sorry if this is the wrong tread but I could not find a FAO anywhere so I will ask it here
my question is have you removed sync animations also called 1vs1?
sorry if this has been asked before
sorry if this is the wrong tread but I could not find a FAO anywhere so I will ask it here
my question is have you removed sync animations also called 1vs1?
sorry if this has been asked before
Rise of Mordor 3D Modelers Wanted
Massive Overhaul Submod Units!
Under the proud patronage of
Frunk of the house of Siblesz
I don't think 1 vs 1 animations have been removed.
Will there be any drawbridges?
15th century armoured bear hunting dogs
Spoiler Alert, click show to read:
Sappers
Spoiler Alert, click show to read:
Overview of ranged weapons mentioned in the armoury
Spoiler Alert, click show to read:
There is a lot of information on the use of incendiaries used in sieges and navel combat, such as tar, coal&sulfur, peat or animal fat as one of the more potent medieval weaponry, even for allies. After skimming the sources I think it's possible to include some of these weapons which would be really cool because it opens up a whole new paradigm of medieval warfare that is very... chemical and flammable. It's such an untapped source that has to be exploited in my opinion.
Chemical and incendiary weapons
Spoiler Alert, click show to read:
Greek Fire
Spoiler Alert, click show to read:
~Wille
Last edited by Kjertesvein; May 07, 2016 at 07:28 PM.
Thorolf was thus armed. Then Thorolf became so furious that he cast his shield on his back, and, grasping his halberd with both hands, bounded forward dealing cut and thrust on either side. Men sprang away from him both ways, but he slew many. Thus he cleared the way forward to earl Hring's standard, and then nothing could stop him. He slew the man who bore the earl's standard, and cut down the standard-pole. After that he lunged with his halberd at the earl's breast, driving it right through mail and body, so that it came out at the shoulders; and he lifted him up on the halberd over his head, and planted the butt-end in the ground. There on the weapon the earl breathed out his life in sight of all, both friends and foes. [...] 53, Egil's Saga- The pranks played on the knight Jean de Joinville, 1249, 7th crusade.I must tell you here of some amusing tricks the Comte d'Eu played on us. I had made a sort of house for myself in which my knights and I used to eat, sitting so as to get the light from the door, which, as it happened, faced the Comte d'Eu's quarters. The count, who was a very ingenious fellow, had rigged up a miniature ballistic machine with which he could throw stones into my tent. He would watch us as we were having our meal, adjust his machine to suit the length of our table, and then let fly at us, breaking our pots and glasses.
http://imgur.com/a/DMm19
This mod is AMAZING! Really well refined in my opinion
I was wondering if you will still be adding more units into the mod. For example I know a lot of people would like to see Poland given more melee infantry (swordsmen/castellans/men-at-arms/knights(dismounted)...etc.)
Keep up the stunning work
I was playing around with the kingdom of Nicaea in multiplayer, and I love them, the armour, but two things, the Kingdom of Nicaea had lost Constantinople at this point, which is why I am guessing you called it Nicaea and not the byzantine empire.... but they re took Constantinople in 1262 (maybe/probably), and continued to rule at the byzantine empire, though people never stopped calling them that anyway so I thought it would be cool to have them as the byzantine empire in the mod. Also the faction hasn't got that great infantry, compared to western men at arms and such, so it gets hurt in high funds, so would it be a good idea to maybe max vang guard at 2 or 3?, or make Rus mercenaries a full unit, or just give them a semi expensive heavy armour unit?.
Graphics
In this mod the graphics are AMAZING, but In some of the byzantine units , it was there most expensive sword unit don't know name sowwy, but not all there capes are purple, some are white, but DAMB THOSE PURPLE CAPES ARE TO SEXY, so make all soldiers have them, or make some also have gold/yellow capes. Last thing. Some byzantine cav have maces, which is fine, but I hate seeing people stab each other with them
You can say I am an idiot, its your right ING AMZING MODDERS with beautiful mods but these are just some things that buged me,,,, Love uuuuuuu DDD
PLZ Give Nicaea armour, or something that can get through armour, like a lot of armour piercing axes or,, bows with weird arrows that cant get through it plz. I was just testing the fac out, and there infantry loose to all western armoured units of a cheaper price. also there heavy cav gets destroyed by other western cav as well. (Hungary France England) Don't know how it hold up against the Turks and Islamic factions though.
That's probably becuase you're putting tier one units against tier three. In this case, 13th century guys against 15th century bros.
Well the Western Man-At-Arms, the overall most powerful infantry unit in the game loose to Varangian guard due to their armor-piercing axes and high unit-number but themselves fall easily to arrows or cav charges. So there's a counter. Still you're restricted to one though. I agree that the Niceans needs some adjustment, mainly in the price department as most of their units seems a tad overpriced given their stats. Their expensive archers are completely useless at range but decent in melee (Had 200 kills on one, and 75% of those were melee kills despite spending most of the battle shooting into the backs of a blob of medium infantry, lol)
Not as bad as the Islamic factions though, they are pretty outmatched by the likes of Poland and France with their knights and men-at-arms of doom. But the mod aren't done yet so all of this can change.
Last edited by Pĺsan; May 09, 2016 at 07:33 PM.
But Springalds' arms swings inwards tho? I don't know if Slytacular can make an inward-swinging torsion arms that can work with Rome 2's scorpion animation.
Incendiaries are already in-game, can be easily adapted to the mod.
Interestingly, some modder already modded in custom particle effects: https://steamcommunity.com/sharedfil.../?id=354090460
If that's the case, MKTW should make its own particle effects, especially for powder-based weaponry, and also like you said, quicklime.
What's too bad is Attila have no fustibalus animations, even though they are used in Attila TW timeframe.
Last edited by You_Guess_Who; May 10, 2016 at 06:04 AM.
Thanks for answering. do dat , also I know this isn't an suggestion but was there an update to the mod today or yesterday?
Yes, there was an update yesterday, on the 9th, that has most bugs, that have been mentioned beforehand, ironed out plus other stats fixed.
Do I have to download that separately, if so where?
yes, you do, here: https://drive.google.com/open?id=0B2...jVHZUNDRzlYX28
I've never modded before, so how do I install that?
All you need to do is just follow the instructions of the thread (Updated Build 5/9/16) Medieval Kingdoms Total War: First Build Release .
Here they are again:
Install Instructions:
1. Download the mod to the following directory: Steam/steammaps/common/Total War Atilla/data
2. Extract the .rar to the same folder. The medieval kingdoms.pack should be in the same folder with the other pack files there.
3. Upon launching the game, make sure you enable out of date mods and select medieval kingdoms.
Ltd, sorry for me being an utter noob. But how do I check if the patch has worked.
Also I did that, but it said the same files were already in the data file, so I deleted them and put in the file I downloaded from you. was this right?
Well, if you are able to load the mod then that is a good indication already, provided you did download the mod again and replaced the old one in the data folder with this one.
So just replace the old one with this current one and you should be good !
Ok its working now thank you Ltd