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Metal_Izanagi
Metal_Izanagi - - 87 comments @ Rise of Quetzal TW

This sounds awesome!

Good karma+1 vote
Metal_Izanagi
Metal_Izanagi - - 87 comments @ Imjin War of Korea

Here's a response I left for someone else.

A few months late but I figured out the problem, and how to solve it. Go into "mods\Imjin_War_of_Korea\data" and find "descr_rebel_factions.txt". Open it and right near the top there should be the lines:

rebel_type gladiator_uprising
category gladiator_revolt
chance 100
description gladiator_uprising
unit Highlanders

Change that 100 to 3 and the unrest in Ming and Ming Eastern Border Army cities after conquest will be the same as every other city in the mod.

The "chance" value determines the amount of unrest for a city that gets taken over when it has a specific type of rebel assigned to it, but the gladiator uprising set of rebels used that value differently in Rome since it wasn't a normal rebel type. The original creators of the mod forgot to change the value to the same as the rest of the rebel factions.

Good karma+1 vote
Metal_Izanagi
Metal_Izanagi - - 87 comments @ Imjin War of Korea

A few months late but I figured out the problem, and how to solve it. Go into "mods\Imjin_War_of_Korea\data" and find "descr_rebel_factions.txt". Open it and right near the top there should be the lines:

rebel_type gladiator_uprising
category gladiator_revolt
chance 100
description gladiator_uprising
unit Highlanders

Change that 100 to 3 and the unrest in Ming and Ming Eastern Border Army cities after conquest will be the same as every other city in the mod.

The "chance" value determines the amount of unrest for a city that gets taken over when it has a specific type of rebel assigned to it, but the gladiator uprising set of rebels used that value differently in Rome since it wasn't a normal rebel type. The original creators of the mod forgot to change the value to the same as the rest of the rebel factions.

Good karma+1 vote
Metal_Izanagi
Metal_Izanagi - - 87 comments @ Republic of China 1924: V 1.0: English Edition!

Probably a translation error, since they're likely supposed to be the French Foreign Legion. When I was doing some translation work for my personal copy of the Sigh of Empire mod, I had a similar issue with some units where Google Translate was sometimes translating foreign units as "mercenaries". Might be that there isn't a good way of referring to them as a foreign unit in Chinese without just calling them mercenaries.

Good karma+2 votes
Metal_Izanagi
Metal_Izanagi - - 87 comments @ Achtung Panzer

I'm way late to the party here, but this version of the mod seems to be missing a few textures for German units in the African theater, including a couple of the tanks.

There's an "Achtung_Panzer_patch.pak" file out there with the textures included, along with a couple of other changes, but I'm unsure if that's something that was done officially by GordonCZ, or if it's a patch that someone else put together. Regardless, if necessary you can just pull the textures and use those so that nothing else is affected. Here's the link, in case anyone else ran into the issue of missing textures in the North Africa campaign.

Mediafire.com

Good karma+2 votes
Metal_Izanagi
Metal_Izanagi - - 87 comments @ Republic of China 1924: V 1.0: English Edition!

Thank you for the work you've put in!

Good karma+1 vote
Metal_Izanagi
Metal_Izanagi - - 87 comments @ THERA: REDUX

Seems there may be more than just that animation missing. Had another mid-load crash, this time when assaulting a Lao Che Khanate-owned city. It's a bit late here right now, but I'll see if I can figure out which other animation might be missing tomorrow.

Edit:

Sent you a second message with details and the fix for the second crash I found!

Good karma+1 vote
Metal_Izanagi
Metal_Izanagi - - 87 comments @ THERA: REDUX

Just tested this theory by replacing lines 38307 - 38312 in data/unit_models/battle_models.modeldb, which read:

1
4 None
16 MTW2_Spell_Staff
15 MTW2_Non_Shield
1
24 MTW2_Spell_Staff_primary

with:

1
4 None
12 MTW2_Javelin
15 MTW2_Non_Shield
1
20 MTW2_Javelin_primary

A custom battle with the Priests of Callisto in it loaded up properly, and though the Priests used the javelin animations to fire their spells, the spells work fine.

Good karma+1 vote
Metal_Izanagi
Metal_Izanagi - - 87 comments @ THERA: REDUX

Just did a bit of digging in the files and it seems like the "MTW2_Spell_Staff" and "MTW2_Spell_Staff_primary" animations aren't actually in descr_skeleton.txt, and don't appear to have been packed in the skeletons.dat/skeletons.idx files.

Priests of Callisto seem to be the only unit actually using that animation set, so that may be what's crashing the game when it tries to load them into a battle.

Good karma+1 vote
Metal_Izanagi
Metal_Izanagi - - 87 comments @ THERA: REDUX

I seem to be getting a crash when loading any battle that has a unit of Priests of Callisto in it. First encountered this when assaulting Styxia, where the general of the rebel garrison is a unit of Priests of Callisto, and it can be repeated by going into a custom battle and picking the unit as the Uruk Dominion.

Good karma+1 vote
Metal_Izanagi
Metal_Izanagi - - 87 comments @ Call of Warhammer: Beginning of The End Times

Changing the end date shouldn't cause any problems, as far as I'm aware. I've changed the end date to 2744 and haven't had any problems in a Tomb Kings campaign.

Good karma+1 vote
Metal_Izanagi
Metal_Izanagi - - 87 comments @ Call of Warhammer: Beginning of The End Times

Tomb Kings can definitely build Bone Galleys in their ports. I'm running a Tomb Kings campaign right now and I've been using Bone Galleys to transport troops from Khemri.

Good karma+1 vote
Metal_Izanagi
Metal_Izanagi - - 87 comments @ Call of Warhammer: Beginning of The End Times

Not sure what mod you're playing, but I regularly silence Dwarf Quarellers by charging some slave rats into them.

Good karma+1 vote
Metal_Izanagi
Metal_Izanagi - - 87 comments @ Call of Warhammer: Beginning of The End Times

Maybe try updating/reinstalling your audio drivers? Alternatively, see if you can pick something besides the default for "Sound Provider" in the Sound bit of the options menu.

Good karma+2 votes
Metal_Izanagi
Metal_Izanagi - - 87 comments @ Call of Warhammer: Beginning of The End Times

Just to see what all is out there, I started a campaign as the Minor Factions, and I gotta say, the amount of characters from Warhammer's immense lore who are lurking about in the world is awesome! One thing that has me curious, though:

Who is that unnamed fellow residing within Nagashizzar? His stats seem a bit low to be the big man himself...a placeholder, perhaps? descr_strat.txt implies that he should be named Thorgils, but it isn't getting displayed properly, and sounds a bit...dwarfy, for a vampire anyway. :P

Good karma+1 vote
Metal_Izanagi
Metal_Izanagi - - 87 comments @ Call of Warhammer: Beginning of The End Times

Nice catch! Easy to fix for the user in the meantime, at least.


1 - Make a copy of "export_descr_buildings.txt", located in "mods\BOTET\data". Rename the copy to "export_descr_buildings.txt.bak" and keep it as a backup in case you run into any problems later on.


2 - In "export_descr_buildings.txt" find all instances of the following line:

recruit_pool "Dwarfs rangers" 1 0.2 2 1 requires factions { poland, } and building_present_min_level and building_present_min_level barracks_of_marksmen barracks_of_marksmen_1


3 - Replace all instances of that line with the following line:

recruit_pool "Dwarfs rangers" 1 0.167 1 0 requires factions { poland, } and building_present_min_level dwarf_range dwarf_range_1

Good karma+1 vote
Metal_Izanagi
Metal_Izanagi - - 87 comments @ Call of Warhammer: Beginning of The End Times

Yeah, I'm actually a bit confused as to why anyone would even bother just constructing a bunch of forts with expensive units sitting in them like that, for any reason.

It's such a cheesy strategy that if someone's going to that much trouble to have a few extra units hanging around, they're probably doing all sorts of other silly, gamey stuff anyway. No point in wasting time fixing something like that, when a majority of players aren't going to go through with that level of cheese in the first place.

Good karma+2 votes
Metal_Izanagi
Metal_Izanagi - - 87 comments @ Call of Warhammer: Beginning of The End Times

As a fix until the hotfix/next update is out, should I add the free_upkeep_unit trait to skinks, skink archers, and chameleon skinks, just the skinks and skink archers, or just skinks?

Good karma+2 votes
Metal_Izanagi
Metal_Izanagi - - 87 comments @ Call of Warhammer: Beginning of The End Times

iirc Giants are considered "Heavy Cavalry" in their stats, so you wouldn't want to be the one committing to a charge against them in the first place.

Big, heavy units like Giants are best countered by the following, in general order of effectiveness:

Ranged:
- Javelins and other thrown weapons(nets, axes, etc.)
- Crossbows
- Arrows(Fire arrows especially since Giants are cavalry.)
- Mages and artillery(I consider them less effective than the other stuff because they often have much smaller unit numbers and are incredibly vulnerable between shots. Safer to just send a unit of javelinmen who can be replaced than risk a spellcaster or cannon getting smacked around by a giant.)

Melee:
- Spearmen
- Halberdiers

Good karma+3 votes
Metal_Izanagi
Metal_Izanagi - - 87 comments @ Call of Warhammer: Beginning of The End Times

Quick fix for the current issue with the Ogre Kingdoms heir spawning with a Sabretusk Pack instead of an Irongut Bodyguard for his bodyguard unit:

1 - Navigate to "BOTET\data\world\maps\campaign\imperial_campaign" and find "descr_strat.txt"

2 - Make a copy of "descr_strat.txt" and name it "descr_strat.txt.bak" just in case something goes wrong.

3 - "Open descr_strat.txt" and find lines 2562-2574. These lines start with the entry for Tabor Bonechewer and end with the entry for a unit of Ogres in his army. Notepad++ will help immensely with finding the correct lines.

4 - Replace lines 2562-2574 with the following:

character Tabor Bonechewer, named character, male, heir, age 20, x 423, y 125, hero_ability BashEmLadz_Ability
traits Factionheir 1 , GoodCommander 3 , G5_Hero 1
army
unit Ironguts body exp 3 armour 0 weapon_lvl 0
unit butchers exp 3 armour 0 weapon_lvl 0
unit Ogres exp 3 armour 0 weapon_lvl 0
unit man eaters exp 3 armour 0 weapon_lvl 0
unit gorgers exp 3 armour 0 weapon_lvl 0
unit sabertusk exp 3 armour 0 weapon_lvl 0
unit sabertusk exp 3 armour 0 weapon_lvl 0
unit Ogres exp 3 armour 0 weapon_lvl 0
unit Ogres exp 3 armour 0 weapon_lvl 0
unit Ogres exp 3 armour 0 weapon_lvl 0

5 - Start a new campaign, and the correct bodyguard unit will be present for Tabor Bonechewer, with no changes to the actual composition of his army.

The mistake in the unmodified file was that instead of a unit of Ironguts Bodyguard, there was just a unit of Ironguts in the army, and there wasn't a designated bodyguard unit in the first spot of the army, so the game was picking the most expensive unit to be Tabor Bonechewer's bodyguard, with that unit being a Sabretusk Pack. Tabor Bonechewer's army composition is identical to that of the faction leader of the Ogre Kingdoms aside from this oversight, and the change reflects this.

Good karma+2 votes
Metal_Izanagi
Metal_Izanagi - - 87 comments @ Call of Warhammer: Beginning of The End Times

Yep!

If you have Notepad++(If you don't, I recommend getting it. It's free and is a ton of help when editing Medieval II mod files.) do the following:

1 - Make a copy of "export_descr_buildings.txt" in the BOTET "data" folder. Rename it to something like "export_descr_buildings.txt.bak" so that you know it's a backup.

2 - CHECK AGAIN AND MAKE SURE YOU MADE A BACKUP.(Better safe and reading a few extra lines here than having to download the mod again later!)

3 - With "export_descr_buildings.txt" open in Notepad++, go to the menu at the top of the Notepad++ window and select "Search" and then "Replace". It's about halfway down the dropdown list of options for "Search". Alternatively, press Ctrl+H to open the "Replace" window without using the menu.

4 - In the "Find what:" box, paste

"and not factions { hungary, kalmar_union, }"

without the quotation marks.

5 - In the "Replace with:" box, paste

"and not factions { hungary, kalmar_union, papal_states, }"

without the quotation marks.

6 - Hit the "Find Next" button a couple times before anything else to make sure you entered the text correctly. The text file should jump to a few lines near the "temple_sigmar" and "witch_hunter_house" entries in the file.

7 - Hit the "Replace All" button, and a notification should pop up letting you know that 31 instances(I believe that's how many it was. It might be a few more or less, depending on how terrible my memory is.) were replaced.

8 - Save the document, and start a new campaign. If anything isn't working after the edit, delete the modified file and replace it with the backup that you made earlier.

Good karma+2 votes
Metal_Izanagi
Metal_Izanagi - - 87 comments @ Call of Warhammer: Beginning of The End Times

The Empire isn't supposed to have an easy time dealing with units like trolls, giants, and giant spiders I'm pretty sure. Running into a unit like that seems absolutely intended to provoke an "Oh crap, not those again!" reaction from an Empire player.

Good karma+3 votes
Metal_Izanagi
Metal_Izanagi - - 87 comments @ Call of Warhammer: Beginning of The End Times

Save and then close and launch Medieval II again after you finish the battle. If the lack of sound persists, check your sound options. If neither of those solutions work, something is probably messed up in your installation.

Good karma+1 vote
Metal_Izanagi
Metal_Izanagi - - 87 comments @ Call of Warhammer: Beginning of The End Times

Lore-wise, Vlad's kinda on the outs with Mannfred, so there's no way Vlad would be the next leader.

Good karma+1 vote
Metal_Izanagi
Metal_Izanagi - - 87 comments @ Call of Warhammer: Beginning of The End Times

Deleting the "saves" folder in the BOTET directory sounds like a good start, yeah. As a general rule, I usually look for and delete any saves present in a mod's files before starting my own game, since 99% of the time there's no reason for them to be there.

Good karma+2 votes
Metal_Izanagi
Metal_Izanagi - - 87 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

Some areas are going to lag more than others, and there are a couple of trouble spots, including the construction site in Limansk, due to squad pathfinding not being able to handle some of the really tricky areas. You're also going to get a lot of slowdown when there are huge firefights going on over a large area. Once the fighting dies down a bit, it'll get better, though the only solution to the lag in spots like the construction site is to just move away from the area or throw a couple of grenades into the mass of dudes that are stuck.

Good karma+1 vote
Metal_Izanagi
Metal_Izanagi - - 87 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

Noticed that in Limansk, at the "Old construction site" squads seem to have a habit of getting stuck in the upper-left corner of the construction site's outer wall as they try to move to "Run Down House". This results in a ton of slowdown, I guess from the AI trying to figure out how to reach its destination.(They're supposed to go to the second or third floor of the construction site and then across to a couple of wooden platforms.)

Good karma+1 vote
Metal_Izanagi
Metal_Izanagi - - 87 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

Make sure that the place you're at is actually a "Base" territory. Then, check the respawn timer for your faction. As long as the base isn't full, it should spawn a new defense squad at some point.

Good karma+1 vote
Metal_Izanagi
Metal_Izanagi - - 87 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

The mutants thing is especially noticeable when you enter Cordon. If you head straight to the Rookie Village, it's not at all uncommon to see a mountain of mutant corpses scattered around, sometimes with one or two dead Stalkers among them.

Good karma+1 vote
Metal_Izanagi
Metal_Izanagi - - 87 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

I tried looking through the debug spawner menu, but couldn't figure out how to spawn a specific unique NPC. The stuff in the drop-down menus is limited to mutants and a few different NPC Stalker squads.

Good karma+1 vote