View Poll Results: Where did you find out about this mod?

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  • Here on TWC forums

    30 81.08%
  • ModDB

    3 8.11%
  • Through a friend

    1 2.70%
  • Youtube

    0 0%
  • Other (post in comments)

    3 8.11%
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Thread: [MOD INFO] 🔥 Igni Ferroque ⚔

  1. #41

    Default Re: [v2.7] 🔥 Igni Ferroque ⚔     ~~Multiplayer Mod

    Why not find new units in vogue?

  2. #42

    Default Re: [v2.7] 🔥 Igni Ferroque ⚔     ~~Multiplayer Mod

    Quote Originally Posted by Vit2013 View Post
    Why not find new units in vogue?
    I don't understand?

  3. #43

    Default Re: [v2.7a] 🔥 Igni Ferroque ⚔     ~~Multiplayer Mod

    *Quick update*

    v2.7a released - just a small update to fix a few things and add a couple maps.

    v2.7b released - fixed CTD
    Last edited by AleksiMizaro; June 02, 2016 at 05:59 AM.

  4. #44

    Default Re: [v2.7b] 🔥 Igni Ferroque ⚔     ~~Multiplayer Mod

    I'm considering hosting a map making contest, would anyone be interested?

    I will make a video detailing the contest and showing how to make maps (it's very easy and you don't need any programs other than medieval 2 total war). I'll also think about prizes for the winner.


    This is just to see if anyone would be interested.

  5. #45

    Default Re: [v2.7b] 🔥 Igni Ferroque ⚔     ~~Multiplayer Mod

    5000 views!




    I made a faction focus video for england:












    A new update is on the horizon, ready to be released after I finish 1 more faction focus video (so pepper your anguses).

  6. #46

    Default Re: [v2.8] 🔥 Igni Ferroque ⚔     ~~Multiplayer Mod

    *UPDATE*

    v2.8 Released! I'm pretty satisfied with the mod so far and this will most likely the the final update unless people point out flaws, bugs or imbalances.

  7. #47

    Default Re: [v2.8] 🔥 Igni Ferroque ⚔     ~~Multiplayer Mod

    Added a few things to the main post including these images of units added by the mod.

    Spoiler Alert, click show to read: 



















  8. #48
    Kesten pire's Avatar Foederatus
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    Default Re: [v2.8] 🔥 Igni Ferroque ⚔     ~~Multiplayer Mod

    Nice

  9. #49

    Default Re: [v2.8] 🔥 Igni Ferroque ⚔     ~~Multiplayer Mod

    Quote Originally Posted by Kesten pire View Post
    Nice
    Thanks

  10. #50

    Default Re: [v2.8] 🔥 Igni Ferroque ⚔     ~~Multiplayer Mod

    **UPDATE**

    v2.9 released!

    There were a few things me and a few others had some problems with so I sorted them out. I also added quite a few UNIQUE new maps I made, including some trench warfare (with working trenches you can hide in), beach raids and flat competitive maps!

    Changelog:
    Spoiler Alert, click show to read: 

    > priest morale buff power and range lowered, unit modified slightly /
    > faction descriptions edited /
    > lusitani units limited to 2 /
    > pilgrims lowered to 200 per unit, mass to 0.3 and cost to 210 /
    > polish dis knights made more versatile /
    > portugese arquebusiers halved in unit size and cost /
    > removed dis feudals from portugal /
    > decreased handgunner defense /
    > rebalanced ALL pikes /
    > added 2 mongol units /
    > drought map land trenches fix /
    > made it easier to hide in islet map /
    > more maps! /
    -slavistan
    -holyground
    -sandyplain
    -churchlandings
    -thethreeislands
    -blazinglake
    -scorchedearth
    -waterfront
    -riverwall
    -woodland

  11. #51

    Default Re: [v3.0] 🔥 Igni Ferroque ⚔     ~~Multiplayer Mod

    **UPDATE**

    v3.0 released!

    Changelog:
    Spoiler Alert, click show to read: 

    > drought map named properly /
    > horde unit loose formation made tighter /
    > jannisaries buffed to be on par with cossacks /
    > monster bombard health and shot radius increased /
    > feudal knights and others removed from late era /
    > explosive ammo buffed for distruption /
    > another trench-based map added /
    > made wooden siege weapons easier to destroy /
    > modified artillery hp values /
    > slightly buffed rocket launcher /
    > increased ribault range /
    > slightly buffed feudal knights /



    Some pics from new maps:
    Spoiler Alert, click show to read: 









  12. #52

    Default Re: [v3.0] 🔥 Igni Ferroque ⚔     ~~Multiplayer Mod

    If you have a non-steam version of M2TW, would the installation be the same?

  13. #53

    Default Re: [v3.0] 🔥 Igni Ferroque ⚔     ~~Multiplayer Mod

    Quote Originally Posted by Rick View Post
    If you have a non-steam version of M2TW, would the installation be the same?

    Yes, but the filepath would probably be [[ C:\Program Files (x86)\SEGA\Medieval II Total War ]].

    You could install it in pretty much any way if not using steam though.

  14. #54

    Default Re: [v3.0] 🔥 Igni Ferroque ⚔     ~~Multiplayer Mod

    Just made a video about some of the maps in the mod:


  15. #55

    Default Re: [v3.0] 🔥 Igni Ferroque ⚔     ~~Multiplayer Mod

    **UPDATE**

    v3.1 released!

    There are some changes which may be either liked or hated, namely the projectile trails I made. It strays very far from the vanilla look and I debated whether or not to include it in the mod, but it does help a hell of a lot for gameplay (seeing where missiles are coming from/ going, or even how many hit/ miss); and personally I quite like the look. However I know that a lot of people dislike the projectile trails in Rome 2 and Attila which are pretty similar to mine, so please do give me feedback as to whether I should keep these projectile trails, change them or completely scrap them.

    Spoiler Alert, click show to read: 

    ---// v3.1
    > added custom projectile trails! /
    > added handgunners, arquebusiers and musketeers to all factions /
    > completely reworked handgunners and arquebusiers projectiles /
    > arquebusiers and handgunners are no longer rank and fire /
    > mortars buffed for aoe disruption /
    > completely rebalanced gun cavalry /
    > fixed ladder and siege tower sizes /
    > decreased ammo on bombards /
    > completely reworked hornet throwers so wasps around the nests sting for a while /
    > pikemen slowed + mass increased /
    > me handgunners not skirmish mode by default /
    > added land bridge to drought map /
    > al haqa unit reduced to 150 /
    > tidied up parts of the edu /
    > reworked some very heavy cav /
    > made more artillery available for lots of factions /
    > made more projectiles get affected by bad weather /
    > rebalanced cannon prices /
    > a lot of minor tweaks here and there /
    > decreased arrow tower damage /

  16. #56

    Default Re: [v3.1] 🔥 Igni Ferroque ⚔     ~~Multiplayer Mod

    Hello, I am having an issue with this mod using the non-steam version of M2TW. Same as what this person posted (in your Moddb page comments).

    [QUOTE][I like the mod but there seems to be a bug, the text for unit traits is missing ( I only see commas )so as the text for battle like: start battle, continue battle,..... Anyway to fix it? . /QUOTE]

    [QUOTE][Finding 1 :Text still missing, sound does not work. I copy the sound from the vanilla(v) into the mod's data. But everytime I run the mod via the teutonic shortcut, the system automatically create a "ghost" sound file that merge with the v sound making the system confused and the game crash(even the error text is missing XD ). Delete the "modified" sound data, run the mod again, it stills create for me a "ghost" sound file, though this time it works, without sound of course. Still finding but it's already late here. "yawn"/QUOTE]

    I want to get this to work with the non-steam version of M2TW. I know a lot about M2TW modding but I have never experienced this issue before with M2TW. Could it be to do with your mod's launcher using medieval2.exe instead of kingdoms.exe and the 2014 Steam update removing the kingdoms.exe? Is your mod a vanilla M2TW mod or Kingdoms mod? Any help?

  17. #57

    Default Re: [v3.1] 🔥 Igni Ferroque ⚔     ~~Multiplayer Mod

    Quote Originally Posted by pak88 View Post
    Hello, I am having an issue with this mod using the non-steam version of M2TW. Same as what this person posted (in your Moddb page comments).

    I like the mod but there seems to be a bug, the text for unit traits is missing ( I only see commas )so as the text for battle like: start battle, continue battle,..... Anyway to fix it? .
    [Finding 1 :Text still missing, sound does not work. I copy the sound from the vanilla(v) into the mod's data. But everytime I run the mod via the teutonic shortcut, the system automatically create a "ghost" sound file that merge with the v sound making the system confused and the game crash(even the error text is missing XD ). Delete the "modified" sound data, run the mod again, it stills create for me a "ghost" sound file, though this time it works, without sound of course. Still finding but it's already late here. "yawn"/QUOTE]

    I want to get this to work with the non-steam version of M2TW. I know a lot about M2TW modding but I have never experienced this issue before with M2TW. Could it be to do with your mod's launcher using medieval2.exe instead of kingdoms.exe and the 2014 Steam update removing the kingdoms.exe? Is your mod a vanilla M2TW mod or Kingdoms mod? Any help?
    That's really weird. This mod is intended for steam because it's multiplayer only and I don't think multiplayer is supported in the non-steam version other than LAN? But I'll do my best to help

    1. Is your m2tw updated? Did you get any patches?

    2. I still have my old non-steam files somewhere - are these file paths similar to yours?:


    C:\Users\Alex\AppData\Local\VirtualStore\Program Files (x86)\SEGA\Medieval II Total War

    C:\Program Files (x86)\SEGA\Medieval II Total War


    3. Also, do you have mod folders for the expansions, like "americas", "british_isles" etc.?

    4. Finally, have you unpacked your m2tw?
    Last edited by AleksiMizaro; October 21, 2016 at 05:51 AM.

  18. #58

    Default Re: [v3.1] 🔥 Igni Ferroque ⚔     ~~Multiplayer Mod

    Just made a video on the v3.1 update:




  19. #59

    Default Re: [v3.1] 🔥 Igni Ferroque ⚔     ~~Multiplayer Mod

    What have you done to fix the units that suffer from the 2h bug?

  20. #60

    Default Re: [v3.1] 🔥 Igni Ferroque ⚔     ~~Multiplayer Mod

    Quote Originally Posted by pak88 View Post
    What have you done to fix the units that suffer from the 2h bug?
    For units such as 2h swordsmen which are meant to be decent in draw out melee, I have decreased the delay between their attacks (this fixes the bug) so that they are now effective in combat as well as on the charge. For shock infantry that are meant to specialize on the charge and not so much in drawn out melee, I have used this bug as a balancing tool to make sure the majority of their damage is done on the charge (and it has allowed me to give them an incredibly powerful charge).

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