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Messages - Dunadd

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1
Warhammer; Total War / Re: The Chaos Horse Marauder UI script
« on: December 19, 2013, 10:31:43 PM »
Thanks Senatus - i was about to post about this and then saw your post

2
RTR 0.5 Imperial Campaign / Re: RTR Project 'Grand Campaign' BETA Testing
« on: December 03, 2013, 07:57:09 PM »
Looks good - though i'm not sure about Shield Wall. While i like the idea of it, most mods end up removing it because it's too overpowered (though phalanx formation for phalangites is pretty OP in Rome Total War too imo - its only weakness seems to be to javelin attacks from behind - charging a phalanx in the flank or rear with cavalry even when its fighting enemy to the front doesn't seem to stop them turning some troops to face the new attack)

3
Warhammer; Total War / Re: Warhammer: Total War - A Call To Arms Release!
« on: November 14, 2013, 09:44:26 AM »


don't delete anything yet in case i'm wrong, but i'm pretty sure there are some files that the game recreates if you delete them - and for some mods you need to delete them before running the mod. I'm wondering if that could solve this (though i didn't have that problem myself as far as i can remember). Could be worth googling though.

Of course also try what Jubal and Comrade General have suggested - they are actual modders - i only know how to edit the edu and edb files a bit

If all else fails uninstall Rome Total War entirely and go to start and type REGEDIT in the search box - the Regedit programme icon will come up and you can look through the registry keys to delete any Rome registry keys that weren't uninstalled - though make sure you back up your registry first in case you delete something vital to windows by mistake.

Then restart your computer and reinstall Rome and then see if you can install and run WHTW

4
No problem - i got frustrated trying to get instructions on how to make mods work with ALX.exe for other mods, so thought i'd post it for anyone who might want to use it with A Call to Arms

5
Warhammer; Total War / Re: Vote for WHTW!
« on: November 13, 2013, 04:15:06 AM »
Doh! I went to that thread to vote for Warhammer Total War at 4 am or so and somehow accidentally vote fro Extended Cultures (i think maybe because i'd been playing the beta of Extended Realism 4.0). Have asked if a mod can change my vote. EDIT - they changed it for me

6
Warhammer; Total War / Re: Warhammer: Total War - A Call To Arms Release!
« on: October 18, 2013, 03:53:08 AM »
Like the final release a lot but i feel it could do with a few changes :
1) Skaven need magic user hero units as well as Stormvermin ones. They're meant to be led by Grey Seers who are powerful magic users. I was fighting them with Araby and i just massacre skaven in no time with Djinns as they have no casters of their own.
2) Lizardmen need powerful slann mages with temple guard bodyguards - good in melee and with a powerful ranged spell-casting attack
3) Lizardman Saurus and cold one rider units should have less soldiers in each unit, but they should have two hits to represent how tough they are

7
For anyone wanting to run Warhammer Total War using the ALX.exe from Alexander Total War, all you need to do is
1) install the Alexander expansion for Rome
2) copy and paste the file chat_filter.san from the alexander\data folder to both your Rome Total War data folder and your WHTW\data folder
3) Create a new Alexander Total War shortcut on your desktop (Easiest way is to go to your Rome Total War folder, find the purple RomeTW-ALX.exe, right click it, choose send to: and desktop)
4)  Now right click on the new shortcut on your desktop, click properties, and in the 'Target' box click after RomeTW-ALX.exe, leave one space using the space bar and then paste in the following (without any extra spaces) -mod:WHTW -show_err -nm -noalexander.
It should look something like this C:\YOURROMETOTALWARFOLDER\RomeTW-ALX.exe -mod:WHTW -show_err -nm -noalexander
5) Rename the new shortcut 'Warhammer Total War with Alex' or whatever you like (this part isn't really important - it's just so you know what the shortcut is for in future)

The mod will now run on ALX.exe which means it will combine part stacks into full stacks before attacking and will retrain units that have lost men back up to full strength in cities wherever possible. Battlefield AI is also better in ALX than with the normal Rome Total War exe.

8
Warhammer; Total War / Re: Warhammer: Total War - A Call To Arms Release!
« on: October 08, 2013, 09:49:54 PM »
Jubal wrote
Quote
I have no idea, is the honest answer. I think one would just have to try it and see.

Darth's AI battle formations mod seems to work along with it and improve the AI in battles a bit. Haven't been able to try Sinuhet's as the download links are all dead and no-one seems to respond to requests to re-up them.

9
Warhammer; Total War / Re: Warhammer: Total War - A Call To Arms Release!
« on: October 03, 2013, 03:26:11 AM »
Would Darth's or Sinuhet's battle AI mods for Rome Total War work along with Warhammer total war?

10
Warhammer; Total War / Re: Warhammer: Total War - A Call To Arms Release!
« on: October 03, 2013, 01:29:45 AM »
Catalin - what's the name of the file that you need to edit to remove "orphaned" negative traits? And how do you add conditions for them in that file?

11
Warhammer; Total War / Re: Warhammer: Total War - A Call To Arms Release!
« on: October 02, 2013, 08:50:42 PM »
Hi everybody!
Great mod Jubal! Congrats to u and all yr team!

Before the release, I saw a post where somebody in the test team wondered why characters gained many traits and ancilliaries.
From what I discovered in the data files, this is partially 'cause some triggers were left "orphaned" after removing temples or other conditions.
Examples: brilliant_inventor - normally had a condition to be gained when a temple of forge is in place - now that temple does not exists, the condition was removed and u gain that ancillary for just sitting in a town.
Also, the first three luxurious lifestyle triggers do not have the treasury amount condition anymore, so u gain this bad traits just by sitting in the town.

Hope this is usefull to u and maybe u do this adjustements in the next (minor) patch.

Catalin.

That explains why all my governors lost all their influence

12
Warhammer; Total War / Re: Warhammer: Total War - A Call To Arms Release!
« on: September 30, 2013, 08:13:44 PM »
Hurray - great work!

Grey Seer wrote
Quote
Hi, really excited by new mod but my chaos battles keep crashing and I have no option to save the game help please!

I also found a weird bug playing the play-test version when playing Wood Elves where sometimes i couldn't save a campaign game (save game button greyed out). Can't remember if just exiting the game and reloading worked or if i had to start a new campaign - check early on in your campaign if you can save anyway and quit and start a new campaign if it comes up.

13
Total War Discussion - The Balcony / Re: Your first TW game
« on: September 24, 2013, 03:10:57 PM »
Medieval I was the first i played too, as i was never really much interested in Shogun - all the armies in it were too similar. I remember having to reload a lot of battles in Medieval Total War - and sometimes just having to reload from an earlier campaign save because i couldn't win that battle.

Wish Rome II had anything like the atmosphere of medieval I or Rome I but sadly it doesn't - especially because of the mediocre music, lack of much sound of troops marching and fighting and poor animations.

14
The Great Forum - Rome II Discussion / Re: Rome 2 released!
« on: September 24, 2013, 01:53:08 AM »
yeah i don't like the unit cards at all - very poor and take far too long to load when looking at them. Makes it difficult to compare unit ratings.

Another thing i dislike about Rome II is the music, which is just mediocre and way inferior to the original Rome Total War music. It doesn't change as much according to what's happening in a battle as the original did either.

There don't seem to be any sounds of marching feet or horses neighing or hoofbeats when units move either, nor do elephants trumpet.

This all really damages the atmosphere of the game and makes it kind of dull.

The combat animations are also very poor. Makes troops look more like they are trying to shoulder their way through a crowd than fight.

Hoping modders will improve on all this eventually. I've tried very hard to like Rome II and keep playing it only to just switch it off because it's so dull, buggy and annoying. Hopefully mods will be great in the end though.

15
final version isn't released - the part finished one is available for download (see the thread below). Beta of final version being playtested - if you ask Jubal he may PM you a playtest copy. If it's too late don't worry - the version that's already released is quite fun to play despite some factions not having full range of unit types - and the final version will be out soon.

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