Re: ReallyBadAI Battle System +Hardcore + Settlements v5.7 >Oct 17< ###quality taken to next level###
Quote Withwnar from the workshop: "Oh... I just checked the Kingdoms exe and those are in there. They are hardcoded attributes after all, not custom ones."
But they´re not used in vanilla kingdoms. I made a thread there to ask about these attributes. Link
The RBAI instructions say something like:
"3. Check if your EDU uses skirmish class, try not to use it for units other than gunmen\javelins\crossbowmen, guild's missile bonuses don't apply to them (still it's very useful for units that need a direct line of sight to shoot)."
Not not anything about those two attributes. Perhaps i´m blind once more...
Re: ReallyBadAI Battle System +Hardcore + Settlements v5.7 >Oct 17< ###quality taken to next level###
Hi,
I have a file on my HDD called Megapack1.7.2.7z and can't identify it, but I guess it's related to Total War series. Please help me to know what it is ...Thank you.
Re: ReallyBadAI Battle System +Hardcore + Settlements v5.7 >Oct 17< ###quality taken to next level###
Open it and see what files are inside.
Re: ReallyBadAI Battle System +Hardcore + Settlements v5.7 >Oct 17< ###quality taken to next level###
Quote:
Originally Posted by
k/t
Open it and see what files are inside.
# Archive J:\Megapack1.7.2.7z
After some help I will delete this.
Re: ReallyBadAI Battle System +Hardcore + Settlements v5.7 >Oct 17< ###quality taken to next level###
Put stuff like that in spoiler tags.
Re: ReallyBadAI Battle System +Hardcore + Settlements v5.7 >Oct 17< ###quality taken to next level###
In the hardcore version of this mod, what does limited deployment time actually mean?
So far the only thing I've noticed is that after some time I can't deploy units seperatly but I'm instead forced to move atleast 2 units at the same time if I want to change their position, is this part of the mod?
Re: ReallyBadAI Battle System +Hardcore + Settlements v5.7 >Oct 17< ###quality taken to next level###
I downloaded and installed the settlement tweaks for a mod I'm working on, based on Bare_GeoMod and the steam m2:tw grand campaign.
(which uses kingdoms 1.5)
Discovered that the Dijon battlemap is badly bugged - its the wooden wall town one.
The entrance facing the attacking army is raised into the air and parts of the interior buildings are floating above the settlement.
Tested just with bare_geomod - Dijon fine. Just added the tweaks and the bug appears.
Anyone else having problems with those tweaks?
Re: ReallyBadAI Battle System +Hardcore + Settlements v5.7 >Oct 17< ###quality taken to next level###
Can't get this to work for Kingdoms. I install it into 'mods', run the Launcher and select a campaign and then it just crashes. Am I the only one having this problem or is this mod just outdated?
Re: ReallyBadAI - Stainless Steel, RR/RC battle AI development and discussion
Currently there seems to be no ReallyBadAi standalone version. am I correct? But really, if there is, could anyone point out to that link? It would be great to have this AI mod on Vanilla. Thank!
Re: ReallyBadAI Battle System +Hardcore + Settlements v5.7 >Oct 17< ###quality taken to next level###
Where is the download link to ReallyBadAI?
Re: ReallyBadAI Battle System +Hardcore + Settlements v5.7 >Oct 17< ###quality taken to next level###
Hello. I have multiple errors in g5script2.txt file which result in an unspecified error - CTD, when I press deployment button mainly in large battles/sieges. Do you know why this happens? I own the steam version of the game
Re: ReallyBadAI Battle System +Hardcore + Settlements v5.7 >Oct 17< ###quality taken to next level###
For example here is the error it gave now
[game.script] [error] Script execution error for <define_unit_group>, at line 344, in mods/ss6.3/data/scripts/show_me/G5Script2.txt:
Error in battle script command 'define_unit_group': units from different armies in list, unit 'a1u12' mismatched.
[system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.