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Thread: Special Abilities Be Gone!

  1. #61

    Default Re: Special Abilities Be Gone!

    Can someone upload a version of this mod without the Rally recharge time change

  2. #62

    Default Re: Special Abilities Be Gone!

    I have the pack file in the data folder but for some reason, not sure why, the abilities are still enabled. It was working fine until last night, the only thing I have added since then was a Navy mod and as far as I can tell nothing else is conflicting, it works to some extent on some units, like for example Velites no longer have Fire javs but still have quick reload. All archers still have flaming arrows and quick reload, and melee abilities appear to still be there like crack the whip. Any ideas why this might be happening?

  3. #63
    Pnutmaster's Avatar Dominus Qualitatium
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    Default Re: Special Abilities Be Gone!

    There are three files modified in Special Abilities.

    missile_weapons_to_projectiles_tables removes the flame javelins, and flame arrows for mounted units.
    land_units_to_unit_abilities_junctions_tables controls the abilities that a unit is allocated. ravendar30, it could be that another one of your mods is overriding this. Try launching the game with only SpecialAbilitiesV3 in your /data folder, then gradually add the rest of your mods back until you notice a conflict.

    Here you go, NeonCrayon. May your rallies be heard up to six times in one battle
    Under the patronage and bound to the service of the
    artist formerly known as Squeakus Maximus
    Stoic Pantheist of S.I.N

  4. #64

    Default Re: Special Abilities Be Gone!

    is this compatable with the new beta patch now?

  5. #65
    Pnutmaster's Avatar Dominus Qualitatium
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    Default Re: Special Abilities Be Gone!

    Yes. All working.
    Under the patronage and bound to the service of the
    artist formerly known as Squeakus Maximus
    Stoic Pantheist of S.I.N

  6. #66

    Default Re: Special Abilities Be Gone!

    thanks! A useful mod!

  7. #67

    Default Re: Special Abilities Be Gone!

    Could you take a feature from mod which makes that roman infantry have Shield Wall, Offensive Testudo, and Defensive Testudo and make a stand alone version? I would like to use only that feature

  8. #68

    Default Re: Special Abilities Be Gone!

    Can I have the rally ability set to 3 minutes like in Shogun 2

  9. #69

    Default Re: Special Abilities Be Gone!

    great work friend look like veronous and pullo in rome movie i liked it

  10. #70
    Efix's Avatar Tiro
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    Default Re: Special Abilities Be Gone!

    Any chance you could do a no flaming arrow version i thought i could do it myself with the pack manager...... guess i was wrong lol

  11. #71
    Pnutmaster's Avatar Dominus Qualitatium
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    Default Re: Special Abilities Be Gone!

    Remove flame arrows from the game entirely?
    Under the patronage and bound to the service of the
    artist formerly known as Squeakus Maximus
    Stoic Pantheist of S.I.N

  12. #72

    Default Re: Special Abilities Be Gone!

    I just noticed this:

    Socii Extraordinarii - Missing Offensive and Defensive Testudo
    Veteran Legionaries - Missing Offensive Testudo

  13. #73
    GODzilla's Avatar Civitate
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    Default Re: Special Abilities Be Gone!

    So...if I just keep the missile_weapons_to_projectiles_tables I get rid of the flaming Javelins and flaming arrows with no other changes? I'd like that best and have the PFM to erase the other files. Will this work?
    GODzilla(TM)
    son of the family of Wilpuri under the patronage of makanyane


  14. #74
    Pnutmaster's Avatar Dominus Qualitatium
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    Default Re: Special Abilities Be Gone!

    I chose not to give the Testudo to the Socii Extraordinarii, rationalized that only the Roman infantry should use it. Missed the Veteran Legionaries!

    And yes, GOD, that will work.
    Under the patronage and bound to the service of the
    artist formerly known as Squeakus Maximus
    Stoic Pantheist of S.I.N

  15. #75
    Efix's Avatar Tiro
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    Default Re: Special Abilities Be Gone!

    Quote Originally Posted by Pnutmaster View Post
    Remove flame arrows from the game entirely?
    Yes plz !!!!!!!!!!!!!!!!!!!!!!!!

  16. #76

    Default Re: Special Abilities Be Gone!

    Any chance we could have it added to the Veteran Legionaries too? *begs*

  17. #77

    Default Re: Special Abilities Be Gone!

    What about those throwing torches? If not removed then decreased as something 3 or 5 per unit.

    EDIT: And what pack-editor are you guy's using 'cause in Pack File Manager v. 3.0.2 land_to_unit_abilities_junction_tables and missile_wepan_to projectile_tables are red as unreadable...

    EDIT of EDIT: lol Just got the new version of Pack Manager....
    Last edited by yllbardhi; September 17, 2013 at 07:01 PM.

  18. #78

    Default Re: Special Abilities Be Gone!

    Can you remove special abilities from modded units that appear on these forums?

  19. #79

    Default Re: Special Abilities Be Gone!

    And biggest question, can we add loose formation and guard mode? The Teutoburg video had both those buttons

  20. #80

    Default Re: Special Abilities Be Gone!

    Can you remove the Row Hard ability from the game?

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