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Thread: [TGC 0.98 public alpha II+patch 001] Released version 09.03.2021

  1. #361
    _Tartaros_'s Avatar "Harzschütze"
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    Default Re: [TGC 0.97 public alpha] Released version 15.01.2020 + patch 003 (29.05.2020)

    fixed doublicated names for abid slaveinfantry / mariners
    corrected some missing or missleading stats for shields and armour for many islamic units
    thanks to makayane the indestructable wall/gate bug is fixed now - - please +rep him

  2. #362
    _Tartaros_'s Avatar "Harzschütze"
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    Default Re: [TGC 0.97 public alpha] Released version 15.01.2020 + patch 003 (29.05.2020)

    59 turns into a tulunids campaign. testing piterCAI and new unitstats + recruitment.
    run into one permanent ctd at turn 51/52, but i reloaded turn 48 and continued the campaign.
    Last edited by _Tartaros_; August 08, 2020 at 01:32 PM.

  3. #363

    Default Re: [TGC 0.97 public alpha] Released version 15.01.2020 + patch 003 (29.05.2020)

    is there a youtuber to start a campagne with one of the smaller factions?

  4. #364
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    Default Re: [TGC 0.97 public alpha] Released version 15.01.2020 + patch 003 (29.05.2020)

    some more things done for the upcoming patch 004

    - added more custom battlemaplocations with a picture of the battlemap itself
    - fixed some script issues (generals and conditions)
    - finalized and fully tested the bulg-trade war script
    - added a big names update for kiev faction
    - corrected some issues in doublicate names in names.txt text file (maybe fixing campaign ctd?)
    - added all missing units_info UI
    - added more missing building UI
    - added roman career traits for all roman characters
    Last edited by _Tartaros_; August 27, 2020 at 07:34 AM.

  5. #365
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    Default Re: [TGC 0.97 public alpha] Released version 15.01.2020 + patch 004 (05.09.2020)

    Patch 004 is up:

    patch 004 - 05092020
    fixed edu - italian militia crossbowmen having a shield bonus
    fixed Grenzmark script (exluded triest) for frankish Empire - now reward will come easier
    fixed Iron Crown script (exluded venice) for frankish Empire
    added a trait for the frankish factionleader, showing the requirements for letting the HRE evolve. Grenzmark + Iron Crownscript now fully match the regions requirements
    added recruitment for moravian local unit in 2 more moravian regions
    added first batch of the Bulg/ERE War script - tested and working well
    removed unuesed codelines in edct coming with the dynastic updates
    fixed non existent export_vnvs coming with the dynastic updates
    optional firstturn yes/no desicion for new recruitment+governorscript (restriction for human player)
    removed recruitment of generals in edb after request from Anthonius
    reworked heights and many map related issues (rivercrossing, deepwood, climate) to improve the battlemaps
    many missing text added regarding jales updates
    new scripts for ERE and Bulgaria
    earlier appearance of the shadowfactions for ERE and Bulgaria
    tested PiterCAI
    many small things that i forgot about
    fixed NE town battlemap - thanks to makayane!
    ballancing campaign
    added more rebel garrisons in rebel forts/regions
    added more custom battlemaplocations with a picture of the battlemap itself
    fixed some script issues (generals and conditions)
    finalized and fully tested the bulg-trade war script
    added a big names update for kiev faction
    corrected some issues in doublicate names in names.txt text file (maybe fixing campaign ctd?)
    added all missing units_info UI
    added more missing building UI
    added roman career traits for all roman characters

    install the patch ontop - new campaign is required

  6. #366
    Antiokhos Euergetes's Avatar Protector Domesticus
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    Default Re: [TGC 0.97 public alpha] Released version 15.01.2020 + patch 004 (05.09.2020)

    Fantastic thank you all

  7. #367
    Antonius's Avatar Decanus
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    Default Re: [TGC 0.97 public alpha] Released version 15.01.2020 + patch 004 (05.09.2020)

    Amazing, will try it as soon as real life allows...
    It is always easier to fight for one’s principles than to live up to them.
    ~Alfred Adler

  8. #368
    Fahnat's Avatar Biarchus
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    Default Re: [TGC 0.97 public alpha] Released version 15.01.2020 + patch 004 (05.09.2020)


  9. #369

    Default Re: [TGC 0.97 public alpha] Released version 15.01.2020 + patch 004 (05.09.2020)

    Is there a list with the songs used in the soundtrack? Some of the campaign music is so awesome.

  10. #370
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    Default Re: [TGC 0.97 public alpha] Released version 15.01.2020 + patch 004 (05.09.2020)

    i´ve used a big repository from NikeBG for the eastern factions. not sure about the names, but he may could help with names.

  11. #371

    Default Re: [TGC 0.97 public alpha] Released version 15.01.2020 + patch 004 (05.09.2020)

    Let me know if you run into any issues in the comments!


    Check out my YouTube channel below for more Total War and RTS content!

    https://www.youtube.com/channel/UCpN...D0sUA4XWG9U_pw

  12. #372
    Antiokhos Euergetes's Avatar Protector Domesticus
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    Default Re: [TGC 0.97 public alpha] Released version 15.01.2020 + patch 004 (05.09.2020)

    should my TGA file be empty?

  13. #373
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: [TGC 0.97 public alpha] Released version 15.01.2020 + patch 004 (05.09.2020)

    Quote Originally Posted by Antiokhos Euergetes View Post
    should my TGA file be empty?
    Actually yes. Screenshots from vanilla game and from mods go to M2TW/TGAS folder.
    You need Photoshop or GIMP to make them frm tga format to PNG or other format as pictures.
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  14. #374
    _Tartaros_'s Avatar "Harzschütze"
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    Default Re: [TGC 0.97 public alpha] Released version 15.01.2020 + patch 004 (05.09.2020)

    a short developer update, i´ve sucsessfully changed the greek culture into the romaic culture. this opens up the battlefield settlements for the new romaic culture (SE and Greek had shared ones). after adding settlements and forts and sort things out a new build with all the other new developments, scripts and units will be released soon afterwards.

  15. #375
    Antiokhos Euergetes's Avatar Protector Domesticus
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    Default Re: [TGC 0.97 public alpha] Released version 15.01.2020 + patch 004 (05.09.2020)

    Awesome again chaps thank you

  16. #376
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    Default Re: [TGC 0.97 public alpha] Released version 15.01.2020 + patch 004 (05.09.2020)



    a bit infotaimnent in the faction selection menue.
    you now get the most important features for every playable faction, when viewing the faction icon.

  17. #377
    Antiokhos Euergetes's Avatar Protector Domesticus
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    Default Re: [TGC 0.97 public alpha] Released version 15.01.2020 + patch 004 (05.09.2020)

    Good stuff, looks amazing
    I'm holding off starting a new campaign as I anticipate you are close, but I might have to check myself into a clinic for my withdrawals




    I had to say do not stop with the great ideas, delay till it is done
    Last edited by Antiokhos Euergetes; February 19, 2021 at 03:56 AM.

  18. #378
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    Default Re: [TGC 0.97 public alpha] Released version 15.01.2020 + patch 004 (05.09.2020)

    haha, i´ve got so many ideas to implant new stuff before the release...
    but as soon as the settlements are working correctly the new build will be available.

  19. #379
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    Default Re: [TGC 0.97 public alpha] Released version 15.01.2020 + patch 004 (05.09.2020)

    i´m now through the settlements for all cultures.
    for now they look like this:

    Romaic = full vanilla SE city model line (texture changes pending, updated with progress) - village - town - large_town - city - large_city and huge_city
    Romaic forts - city

    Southern_european = full vanilla SE city model line (texture changes pending) - village - town - large_town - city - large_city and huge_city
    SE forts - city


    Rus = Barbarian Village (Mountain EBII) - Barbarian town (Mountain hall EBII) - Barbarian hilltown (not the vanilla one DAC) - vanilla NE city - vanilla NE large_city
    Rus Forts = Barbarian Town (EBII Hilltop Hall),


    Barbarian Hilltown


    Steppe = dbm steppe village - town = dbm barbarian steppe village (same model) - NE largetown (dbm barbarian) - NE vanilla city
    forts = dbm steppe village (not used atm)


    Northern_european = dbm barbarian village - dbm barbarian town - dbm barbarian large_town - vanilla NE city (new textures partly pending) - vanilla NE (new textures partly pending) - vanilla NE huge_city (new textures partly pending)
    NE Forts = dbm barbarian large_town

    - vanilla NE city


    Barbarian town (dbm barbarian town)

    - vanilla motte


    Slavic = dbm barbarian village - dbm barbarian town - dbm barbarian large_town - vanilla NE city (new textures pending) - vanilla NE (new textures pending) - vanilla NE huge_city (new textures pending)
    Slavic forts = dbm barbarian large_town - vanilla NE city

    Middle_eastern = full vanilla ME city model line (texture changes pending, updated with progress) - village - town - large_town - city - large_city and huge_city
    ME forts - vanilla city


    update for the factional infotainment - i needed to change this into the static infotext, as the block i´ve used is used elsewhere in the Game too. this would lead into a wired textblob, so it´s changed into the normal infotainment text.
    Every Factionleader will have this text as a infotrait together with the factional scripts + objectives listed.
    Last edited by _Tartaros_; March 07, 2021 at 05:56 PM.

  20. #380
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    Default Re: [TGC 0.98 public alpha II] Released version 09.03.2021

    New Standalone for TGC 0.9.8 - puplic alpha II is released and updated in the firstpost

    https://mega.nz/file/2MpVBKZQ#4G4ER2...6Ta2E-5bDbXUH4

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