Why not find new units in vogue?
Why not find new units in vogue?
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.
Nice
**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:
If you have a non-steam version of M2TW, would the installation be the same?
**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:
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?
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[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?
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?
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).