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  1. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    I'm assuming development on this submod is finished? I think you did a good job Delphor. This mod is the primo vanilla-plus experience for me.
  2. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    Thanks for the continued fixes! I was wondering if or how much you increase the cost of missile units when you give them the stake ability. I want to give Byzantine Guard Archers stakes, but I'm not...
  3. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    In descr_projectile.txt this would be where to change ballista damage to walls:



    Setting damage to 0 means no wall damage. In my siege battle test the ai immediately used ladders/rams, and did...
  4. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    I personally don't mind either way. I probably framed it as a flaw, when I've actually just been used to stronger walls in other mods like Stainless Steel and Third Age, and forgot how flimsy vanilla...
  5. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    Glad to see those issues were resolved! I will make those changes to my descr_mount.txt and battle_config.xml, then continue to play and look out for oddities.
  6. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    I took a look at descr_mount.txt after seeing your post, and noticed the y_offset line was increased by a lot. I changed it closer to vanilla values, and that seems to have done the trick. I also...
  7. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    descr_projectile.txt might be the culprit? I've looked at it, but doesn't seem like anything indicative has been changed. I don't know much about M2TW modding, so it could still be the problem file....
  8. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    Have started over with your new upload. It seems cavalry are nearly impervious to missiles. In a couple sieges I threw loads of javelins at a general's bodyguard, but nothing. Blasted them with...
  9. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    Congrats on your release! I just started a Portugal campaign. I like what you've done with the unit changes: more abilities, stronger guns, etc.

    I captured a wooden castle, but I could not take it...
  10. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    I'm happy to wait for an ironed out release. I am interested in a vague changelog though.
  11. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    Perhaps the unit with a stat_charge_dist of 15 does not have enough time to complete a charge and attack animation? Are they able to swing their weapon at the same point of impact as the unit with a...
  12. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    https://www.twcenter.net/forums/showthread.php?380580-Rebels-and-Slave-in-M2TW

    This thread might be of help?
  13. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    Maybe a higher 'King's Purse' would help the English. Or more developed settlements.
  14. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    I got this mod specifically to be able to play as Wales, haha. I agree it was very frustrating playing as them. Thus, I started over with the reduced garrison script, which is a sub-mod somewhere...
  15. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    ^That sounds perfect! I don't think the mod currently has that in the script. If that were to be added I think it would be nice to have one of those pop-up events occur at the beginning turn of a...
  16. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    I'm pretty sure how the garrison script works is that most (if not all) of a faction's starting settlements spawn units upon being sieged, and then a timer for about 10(?) turns occurs before that...
  17. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    It may be that I do not have a proper install (am using Mac). I'll try to do a fresh install and see what happens. IIRC, the issue with walls and siege equipment happened in campaign, but not custom...
  18. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    I'm very excited for your patch, Delphor! Been checking every so often. I stopped trying to fix certain things on my installation. Have the sound issues for some gunmen been fixed? Also I noticed...
  19. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    @Delphor. Can't wait to see the update whenever it is released.
  20. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    The only changes I've made were in the descr_sounds_units_fire.txt (adding the unit type in the section for gunpowder), and the export_descr_unit.txt (making sure the "gunmen" attribute is added, but...
  21. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    Pronoia Infantry for Byzantine Empire has incorrect shield texture. Idk if it's helpful for me to post the bugs I see, or if it's annoying. I'll try to figure out how to fix this one, too.
  22. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    Happy to report that the invisible 2h problem was fixed by copying over the mesh files for the 2h units in the 5.0 KGCM to Delphor's Patch.

    I still don't know why I can't modify the unit firing...
  23. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    Did a little testing and discovered the 2h Swords disappear after installing Delphor's patch. I am on Mac if that is the issue. Will try to find 'sword file.'
  24. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    Some visual bugs this time. Zwei Handers (HRE and Milan), Forlorn Hope, and Dismounted Gothic Knights are missing their swords.

    @Gigantus. Thanks for that code and the explanation. I'm going to...
  25. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    Noticed some bugs. Magnelwyr do not have the correct firing sound of gunmen. I suspect Calivermen, Mounted Calivermen, Lithuanian Arquebusiers, and Spanish Dragoons may also not have the correct...
  26. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    Good to know! I would inform everyone that changing the 'garrison script' does not appear to be save-game compatible. So it's worth considering your first campaign a test run. I decided I did not...
  27. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    I made a fresh install and everything is working fine now. I think the problem was I put the patch in the wrong place. I am using Delphor's patch as well, and both patches seem to be working fine...
  28. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    Hello. I've gotten the mod to mostly work on Mac so far. The only issue is that on the diplomacy window some of the faction symbols are showing as "1's" instead of their usual icons. On the...
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