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Comment History
SpessMuhrine
SpessMuhrine - - 7 comments @ Carnivores Triassic

Oh wow. Thank! Hey, I scanned what I thought was everything looking for a fix and didn't find one. You might want to mention this somewhere on this page so nobody who runs into what I did doesn't just give up.

Good karma+1 vote
SpessMuhrine
SpessMuhrine - - 7 comments @ Carnivores Triassic - (No Longer) Final Release

Posted this issue someplace else, but I can't seem to switch to the sniper rifle or Golden Lever Action.

Good karma+1 vote
SpessMuhrine
SpessMuhrine - - 7 comments @ Carnivores Triassic

When I take the M40 with another weapon I can't seem to switch to it. When I hit the key for a weapon from 1-6 that I don't have, I get an error message but not for 7 or 8. This makes me think I won't be able to switch to the G-LAR either when I unlock it. Any help?

Good karma+1 vote
SpessMuhrine
SpessMuhrine - - 7 comments @ How to Download, Install and Update Star Wars Conquest

Your link to a wiki with the instructions just goes to some fuckoff site called bitbucket. What the heck?

Good karma+3 votes
SpessMuhrine
SpessMuhrine - - 7 comments @ Enhanced MOS v1.70 Sub-Mod

Back again. I wanted to let you know that I got the mod running, but noticed bizarre changes to Rhun. For some reason they can train end-tier units from turn 1 without high level military buildings. Namely, they can recruit Dragonwrath's guildsmen and Loke-Thul Rim in Mistrand from turn 1 without needing any buildings to do so. The AI I'm playing against on Very Hard difficulty is spamming them; buying them every turn it can and there are no good counters available to end-tier units in large numbers by turn 20-40. All other factions I've played as/against have had to spend huge amounts of time and gold to get the infrastructure required to train high level units directly, getting any early on only through mercenaries or freebies.

I do not understand why this has been added in Enhanced 1.7.

Good karma+1 vote
SpessMuhrine
SpessMuhrine - - 7 comments @ Enhanced MOS v1.70 Sub-Mod

"Remember placing the file included within the data folder of the archive into the data folder of Third Age, and then delete the files as stated in the setup above."

Wait a minute, I think I see what I did wrong here. I was extracting the entire Enhanced MOS 1.7 patch that I downloaded from this page into the Data File under Third_Age_3. But that's wrong, isn't it?

When I open up the 7z file I downloaded in my WinRAR, I can go 'deeper' into the archive and find a "data" file. What you're saying is I just extract that onto TATW's Data file, not the whole Enhanced archive?

I'm sorry to try and go over this so much, but I'm having trouble understanding exactly what you mean and I really want to experience this update to MOS.

Thanks.

Good karma+1 vote
SpessMuhrine
SpessMuhrine - - 7 comments @ Enhanced MOS v1.70 Sub-Mod

So I just downloaded the mod and tried to extract it to my Steam M2TW folder, guessing which folder to place it into. The path I used was C:\Program Files (x86)\Steam\SteamApps\common\Medieval II Total War\mods\Third_Age_3\data

While it was extracting it gave me 4 error messages relating to New_Gondor_Units/textures or something along those lines. Then when I launched the game I went into custom battle and only counted about a half dozen new units, all for evil factions. It that what is supposed to be in the mod?

Good karma+1 vote