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

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  1. #1
    leoni's Avatar Campidoctor
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    Default Re: Risk_Version.II.--released--advanced campaign submod..

    ...good maps...most usefull seems the 1800 map, with many cities...

  2. #2

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

    So what you need next leoni?I was checking for sound's and I download Napoleon TW (I don't own it, I can't play it and I didn't pirate it don't understand me bad)to take some sound's from there I can change them a lil bit or you can download it and take the sounds from there, because I think the sound's are actioly the same you need, and i'm sure TW team will don't upset if you take some sound from there because at the end of the line you work free and this is just an fan mod

  3. #3
    leoni's Avatar Campidoctor
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    Default Re: Risk_Version.II.--released--advanced campaign submod..

    ...what i need is more freetime...also at first i have to finish the battle map town..just look...

    death.or.glory








    we.will.never.surrender






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

    Quote Originally Posted by leoni View Post
    ...what i need is more freetime...also at first i have to finish the battle map town..just look...

    death.or.glory








    we.will.never.surrender





    man these towns and citys are actualy looking like they are worth fighting for , great work leoni

  5. #5
    leoni's Avatar Campidoctor
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    Default Re: Risk_Version.II.--released--advanced campaign submod..

    ...aaahhhh honey for my soul....thank you brother...

  6. #6

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

    HA! that wall is cool, btw if you are still working at the battle map, there are some little trees, near that big trees,each time when I siege on different maps, some times is not letting me to place units there, like you put them on Command 1 by ussing CTRL and 1 keys and you press SHIFT and then 1 key like 1 line, and its not letting me, exactly how was with the cannons, in that picture where I post it,instead to let me to put them, it's gives me that X on the scrool of the mouse.
    I'm gonna check later probably in 12 hours cuz I have something to do what is on Napoleon TW at sounds.

  7. #7

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

    Great map the 1800 one, indeed...very detailed and clear!

  8. #8

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

    thanks bra

  9. #9

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

    How can I make win conditions for Denmark,Holland,Spain? because on folder napoleonic I find 2 descr_win_conditions, 1 is for old RTW, and one I saw is for N2TW. I saw Holland is romans_brutti and I put on descr_win_conditions:
    romans_brutti
    take_settlemans 35 but is not working...I even put:
    romans_brutti
    hold_regions Paris
    take_regions 35 but is not working idk why...

  10. #10

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

    To play this mod i must have the IB version?

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

    dear lordxarax...you find the winning conditions in the world--map---mundus-magnus folder for this submod...there you have to change-whatever you want to...

    dear ivan imperator...this mod is tested with a rome gold installation...played with BI exe...you can also play it with the rome exe...by changing the shortcut entry

    but the game is so old...rome gold didnt cost a thing...so should be no problem...a nice weekend to all..

  12. #12
    leoni's Avatar Campidoctor
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    Default Re: Risk_Version.II.--released--advanced campaign submod..

    finally....

    are.you.ready?







  13. #13

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

    Hi, friend Leoni. A question: where should i go to learn and change some regions of owner by myself? i´d like to give galicia region to spain and convert south portugal in a rebel region! Thanks for your patience! I love your mod!

  14. #14

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

    Quote Originally Posted by leoni View Post
    dear ivan imperator...this mod is tested with a rome gold installation...played with BI exe...you can also play it with the rome exe...by changing the shortcut entry

    but the game is so old...rome gold didnt cost a thing...so should be no problem...a nice weekend to all..
    Hmmm maybe that explains why only the Italian campaign works here. Ah I am doing a Sub Mod with news and historical portraits.

    I have some suggestion.

    1-On the Italian campaign Murat is the leadger of Napples and enemy of Napoléon, this have no sense, because in this period Murat works to Napoleon.

    2- The enemy generals are to suicidal.

    3- In the game Napoléon look like this:

    Spoiler Alert, click show to read: 


    There is a way to chance to something like this:

    Spoiler Alert, click show to read: 


    Well thanks for the attention, and keep up the good work

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

    ...i m a little bit confused about it...remember for my submod, only the master of europa campaign is changed....tested....with anything else i got nothing to do with...
    for the models i m no modeller...but i thing there are generals like that already included

  16. #16

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

    It's not working Leoni...
    How you can see here is when I change it...after I find on magnus campaign descr_strat (romans_brutti as Holland)
    http://i1106.photobucket.com/albums/...a/3d212f92.jpg
    and then in game...
    http://i1106.photobucket.com/albums/...a/dccb0f33.jpg
    And some times, saxony or holland, appear with USA flag, but I forgot to make picture...

  17. #17

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

    and by the way great wall,I knowed that will be an wall , it will be cool at defence,but I think you need to make the buildings to don't be so close because will be only at bayonet if they will enter, and the infantry will can't keep the line.

  18. #18

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

    sweet towns! they seem rather small though. ha i noticed the small entry to the town. its going to be a bloodbath! i dig it sweet work

  19. #19
    leoni's Avatar Campidoctor
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    Default Re: Risk_Version.II.--released--advanced campaign submod..

    ...the problem is i got no 3dsmax, so i have to use, what is there...just a village as basic...now the pathfinding is stupid...problems over problems...why ca never released a universal editor for their games....its so lame...
    also i wanted to include more variety of buildings...but same problem...now i ask around for help...we will see...
    ps...also i wanted more smaller towns with narrow streets...like in real...also siege battle should not go endless....
    Last edited by leoni; April 16, 2012 at 12:33 AM.

  20. #20

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

    Quote Originally Posted by leoni View Post
    ...the problem is i got no 3dsmax, so i have to use, what is there
    I used an old version of 3D max leoni, 9 if you want I can send you in PM the link, with tutorials etc so you can learn it fast,I used last year ago, to create moves for an game where I was/I'm dev, if you want I can send you the link.

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