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ale96
ale96 - - 21 comments @ Third Age Total War Extended 4.8 - Full Standalone (Windows Only)

-4 In the file search (ctrl+f) for the SILVAN ELVES exactly as I wrote it it will direct you to the silvan elves unit aka Lothlorien Units. The first 3 are the one you are searching for the archers, they should be:

-Elf_Archer

type Elf Archer
dictionary Elf_Archer ; Elven Archers
category infantry
class missile
voice_type Heavy
banner faction main_missile
banner holy crusade
soldier Elf_Archer, 48, 0, 1
attributes sea_faring, hide_forest, extreme_range, very_hardy, can_withdraw, free_upkeep_unit
move_speed_mod 1.1
formation 1.2, 1.2, 2.4, 2.4, 4, square
stat_health 1, 3
stat_pri 9, 2, elven_arrow, 170, 35, missile, missile_mechanical, piercing, none, 0, 1
stat_pri_attr no
stat_sec 7, 2, no, 0, 0, melee, melee_blade, piercing, sword, 0, 1
stat_sec_attr no
stat_pri_armour 2, 6, 0, leather
stat_sec_armour 0, 0, flesh
stat_heat 2
stat_ground 0, -1, 0, -1
stat_mental 11, normal, highly_trained
stat_charge_dist 15
stat_fire_delay 0
stat_food 60, 300
stat_cost 2, 500, 210, 75, 75, 500, 4, 100
armour_ug_levels 0, 1
armour_ug_models Elf_Archer, Elf_Archer_upg
ownership slave, norway, mongols, normans
era 0 slave, norway, mongols, normans
era 1 slave, norway, mongols, normans
era 2 slave, norway, mongols, normans
recruit_priority_offset 0

-Silvan Archer

type Silvan Archer
dictionary Silvan_Archer ; Silvan Archers
category infantry
class missile
voice_type Heavy
banner faction main_missile
banner holy crusade
soldier Silvan_Archer, 48, 0, 1
attributes sea_faring, hide_improved_forest, extreme_range, very_hardy, can_withdraw, stakes, free_upkeep_unit
move_speed_mod 1.1
formation 1.2, 1.2, 2.4, 2.4, 4, square
stat_health 1, 3
stat_pri 11, 2, grape_arrow, 200, 35, missile, missile_mechanical, piercing, none, 0, 1
stat_pri_attr no
stat_sec 9, 3, no, 0, 0, melee, melee_blade, piercing, sword, 0, 1
stat_sec_attr no
stat_pri_armour 3, 6, 0, leather
stat_sec_armour 0, 0, flesh
stat_heat 2
stat_ground 0, -1, 0, -1
stat_mental 12, normal, highly_trained
stat_charge_dist 15
stat_fire_delay 0
stat_food 60, 300
stat_cost 2, 620, 250, 65, 65, 620, 3, 150
armour_ug_levels 0, 1
armour_ug_models Silvan_Archer, Silvan_Archer_upg
ownership mongols, normans, slave
era 0 mongols, normans, slave
era 1 mongols, normans, slave
era 2 mongols, normans, slave
recruit_priority_offset 5

-Elf Guard

type Elf Guard
dictionary Elf_Guard ; Silvan Heavy Archers
category infantry
class missile
voice_type Heavy
banner faction main_missile
banner holy crusade
soldier Elf_Guard, 48, 0, 1.2
officer silvan_captain_early_flag
attributes sea_faring, hide_forest, extreme_range, very_hardy, can_withdraw, free_upkeep_unit, start_not_skirmishing
move_speed_mod 1.1
formation 1.2, 1.2, 2.4, 2.4, 4, square
stat_health 1, 3
stat_pri 12, 2, elven_arrow, 210, 35, missile, missile_mechanical, piercing, none, 0, 1
stat_pri_attr no
stat_sec 12, 7, no, 0, 0, melee, melee_blade, piercing, sword, 0, 1
stat_sec_attr no
stat_pri_armour 8, 5, 0, metal
stat_sec_armour 0, 0, flesh
stat_heat 6
stat_ground 0, -2, 0, -1
stat_mental 14, disciplined, highly_trained
stat_charge_dist 15
stat_fire_delay 0
stat_food 60, 300
stat_cost 2, 780, 300, 100, 100, 780, 2, 250
armour_ug_levels 3, 4
armour_ug_models Elf_Guard, Elf_Guard_upg
ownership mongols
era 0 mongols
era 1 mongols
era 2 mongols
recruit_priority_offset 10

In those section you must modify stat_pri line, in particular the 1st number (the damage done by every missile shot by the archers), the 4th number (which indicate the max range for the unit, it is directly dependent on descr_projectile.txt and the max-min angle and the velocity of each projectile, you can try to modify them too if you want, the projectile that the unit use is in the 3rd space of stat_pri line), and finally the 5th number (which indicate the ammunitions avviabile to the unit).

And that is all to for modify damage output of the archers, if you want to modify other aspects there is a full guide of every single number and value of the units at the top of export_descr_unit.txt.

Good karma+1 vote
ale96
ale96 - - 21 comments @ Third Age Total War Extended 4.8 - Full Standalone (Windows Only)

For that you can simply modify the damage done by elven archer by yourself, I have done it too as I found them to be too much nerfed, the elves are supposed to be strongest factions in all middle earth with archers that can kill everything with superb precision even miles away, so this is what I have done:

-1 Go to where is located your mod, usually, if you have not installed the whole Medieval II game in different hard drive then C, is located here C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War\mods\Third_Age_4

-2 open the data folder and search for export_descr_unit.txt

-3 open it, possibly, if you have it, with notepad++, is far more better then the windows notepad and is more simple to find what you need in txt files, and the program is completely free with no ads, so I personally recommend it rather then windows notepad.

Good karma+1 vote
ale96
ale96 - - 21 comments @ Third Age Total War Extended 4.8 - Full Standalone (Windows Only)

when you say "This mod IS NOT COMPATIBLE with other mods like DAC." it means that I have to have it installed on a clean installation? they are not separated?

Good karma+1 vote
ale96
ale96 - - 21 comments @ Empire II

You have done it correctly from what I can understand, the table you are searching for this modification is building_levels and you rightly modified the values in the create time column, 2 questions:
1- Is it the vanilla's building_levels table or it is the mod's building_levels table? Cause this may be part of the problem. Some buildings are added/modified by this mod and in the vanilla table are different. Anyway as an advice if you are modifying a mod modify directly the mod do not make a mod of a mod, to have it completely safe make a copy wherever you want of the .pack file you are going to modify (in this case is IT_DB_2.pack, you can find it in the data folder of your game folder). I said this because mods are not automatically loaded in the game but you have to manually add them in to a .txt file that will tell the game what mods to load in the game, this passage is a lot more easier and completely skippable if you modify directly the mod itself, because all the modders, generally, provide a file to add to "AppData\Roaming\The Creative Assembly\Empire\scripts\", which is named user.empire_script.txt, that do exactly this, tell the game what ".pack" file to load in the game, which are the mods, so this take us to the 2nd question
2- Do you add your mod to the aforementioned file? If you open it you will see something like this:

mod "IT_early.pack";

mod "IT_DB_2.pack";
mod "IT_sounds.pack";
mod "IT_Music.pack";

mod "IT_main.pack";
mod "IT_unitsmodels.pack";

So these are the ".packs" that compose this mod, if you want to make your mod run a long them you have to add another line like this

mod "your_name_mod.pack";

that will look this way:

mod "IT_early.pack";

mod "IT_DB_2.pack";
mod "IT_sounds.pack";
mod "IT_Music.pack";

mod "IT_main.pack";
mod "IT_unitsmodels.pack";

mod "your_name_mod.pack";

The order shouldn't have to be a problem so place it at the bottom of the list, but if your modification are still not showing try to move the line (mod "your_name_mod.pack";) over all others, or at last over IT_DB_2.pack.

Hope it helps, let me know if you need more help and sorry for the late response I was busy.

Good karma+2 votes
ale96
ale96 - - 21 comments @ Empire II

Yeah of course, what do you need to modify or what are you trying to modify? Tell me exactly what are you doing and I will gladly help you in anyway I can.

Also in whatever table you are modifying always keep a look at the vanilla one and\or the original table you are modifying from the mod, so you will see if you had accidently made I mistake. I spent 2 days over a modification of my own that was not working because I simply didn't changed a value in a column that was essential for the game to correctly make it run ahahahah. I found out the error looking for the same table in the vanilla db so after changing that it worked perfectly.

Good karma+1 vote
ale96
ale96 - - 21 comments @ Empire II

Thank you to understand my point of view at last it is really comforting to know that I'm not the only one that play the games because they are source of entertainment and not of stress ahahahah.
And I completely agree with you with the too slow peace, personally, if you know how to modify things with RPFM, I strongly suggest that you do as I did:
-Halved all the value of the malus for peoples discontent in the building_effect_junction table (I have completely remove some of them, like the one for the roads)
-Halved all the points needed for the technology in the technologies_table tab (or something like that I don't remember exactly the name of the table related to the technologies)
-Halved the cost and upkeep of all units in the units_table tab (I Personally found some of the upkeep and recruitment, like the one for the First Rate Ship of the Line, to be a little excessive so I halved them all)
-Halved the construction times of all buildings (having to wait all those turns to have a building completed is simply too much for me and I don't have that much time)
Those changes made the mod a lot more enjoyable and playable, and AI somehow gain from this modifications, it spawns a lot more armies and field a lot more firepower then before so it is even a little more challenging somehow.

P.S. It may seems like a lot of work but is not, simply select all the value of the column you are going to modify, then right click over the selected value and select in the pop up menu Rewrite Selection (CTRL+Y), then in the tab that appear check the box saying that it is a math operation, and then digit this formula
{x}*0.5
Now all the value selected will be halved.

Good karma+2 votes
ale96
ale96 - - 21 comments @ Empire II

Yep I know that, I didn't say that it was added with the mod, I said that I don't understand it because it does not make sense in my opinion and I said that it has even less sense in this mod because its effect are even strengthened and there is another effect added to the already bad effect that add even more discontent by affecting all the people from all the different social classes, and this is an effect not present in the vanilla. But as I said my perplexity is about the value of this malus, related to the university, which is stupidly enormous for no reason and about the fact that every single building in the game as some malus effect associated with him about the discontent of the people which make no sense at all. I mentioned the example of the roads, why do have people to be unhappy or discontent of having more roads??? Are you unhappy there are the roads in your town? Are you discontent about using roads to move around? That is what I don't understand, simply.

PS: To be more clear about the university, if you add a malus such us:
-20 happiness for clamour for reforms to Up Class
-12 happiness for clamour for reforms to middle class
-8 happiness for clamour for reforms to lower class
Those are already strong malus, but then you even strengthened those by adding another malus which is added to all of them like
-20 happiness for clamour for reforms to all classes
this meaning that all the previously value are added together with this one, meaning -40 for Up Class, -32 for middle class and so on. It is tremendously high, that is what I have perplexity on.
Obviously this is an example I don't remember the exact number of those right now, but I'm pretty sure that I'm not far from them, I could have possibly mistaken the class value. but it is not the point the single class value, the value itself is the problem here.

Good karma+2 votes
ale96
ale96 - - 21 comments @ Empire II

Ok, so I'm trying this mod again after several months to see how it is developing and I would say that is quite good indeed, but I do have some perplexity, why seems that every single building makes my population angry or not happy about them? It seems like you are penalized for improving your empire instead of being rewarded for it. I did look on the building_effect_junctions table and there are malus for building that does not need them at all, like roads, why do I have to have peoples unhappy for the roads? This doesn't make any sense, and the malus for the academy? They are quite too much, I never understand it in the vanilla game neither do I understand it here in the mod (why peoples has to complain about university?!?!?!? It doesn't make any sense at all), but what does make even less sense is why in your mod, other than the already increased normal value, I have a second malus that hits every caste of the population and it is tremendously high. I understand that there is some sadistic people out there and love to play games in a way that are impossible to beat because they like to be beaten again and again, but I do like game to play them, and finish them, no to countinuosly die or, like in this case, have to deal with a possible rebellion at every turn only because I have improved my settlement, I really don't understand the logic, the game are born to be a leisure, something that make you feel relaxed and you can play in peace without the feeling of anxiety or urgency and can draw you away from reality for an hour or two when you need a bit of time off, away from stress, so where is the need on trasforming this in the exact opposite? Well at last this is my personal opinion, if your are the kind that like to be stressed even by games feel free to do so, I'm not judging I just don't understand it. Not that I don't like challenge, but I don't like to be penalized for every action I made.
In conclusion the mod is good, the fighting is really nice (but there again I would reduce the fatigue matter, a man doesn't go panick or be tired after only 10 meters of run), and the variety and level of details is really really good.

Good karma+3 votes
ale96
ale96 - - 21 comments @ Separatist Crisis Main Module (Depreciated)

I need to ask is this mod single player or not? I didn't understand

Good karma+1 vote
ale96
ale96 - - 21 comments @ Empire II

Well, I will say only great work. It is, in my personal opinion of course, the best mod for this game. It's an amazing work and it is really big, really really good work. Keep up the good work.

Good karma+1 vote
ale96
ale96 - - 21 comments @ Empire II

A quick question do you have included in your files all terestria orbem files, or I should download them to have them enabled?

Good karma+1 vote
ale96
ale96 - - 21 comments @ [OUTDATED]Empire Total War II - V1.0

Two tings I have noticed that may help you clean a little bit the mod.

1- When playing with a nation that should be a west power the music is something like all Native Americans, and this is quite boring after some time, the same track is being repeated all the time, and this is not funny in my opinion.

2- For unknown reason at some point in the campaign the recruitment option dissapear from big city, I noticed that when playing with Savoy. If I recruit a General and then place him somewhere and then recruit directly from his army I'm still able to recruit all the units I want, but I can't from cities.

Edit: Solved problem 2 for the moment, lowering the recruitment slots of all biggest place (I'm refering to land recruitment obviosly) to a max of 4 slots with rpfm worked. Stil don't know what is happening with the music I still get Native Americans Music instead of west power music, when playing with a west power.

Good karma+1 vote
ale96
ale96 - - 21 comments @ Empire At War Remake: Galactic Civil War

I will leave only a suggestion (wich maybe I will be unpopolar for but I found it funny ahahah), release the mod at the 22:22 of 22/2/22.... it will be the best release date for almost 90 years... 'cause there isn't 33rd of any month and the next interesting release date will be something like 11:11 of 11/11/111.

Obviously this is only a funny ******* stupid suggestion, a joke... but it will the best release date in the world ahahahahahah.

Good karma-1 votes
ale96
ale96 - - 21 comments @ Perisno

Will You Ever move the mod to Bannerlord? This mod in that game could be the best game in the world and I'm not joking, I have playing this mod for about 4 years now and I have not finish playing it yet, I simply love this mod and I would love to see this in Bannerlord... even if this will mean that I have to wait for an year or two.

Good karma+2 votes
ale96
ale96 - - 21 comments @ Causa Belli 2.2

Two different point of wiew, causa is, gramatically speaking of course, more correct, casus in the other hand like u say is correct too because it became a formula in time, so it´s all about what you like best in the end. Personaly I liked them both, not because one is more gramaticaly correct then the other or viceversa the other is more used the other one, but because i liked the mod :D

Good karma+1 vote
ale96
ale96 - - 21 comments @ Causa Belli 2.2

And yet you are wrong too, i think it is causa, causae what it´s refering to in the title, that can be translated in english as the reason or motivation or cause or occasion or pretence etc..
Casus, casus, that you have mentioned, has a completely different meaning in latin and the obviosly in other languages, it can means something like fall, overthrow, misfortune, accident, error, even death in some case and etc.
So it´s very likely that he refers to causa, causae and the title isn´t incorect, because causa belli means exactly "A reason for the war" or "A reason of war" or even more litteraly "reason of war", in this case belli refers to bellum, bella neutral second declination, wich means that the genitive form of the singular is belli, that translated means "of war".

Good karma+1 vote
ale96
ale96 - - 21 comments @ The Great War

I Found two Siege columns, one is Siege Gun and One is Siege Ladders, but not Siege Engine. Do you refer to one of those two?

Good karma+2 votes
ale96
ale96 - - 21 comments @ The Great War

So what I have to do? The Game I started was a fresh one not an old one and the mod is update to the last patch, do I have to restart again anoter game?
Can this problem come if I still have some old savegames? Because if it does I will delete the old saves and start a new one.
Anyway if there isn't any solution yet, I will wait until the v6.0 come out (I hope it will be soon because it looks like is really promising the new version :D)

Good karma+1 vote
ale96
ale96 - - 21 comments @ The Great War

I believe there is a bug in the game, when I play with Italy, around turn 40-50 it always crush, I believe it's something related to German Reich, because it always crush when is the turn of the German Reich, so I believe that it's something related to some action the German Reich does in it's turn, I don't know what it is can you check if there are any error?

Good karma+1 vote
ale96
ale96 - - 21 comments @ The Great War

Hi, first let me say that you have created one of the best mod for the total war games, I've played it since it's first release and I still play it :D. Anyway I want to know if there is a way to open the projectiles tables with some editor, like RPFM, 'cause I wanted to modify some values but when I tryed to open the projectiles tables always tell me that there is an error in Row 30, Cell 22 and it can't be readed as a Boolean value. There is any solutions?

Good karma+1 vote
ale96
ale96 - - 21 comments @ The Great War VI - The United States of America

Hi, first let me say that you have created one of the best mod for the total war games, I've played it since it's first release and I still play it :D. Anyway I want to know if there is a way to open the projectiles tables with some editor, like RPFM, 'cause I wanted to modify some values but when I tryed to open the projectiles tables always tell me that there is an error in Row 30, Cell 22 and it can't be readed as a Boolean value. There is any solutions?

Good karma+1 vote