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Thread: *Jerusalem Rising* - A Submod for BC 2.3.2

  1. #161

    Default Re: *Jerusalem Rising* - A Submod for BC 2.3.2

    Hi, I downloaded and installed but it doesn't appear to be working for some reason. I started a new Koj campaign but don't see the grand master or anything different. It starts up like a regular koj campaign. Everything seemed to download fine and it seemed to install fine( I doulbe-checked to make sure the path was right) but when I play the game it's like it's not even seeing this submod at all! Any ideas on what could be wrong? I have all updates and BC runs fine I've had no problems with it.

  2. #162

    Default Re: *Jerusalem Rising* - A Submod for BC 2.3.2

    Hi, have anyone this model of templar veterans?:

  3. #163

    Default Re: *Jerusalem Rising* - A Submod for BC 2.3.2

    Quote Originally Posted by lepton View Post
    Hi, have anyone this model of templar veterans with wide blade?:

  4. #164

    Default Re: *Jerusalem Rising* - A Submod for BC 2.3.2

    Quote Originally Posted by silvernug View Post
    Hi, I downloaded and installed but it doesn't appear to be working for some reason. I started a new Koj campaign but don't see the grand master or anything different. It starts up like a regular koj campaign. Everything seemed to download fine and it seemed to install fine( I doulbe-checked to make sure the path was right) but when I play the game it's like it's not even seeing this submod at all! Any ideas on what could be wrong? I have all updates and BC runs fine I've had no problems with it.

    When I ran the installer it wasn't putting it in the data folder for some reason; I just added \data to the path and it worked fine.

    -But now I'm having another issue, it crashes after turn 40 for some reason.

  5. #165

    Default Re: *Jerusalem Rising* - A Submod for BC 2.3.2

    Any news guys????? THE RELEASE OF HOSPITALLERS??? we don't have a news of this great work for a long long time...

  6. #166

    Default Re: *Jerusalem Rising* - A Submod for BC 2.3.2

    Is the Mod Dead?

  7. #167

    Default Re: *Jerusalem Rising* - A Submod for BC 2.3.2

    Sry for Doppelpost.

    Any news?

  8. #168
    z3n's Avatar State of Mind
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    Default Re: *Jerusalem Rising* - A Submod for BC 2.3.2

    Unfortunately 0TheLastTemplar0 seems really busy so I will upload this updated version of the submod we worked on/collaborated with together here.
    https://onedrive.live.com/redir?resi...int=file%2czip

    It contains the base Jerusalem Rising in addition to these new changes
    1) BAI has been overhauled
    2) CAI has been overhauled
    3) New supply and command trait mechanics implemented (thanks to V.T. Marvins original code)
    4) Unit recruitment updates for KoJ
    5) 4TPY implemented with seasonal traits as well as randomized events for a rainy/dry season
    6) Portrait updates (thanks in large part to Mike Golf)
    7) Some of the new unit textures/models by 0TheLastTemplar0 though certain ones are in a partially WIP state, please forgive that.
    The AI Workshop Creator
    Europa Barbaroum II AI/Game Mechanics Developer
    The Northern Crusades Lead Developer
    Classical Age Total War Retired Lead Developer
    Rome: Total Realism Animation Developer
    RTW Workshop Assistance MTW2 AI Tutorial & Assistance
    Broken Crescent Submod (M2TW)/IB VGR Submod (BI)/Animation (RTW/BI/ALX)/TATW PCP Submod (M2TW)/TATW DaC Submod (M2TW)/DeI Submod (TWR2)/SS6.4 Northern European UI Mod (M2TW)

  9. #169

    Default Re: *Jerusalem Rising* - A Submod for BC 2.3.2

    Thanks for posting this Z3N, I am almost finished with mounted Hospitallers and their Grand master. Will implement these in the coming update, at which point the mod will almost be complete. I am also thinking of the entire BC community as a whole...perhaps down the road I can improve certain things about other factions.....like updating all cavalry unuts with Rusichi horses. Stay tuned.

  10. #170

    Default Re: *Jerusalem Rising* - A Submod for BC 2.3.2

    I'm back at it gentlemen.

    Early Hospitaller Knights



    Late Hospitaller Knights


  11. #171

    Default Re: *Jerusalem Rising* - A Submod for BC 2.3.2

    Beautiful work, the late era look like absolute tanks. Will it be a date that changes between the two types or an armour upgrade?

  12. #172
    Eldgrimr's Avatar Biarchus
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    Default Re: *Jerusalem Rising* - A Submod for BC 2.3.2

    How long do you think it will take until the update gets released?

  13. #173

    Default Re: *Jerusalem Rising* - A Submod for BC 2.3.2

    BROKEN CRESCENT is a great mod and Jerusalem Rising looks also great.
    I have problems with the installation of Jerusalem Rising.
    I do not know where to install it.
    Did the mods folder or mods / bc folder?
    I tried both, and nothing has changed.
    I installed Jerusalem Rising and nothing changes with BC 2.3.2.
    It looks as if there is no launcher for Jerusalem Rising.
    Is submodes Jerusalem Rising comptable with BC 2.4. ?

  14. #174

    Default Re: *Jerusalem Rising* - A Submod for BC 2.3.2

    Yus Update

  15. #175

    Default Re: *Jerusalem Rising* - A Submod for BC 2.3.2

    Right now I am finishing Hospitaller units and getting ready to integrate the mod into BC 2.4, it is only compatible with 2.3.2. I will probably need another month or so. Stay put guys.

  16. #176

    Default Re: *Jerusalem Rising* - A Submod for BC 2.3.2

    Some eye candy till you wait....hospitaller grand master's bodyguard:


  17. #177
    Eldgrimr's Avatar Biarchus
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    Default Re: *Jerusalem Rising* - A Submod for BC 2.3.2

    Really nice! I eagerly look forward to the next version.

  18. #178

    Default Re: *Jerusalem Rising* - A Submod for BC 2.3.2

    Ohh yus

  19. #179

    Default Re: *Jerusalem Rising* - A Submod for BC 2.3.2

    Almost ready with this guy.


  20. #180
    z3n's Avatar State of Mind
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    Default Re: *Jerusalem Rising* - A Submod for BC 2.3.2

    Great work.
    The AI Workshop Creator
    Europa Barbaroum II AI/Game Mechanics Developer
    The Northern Crusades Lead Developer
    Classical Age Total War Retired Lead Developer
    Rome: Total Realism Animation Developer
    RTW Workshop Assistance MTW2 AI Tutorial & Assistance
    Broken Crescent Submod (M2TW)/IB VGR Submod (BI)/Animation (RTW/BI/ALX)/TATW PCP Submod (M2TW)/TATW DaC Submod (M2TW)/DeI Submod (TWR2)/SS6.4 Northern European UI Mod (M2TW)

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