Wait of all the places on thedas, why would you be asking for female warriors to be a part of the like ONE culture that literally doesnt allow females to be in the army?
Wait of all the places on thedas, why would you be asking for female warriors to be a part of the like ONE culture that literally doesnt allow females to be in the army?
Thank you, I was just curious! One last question, is it not possible to add a character to the Khazad-Dum faction aside from Balin by adding it to the descr_strat? I wanted to add a custom character but when the game loads up, he simply disappears shortly after, even though I was able to select him and order him around at first.
I had a question about aging and tpy in this mod, is it 4 turns per year with characters aging a year every 4 turns? I thought i remember it being 10 tpy at some point, or at least having very slow aging and time scaling.
If it is by default a 4 tpy script, is there a way for me to change this to a 12 tpy script while keeping the game of thrones seasons script?
I had a quick question before I went and spent alot of time trying to do it, but would it be possible to integrate the scripts found in MOS into DaC 4.6 by adding them to the script files? If not, is there any possibility of potentially reaching out to the makers of MOS to officially integrate them into the next release of DAC?
I noticed that the High Rock factions recruitment seems somewhat odd. I'm mostly referring to the fact that each respective factions unique Guard units are restricted to castle recruitment, and can't be recruited in each of the main cities themselves which seems odd. You also can't recruit the generic High Rock sword and shield infantry in cities either but you can recruit two-hand infantry and halberdiers. It isn't any sort of huge deal obviously, just something I personally find to be weird and I usually edit the descr_buildings file to change this, but was wondering if there any plan to change this aspect of the modd officially, or if it could be changed?
If i remember right theres redcliffe knights with an AoR for Redcliffe and i think there is an AoR for Highever as well
The Chasind people of Ferelden are pretty archetypical Barbarians. Theres not really a direct viking analogue tho.
Certainly no rush! I have been wanting a DATW since i first played DA:O like 11 years ago and it became my favorite game of all time, so I can wait as long as it takes.
One more question I have is what is going to be done about faction voices. Are you going to use the faction voices of vanilla M2TW, or are you planning to use sound bytes from the games in a similar fashion as Elder Scrolls Total War? Apologies if this has been answered before or elsewhere.
Oh man I have been waiting to see some Dwarf units, they are for sure my favorite faction in Thedas and these look absolutely incredible! Are you planning on differentiating the appearance of Kal-Sharok Dwarves from Orzammar Dwarves on units without full helmets? Kal-Sharok dwarves evidently look pretty different from those in Orzammar; supposedly being changed by the taint to be paler and "different". Maybe they could have paler skin with pale irises as well, sort of like a much less severe version of how blight ghouls look in DA:O but without the dark splotches and veins on their face?
Also I really can't emphasize enough how excited I am for this mod to come out. Ever since I discovered it around two years ago, I can honestly say I am more excited about this than any "AAA" title that has come out or will be coming out. You guys are doing absolutely incredible work. Do you guys have a paypal or anything? I would love to give you guys something for making a mod that looks so well made.
So I have done everything that it says to do to prevent crashing with the steam version, however immediately on start up it flashes the TESTW splash screen before crashing and saying "Medeival 2 has encountered an unspecified error and will now exit". Has anyone else had this problem and knows how to fix it?
Any chance that a new addition could be made of Heavy Orcish Archers to the Orsinium roster in the future? Obviously archery isn't an orcish thing, but I feel like adding a unit that wears the same armor as their mainstay infantry that is slightly better than the basic archers in both melee and range stats would be a decent addition.
Oh I actually did not know that, interesting! I suppose that it somewhat makes sense then, but it is still pretty weird to have the CSA pretty much always outnumber the USA in battles.
One thing I have noticed is that the Confederate Units (I know for sure when I play as them, but am not fully sure about the AI if you play as the Union) are larger than the Union's units, which I feel is backwards and the reverse of what it should be, especially considering that CSA units tend to be slightly better stat wise, which reflects reality. Is there anyway to change that potentially so that CSA units are slightly smaller than the Unions?
How many turns per year is the mod supposed to be? Looking in the scripts and descr_strat files it seems like its supposed to be ten, i think? However I just realized im on turn 24 and none of my characters have aged since the first turn.
Is the option to declare yourself independent and crowned king only an option on the first turn? I tried to put my leader outside of a city and select him on a different turn and the ad visor did not pop up....
So I am having a weird issue, where instead of starting in 1607 as it says in the most recent beta version, I start in 1616 with a bunch of armies starting with most of the units in them at like half strength as if they were just in a battle, and seemingly randomly placed fleets. Anyone else had this problem?
Ah I understand completely. But yeah, I was thinking that a Fereldan knights unit could be sword/shield infantry while Redcliffe knights could be great sword infantry. A pikeman unit would be a great addition to the roster tho as it would serve as a counter to Orlesian cavalry, but I just feel it shouldn't be a bodyguard unit
OKay actually I found a new issue I think; valenwood warriors and eldenwood warriors are not able to be recruited even with the highest level barracks/archery range. In addition, apparently any form of stable building is unable to be constructed by the faction, despite the buildings file saying it is able to be constructed by Valenwood. I am trying to go about fixing the units issue by editing the buildings file but does anyone else have this issue? Or is my file just messed up?
Ope, never mind, just saw the debug fix for voices a few comments up.
So I have a weird issue where Valenwood on the campaign map uses the Khajiit voices even though in the file descr_sounds_accents it is under Altmer.
First off I would like to say I have been dreaming of this mod for ages and I could not be more excited that someone is making it!
However with regards to units, particularly Ferelden, I think there should be just a generics "ferelden knights" unit, rather than only have Redcliffe knights. There are other Teyrnirs and Arlings I feel should be able to be represented in a generic unit with different heraldries on the shields. I also feel like the generals body guard would better be served to be some sort of knightly revenue, but that's just me.
It appears that I am missing the map.rwm file every time I download it and I feel like this is the issue. I don't know why only I seem to be missing it however, as it seems like most people can run it without issue.
Yes, but then I completely uninstalled M2 itself, reinstalled and ran an integrity check and then extracted it to the mod folder, and I still get the CTD at the screen right after startup
So I keep getting CTD as soon as I start it up essentially, even though I followed the download directions exactly...renamed it and everything, but I cant get past the opening splash screen.
There seems to be an issue with the Lizalfos faction as in my Hylian campaign every time I go to fight a battle against them it CTDs on the loading screen before the battle map.
mevans596
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