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Thank you! For the quick response, and for the quick fix.
Hey folks! First of all, amazing mod. The work you're doing here is impressive, and I loved the fact that the GC got balanced in this update, and would like to personally THANK YOU for removing Mechis III and it's friends from the Core. Not only the battle was a bloody chore to do, it's proximity was terrible for the Republic.
Now, onto the issue, I was playing land skirmish, testing out the gameplay in the new version, and couldn't load any member of the Delta Squad into an LAAT. Is this intended? Was planning to pull this off, and couldn't embark a single one of them: Starwars.wikia.com
Heroes were normal, only they were blocked out, it seems.
Anyways, I'm sorry if it has been reported already! Again, amazing work!
I'm just amazed by how much a retexture can do for this game. Great work, mate!
That's a good reason that I found to vote for "Keep old models, but update textures". I think that this mod deserves accessibility more than the graphic enhancement. This mod looks pretty good as it is, I think. The laser gunfire already eats too much of the performance, and if you add up the increased polys on the models, I don't think that people that usually run the game on Medium will be good to play it nicely.
Thanks Kuro! Love your stuff on Pixie's channel haha
Hey! Was just wondering, can I install Third Age standard, copy the folder, and then rename the new folder to Reforged? Just so I can have both mods installed?
Thanks in advance! This mod is amazing.
Quick question, before jumping in 4.1, I'm a couple hundreds of days in, in the previous version. I know I can export my character, but is there anyway I can bring along the items and such? I never tried cheating, but if that's the only way, I'd be willing to do it, since I'd like to go back to where I was before.
Can cheating cause any future problems with the savegame?
Thanks in advance! Doing a good job as always, Cozur. Congrats.
This post from the forums, the last comment, goes in my line of thought:
Yeah, I get where you are coming from, and that's what I thought at first to confort myself, but still, the gameplay is not corresponding to the new high demand for cash.
The income is the same as other Mods and Vanilla, just the unit prices are increased. That makes for a Very grindy game, and really boring to take on individually, since after you go through all the effort to upgrade your men, you face the reality of Warband, that They die really fast. And There you see, ALL of your thousands and thousands that you spent in the army gone. Back to grinding you go.
It's aim for realism does not correspond to the reality of the game itself.
Hey, I'm loving the mod, but one thing is frustrating me like hell.
Upgrading troops is enormously more expensive than every other Warband mod. For instance, upgrading a single Northern Levy to footman takes 208 coins. That's a single soldier upgrade for the entire reward for a bounty quest for instance, and to think that I even would have to afford for my gear, on top of a sustainable army?
It feels really frustrating to try and build up. I can see this problem happening, of course, much more in early game, but, in order to archieve a sustainable mid game, I can also see that I would need an absurd amount of grinding, just to get enough money to upgrade a crappy army of T2-3 soldiers.
Just pointing this out, because it was quite offputting to keep playing after running into this.
I'm having the same problem, but I'm currently at Normal Wars. Also, I thought that Robb would be sitting at the capital (Like every faction leader in warband does), so I joined Lord Manderly.
Bolton is the Marshall and he always besieges Flint's Fingers. So, I just came back from the second siege, after Greyjoys constantly retaking it, and well, we just took it and they already have taken it back! Seems to me that they are in some constant eternal struggle for that fort, bottlenecking the whole conflict.
Really wanted them to push further, or at least do something different.
Hey! Just got into this mod, and starting off the campaign with Ragnar and sons, I decided to do a bit of a twist, and go Ragnar Tv-Show ambitious like, but a little bit more careful, and go for the Franks (Not shooting straight to Paris). Now, thing is, has anyone tried to go head on with the Frankish empire? I've been hitting them pretty hard, taking 4 of their settlements to the north, and am sending a fleet to take their port on the center of the map. Has anyone tried this? Is there a stack spam or a massive force awaiting in the back lines? Is their economy strong enough to repel all the forces that I already spawn with + what I've been recruiting?
This mod is really awesome, gets the viking spirit to a T. Been loving it so far, expecially knowing about those submods coming out, but was wondering about getting that strategic advice.
This is beautiful! Great job.
Personal opinion: Think your running animation is much better than the vanilla one, really glad that you put a personal touch to it.
Hey guys! So I just started playing this, and was looking for some tips, since the mod is known for it's difficulty. Starting on tech 1, you get a limited amount of Venators, 3 if I'm not mistaken. So, I supposed that the CIS had also a limited amount of Providences and Lucrehulks. From this prospect, I started hunting them down around the galaxy, and finished off 2 or 3 Lucrehulks and about 4 Providences. Still have all of my venators and haven't seen anymore capital ships ever since. I have almost the entire low portion of the galaxy (Went for a secure Kamino strategy because... well, I thought, Kamino = Thousands of Clones and special units) and, appart from the massive attacks of low class fleets on some planets, it seems to be going well.
My question is, Is the AI able to "cheat" over tech and still build those capital ships, or does it have to wait until the tech upgrade? And also, assuming that they reach tech 4 to build all those ships, will they just pop out instantly, like 10 providences, or does the AI is also limited by build time and avaliability of building (Like, "Said ship can only be build on X Planet")?
I see... Thanks for the response! Good news about Vader, and about the health, I'll see what I can do for the scenarios.
Thanks! I'll go have a look at them. Found some on the steam forums, quite helpful.
Hey guys! So, this mod is downright awesome. Feels really good to see a Star wars MoW mod with so much dedication and hard work put on it, and even excelling at delivering Clone wars and the Rebellion era. I've got a few questions though.
I was looking at Vader and he doesn't have his cape. Is it not possible to make a cape, with no movement, no dinamics through the wind, but just a cover up on his shoulders? Does the engine not allow this?
And is there any chance that there are any future animations for lightsaber attacks?
Lastly, is it possible to edit a unit's health, for instance a Jedi, or a trooper that I want to be a main character on a mission, so that they don't die so quickly? I can see on the editor that you can put any unit as impregnable, but that makes them downright invincible. Since the editor is a bit different on GAW from vanilla MoW, thought I had to ask here.
Sorry for the long post, guys. You're doing an amazing job!
Guys... Is it possible to separate it, like the mod Third Age Total War, in Part 1 and Part 2? Both with ~2,5 gigs? It will be A LOT easier to download, really. I already tried to download it 6 times to no avail. Always unsuccessful download. I downloaded last time with a big chunk of luck, in second try. But now... it's just absurd.
Hey! First of all, congratulations! This mod is absolutely stunning! Loving to play as pagans in a Medieval II campaign.
However, I noticed a weird bug, that could've screwed me over. I'm playing as the Danes, Hard Campaign, Very Hard in Battles, and at the start of the campaign I decided not to attack East Anglia, but go for East Frankia. Weird? Indeed, but I figured I had to protect my borders. So, I hit a frankish city by the shores, took out their army and was ready to siege. Then! When I ended my Turn, out of freaking nowhere, a East Anglia attack my main army -AT EAST FRANKIA- with no fleet nearby and, guess what, not even a army unit on the campaign map! Where the heck did these guys came from? 75% stack that took a Hard battle to get rid off.
King Ragnar was in the army, so I wonder, since he starts off in East Anglia, is a battle SCRIPTED to happen, no matter where he is? I really didn't get that, luckly, I had only 10% casualties, but there were some really tough units on their rooster, and had to pull back the siege. All in all, it screwed over my plan to kill the FACTION LEADER of Frankia and take one of their cities.
Thanks for those quick answers! You guys, amazing as always! Downloading right now. Great work, keep it up ;D
This mod is unbelieveably awesome! You synched every stomp, that small detail gives such immersion. And to think that none of that was even close to being on the original game! Congratulations you guys. Was wondering tough, isn't that rate of fire for the Umbarian advanced walker insane? It shoots REALLY fast and shoots equivalent rounds to those of the AT-TE. Seems to me that a single shot of it can bring a vehicle to ashes. So, in 5 seconds, you could destroy at least 4 AT-TE's with that thing. Same goes for the Hover Tank. The Republic's TX-130 Saber tank is nothing compared to that. At least, that's what it seems with the thickness of that laser. Or is that merely aesthetical?
That is just unbelieveably awesome! Loved the rebel skins! Are snowspeeders able to bring down AT-AT's or is that impossible in the engine?
Thought they had both weaponry, no?
AT-OT looks amazing! But seems that it's pretty vulnerable
To people asking diplex's version, that is not what was supposed to be the demo, that's what the full version should be walking to. Demo would be the exact same version as uploaded before, for they would have to encrypt the files, to protect their work and compile Diplex's version. I say so, for I asked about it during the voting week and regreted my decision to vote for "Demo" after knowing this. Such compiling of work, would cause a even longer waiting time for the full version, therefore I chose the Full.
Is it just me that hears Frank Sinatra singing "It's cold outside..."? xD
I see... Full Version it is then!
Would the Demo version be in any way, as equal to, let's say, Diplex's current version? Or will it be missing out on too much that he has?
If it's the same as he has, I'd say Demo. HOWEVER, Demo without complaints. Without 0 updates until future version. I think this would also be a good point for you to check out on compability issues and such, so that you can release a consistent final version. We'll give our feedback, knowing that our versions will not be IN ANY WAY corrected before the final release. So you can work on the mod without any concerns. Also, it may increase the amount of community maps made of current and perhaps even missions.
On the other hand, if it's not equal to Diplex's version, I'd say Full Version. His current is playable and really fun with some knowledge of the Editor, any less than that, would be a problem for the average downloader.
Thanks A LOT for your work. You guys are turning out to be one of the greatest mod teams out there. You've been a while around, recently got to know this project, but from here, you're doing great! Whatever decision you make, you still have my support!
All we need now is some ewoks to shoot :3. Now I see why they got owned by tthose teddy bears. Who goes in plain white in a jungle full of killing furballs?