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  1. Sticky: Re: DOWNLOAD LINKS - The Elder Scrolls: Total War 2.0 has been released!

    Haven't tried it out proper yet, but installed this new version last night and browsed some custom battle options and the first few turns of a campaign or two. Looks incredible. Great work on the...
  2. Sticky: Re: [Submod] Unofficial Patch for TES:TW - Version 1.42 RELEASED (FINAL VERSION) - NEW HOTFIX RELEASED

    Hello all, I have been away nearly a year due to a dead hard drive and life priorities. Those problems are rectified. I would like to continue contributing here and there, if possible.

    Jadli, do...
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    Ashlander Daedric Worship Submod for 1.42

    Hello Dunmer fans of ES,

    I have some changes for the unofficial patch 1.42 that are ready for release!

    Ashlander Daedric Worship Enhanced (and Orcs!)

    The Ashlanders, as a Daedric cult who...
  4. Sticky: Re: [Submod] Unofficial Patch for TES:TW - Version 1.42 RELEASED (FINAL VERSION) - NEW HOTFIX RELEASED

    Amazing mod. All of my early RPG war fantasies from Morrowind are coming true. Great work to all involved. Allow me to pester you with some nitty gritty questions? Please note that your current...
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    Sticky: Re: Warcraft: Total War (WTW) Original Thread

    Is the team in need of help with traits and ancillaries? There's huge potential here in the Warcraft world, just checking in to see if this is handled or if more members are needed.
  6. Re: (Sub Mod) Dwarven Overhaul Project - Download updated 16/05/2018

    Only 1 melee AP unit for Ered Luin?

    I'm curious, was lore thrown out in the interest of finding faction balance? A :wub: ton of dwarves and only 1 unit carries axes, not very "baruk" of these...
  7. Re: Dagor Silmarillion [UPDATED]~ First Age Campaigns '...slain ye may be, and slain ye shall be: by weapon (bonuses) and by (coded) torment and by (scripted) grief...'

    I'm getting a CTD after trying to launch game. I reinstalled with a fresh TATW and files again, still crashed. Has anybody had issues installing and know how to work around them? I am following...
  8. Re: [beta version 1!] The Historical Roster Revision Mod!

    Well said. RW, your work has always been some of my favorite as well. I'm hoping this project sees future iterations as your concept on recruitment and buildings is just phenomenal. I admit I try to...
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    Re: Why can't i recruit archers as high elves?

    I'm quite confident you're running the old version, and/or didn't properly install 1.5 over it.

    Delete your entire modfolder, download 1.5 fresh and re-install ;)
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    Re: Warhammer noob here

    1. If you don't get them, soon they'll get you ;)
    2. Yes, sort of. 1.5 left some hardcoded diplomacy stuff in that 1.01 didn't. Not sure why... You have a better chance of just trading and avoiding...
  11. Thread: Few Queries

    by smitty
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    1,323

    Re: Few Queries

    If you look at the goals of the BOTET team, removing massive scripted events was a huge part of the effort. There is no SoC event. The 1.5 team has included by default a number of events that spawn...
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    Re: Dogs of war free upkeep units?

    Try this file out. Makes most (if not all) merc units have the free_upkeep_unit attribute for their recruiting home regions. This includes the Dogs of War faction as well.

    346488
  13. Re: Campaign Script - Removes Doom Stacks/Garrison Scripts

    Nope! Garrison scripts left in because I also feel they help keep factions alive and counters the AI making dumb army decisions with their home regions.
  14. Re: Campaign Script - Removes Doom Stacks/Garrison Scripts

    Put in the following folder: Medieval II Total War\mods\BOTET\data\world\maps\campaign\imperial_campaign

    You will be prompted to replace file; if you are not, you did not put in right location...
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    Re: Getting rid of Doom stack scripts?

    Try my script I just posted.
  16. Campaign Script - Removes Doom Stacks/Garrison Scripts

    Hi All,

    I've edited the campaign_script.txt to reflect a sandbox campaign without all of the scripted spawned stacks. I've made minor adjustments to the faction incomes to adjust for this as well....
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    Sticky: Re: COW: Beginning of The End Times - Patch 1.01 RELEASED

    This topic was discussed by the dev team a few weeks back before release, but I couldn't contribute the time needed to start this direction of quests for Undivided... Overall, my opinion is just like...
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    Sticky: Re: COW: Beginning of The End Times - V1.0 RELEASED

    Great to hear! I want to reiterate the same concerns from my end. Been able to get into Chaos Undivided about 100 turns or so with sally battles, sieges, and field battles all working great.

    To...
  19. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    That was an earlier version. The current version got rid of Portugal to make way for additional eastern factions.
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    Re: 1.6 RP Sandbox Campaign Script - WIP

    *Update*

    I've moved my attention to helping out the Beginning of the End Times submod. What efforts I can make on this file to preserve a roleplay feeling overall, I'll do so.
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    3 Visual Road Types - Max?

    Hi,

    I want to have more than 3 tiers of road graphics, across different variables. If possible, I'd like to have multiple tiers of roads for different regions with a hidden_resource, or different...
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    1.6 RP Sandbox Campaign Script - WIP

    Hey CoW Fans,

    I am editing the campaign_script.txt for a much more roleplaying feel without the constant spawn of enemy armies. The goal is to make a much more similar experience to the original...
  23. Re: Enhanced unit stats for empire, dwarfs, elves for 1.6

    Nothing in mind right now; I like when modders follow their instinct as they learn to mod anyhow. It'll keep you interested in your work a lot :) I don't have enough 1.6 experience to make very...
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    Re: Doom stacks and their chevrons.

    Just a heads up, I've looked at modifying this too. But there are over 1,800 references to the spawn_army code. Lol. It's SO many scripted stacks! No clue how to do a bulk delete while still...
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    Sticky: Re: COW: Beginning of The End Times

    Congrats to this team, by the way. Those of us who've been disappointed with many CA/SEGA releases after M2TW have our expectations set super low for the Warhammer release (not to mention DLC...
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    Sticky: Re: RodG 1.6 - Easy and painfree Installation

    For all those with faulty installs, always go back to the install instructions from page 1:

    Installation Instruction- Install all three parts, regardless of sequence, and make sure to install into...
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    Re: 1.5.1 sandbox mod

    *Edited*

    Hey, install files are missing folders, some files are in wrong folders, and the final folder is misspelled. 100% of people extracting to their game folder won't get a correct install....
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    Sticky: Re: RodG 1.6 - Easy and painfree Installation

    Was looking at making a quick sandbox campaign_script.txt, until I saw that there are 1,819 references to the "spawn_army" function. Yikes.

    So many ridiculously spawned stacks in this mod. Is that...
  29. Re: Enhanced unit stats for empire, dwarfs, elves for 1.6

    Any further endorsements of this submod? I'm very intrigued, and enjoy the specialisation stats of each race, legendary units, etc.
  30. Re: 1.6 User Interface is Frozen Message at start of campaign

    I can second this strategy. I still have to wait about 2-3 minutes, but at the end of that time the clicking immediately prompts the messages popping up and lets me play. Good luck to you others...
  31. Thread: RC 2.0 Update

    by smitty
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    13,330

    Re: RC 2.0 Update

    This core mod is the only reason I kept playing M2TW mods. Amen, long live the king of balance. Glad to see you back and having done some work, PB!
  32. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    Both of those factions have been removed from this mod, so they fire as rebellion scripts instead when you get to the correct time period. What you reported is exactly how the mod is supposed to work...
  33. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    Extremely unlikely RW would consider it. The mod focuses on the most prominent factions at the start date of the game; Prussia wasn't really significant until the 16th/17th centuries, which this mod...
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    Development Submod Idea

    Players and Modders Alike!

    Input wanted. I'd like to make a small "Development Sub-Mod" for CB, and possibly get the concept up and running for FD too. The idea is this:

    Currently, only the WRE...
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    Re: Modify the exuberant amount of armies

    Actually, I'd rather you put this one up instead. That other one is a NO spawn script, whatsoever, but I'm taking it down to avoid confusion with players.

    This one I'm posting has the 3 Knights of...
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    Re: Modify the exuberant amount of armies

    *** Ok the non-spawn minimum version I was working on was full of CTD's. I'll try again soon. If anyone has the minimum campaign script, though, that would be awesome.

    Intoxicants be praised, I...
  37. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    When in doubt, open up the building browser menu via the city selection screen. Select any of the buildings you want to build and the whole chain of that line of building will be visible to you. Now,...
  38. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    Hey Guys, you both sound close to a complete install. Once you see that HURB option in the launcher, you need to select it, let it run its couple second launch, then play the game. The short install...
  39. Re: [Submods Compilation] Europa Barbarorum Release v6 for EB 2.1 coming.

    Eagerly awaiting your release, this is too crucial a mod compilation to play EB without. Thanks for the team's hard work, hope to see a release soon!
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    Re: Modify the exuberant amount of armies

    Nope, can't find it anywhere on the site!That's what I was trying to clarify; the downloads page has no attachment of the minimum script, nor is it contained within the .7z on that page. Was it...
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