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Comment History
slite_bg
slite_bg - - 21 comments @ Latin Battle Events v1.1

Excellent idea and implementation, hope to make it work with most of my mods! Is there a way to edit the export_***.txt file so all factions use those battle announcements? Like it would be a bit weird playing Carthage and hearing the victory announcement in Latin, but it would still be a thousand times better than vanilla RTW. Or maybe if you aware of any way to stop/delete those for some factions altoghether? Please share that info if possible, since I could not find it otherwise on the net and it would complement this mod greatly

Good karma+3 votes
slite_bg
slite_bg - - 21 comments @ Total War: 1942 Patch - Fixing strat-map ships, stats etc!

Seems to break the campaign? Installed 1942 v1.0, patch 1.1 FIX, patch 1.2, 1.3 and finally this. I believe this is the correct load order? Loads fine but when I click Play Campaign and choose a nation, it just returns me to previous RTW menu. Checked to be sure, all other patches load campaign fine. After applying this one (made sure it's correct in the 1942 dir), the issue is present. Please upload fix or advise what to do!

Good karma+1 vote
slite_bg
slite_bg - - 21 comments @ Patch 1.0 to 1.1

Just a hint to those who want to install TIC properly - install v1.0 (as of this date named here on ModDB 'TIC v1.1 Full Version'), then install this (v1.1 patch), then the v1.2 patch and it will be playable!

Good karma+1 vote
slite_bg
slite_bg - - 21 comments @ Patch 1.1 to 1.2

Just a hint to those who want to install TIC properly - install v1.0 (as of this date named here on ModDB 'TIC v1.1 Full Version'), then install the v1.1 patch, then this patch (1.2) and it will be playable!

Good karma+1 vote
slite_bg
slite_bg - - 21 comments @ Patch to version 1.4

A favorite RTR version of mine, along with 'minimod' TIC. Thanks for upload!

Good karma+1 vote
slite_bg
slite_bg - - 21 comments @ The Iberian Conflict v1.1

ATTENTION: I believe this is actually TIC v1.0. The filename says so, and also after installing this if one wants to patch up TIC to v1.2, the v1.1 patch has to be applied first, otherwise campaign doesn't load properly; meaning this file is supposed to be named TIC v1.0 so as not to skip v1.1 patch.

Good karma+1 vote
slite_bg
slite_bg - - 21 comments @ RS 2 Environnements Add-on

Good upload, thanks for the effort. I have to ask, before trying to apply, I have dozens of modfoldered mods in my RTW/BI folder, is it absolutely necessary to copy the files directly to my RTW folder and not the Pen Italica folder? (I've seen other mods use files in their own modfolder data/bi and files seemed to work). I'm not willing to risk my current BI install and the files are too many to backup manually. Thanks in advance

EDIT: Tried to install it 'my way' into the mod folder after backing up my files, game crashes at startup loadscreen :( Guess this pack really has to be installed in the main RTW/BI folder, which I'm not going to risk. I don't mind playing PI without it.

Good karma+1 vote
slite_bg
slite_bg - - 21 comments @ Paeninsula Italica Patch II

Great, will try

Good karma+1 vote
slite_bg
slite_bg - - 21 comments @ [OUTDATED]

Same here (v1.0 Campaign)

Good karma+1 vote
slite_bg
slite_bg - - 21 comments @ Napoleonic: Total War II v2.0 - REVAMP PATCH

Hey there, glad to see someone working on this awesome mod for good `ol RTW. Just want to ask: did any work go into eliminating CTDs in v2.0? (like Berlin 'Ligny' texture battle crash etc.) I can just download mod (and probably will in the end) but I am really low on hard disk space so no harm in asking first. Also v1.0 is Again thanks for your work just hoping to see some progress on the CTD front (campaign mode)

Good karma+1 vote
slite_bg
slite_bg - - 21 comments @ Napoleonic: Total War II v2.0 - REVAMP PATCH

How did you fix it? Were you using v1.0 or v2.0 of the mod? Anyone else got that error?

Good karma+1 vote
slite_bg
slite_bg - - 21 comments @ Napoleonic: Total War II v2.0 - REVAMP PATCH

Good question, please if someone tried battle in Berlin and others that were broken in v1.0 to verify if the game-breaking crashes still exist. Mod author for v2.0 doesn't mention fixing CTDs, that were the real bugs

Good karma+1 vote
slite_bg
slite_bg - - 21 comments @ Napoleonic : Total War II

Same here with Berlin as Nappi, does new NTW v2.0 fix this? If it does not, please fix in 3.0 (maybe along with this new cannon range bug everyone seems to be reporting?) IMO major game-breaking bugs (crashes) are all that is keeping this mod from being a solid Napoleonic simulation in it's own right in 2020, if a bit unpolished understandibly

Good karma+2 votes
slite_bg
slite_bg - - 21 comments @ GBR Tactics

I'm pretty sure this is a mod mechanic. At first I was also surprised to see my warriors running away like headless chickens at every right mouse click when engaged with the enemy! The key hint is the notes by the dev above: '* develop the tactical aspect of the game thanks to the "IN BATTLE"' This 'in battle' mechanic seems to mean when the units are selected as an army (with a hero) they will *always* retreat when the player right clicks anywhere on the map when they are engaged (exception are enemy heroes, it seems??).

The idea is obviously, when your troops engage, they engage, you can't just run hit and run. Battles are not just blobs of units anymore (for the most part). Also automatic fighting helps microing a bit, which is awful lot in this game. When the units are done killing every unit in sight after the initial attack, you will regain control. This makes ordering armies more 'strategic'. It however raises another issue, because the mod also intoduces 'barbarian' AI with groups of them moving, attacking across the map. So when they aggro your troops, which is often, they engage and try to attack across the map sometimes, passing forts and enemies along the way to die happily and horribly, while you can do nothing but retreat them, but then it seems, at a cost to their health (?)

Now I'm not sure if units also 'break away' when fighting without a hero, but in Imp III this is suicide anyway. The break away command itself is useful mainly as intended - when you are badly losing a fight and you need to save your hero and a portion of his army. His units will get a significant speed boost, but you will lose control again and they will retreat in the general direction you ordered them.

Bottom line is, while this is a nice feature in paper, and is implemented rather well, resulting in some fun engagements. As for removing the mechanic I'm also interested if it's possible, while keeping the other mod features.

Good karma+1 vote
slite_bg
slite_bg - - 21 comments @ Gekokujo Hatamoto Edition (bug fix update)

All right, just to clarify and for everyone having the 'corrupted archive issue' it's as simple as installing the latest version of WinRAR. That solved it for me. Cheers

Good karma+2 votes
slite_bg
slite_bg - - 21 comments @ Tzars and Salesmen

Which portable version is that? Would be grateful, I also have trouble running the mod in the regular game. Thanks!

Good karma+1 vote
slite_bg
slite_bg - - 21 comments @ [RELEASE] Morrowind Rebirth 4.9 [OUTDATED]

Good question from SerbianEmpire about Tamriel Rebuilt compatibility.
I would also like to ask how compatible is this mod with Armor, body, weapon, face replacement mods etc. I realize it's labeled 'total overhaul' which should indicate a very high chance of incompatibility, I'm asking because I have an extensive mod-build of my liking I finally stabilized and if Rebirth breaks it I will think twice before using it (or make sure to have a different Morrowind install to try Rebirth). No place here for my full mod-list but apart from texture/NPC mods I believe nothing should directly conflict with this?

Good karma+1 vote
slite_bg
slite_bg - - 21 comments @ Gekokujo Hatamoto Edition (bug fix update)

I also get corrupted archive? Both the .rar file here and the one from nexus. What gives? Really want to try this. Fixed link?

Good karma+1 vote
slite_bg
slite_bg - - 21 comments @ Admiralty-TSLRCM Compatibility Patch 1.1

Does anyone know if this patch fixes the Ravager cutscene issues that many have mentioned associated with the use of this mod and TSLRCM?

Good karma+1 vote
slite_bg
slite_bg - - 21 comments @ Star Wars Battlefront II : KOTOR

We are actually going to fight in the battle of Malachor V? Awesome!! Can't wait for this mod!

Good karma+2 votes
slite_bg
slite_bg - - 21 comments @ Gekokujo Daimyo Edition 3.0 Full Version

Hi there Aruda, what is this cryptic 'Warband Tamer' that I can't find any info on at all? And how do you get the 3.2.0 to work with 1.172? It says it's only for Warband 1.153 (or similar) when I try to load it. I extracted all WSE files in a 'WSE' folder in the Gekokujo mod folder and ran it from there. But I also tried running it from the root M&B:W folder, same result. I also tried WSE 4.5.4, 4.6.0 (with the appropriate exes) and couldn't get them to work either. Any idea what am I doing (or not doing) wrong? Thanks in advance!

Good karma+2 votes