View Poll Results: Should I add Logo to the mod? Which would replace the Attila logo on main menu and loading screens.

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  • Yes you should!

    0 0%
  • Nah, leave it as is

    0 0%
  • I don't mind either way

    3 100.00%
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Thread: Sharp Mod - Main Thread v3.0

  1. #41
    SharpEyed's Avatar Be Fair and Thankful!
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    Default Re: Sharpy's Campaign Overhaul [v.1.9]

    Quote Originally Posted by Junaidi83 de Bodemloze View Post
    Good TWC citizen always leave foot print every time he enter someone thread
    haha yea, you are a good Citizen and friend
    meanwhile, Ready the horses!

  2. #42
    SharpEyed's Avatar Be Fair and Thankful!
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    Default Re: Sharp Mod [v.1.9]

    Thanks for your interest guys, it matters a lot because I've done this mod for you "purely and simply"
    And I hope you are enjoying it

    Soon (but how close is this soon? well, don't ask me.. Idk either.. ) I'll be finishing the Building overhaul stuff (probably will lower the extreme squalor effects of some buildings and so forth) alongside improving the ridiculous Trait triggering system of vanilla game..

    Meanwhile I've changed the mod's name (thread's, more specifically) as well as my signature

    Regards,
    Sharp

  3. #43
    Junaidi83 de Bodemloze's Avatar Dont Mess With Me
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    Default Re: Sharp Mod [v.1.9]

    Good logo mate, but what make me so envy was the blue pixel under your avatar, i realy wanted one too, so cool
    Modding is like accursed wine, you try a sip and you ended empty the whole glass
    Under Proud Patronage of Shankbot de Bodemloze

  4. #44
    SharpEyed's Avatar Be Fair and Thankful!
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    Default Re: Sharp Mod [v.1.9]

    lol

    You mean badge
    Well if you accept the responsibility of it, you can always get one

  5. #45
    Civis
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    Default Re: Sharp Mod [v.1.9]

    Mod is great, but logo is better

  6. #46
    SharpEyed's Avatar Be Fair and Thankful!
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    Default Re: Sharp Mod [v.1.9]

    Quote Originally Posted by f1ch View Post
    Mod is great, but logo is better
    fair enough, thanks
    but not gonna lie I only did the coloring/resizing (still wasnt easy thou)

  7. #47
    SharpEyed's Avatar Be Fair and Thankful!
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    Default version 2.0

    Version 2.0 is finally live!

    Changelogs

    Question-Answer



    Meanwhile I've improved the previous Changelogs to make them more clear with less unnecessary detailed info.
    But of course you can always ask for more.
    Last edited by SharpEyed; July 31, 2015 at 02:07 PM.

  8. #48

    Default Re: Sharp Mod [v.1.9]

    if so... its a great Mod then.....

  9. #49
    SharpEyed's Avatar Be Fair and Thankful!
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    Default Re: Sharp Mod [v.2.0]

    Quote Originally Posted by Pachinko View Post
    if so... its a great Mod then.....
    if you say so Sir
    thanks
    Last edited by SharpEyed; August 08, 2015 at 09:59 AM.

  10. #50
    SharpEyed's Avatar Be Fair and Thankful!
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    Default version 2.1

    Version 2.1 is ready to roll!
    You will feel the difference!

    Changelogs

    Question-Answer



    Meanwhile I've fixed previous "Changelogs" furthermore.
    I've also added few screenshots to Original Post, which I should have done much before but better late than never right
    Last edited by SharpEyed; August 08, 2015 at 02:02 PM.

  11. #51
    SharpEyed's Avatar Be Fair and Thankful!
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    Default version 2.2 and Poll

    Version 2.2 is ready!
    You can thank Ephraim_Dalton for his feedback

    Changelogs

    Question-Answer



    I've added a poll for you to vote, please do and feel free to share "why" too
    Last edited by SharpEyed; August 10, 2015 at 05:10 PM.

  12. #52
    SharpEyed's Avatar Be Fair and Thankful!
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    Default version 2.3

    Version 2.3 is ready!
    Simply it's an adaptation update for Empires of Sand, and including of mod logo.

    Changelogs

    Question-Answer

  13. #53

    Default Re: version 2.3

    Quote Originally Posted by SharpEyed View Post
    Version 2.3 is ready!
    Simply it's an adaptation update for Empires of Sand, and including of mod logo.

    Changelogs

    Question-Answer
    This update is just download it?

  14. #54
    SharpEyed's Avatar Be Fair and Thankful!
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    Default Re: version 2.3

    Quote Originally Posted by mrzer0123 View Post
    This update is just download it?
    Download link is on 1st post mate

  15. #55

    Default Re: Sharp Mod - Main Thread

    HI,I just try your mod and it feels good, little changes who make the game a lot more enjoyable, thank you for taking time to share your good work!

  16. #56
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    Default Re: Sharp Mod - Main Thread

    Quote Originally Posted by Son of the Morrigan View Post
    HI,I just try your mod and it feels good, little changes who make the game a lot more enjoyable, thank you for taking time to share your good work!
    Hey there
    I'm glad to hear that, you are welcome and thanks for the feedback

  17. #57

    Default Re: Sharp Mod - Main Thread

    After some playing I notice a small problem, the Jutes and the Geats units suffer from seasickness even if the faction trait say that there are immune,at first I belivied that it was an other mod who may conflict, bt even without all other mod it still do that.
    To whose who migth want to know about copatibility, I played with this mod and terminus total war (and a lot of more smaller mods) for 30 turns and so far all work well.
    P.s: there just one thing I do not like about this very good mod : the logo, to me it just don't fit the spirit of the game(something more rough,dark or just less modern migth be better for this period)

  18. #58
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    Default Re: Sharp Mod - Main Thread

    Quote Originally Posted by Son of the Morrigan View Post
    After some playing I notice a small problem, the Jutes and the Geats units suffer from seasickness even if the faction trait say that there are immune,at first I belivied that it was an other mod who may conflict, bt even without all other mod it still do that.
    To whose who might want to know about compatibility, I played with this mod and terminus total war (and a lot of more smaller mods) for 30 turns and so far all work well.
    Well if you see their traits in game it shouldn't be effected by any mod anymore.
    Probably the way I gave those traits isn't working. But the Danes are fine right?

    And what about Sea attrition and Snow attrition immunity?

    For compability:
    My mod is mostly focused on Campaign mechanics (extensively), and some building effects etc

    So all custom unit mods, combat mods, economy mods, AI mods etc should be going along well

    Quote Originally Posted by Son of the Morrigan
    P.s: there just one thing I do not like about this very good mod : the logo , to me it just don't fit the spirit of the game(something more rough,dark or just less modern might be better for this period)
    Well, can't expect everyone to like everything

    However you might be right about that, but I ain't really good with those stuff..
    So if anyone would be willing to help me about that, I'd appreciate it

    I won't remove it from the mod because I don't want it to be seen like an ordinary/mini mod but what you can do is dowloading the PFM (link is in the text file) and opening the mod with it, then removing the "ui" part. Very simple process
    Last edited by SharpEyed; October 01, 2015 at 04:37 PM.

  19. #59

    Default Re: Sharp Mod - Main Thread

    Quote Originally Posted by SharpEyed View Post
    Well if you see their traits in game it shouldn't be effected by any mod anymore.
    Probably the way I gave those traits isn't working. But the Danes are fine right?

    And what about Sea attrition and Snow attrition immunity?
    I ran into the seasickness problem when I was changing these faction traits. That Danish faction trait is actually not tied to an effect - it's just text. The seasickness immunity itself is defined in another set of tables entirely (some of the unit special ability tables I think). The attrition immunity should work fine though, since those traits are tied to effects.

  20. #60
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    Default Re: Sharp Mod - Main Thread

    Quote Originally Posted by Augustusng View Post
    I ran into the seasickness problem when I was changing these faction traits. That Danish faction trait is actually not tied to an effect - it's just text. The seasickness immunity itself is defined in another set of tables entirely (some of the unit special ability tables I think). The attrition immunity should work fine though, since those traits are tied to effects.
    Ahha! The reason I was asking of Danes was to find out if there is some problem like this, and it seems I was right to suspect.
    Now should see if there is any Navy tradition related with Seasickness.

    Anyway, Thanks for all the info Augustusng, appreciated!

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