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Thread: Risk_Version.II.--released--advanced campaign submod..

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  1. #1

    Default Re: Risk_Version.II.--released--advanced campaign submod..

    my apologies having read everything i realized that now. again sorry.
    i understand that on the camp map the voices are that of the culture however i refer to the battles when commanders yell orders in the wrong lang. when i play as
    Spain the general speaks in Swedish idk. it would be amazing if everyone had commands to specific drum lines or a bugle call (like the cavalry did) like i said thanks for everything you really have outdone yourself and its like a whole new game now. your a master.

  2. #2
    leoni's Avatar Campidoctor
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    Default Re: Risk_Version.II.--released--advanced campaign submod..

    ...thanks again, for playing and tell me your opinion...
    ...but at first i found a nice video about the battle of jena-auerstedt, done with the rome engine and help-models of the lordz moding collective...just watch...http://www.dailymotion.com/video/x6flxx_1806_videogames

    ...wouldnt it be cool to play with a basic like this, wondering why the lordz, didnt done a look like campaign work, thats would be awesome...

    ...ok back to your problem, i think the problem is that for the original mod, every nation got their own general, officer, flag, buggler etc, but now i changed a lot, models are shared, switched between nations, so you will hear different sounds of orders...but stop, did you say you are playing as spain?
    so i didnt change a thing for them...did you installed the original lordz mod...so you could check, if there is the same...

  3. #3

    Default Re: Risk_Version.II.--released--advanced campaign submod..

    well thanks now i understand. hey btw the music is outstanding!!! the only real issue i can see with the mod now is the loading time. to me it seems like it takes a while.

    i couldn't understand a word but it looked interesting and i wanted to! but i saw your point.. at first when the troops where advancing with bayonets fixed i thought to myself what is this game?! i want it! but i realized your post and its the same game. i agree with you it would of been great. dreams be dreams aye

  4. #4
    leoni's Avatar Campidoctor
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    Default Re: Risk_Version.II.--released--advanced campaign submod..

    ...interesting about loading time, what pc specs do you have??

    ..sorry the link was to the german version, but on the same site, you could watch the english too...
    ...today i had fun to redone the town on battlemap, and i noticed finally, the real ligny issue...
    there are existing a unfinished ligny town...with nice houses...but no textures...so i started to retexture them, cause they match more to a town, beside the other models are more village-farm houses
    in the center i placed a church and cementary...around this i will place citizen houses-lord house models...
    on the last rank smaler peasant houses, maybe a mill and some stabel buildings too...
    just to look more realistic...
    ...will post images by progress...

  5. #5

    Default Re: Risk_Version.II.--released--advanced campaign submod..

    Hello, friend Leoni. I´ve got a question: can we build ships?I haven´t be able to make it yet. Thanks!

  6. #6
    leoni's Avatar Campidoctor
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    Default Re: Risk_Version.II.--released--advanced campaign submod..

    yes you can, you got to build the three merchant ship levels, than you can build the war ship dockyard...

  7. #7

    Default Re: Risk_Version.II.--released--advanced campaign submod..

    Hi, friend, I love your mod! a question, would it be possible to add more factions to the original campaign sub-mod, as you did in the risk-mod? This would be fabulous!! I believe this would enhance a lot your great work. I´m sorry if this isn´t the proper place to ask it; i also did it in the other thread. I apologize.

  8. #8

    Default Re: Risk_Version.II.--released--advanced campaign submod..

    awesome ill watch it in english thanks for the link i like to watch history shows. specially military

    i dont understand that question.. PC specs? im not a computer guy i mean the only game i play is Rome Total War and right now your mod.
    ya if the town acutally looks like an actual town it would bring everything together. that sounds amazing that your working on that already.
    once again i enjoy your work and right now im playing with Naples and at war with ottoman empire.. they never run out of troops and my population is taking a beating
    because i have too keep fresh troops guarding and expanding my boarders. France is a power house right now and the English are sitting on their island like fat ducks (big shocker there)

    i enjoy the music very much specially the battle drums and flutes playing while troops are screaming in the background. i like the military music of this era. its like a whole new game.
    you sir have outdone yourself and i praise your success in your hard work. congrats and cheers

  9. #9
    leoni's Avatar Campidoctor
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    Default Re: Risk_Version.II.--released--advanced campaign submod..

    ...thanks for your gently comments, aquilia...i dont really know what you mean, cause this is the original hc
    campaign-just with new factions-map and bonus features...so yes it is possible...
    or do you want to play on the old map???

    imperial guard---i meant if you got little ram, old pc this would cause long loading time too...
    also with this rs2 enviroment, you have to pusch the rome-bi exe...to execpt more than 2 gb ram...there was a thread in the rs2 forum....just search a bit...i got no problems with loading time..
    got a i core 7 860---4 gb ram---radeon 5870 1gb...have to push my ram too...was just to lazy for it....

    just a gameplay tip...maybe you notice...that the highest academy---elite units-income bonus just can build in some cities....for you as neapels your capital...next town would be rome....than belgrad for example
    so once you build there the full tree, much more pop growth-income-exp.elite troops will help a lot...

  10. #10

    Default Re: Risk_Version.II.--released--advanced campaign submod..

    You´re right, my friend. i was a little bit confused, i´m sorry...one question more (sorry again, but i really like your mod), have the other factions units any problem to stablish and take formations in battle map? or it was only incidental (i say this ´cause i had a couple of battles with france and they were unable to take any formation at all...)
    Can we built line infantry units from the very beginning, or must we reach a certain level with buildings? Thanks.
    Last edited by aquilaXXI; April 03, 2012 at 07:55 AM.

  11. #11
    leoni's Avatar Campidoctor
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    Default Re: Risk_Version.II.--released--advanced campaign submod..

    ...mmmhhhh had no real problems to build up formations, just for siege battles, the old cavalry pathfinding
    problem is a bit odd...and infantry is hanging up themselves too sometimes...
    for infantry-units please just open the building tree...open the info windows and just look to the entries...
    from the start, you just can build in your capital all kinds of units...other towns start with the first barrack level, where you could build rifle man-skirmish---next level line-guard infantry

  12. #12

    Default Re: Risk_Version.II.--released--advanced campaign submod..

    hmmm...i have found, at least in Spain, a type of troops called "spanish patria infantry" (or something like this, now i do not remember)...are they the line infantry? because ihave not found exactly "line" like in the other submod... and as i could see, there are only two types of ports, and i could not build ships...

  13. #13
    GRANTO's Avatar Domesticus
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    Default Re: Risk_Version.II.--released--advanced campaign submod..

    Quote Originally Posted by leoni View Post
    ...mmmhhhh had no real problems to build up formations, just for siege battles, the old cavalry pathfinding
    problem is a bit odd...and infantry is hanging up themselves too sometimes...
    for infantry-units please just open the building tree...open the info windows and just look to the entries...
    from the start, you just can build in your capital all kinds of units...other towns start with the first barrack level, where you could build rifle man-skirmish---next level line-guard infantry
    it is possible that pathfinding issues are linked to the formations txt file , changing these files can lead to better pathfinding {or tweaking the files} i have found this problem in a number of mods especially OIM, in original oim the pathfinding was the worst id ever seen but when i made a quick change to darth mod files the pathfinding was perfect so something for you to think about , cheers

  14. #14

    Default Re: Risk_Version.II.--released--advanced campaign submod..

    Hello
    I do not know why, but here is only running the Italian campaign

  15. #15
    leoni's Avatar Campidoctor
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    Default Re: Risk_Version.II.--released--advanced campaign submod..

    hello to all, ivan...maybe you done something wrong with the installation-for me just the master of europe campaign is playable....or your shortcut entry could be wrong...please clear this...
    if you want a no problem installation, get the safest way...install the original lordz ntw2 mod....rename their
    napoleonic folder and copy paste my stuff in, so it must be work....

    ...Granto thanks for your advise...have to test it...

    aquilia...i forgot-i removed the spanish line from the game...make space for others...ships should be recruitable for spain too, if you built everything what is needed....

  16. #16

    Default Re: Risk_Version.II.--released--advanced campaign submod..

    Ok!

  17. #17
    leoni's Avatar Campidoctor
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    Default Re: Risk_Version.II.--released--advanced campaign submod..

    ...hope you will like it...

    reworked-buildings






  18. #18
    GRANTO's Avatar Domesticus
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    Default Re: Risk_Version.II.--released--advanced campaign submod..

    woah ,nice

  19. #19

    Default Re: Risk_Version.II.--released--advanced campaign submod..

    Well, i have reached the dockyard level and i can´t still build ships...there is something i must be doing wrong...

  20. #20
    leoni's Avatar Campidoctor
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    Default Re: Risk_Version.II.--released--advanced campaign submod..

    aquilia...please read carefully what i wrote...go in a town on the coast and open the building window...
    scroll down to the bottom...right under the church tree..you must find the naval war arsenal entry....
    look to the building requirements...you need a shipwright and armourer,...than you could build this and recruit war ships...

    reworked-buildings






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