No you will not
No you will not
American, French, Israeli and British government's ILLEGAL aggression against the Syrian people, without any proof for chemical attacks in Douma, and without waiting for OPCW to conduct their investigation..
Sons of *******, leave that poor, war torn country in peace.
If you are a citizen of one of these countries, then DO NOT ask any help from me on these forums, since, in protest against this aggression by your governments, I do not provide assistance/help anymore.
Let Syria be finally in peace.
A video of false chemical attack in Douma, Syria, which led to Western illegal attacks.
Are there any unused hidden resources? Neither atlantic nor horses seem to be placed in any regions.
An another note, this is an excellent mod! Thank you for all of your hard work!
I don't seem to be able to edit my post... anyway, horses are placed but not used by any units of buildings.
Last edited by ElvenKind; August 26, 2013 at 08:02 AM. Reason: Merging double post..
thanks! here we go:
The Reunited Kingdom.rar
It would be greate if you could wait until the next release of the firefreaks map. Those bugfixes and changes are very important I think.
Anyway the Mos are using the new dynamic garrison script?
Last edited by begri; August 26, 2013 at 08:07 AM.
Hi guy's,
i have a question. maybe a stupid one, but anyway... if i want to modify a little bit the "descr_strat" - file, i always get this message if i start a new campaign = "Please select a item form the list" (after clicking "Third Age Campaign")... i do nothing more the to add more Kings purse to Gondor maybe... i hope one of you can answer me the question why this happen now in MOS 1.60..
Sed quis custodiet ipsos custodes
Fortis cadere, cedere non potest
Yup. These happened to me either, but i made a copy of the editing file and when i overwrite it it helped. Make sure you didint edit any other types of files (some time ago i opened something else than txt, and get message that you mentioned. I tried everything and only complete reinstal worked).
Thanks Moveric, but it doesn't help on me. so i make a copy of the edited descr_strat and overrite the origianl one from MOS 1.60. The same problem, "Please select a item form the list"
Sed quis custodiet ipsos custodes
Fortis cadere, cedere non potest
Download and extract the export_descr_character_traits.txt attached below.
Make a backup copy of your original.
Overwrite the old file with the new one.
Run the Cleaner.bat file located in your installation folder.
Continue with your campaign.
(i.e. this is save game compatible)
We are looking forward to including FireFreak111's latest version in MOS v1.61 patch.
As of MOS v1.60, the dynamic garrison script is not included.
Use Notepad++ to edit any files in M2TW. If you use an editor that adds formatting to the file, it will not work. Also be sure that the file is not 'read-only'.
MOS v1.6.2+ Bug fixer 30 Dec 2013
Hm... So complete reinstal MUST help I always make original copy of files which i want to edit in case I will mess something up i can repair it. Usually works.
Thanks a lot Stylix!! it works with the Notepad++ :-)
Sed quis custodiet ipsos custodes
Fortis cadere, cedere non potest
thanks!!
HI everyone.
Loving the MOS mod. Some bugs here and there. But I'm so addicted to the game, I just always save and reload if I get any crashes cause i don't want to brother with re-installing the game. LOL... But there is one thing with the counter invasion mod I believe. I play Dwarfs campaign. And I love the Raven nest so that I may get help from Dale when its needed. My problem with this, is that the reinforcements spawn way to far from Erobas. With paved roads, it takes 2 turns before he can attack the siege. By then, they either lifted the siege, Attacked with me defending, or I lost Erobas. Is this normal?? or is there a way to have them spawn closer to Erobas??
Change v 1.60
- Increased law bonus for the AI in their major settlements (hoping to reduce rebellion in key settlements)
I think that the law bonus need still to be highter. In previous version of MOS settelement Thorin Halls was like a bandit camp in further game, and silly Dwarves dont give a f... about it
Now in 1.60 the name of this city changed into something I can spell right (buzra-dun ) but the it is still located, more or less, the same. I'm at 102 turn HE on VH/VH and gave them (Dwarves) several time aid; simply took the city from rebels and gave it back.
In my opinion it shouldnt be like that, they held the city for so long, their culture there is strong and suddenly a more than 1k orc rebels appeared.
I didnt noticed similar things in other faction but maybe I missed them.
Cheers!
The mighty dwarf horsemen, right?