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    Re: Problem adding region

    Have you deleted the strings.bin version of the text file? I wasted a lot of time once over perfectly fine files because the game did not update it for some reason. Once I deleted it, the game...
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    Re: Unit card/info help, please!

    I don't know of a way to limit the unpacker to just extracting the .tga files (although I am sure there is), but if you have several gigabytes free, you can run the unpack all batch file included...
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    Re: How to slow down city level of advancement?

    I take it that the number in max is divided into by a certain value to get the resulting display. So for example a max of 25 might be divided by 5 to show 5 pips on screen (or whatever values they...
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    Re: How to slow down city level of advancement?

    The modifiers govern the rate of change in particular values (the strength of another variable), which effects how many pips are shown on the in-game scrolls. Factors that have max and min values...
  5. Re: How do I add Grand Bombard & Canon to Byzantium

    You should be able to get by just using one of the crews from another Byzantine siege weapon and not hassle with changing the modeldb. This way, the models and textures will be correct. Copy and...
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    Re: Adding New Cav Units

    Can you upload your files so other modders can take a look?
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    Re: Adding new units to battle models file

    I have worked that way so far. I believe the game sees them as completely different entries, not upgrades of the same unit.
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    Re: what is the directory to edit troops??

    If you want to make your own viking skin, check out this tutorial: http://www.twcenter.net/forums/showthread.php?t=83515. Otherwise, you might want to ask someone if they will create one for you in...
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    Re: How to slow down city level of advancement?

    You can adjust descr_settlement_mechanics.xml to reduce the growth rates. All SPF variables modify population.

    For example:

    <factor name="SPF_FARMING_LEVEL">
    <pip_modifier...
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    Re: elite unit stats

    In my opinion, you should do whatever makes the game fun - changing stats or otherwise. Why not go a bit further and mod in a Viking faction to conquer the world with?
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    Re: Help with Auto Manage

    Try editing the .cfg file again with the two lines needed for Disgruntled Goat's mod and also set the micromanage all settlements line to 1. After saving, set the file to read only (right mouse...
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    Re: Gundug's Otherworld Mod

    Here is the template. You can layer this over the top of a screenshot in your image editing software, key out the white fill, then flatten and save in the .tga format.

    4321
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    Re: Gundug's Otherworld Mod

    Release 0.06 of Otherworld is available at here at TWCenter and my FileFront page. There appeared to be problems with the TWC server yesterday (07.29) so it could not be uploaded to this site. We...
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    Re: How do I fix years counting by two's?

    My Otherworld mod (which has a fantasy map and some made-up units) uses the two turns per year system (I have no idea how to adjust the aging rate and I like summer and winter seasons for each year),...
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    Re: Make a city richer?

    You can increase a city's wealth in a couple of ways.

    Using higher values in descr_regions.txt from data\world\maps\base will add farming wealth (as well as population growth):

    North_America...
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    Re: Gundug's Otherworld Mod

    I'll stick with Ramtha's names then and give him proper credit in the splash screen. I have added the Russian <> Byzantine units you mentioned to each others rosters. After recoloring the textures...
  17. Thread: Rebels

    by Gundug
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    Re: Rebels

    You should find that they will become playable after adding them to the playable section near the beginning of descr_strat.txt.

    I would not say that every unit has a slave version, but there are...
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    Re: New Garrison Script

    I see the same. In fact, too often it seems like many settlements only have a general for some reason. I think this script would help with that particular AI deficiency.
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    Re: good link to river(map_features)??

    I don't know of any online equivalent, but a good world atlas would show rivers. You could take a look at a bookstore or library, if available.
  20. Thread: Stickmen Mod

    by Gundug
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    Re: Stickmen Mod

    A bit off topic, but I was fooling around with the strat map characters (descr_model_strat.txt), and found that if you reduce the scale setting by half (or whatever smaller number than the default),...
  21. Thread: Will this work?

    by Gundug
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    Re: Will this work?

    I took a look at the file you submitted in the other post, but I could not see anything obviously wrong. It uses too many custom units and factions to just place it into my own mod shell to test....
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    Re: can you create a new type of arrow?

    Guns are also included in descr_projectile.

    For example:

    projectile monster_bombard_shot

    effect huge_cannon_ball_set
    end_effect ground_impact_large_set...
  23. Re: Which mods would I use to make the game play very hard?

    Have you given Stainless Steel a try?
    http://www.twcenter.net/forums/forumdisplay.php?f=314

    As a fellow modder, I'm very jealous of the mod, since it's so popular, but as I understand it, there...
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    Re: Gundug's Otherworld Mod

    Hello Paul d, I will have the new units ready for the upcoming release. Since Ramtha will no longer be involved with the TWC, and we will have no further updates of his minimod, would you like to...
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    Re: What is the point of America?

    The Americas in this game seem tacked onto the main campaign to me. Since the AI is incapable of doing anything with that part of the world (the Aztecs are so heavily crippled as a faction, they...
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    Re: How do I fix years counting by two's?

    In that same file, change your timescale line to show 1 instead of two, and the game will show correct years for you. Note that the character aging is by one year every two turns, so the timescale...
  27. Thread: Will this work?

    by Gundug
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    Re: Will this work?

    I haven't tested it to be 100% certain, but I have given certain faction-specific buildings to other factions (basically useless buildings) and there were no problems. I admit that's not the same...
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    Re: can you create a new type of arrow?

    You can edit descr_projectile.txt to make the changes you are thinking of. Copy an existing projectile type and give it a new name. Apply that name to the units that will use it in the EDU.
    ...
  29. Thread: Will this work?

    by Gundug
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    Re: Will this work?

    I wouldn't think so. You could always add some sort of settlement bonus to the building for the fun of it though.
  30. Thread: New to mapping

    by Gundug
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    Re: New to mapping

    I am using a maximum size map in my Otherworld mod. The problems with large maps are pirate spawn crashes and some crash issues with disasters.

    I suggest that if you want to make a larger map,...
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    Sticky: Re: Looking for A REAL BIG MOD!

    Take a look at Bellamod: Clash of Creeds. It features a big map, and is under development, so possibly some of your requests might appear in the finished product.
    ...
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    Sticky: Re: Need Mod Recommendations? Ask Away Here

    Judean Rebel, your English is fine. Why don't you take a look at the Regions and Provinces mod: http://www.twcenter.net/forums/showthread.php?t=101251

    It adds many new regions and some new...
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    Re: Most powerful unit in Vanilla Medievial 2.

    By powerful, do you mean capability in close combat, or the ability to kill masses of enemy troops? feel free to dispute this, but I doubt any infantry can match a horse archer or crossbow cavalry...
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    Re: Gundug's Otherworld Mod

    Paul_d, I will add the units as-is between the Russians and Byzantium and see if I can make good new textures appropriate for each. The Formosan versions will only be similar in name and general...
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    Re: A puzzling thing about rebels

    The random rebel spawns are only region based, and do not take into account any type of buildings constructed or time period. Each rebel pool has a fixed set of available units, any of which can be...
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    Re: Gundug's Otherworld Mod

    I will see about how that type of unit might be implemented. Medieval II doesn't allow unit sizes below 4, so I could not make something quite the same as in Shogun. I'm also no good at modeling,...
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    Re: i wanna do a MOD

    My mod has playable Aztecs, with a nice building tree and new units. Why don't you take a look at the files and see if you would like to use it as a base to build your own mod from. Aside from any...
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    Re: How do I add ships to a new faction?

    You can add Saxon ownership to the ships you want in export_descr_unit.txt and make them available during the campaign by adding adding the Saxons to each of the port types those ships are recruited...
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    Re: Gundug's Otherworld Mod

    I have updated the link on the first page to show your new Alternative combat ai addon, Gen_Lee.

    Haerzog, thanks for pointing out the imbalance between the units. I took a look at the match...
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    Re: Gundug's Otherworld Mod

    Haerzog, I will take a look at that particular matchup and see what changes might need to be made. The javelinmen typically perform very well against other infantry units. I am planning to include...
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