stat_sec_armour  0, 0, flesh
    stat_heat        8
    stat_ground      1, -2, 3, 2
    stat_mental      12, normal, trained
    stat_charge_dist 8
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 800, 300, 60, 140, 800, 4, 180
    armour_ug_levels 6
    armour_ug_models Late_Swordsmen
    ownership        england, scotland, france, denmark, poland, hungary, hre, spain, portugal, ireland, norway, jerusalem, antioch, wales, venice, milan, papal_states, sicily
    recruit_priority_offset    25
    I will make an aor version, but not now. I will add the new edu to the new version. Just add the red line into export_descr_unit.

  4. #4
    Decanus
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    Default Re: Jedi Knight's KGCM Submod+Timurids Submod (Updated)

    all right but I will be waiting for that aor version

  5. #5

    Default Re: Jedi Knight's KGCM Submod+Timurids Submod (Updated)

    The reason is that I really like the old units and the ones you add in

  6. #6
    Decanus
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    Default Re: Jedi Knight's KGCM Submod+Timurids Submod (Updated)

    Hey im been getting frequent CTD only when im actually fighting a battle with some of your units but im getting no error messeges

  7. #7

    Default Re: Jedi Knight's KGCM Submod+Timurids Submod (Updated)

    KGCM is collecting dust in my computer, now i might pick it back up again. But my poor Byzantines got left out of the new unit add-ons.

  8. #8
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    Default Re: Jedi Knight's KGCM Submod+Timurids Submod (Updated)

    Quote Originally Posted by Scots blade View Post
    The reason is that I really like the old units and the ones you add in
    You can get back the vanilla units by editing battle_models. Search the topics in mod workshop.
    Quote Originally Posted by Gato The Great View Post
    Hey im been getting frequent CTD only when im actually fighting a battle with some of your units but im getting no error messeges
    Can you tell me what the units are and the ai's units too. My guess is missing mesh file. If it is, i will upload the missing one.
    Quote Originally Posted by ErmanesTheSecond View Post
    KGCM is collecting dust in my computer, now i might pick it back up again. But my poor Byzantines got left out of the new unit add-ons.
    You should give a chance to KGCM. I used CBUR units and added new units to Byzantines.

  9. #9

    Default Re: Jedi Knight's KGCM Submod+Timurids Submod (Updated)

    Well i will, i cant seem to get the Byzantine Sub-Mod for KGCM to work because of the 4.3 patch, but if you added new units to them indeed, than ill play it.

  10. #10
    Decanus
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    Default Re: Jedi Knight's KGCM Submod+Timurids Submod (Updated)

    It only sometimes crashes during an open battle in campaign but never in Quick or custum or a siege battle

  11. #11
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    Default Re: Jedi Knight's KGCM Submod+Timurids Submod (Updated)

    Quote Originally Posted by Gato The Great View Post
    It only sometimes crashes during an open battle in campaign but never in Quick or custum or a siege battle
    After the crash, can you enter into the same battle? Sometimes it happened to me in SS. Because of this, i always save before the battle. I think this happens beacuse of the scripts.

  12. #12

    Default Re: Jedi Knight's KGCM Submod+Timurids Submod (Updated)

    Can you add more Scottish units

  13. #13

    Default Re: Jedi Knight's KGCM Submod+Timurids Submod (Updated)

    UH i had a problem with this, i overwrit the files in the correct place, but the only thing that changed was the UI cards, the unit models are all still the same, wtf!

  14. #14
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    Default Re: Jedi Knight's KGCM Submod+Timurids Submod (Updated)

    Quote Originally Posted by Scots blade View Post
    Can you add more Scottish units
    I think Scottish roster is very good. What units do you want me to add?
    Quote Originally Posted by ErmanesTheSecond View Post
    UH i had a problem with this, i overwrit the files in the correct place, but the only thing that changed was the UI cards, the unit models are all still the same, wtf!
    You installed it wrong. Create a new folder and extract rar file into that folder. Copy all the files into Medieval II Total War\mods\kingdoms_grand_campaign_mod folder.

  15. #15

    Default Re: Jedi Knight's KGCM Submod+Timurids Submod (Updated)

    Yep that worked, thanks Jedi Knight, now i have to put my music back in though.

  16. #16

    Default Re: Jedi Knight's KGCM Submod+Timurids Submod (Updated)

    i dont know a few unique one

  17. #17
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    Default Re: Jedi Knight's KGCM Submod+Timurids Submod (Updated)

    Quote Originally Posted by Scots blade View Post
    i dont know a few unique one
    EDU reached the limits and you know Scotland has unique units like pikemen and highland units.

  18. #18

    Default Re: Jedi Knight's KGCM Submod+Timurids Submod (Updated)

    Aww Man isn't there a few slots left they need more cavelry and gun units

  19. #19

    Default Re: Jedi Knight's KGCM Submod+Timurids Submod (Updated)

    Very good work . However, there is something wrong with my game here. The last time I downloaded your mod without the Timurid invasion, the game worked fine. Now I'm having a problem with your new work. I'm playing as Ireland and every time I try to attack the Welsh full stack outside their castle, the game crashes and for some unspecific error. It happened three times today. Can you guys tell me what is going on?

  20. #20
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    Default Re: Jedi Knight's KGCM Submod+Timurids Submod (Updated)

    Quote Originally Posted by Scots blade View Post
    Aww Man isn't there a few slots left they need more cavelry and gun units
    Scotland has men at arms as heavy cavalry and i don't have a plan to add more gunners
    Quote Originally Posted by hbk_123 View Post
    Very good work . However, there is something wrong with my game here. The last time I downloaded your mod without the Timurid invasion, the game worked fine. Now I'm having a problem with your new work. I'm playing as Ireland and every time I try to attack the Welsh full stack outside their castle, the game crashes and for some unspecific error. It happened three times today. Can you guys tell me what is going on?
    As i said before after the crash, can you enter into the same battle and can you post your system.log?

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