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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)

    Please man, could u upload this so i can download ? Both links does not work for me, and i think this is precious addition for KGCM, and must have it

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

    I still have the file so if you want one please pm me

  3. #3

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

    Quote Originally Posted by Gato The Great View Post
    I still have the file so if you want one please pm me
    Cheers mate, but Jedi sorted this out already. Greatfull anyway for initiative, kind regards

  4. #4

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

    Hi. I have played KGCM without this sibmod and hade no crashes. With this submod Reinforced battles (for example my 2 full stacks and enemies) crash. Why is that? Any solutions?

  5. #5

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

    Ok. False alarm, i found a reason of crashes. It has something to do with Scotish models.

  6. #6
    Jedi Knight's Avatar Civis
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    Default Re: Jedi Knight's KGCM Submod (Timurids Added)

    Quote Originally Posted by Blaksmiff View Post
    Ok. False alarm, i found a reason of crashes. It has something to do with Scotish models.
    Can you tell me which units caused a crash. I'll release a fix soon i want to solve all the problems.

  7. #7

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

    Hi. I have checked whole roster and now iam not suprised why crash took place in every battle with Scots. The problem is Generals bodyguards unit, could be commander's model. I think u have done great job anyways, and i appriciate that. Will u add some new units? KGCM is most steady mod ever and with your models looks really good. Extra i have done some enchantment using ideas from COW submod section and installed full Crimson Tide 4.2. Try it, looks stunning. Good luck.
    I found other issues, playing camp. with Venetia:
    1. Spear militia, golden arm. upgrade-silver surfers
    2.Mailed knights brown arm. upgrade is no difference then without.
    3. Polish mounted and dismounted knights- Crash
    Last edited by Blaksmiff; February 27, 2013 at 02:55 AM.

  8. #8

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

    Hey! Thanks for this submod! Please reupload no-
    garrison script. Thanks again

  9. #9
    Jedi Knight's Avatar Civis
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    Default Re: Jedi Knight's KGCM Submod (Timurids Added)

    Quote Originally Posted by Asder1993 View Post
    Hey! Thanks for this submod! Please reupload no-
    garrison script. Thanks again
    You are welcome. I uploaded the script check the first post.

  10. #10

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

    Hi Jedi. How is your fix going?

  11. #11

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

    I've downloaded all the files, but they won't unpack. It says they're corrupted.

  12. #12

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

    Speedyshare link is down, can you repost (Gamefront is banned on Brazil and a few hundred other countries)

  13. #13
    Jedi Knight's Avatar Civis
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    Default Re: Jedi Knight's KGCM Submod (Timurids Added)

    Quote Originally Posted by Blaksmiff View Post
    Hi Jedi. How is your fix going?
    Sorry for the late reply. I made a fix for this submod, i hope it works it's in the first post.
    Quote Originally Posted by SLAYERLGJ View Post
    I've downloaded all the files, but they won't unpack. It says they're corrupted.
    I hope you solved that sometimes it happens redownload is the solution.
    Quote Originally Posted by AntonioBarbarian View Post
    Speedyshare link is down, can you repost (Gamefront is banned on Brazil and a few hundred other countries)
    Is mediafire banned in your country? If it is, i'll reupload it to Speedyshare.

  14. #14

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

    Jedi Knight, this is an excellent submod and I am enjoying it very much, are you done with it or are their plans for future updates to fix some of the silver surfer officers and standard bearers. Also do you think it would be possible for you to apply the Rusichi models for Novgorod and the Kievan Rus like you did for the CBUR roster and the Byzantines, btw I thought the use of the Scholarii model for the Pronoia Infantry was pretty clever.

  15. #15

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

    thanks you so much for this awesome sub mod !

  16. #16

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

    Where are gothic knights for HRE? All I see in building browser is an imperial knights, even in last barracks/ stables .

  17. #17
    Jedi Knight's Avatar Civis
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    Default Re: Jedi Knight's KGCM Submod (Timurids Added)

    Quote Originally Posted by amd fan View Post
    Where are gothic knights for HRE? All I see in building browser is an imperial knights, even in last barracks/ stables .
    You can train gothic knights in turn 260. It's late i know to solve this open export_descr_buildings file in data folder, find gothic knights and delete and event_counter musket 1.

  18. #18
    King-Of-Xanadu's Avatar Libertus
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    Default Re: Jedi Knight's KGCM Submod (Timurids Added)

    I am curious, do you have a way to put this into an .exe format? My computer bugs out when it gets RAR files.

  19. #19

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

    Is the campaign_script of fix containing no garrison script?

  20. #20

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

    Hi! Me again. So it's about the Teutonic Order and Ayyubid Dynasty. This time though it's different. After building the siege equipment I engaged the enemy with 2 reinforcements. One is my own the other is from Poland's. Before, I could engage the enemy, (Ayyubid Dynasty) in which case it freezes as mentioned above. This time however the game crashes during the loading screen. It doesn't even let it finish loading. I really like to engage battles manually especially if it involves large quantity of troops or in a losing state ( the odds are against you in the ratio ). I still can't post the system log here since it still won't let me =/. Please help I really love this mod and it would be a real waste if all I could do is auto engage the enemy since I won't be seeing the awesome models you added in this mod.

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