Well i added in venetian Dismounted Lances as it seemd a bit silly for them to in custom battle and not the campaign.
and havingsome artillery like ballistas only able to fire as far as a bow also seems silly, it should be able to fire much faster.
Well i added in venetian Dismounted Lances as it seemd a bit silly for them to in custom battle and not the campaign.
and havingsome artillery like ballistas only able to fire as far as a bow also seems silly, it should be able to fire much faster.
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
I often wonder, how many of CA's loyal product purchasers, like me, buy their games with y'alls mods in mind?
I enjoy the "plain vanila" games well enough but it is y'all modders that really keep me coming back to this franchise's product.
So, for all the missed sleep, the skipped showers as I run out the door (late again), sore arse from sitting and playing too long at a time and all the other side effects associated with obsessive gaming, Thanks.
Lol...interesting the mod come out before the official patch!
maybe you guys should send CA the bill? ;-) lol
can you post a separate file for the...
>-1 year per turn in campaign, with year shown and building construction times changed to reflect this
>-fix for units with 2 handed bug, they now fight in melee and against cavalry
alternatively, can you uh, tell me how to do make the said changes?
Taking on seven years that the holy ghost had left alone
test my arms, kick like crazy, Ive been trying way too long.
only if he could push his way off and fight you
Im sorry, Im sorry, Im not sure
Getting this off my chest, the story ends.
Originally Posted by ŞaoŞin
Look in the Citadel for the change of turn pace, many topics on it.
The two handed bug is an animation removal. So unless its still in the game, that would require lots of coding and animating.
Remedey? Wait for the patch. That should fix it.
Had a play about with this - promising post-patch when the major AI issues are resolved.
Lusted: Do you (we) have any indication as to how the AI reacts to having new "target provinces" put into their victory requirements? Does the AI actually make any attempt to obtain them, and do we know if placing too many province requirements causes the AI problems?
morsus mihi
Yes it does try to go for them, i do not know if it causes the ai any problems or not.Lusted: Do you (we) have any indication as to how the AI reacts to having new "target provinces" put into their victory requirements? Does the AI actually make any attempt to obtain them, and do we know if placing too many province requirements causes the AI problems?
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
Are there any other conditions that can be required other than province capture and faction elimination?
morsus mihi
They are the only ones.
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
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