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    [SUBMOD] No More Fort Battles

    After thousands of hours in game, there are a few scenarios I don't care to play anymore.

    Fort battles are a bit tedious, run my archers around to burn down the towers, fight a 45 minute...
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    Re: Bugs Reports & Technical Help

    Not sure if this is connected with my CTD report but when I d/l and install this EDU I get a CTD at startup.
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    Re: Bugs Reports & Technical Help

    SSHIP Team, thanks for the great work on this. Have been really enjoying it. However, am getting a persistent crash fairly early on playing as HRE.

    Occurs during the turn sequence and appears to...
  4. Re: Ottoman Princes Script SSHIP , READ FIRST .

    Please share if possible, I'm interested in building this out as well but more like how BC uses it. Either way, if you have some working files would love to check it out.
  5. Re: Release: "HaHawk's Native Voices Mod" Ver. 1.0

    I second this. If anyone managed to cobble together a version for SS I would appreciate the share.
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    Re: Bellum Crucis Enhanced All in One

    Instant crash for me after installing. Included Piter's most recent AI fix. Just unzipped and tried to launch, posts the initial screen and then CTD.
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    Sticky: Re: [Support] Bug Reports

    Tried searching the thread for info on this but the site search function is a little wonky.

    Have just taken Rhougion as the Cimbri, and the settlement is not generating any income. Seems to be...
  8. Sticky: Re: Bugs Reports & Technical Help

    Thanks to all for the support. Re d/l and installed. Still crashed. Checked my eventviewer and changed permissions (New Win 11 install) still crashed. Copied and renamed medieval2 exe to kingdoms,...
  9. Sticky: Re: Bugs Reports & Technical Help

    It is. The .98 beta. Just d/l from the page and installed as a standalone, as I though the instructions stated.
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    Re: SSHIP - Bugs Reports & Technical Help

    Persistent turn 1 crash as HRE when the ticker gets to the Rebel Faction. Lot of errors in the trace log for missing files, did I install this correctly?

    Trace log is here:...
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    Re: Recommended difficulty setting

    I just started an Austria campaign with H/H settings. Battles are fine but campaign AI seemed a bit aggressive, AI breaking alliances and attacked by most of my neighbors, even Minors.
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    Re: I just rarely get to play open battles.

    Made a mod that might help with this. Forces field battles in non-port minor settlements.

    http://www.mediafire.com/file/gg6poshpxu44j89/%2540%2540%2540%2540%2540field_battles.pack/file
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    Re: [MOD] Immersive Sound Overhaul

    Here's a link to a version with just the UI sound fx removed; http://www.mediafire.com/folder/hj2j533vjlkv0/Rome_II_Audio_-_UI_Only

    ****Updated with new variants; Voice-Only Removal and UI-Only...
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    Re: [MOD] Immersive Sound Overhaul

    ***Updated with additional file + instructions + DIY how-to.
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    Re: [MOD] Immersive Sound Overhaul

    Please give it a shot and let me know what you think. It's possible to make multiple variations of this and if the community is interested I can tailor this to preference.
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    [MOD] Immersive Sound Overhaul

    ***Updated 6 May 2019 - Corrected Version Requires Additional File D/L and Install

    I've logged thousands of hours in Total War titles and after a while you get tired of the non-stop aural...
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    [Tutorial] Re: [Tutorial] Creating & Editing Unit Recruitment

    Disregard. I have double-checked all tables, removed all movie packs, etc... I don't know if it's the new launcher or what but this method no longer works for me. Can anyone else confirm or deny?
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    [Tutorial] Re: [Tutorial] Creating & Editing Unit Recruitment

    I think I found the issue on my end but still need to test. The Launcher is treating CA's Blood DLC as a movie file. Might try removing that and re-launching. Will post my results when I get to it.
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    [Tutorial] Re: [Tutorial] Creating & Editing Unit Recruitment

    This method is no longer working for me with this latest update. Might want to give it a try.
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    CTD at the very start of HRE campaign

    Here is the text from my system log:

    11:32:06.983 [bink] [debug] [data/fmv/faction/hre_win.bik]Pause on
    11:32:06.983 [bink] [debug] [data/fmv/faction/hre_win.bik]Pause on
    11:32:07.411...
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    Re: [Submod] Cultural Tensio

    Not at all the case mate. I would never say you stole anything. Nor anyone else who's updated KK for their own use. I'd love for the content to be shared, developed, altered, etc... That's all part...
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    Re: [Submod] Cultural Tensio

    Couple of things:

    1. If you're not overwriting the vanilla DeI tables then the mod is just augmenting the existing values. You can lower the religion_drift in the campaign variables to achieve the...
  23. Re: [SUBMOD: Fides Populi (your people's trust)] - beta_03 version for DeI 123.d - aug.10/18 - TESTERS APPRECIATED!

    Appreciate all the work on your part already to get this integrated over and expanded. Trying to keep the Latin decipherable (using familiar roots common to most modern languages) but I enjoy the...
  24. Re: [SUBMOD: Fides Populi (your people's trust)] - beta_03 version for DeI 123.d - aug.10/18 - TESTERS APPRECIATED!

    Lowered some thresholds and continued converting text to Latin equivalents (or approximates). Link is here:...
  25. Re: [SUBMOD: Fides Populi (your people's trust)] - beta_03 version for DeI 123.d - aug.10/18 - TESTERS APPRECIATED!

    Worked out an alternate version off of yours. Changed some verbiage (Mostly to Latin), and tweaked a few values. Also set the default to climb back to 500 rather than 300 so it's a bit more...
  26. [Released] [MOD] Larger Engagement Zones for Armies and Navies

    This mod doubles the engagement/reinforcement zones for armies and navies, which leads to bigger (and more reinforced) battles.

    Download:...
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    [Released] [MOD] Increased Campaign Movement

    This mod doubles the campaign movement for generals.

    Download: http://www.mediafire.com/file/h7cva1is0ei8ry6/%40%40%40Greater_Movement.pack
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    [Released] [MOD] Unlimited Governors

    This mod increases the number of possible governors to 999.

    Download: http://www.mediafire.com/file/nacc2zml0n3n77n/%40%40%40_Unlimited_Governors.pack
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    [Released] [MOD] Battlefield Spotting and Hiding

    This mod increases the spotting values for all units which has helped the AI draw up battle lines in past titles:

    Download:...
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    [Released] [MOD] Smaller UI Cursors

    This mod halves the size of the selection cursors and icons, for a more unintrusive picture.

    Download: http://www.mediafire.com/file/x1zq1gthsjbazlb/%40%40%40_cursor_size.pack
  31. Re: Beta Test 1.2.2h - Animation Overhaul, Supply System Changes, New Models and more!

    Couldn't you tie a morale penalty into losing your baggage train unit? Make it static on the battlefield to simulate camp? Maybe throw a Commander's tent type model on it from the fort tables. Just a...
  32. Re: Beta Test 1.2.2h - Animation Overhaul, Supply System Changes, New Models and more!

    You guys are top notch devs. Appreciate the hard work, effort and care.
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    Re: [Submod] Kulturkampf for DeI

    ****Updated 27 NOV for compatibility with 1.2c and the Power and Politics Beta


    Please give me feedback on the Steam workshop, Cheers:

    Links:...
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    Re: [Submod] Cultural Tensio

    Took a look thru your version and noticed a few errors. Will post details when I can but off the top of my head: tables don't override default DeI values (which explains the high conversion %),...
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    Re: [Request] Sound/Audio mods?

    It is possible but only as a replacement pack afaik. I was able to alter the campaign and battle voiceover audio because I got tired of hearing Imperator! Our horses love blood! etc... I can upload...
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    Re: [Submod] Kulturkampf for DeI

    Thanks for the input from everyone. I should state: anything I post is 100% collaborative. Please alter, post, share, use in other work, etc... Haven't been on DeI in a while but will try to get back...
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    Re: [Submod] Kulturkampf for DeI

    Also added a version II with increased cultural tension levels: http://steamcommunity.com/sharedfiles/filedetails/?id=876657873
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    Re: [Submod] Kulturkampf for DeI

    Appreciate the feedback. Have reduced the penalties, scaled and increased conversion rates slightly. Conversion rates are also scaled per building level rather than one flat rate. New revis. is...
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    Re: [Submod] Kulturkampf for DeI

    Interesting indeed. Might try to integrate and reach out to Magnar on this. Will keep you posted on any additional revis.

    V/R
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    Re: [Submod] Kulturkampf for DeI

    Good points all. That is definitely an unintended consequence but could make for an interesting dynamic, especially since the Ptolemies were a bit notorious for instability and meddling. Again,...
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