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Thread: VDM 2.2 for IMPERIAL DESTROYER project

  1. #721

    Default Re: VDM 2.2 for IMPERIAL DESTROYER project

    This mod crashes while loading either land or naval battle.any fix anybody?

  2. #722
    Sir_Aggelos_GR's Avatar Centenarius
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    Default Re: VDM 2.2 for IMPERIAL DESTROYER project

    abhiroy61 REINSTALL the game,maybe the packs have been messed up,also never overwrite a savegame NEVER
    the all diplomatic options returned file doesnt work with VDM vadants mode can we have a vanilla one with all the options working with VDM?

  3. #723

    Default Re: VDM 2.2 for IMPERIAL DESTROYER project

    how come I can't build commercial ships ???

    How do I use trades

  4. #724
    Lordsith's Avatar Artifex
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    Default Re: VDM 2.2 for IMPERIAL DESTROYER project

    VDM is updated to the last version

  5. #725
    Sir_Aggelos_GR's Avatar Centenarius
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    Default Re: VDM 2.2 for IMPERIAL DESTROYER project

    the most stripped of option version of vdm works with 6.3 now you cant even trade techs!
    we need a version that will have every diplomatic option or guide how to make it.
    Tried to copy paste some things into scripting.lua but vdm couldnt work

  6. #726

    Default Re: VDM 2.2 for IMPERIAL DESTROYER project

    Alle diplomatischen Optionen verschwinden. Wie kannst du den Sub Mod mit allen diplomatischen Optionen spielen?

  7. #727

    Default Re: VDM 2.2 for IMPERIAL DESTROYER project

    all diplomatic options disappear. How can you play the sub mod with all diplomatic options?

  8. #728

    Default Re: VDM 2.2 for IMPERIAL DESTROYER project

    Is it a joke?

    "3 If you use ManpowerScript you need to place game's difficulty level in scripting.lua(find CurDif parameter)."
    First of all, how do I know if I use it? I assume all scripts are enabled by default but who knows?
    "You can turn on/off scripts in scripting.lua. Just write true/false."
    Nice, but there are multiple sripting.lua files. How does one know which one to edit?
    Also, find CurDif parameter and what? Write an argument? What argument?
    Am I missing something? What is this mes???

  9. #729
    Sir_Aggelos_GR's Avatar Centenarius
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    Default Re: VDM 2.2 for IMPERIAL DESTROYER project

    Lordsith im planning of starting a new campaign and i would like a version of VDM compatible with all diplomatic options

  10. #730
    Lordsith's Avatar Artifex
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    Default Re: VDM 2.2 for IMPERIAL DESTROYER project


  11. #731

    Default Re: VDM 2.2 for IMPERIAL DESTROYER project

    Quote Originally Posted by Lordsith View Post

    Quick question, does this differ only in the scripting.lua from the original or is there a reason you upload the entire mod, beside convenience for us?

  12. #732
    Laetus
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    Default Re: VDM 2.2 for IMPERIAL DESTROYER project

    Is there a way I can play this mod without having Inflation or army limits?

  13. #733

    Default Re: VDM 2.2 for IMPERIAL DESTROYER project

    Is there any way to remove or alter the faction leader religious/cultural trait? I don't want religion spreading in my campaigns.

  14. #734

    Default Re: VDM 2.2 for IMPERIAL DESTROYER project

    Is it possible for someone to give a step-by-step method of how to load this submod. I'm totally lost. Thank you.

  15. #735

    Default Re: VDM 2.2 for IMPERIAL DESTROYER project

    I managed to install everything and the campaign works ONLY if you auto-resolve all battles. It crashes everytime you try to play land or naval battle. Such a shame...

    I have tried to reinstall everything several times without any success.

  16. #736

    Default Re: VDM 2.2 for IMPERIAL DESTROYER project

    VDM works fine with vanilla ETW - it is possible to play battles without a crash.

  17. #737

    Default Re: VDM 2.2 for IMPERIAL DESTROYER project

    If you use ManpowerScript you need to place game's difficulty level in scripting.lua(find CurDif parameter).

    How am I supposed to know what does that mean or how to do it, please be clear
    cause I don't know what is the issue with the mod whenever I start a land battle in a camping the games crashes on loading screen
    I read threads and some said it maybe has something to do with the manpower script, so I'm utterly confused and I don't know what is actually the issue.

  18. #738

    Default Re: VDM 2.2 for IMPERIAL DESTROYER project

    This mod is as ambitious as the game, the game has so much potential but it failed badly because of the bugs and the issues, same as this mod it has such great ideas but it still failed and it's full of crushes and bugs literally there is no way to play camping and play battles on camping you have to auto-resolve all battles or the game will crash which is so stupid what is the point if I can't play battles. please fix it cause there is no point in the mod if the land battle doesn't work.

  19. #739

    Default Re: VDM 2.2 for IMPERIAL DESTROYER project

    Quote Originally Posted by abhiroy61 View Post
    This mod crashes while loading either land or naval battle.any fix anybody?
    I figured out the problem, for some reason if you save game or overwrite autosave, battles in camping won't work so what you can do is to never save the game or overwrite just depend on autosave until they solve the problem.

  20. #740

    Default Re: VDM 2.2 for IMPERIAL DESTROYER project

    Quote Originally Posted by Mustafa99 View Post
    I figured out the problem, for some reason if you save game or overwrite autosave, battles in camping won't work so what you can do is to never save the game or overwrite just depend on autosave until they solve the problem.
    NVM it crashed again without overwriting auto save

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