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Thread: Pike and Musket TW for MTW VI

  1. #481
    Indefinitely Banned
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    Default Re: Pike and Musket TW for MTW VI

    Looks awesome. Will the bodies stay put this time or will they disappear while the battle is underway?

  2. #482

    Default Re: Pike and Musket TW for MTW VI

    Quote Originally Posted by Blastoise Groudon View Post
    Looks awesome. Will the bodies stay put this time or will they disappear while the battle is underway?
    We'll try to include dead bodies but it's not sure yet. There will be a lot of different units and there is only one small texture you can put dead bodies in. IMHO dead bodies are very important because they greatly increase battle satisfaction factor.

  3. #483

    Default Re: Pike and Musket TW for MTW VI

    Great work.

  4. #484
    Axalon's Avatar She-Hulk wills it!
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    Default Re: Pike and Musket TW for MTW VI

    Excellent work on the Zweihänder units, claymore883. Well done! Have some rep for it!

    - A

  5. #485
    claymore833's Avatar Civis
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    Default Re: Pike and Musket TW for MTW VI

    Nothing special, just want to show some screenshots of one of my MP battles today:


    The Imperial army losing the battle against the Swiss



    Attached Thumbnails Attached Thumbnails 00000005.jpg   00000002.jpg  
    Last edited by claymore833; March 08, 2016 at 09:50 AM.
    The Pike & Musket mod is active again in 2016, check the PMTW Sub Forum now!

  6. #486
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    Default Re: Pike and Musket TW for MTW VI

    Wow! Amazing detail. +1 rep.

  7. #487
    +Mr.Crow+'s Avatar VIVERE MILITARE EST
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    Default Re: Pike and Musket TW for MTW VI

    Fantastic work! + rep
    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. #488

    Default Re: Pike and Musket TW for MTW VI

    I have to add that this was probably the most enjoyable mod I ever played. I'm not sure why the original designer left, I hope he is okay. But this/his mod had some real depth and drama to it. Those of you who are reviving it - good for you.

  9. #489
    cegorach's Avatar Artifex
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    Default Re: Pike and Musket TW for MTW VI

    Just to report that I am working on Courland colonial structures to give something unique to thos small Baltic faction.


    Quote Originally Posted by Rick View Post
    I have to add that this was probably the most enjoyable mod I ever played. I'm not sure why the original designer left, I hope he is okay. But this/his mod had some real depth and drama to it. Those of you who are reviving it - good for you.
    Well, I was lured back to work on the mod, so I am still here.
    Enemy of 'illiberal democracies', member of the B.A.L.T.S.
    VISIT Pike and Musket forums VISIT the amazing site about PLC
    under the patronage of the mighty ASTERIX

  10. #490

    Default Re: Pike and Musket TW for MTW VI

    There is a "Colonial 1600 AD" mod for Empire TW. Maybe one day you can add your own unique ideas and merge forces? But in the very least, welcome back.
    "Run to the rescue with love and peace will follow"

  11. #491
    Kdssow's Avatar Civis
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    Default Re: Pike and Musket TW for MTW VI

    Thank the gods, this fantastic mod is back on track!

  12. #492
    cegorach's Avatar Artifex
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    Default Re: Pike and Musket TW for MTW VI

    Sorry for slow progress, but a lot of things happening right now. I think I have figured out a way to make a map without... making it.

    Visual effects will be the same and a player will see no difference at all, but it should be way, way easier for me.
    Enemy of 'illiberal democracies', member of the B.A.L.T.S.
    VISIT Pike and Musket forums VISIT the amazing site about PLC
    under the patronage of the mighty ASTERIX

  13. #493

    Default Re: Pike and Musket TW for MTW VI

    16th century is the focus of my military history interest. Please don't give up on this mod, it is one of the best! We are eagerly awaiting your progress, all of us military history/strategic gaming buffs who love and adore 16th and 17th century.

  14. #494
    claymore833's Avatar Civis
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    Default Re: Pike and Musket TW for MTW VI

    Hello everyone! It is a little sad that Cegorach is busy now and PMTW has no news for a long time. But anyway I'm still here, I created a PMTW discord group for daily PMTW game, modding and other things chat, if you want to join, simply click the link below:

    https://discord.gg/ZxJS8qN
    The Pike & Musket mod is active again in 2016, check the PMTW Sub Forum now!

  15. #495

    Default Re: Pike and Musket TW for MTW VI

    It has been almost 2 years... I am still waiting for new version of this mod. Still present version is satisfying. One question: what file can one modify to make units move slower. I want to make units slower so that exchange of fire is more pronounced and not melee. In Rome TW I slowed down units by modifying terrain movement values. What can I do in Medieval TW?

  16. #496
    Libertus
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    Default Re: Pike and Musket TW for MTW VI

    Check out the modding threads, find a copy of Gnome editor, and you can edit the march speeds of units, but you need to do each one separately.

    Oh, and 2 years... how long we been waiting for more music?

  17. #497

    Default Re: Pike and Musket TW for MTW VI

    Quote Originally Posted by Macsen Rufus View Post
    Check out the modding threads, find a copy of Gnome editor, and you can edit the march speeds of units, but you need to do each one separately.

    Oh, and 2 years... how long we been waiting for more music?
    Thanks, I did that already but I hoped for an easier solution which is, as you had stated, impossible. So OK, I started editing values for marching, running and charging speed but it is so tiresome. Another question - what file to modify in order to play campaign indefinitely? I hate the forceful end of campaigns and prefer eternity.

  18. #498
    SlartyBartfast's Avatar Decanus
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    Default Re: Pike and Musket TW for MTW VI

    Incredible mod, am having a blast, super difficult, sterling effort indeed.

    One question: does anyone know why some regions, such as Hungary, are sometimes inaccessible from other regions? Has anyone else noticed this? For example, sometimes for no apparent reason, I can't move troops from Volhynia to Poland. When you hover the pieces over the region, it does not light up as highlighted.
    "Huh?"

  19. #499
    Libertus
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    Default Re: Pike and Musket TW for MTW VI

    Quote Originally Posted by SlartyBartfast View Post
    Incredible mod, am having a blast, super difficult, sterling effort indeed.

    One question: does anyone know why some regions, such as Hungary, are sometimes inaccessible from other regions? Has anyone else noticed this? For example, sometimes for no apparent reason, I can't move troops from Volhynia to Poland. When you hover the pieces over the region, it does not light up as highlighted.
    That's deliberate - historically those borders were effectively impassable to armies of the day, and Ceg decided to implement that in his mod by disabling the borders.

  20. #500
    SlartyBartfast's Avatar Decanus
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    Default Re: Pike and Musket TW for MTW VI

    Oh, okay. Thanks for the helpful reply.
    "Huh?"

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