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Comment History
ted_duz
ted_duz - - 25 comments @ EUR

I also noticed this and modded the expert_descr_buildings.txt file as there was no line for Rhun to recruit from Khand clans (outside of Khand) and there is no Balchoth units (except super elites?)

Added the Khandish units which are playable by Rhun with the campaign script of khandish_clans_join 1 which gives you a more fun army. Although the variag swordsmen and horse archers lack the upgraded skins for Rhun so they will become silver surfers unless remedied or skin removed.

Wonder what Kvintus think about this and what you had intended?

Good karma+1 vote
ted_duz
ted_duz - - 25 comments @ Unofficial Patch for The Elder Scrolls: Total War

Hey,

Love the mod, great job!

Just wondering if anyone else also has a problem with the Siege AI regarding multilayered castles like fortresses? The AI does not move (or only moves 1 unit) unless I make sure the innermost gate is open and then they just try to move that way instead of taking walls and engaging in fights.

Have seen this recently at the Bangkorai Garrison, so haven't tested it extensively but the AI, simply can't take the place unless i actively surrender it.

Good karma+1 vote
ted_duz
ted_duz - - 25 comments @ A Medieval Mod: 1191

Grand!

I reckon the units can just stand there but might cause targeting issues for AI armies, devastation for the owning faction and cost upkeep for the AI otherwise. Awaiting the next patch then!

Good karma+1 vote
ted_duz
ted_duz - - 25 comments @ A Medieval Mod: 1191

I think I have applied everything correctly, yes. The mod is running well otherwise.

Good karma+1 vote
ted_duz
ted_duz - - 25 comments @ A Medieval Mod: 1191

Seems to be some bug with fort garrisons? Conquered Arenburg as Novgorod from the Teutonic order and their general "Sanctus" keep respawning every turn outside the fort while I don't recieve any units.

Good karma+1 vote
ted_duz
ted_duz - - 25 comments @ A Medieval Mod: 1191

Great stuff, good work, no CTDs so far so holding my thumbs for version 6.1c for 1191 campaign playing as Novgorod.

My biggest gripe (and don't see this as criticism :)), and this is a general problem with Medieval 2, but enhanced by the AI in similar mods is battles on the walls. They are almost always bugged as you assault walls with ladders and siege towers. The AI then try to move their troops or something but nothing happens and my troops just stand idle on the ladders and down below. The enemy unit on the wall is not targetable and no engagement happens while the towers bombard your units and the odd swing at nearby troops kill each other.

Giving a move order to another area can help but your troops will usually get decimated. Don't know if there are any known solutions or AI changes that could make this work better. I seem to remember some mods, like ROTK or DAC don't have this problem in the same magnitude (although wall battles seem to be bad always, with routing units stuck etc.).

Good karma+1 vote
ted_duz
ted_duz - - 25 comments @ Unofficial Patch for The Elder Scrolls: Total War

OK, yeah that seems to be the case. Doesn't lag in general in other battles so hopefully not to many settlements.

My guess is still path-finding for the AI or perhaps some special effect that is rendered over and over in the background? Oh well...

Anyhow, great job with the mod!

Good karma+1 vote
ted_duz
ted_duz - - 25 comments @ Unofficial Patch for The Elder Scrolls: Total War

No problem, might be something with my setup who knows. Just to clarify, did not mean that the settlement looks aztec, it has correct elven buildings but just that it is based on the aztec lake-town map.I tried today again and this time there was no lake at the town but same structure.

The lag is wierd since it starts to increase over time to become unbearable. Well I am going to try and reinstall and check it out.

Cheers for active responses!

Good karma+1 vote
ted_duz
ted_duz - - 25 comments @ Unofficial Patch for The Elder Scrolls: Total War

Great mod/patch!

Anyone else suffering from increasing lag in siege battles? I just started playing as the Council of Thalmor and in the siege battle of "Lilliandre" against rebels (I think, looks similar to Aztec town with lake) the battle starts out with no lag but progresses into a nightmare of stutters that is unplayable after some minutes. Is this a path-finding problem for the AI?

Might have something to do with projectiles since firing arrows seems to make the game lag?

(My computers performance is not the problem since I can run massive battles in any other game and other Medieval mods with 32GB RAM, GeForce NVIDIA RTX 3080 and Intel(R) Core(TM) i7-10700K CPU @ 3.80GHz 3.70 GHz)

Good karma+1 vote
ted_duz
ted_duz - - 25 comments @ Divide and Conquer

Pikemen at least, not always halberdiers, are very good straight up 1v1 or 1vSeveral if everyone attacks them from the front yeah. But that's the point (pun intended) with pikemen. There are not very many pikemen in the game for every faction and they usually have low defence stats so they die from missiles and being swarmed. They also are not that fast when using formation. In the hands of player vs AI they ofc can be really OP, but I rarely have problems with AIs pikemen.

Good karma+1 vote
ted_duz
ted_duz - - 25 comments @ State of the mod address

Great work! I always return to Medieval 2 from to time to time and check in with the mods, happy to see Thera:Redux going strong.

Happy new 2021!

Good karma+4 votes
ted_duz
ted_duz - - 25 comments @ THERA: REDUX

Glad to be of service! :)

Enjoying the mod, and as always when modding, there are hiccups.

Cheers!

Good karma+2 votes
ted_duz
ted_duz - - 25 comments @ THERA: REDUX

The same thing happened to me regarding axethrowers, it did work before. So don't know why the issue appeared, but in the descr_projectiles in data the fileline was trying to reach the wrong folder "therav4" while the new folder is called "Thera_Redux". Changing that fixed the problem for me.

Good karma+2 votes
ted_duz
ted_duz - - 25 comments @ THERA: REDUX

Great job Axetothehead, looking forward to it!

Good karma+4 votes
ted_duz
ted_duz - - 25 comments @ Divide and Conquer

Very hard removes or reduces the players kings purse. It also effects how much money the AI gets to use even if it is bankrupt.

The big standard "alterations" in DAC is active in any difficulty and gives the AI more troops to recruit then the player, early elites, more money and trade per settlement, more law and order so no rebels etc.

Good karma+1 vote
ted_duz
ted_duz - - 25 comments @ The Elder Scrolls: Total War

Easy to remove and looks much better with how the skins should be as clean shiny armor! (They will still get bloody after fighting. The dirt textures are broken since they make all units look like really greasy even from the start of the battle.

Download these overlay textures and replace the folder (delete old one, make backup ofc) in Medieval II Total War\mods\The_Elder_Scrolls\data\overlaytextures.

Mediafire.com

Personally I like to reduce corruption as well as it is a large map. Easy to do in descr_settlement_mechanics as a tip.

AWESOME mod btw, creators you are great :) The install was flawless and no crashes or CTDS. Only scrubs who can't use the "set launch options" will fail.
AKA: If you are using steam then put the elder scrolls folder in mods and set launch options on medieval 2 total war to --features.mod=mods/the_elder_scrolls Easy peasy. If you can't figure it out try to google or search on twcenter instead of complaining to the creators

Good karma+1 vote
ted_duz
ted_duz - - 25 comments @ THERA: REDUX

I can confirm that it has to do with the horde mechanic. I tested it out with killing the paynals on turn 2 but have had the same problem with the romuli against the uruks before. When taking the last settlement of a faction the game loads for a long time, seeming to have crashed, but that is not the case. The screen freezes and the mouse becomes a spinning hourglass. After a minute or two on my computer which is a decent one the faction is destroyed and a couple of stacks of rebels spawns and flee to a nearby province. A message of faction destroyed pops up as well as a message about the said faction being a people in flight. The outcome is that the faction dies but a lot of troops spawn that now are rebels. After that the game plays normally.

Did you intend to have a horde script for every faction?

Good karma+1 vote
ted_duz
ted_duz - - 25 comments @ Warcraft: Total War

Hi,
Thanks for taking the time to test and answer me. I didn't mean to give you more work or headache though :)
I only told you what I did with the garrisons and money as a showcase, not as anything you need to adhere to. Though if you want to change the income (as I've seen you write before) you will probably need to change the expensive starting armies accordingly.

I'm playing on an Asus ROG GR8 with GeForce GTX1060, Core i7-7700, 16GB RAM, 256GB SSD which is a small console computer but it's pretty powerful and I can play many games on it.

It's probably something on my end but thanks again for testing. I was just sad that it kept crashing but I will reinstall the mod and see what I can do (i'm not home for a couple of days). I will do some more testing in a week or so.

It usually randomly crashes when I fly around with the camera on the battlefield. Sometimes a big fight with giant units work out and sometimes a smaller fight crashes. That particular day it crashed a lot when trying out different factions in 1.5.

I do still wonder if there is any recommended video settings that would reduce crashing or if there is any weird video options that doesn't work well with your models that you know of?

Thank you for your help and you should know that the only reason why I might sound whiny is because I really want to play this mod with different factions and long campaigns :D

Good karma+1 vote
ted_duz
ted_duz - - 25 comments @ Warcraft: Total War

You need to select the show all units in the column with early, late and all units before chosing factions. This shows regional AOR units and mercenary units as well.

Good karma+2 votes
ted_duz
ted_duz - - 25 comments @ Warcraft: Total War

Yea, I've changed the descr_strat myself to reduce both starting money and kings purse to suitable levels + making factions only start with some basic units and few elites with their faction leader and heir which makes kingdom building and a more tactical campaign viable. This also makes some factions which are larger stronger in the beginning but I think that is fair. I also recommend giving the burning legion some extra kings purse since their troops cost more and they are meant to be a menace. Also making some settlements start with mines are a good way to balance incomes as I only give the scourge 5000 kings purse since their troops cost almost nothing in the beginning (they produce many stacks anyway) and they rarely build mines in northrend which is their best income source anyway.

I've also modified some projectiles in export_descr_units since some are ridicilous like the dark rangers for forsaken which are nice dark magic but they got aoe which I think is too much. I only gave them piercing which still makes them very strong. Also units like the human priests seem to have been changed to firing massive black projectiles that does aoe dmg, don't know if this was intended but i changed it to fire instead which fits the "holy fire" description and removed the massive aoe.

Still noticing quite a lot of crashes with demons, goblins and nagas and whatnot but love the mod, thanks for working on it!

Edit: As a matter of fact the game keeps crashing in battle all the time. I didn't have so frequent crashes before. Playing as the naga attacking Arkkoran the game crashes everytime. Playing as the burning legion attacking the kolkar camp, the game crashes. Playing as the Gurubashi and facing the goblins of Booty Bay and the game crashes. Is there any optimal video setting to avoid crashes or any other trick? I'm using your preference.cfg file and I've also tried without it. I've succesfully played undead and human factions in the previous version but feels bad if they are the only ones that work.

Good karma+2 votes
ted_duz
ted_duz - - 25 comments @ Call of Warhammer: Beginning of The End Times

I see that many people are commenting about crashes, I as a long time mod player in numerous mods etc. Would like to support the moders here by confirming that 1.5 as its uploaded at this site doesn't have any issues with crashes, at least not what i have experienced over 100s of turns with dark elves, empire, orcs, sylvania and tomb kings. There might be some odd settlement i haven't come across or some bad code but generally if its not working its because of a bad installation.

The moders can't help you very much if you haven't Done the installation correctly. Uninstall everything and redo it until it works is the only solution. DO every step carefully and don't forget the 4gb patch, ITS ESSENTIAL. And use the warhammer.bat file. ITS ESSENTIAL. You don't have to type in the steam launcher if you just follow the steps.

Good karma+2 votes
ted_duz
ted_duz - - 25 comments @ Call of Warhammer: Beginning of The End Times

Thanks for your answer!

Well im intimately familiar with the scripts and know how to change them in the .txt files. The farming system and summer fair system that worked in CoW/RoTDG doesn't fully work in BOTET. I made farms work as usual with extra production if some resources are present (Grain etc) by removing script and modding the export_descr_buidling. Also i like pop growth so i removed the penalty on larger city Walls which decreased pop growth (should be the other way around i think since people move to large cities from the countryside).

I also made some buildings available to more factions, but with some restrictions.

Personally i like a more balanced game so i removed spawning scripts etc. But let the AI have quite high kings purse still so there is still a lot of war and strong factions. Some factions are easy for the player like dark elves who have massive income and remote location but playing as a empire faction for example is more challenging when orcs, chaos and ogres become super powerful and other empire factions wont ally with you much. >P

Good karma+1 vote
ted_duz
ted_duz - - 25 comments @ Call of Warhammer: Beginning of The End Times

Hi,
Just wanted to thank the developers of this wonderful mod. I'm running 1.5 without any ctds as of now, and only minor bugs.

One thing that I don't fully understand though is the harvest/farming system. Seems like most of the year the farms have no text and does nothing, the event pops up once in a while and they get their +1-6 whatever text but then it disappears the next turn and if you build them nothing happens? Maybe someone could enlighten me about it, or do I need to remove the scripts to get farms to work? This is while playing Averland, also the summer fairground event doesn't seem to increase trade at all.

Good karma+3 votes
ted_duz
ted_duz - - 25 comments @ Planetwar Total War

Hey Smolka, loving your mod and really getting down with the human empire, nice work!
I've seen other comment about the animation failure of some two handed infantry which i noticed as well, I searched around for a bit and tried to modify my own files but I'm a novice mod editor. Found this animation pack for example on moddb, download link:
Moddb.com

When i replaced your pack and skeleton files in the animation folder the previously unusable infantry like Imperial guard and halberdiers worked like a charm and did great battle in a test custom fight between human and cerulean infantry! The custom battles crash when trying to use any of the unique dinosaurs etc. which i expected. I tried to merge the two files regarding the infantry files but cant seem to get it to work. My hope is that someone who is good at this could merge the useful infatry files with your unique unit files so we can enjoy all units in this great mod.

Maybe you have already tried and it didnt work out, well then its just a shame,

have a nice day,
a fan

Good karma+4 votes
ted_duz
ted_duz - - 25 comments @ Planetwar Version 4

Hey Smolka, loving your mod and really getting down with the human empire, nice work!
I've seen other comment about the animation failure of some two handed infantry which i noticed as well, I searched around for a bit and tried to modify my own files but I'm a novice mod editor. Found this animation pack for example on moddb, download link:
Moddb.com

When i replaced your pack and skeleton files in the animation folder the previously unusable infantry like Imperial guard and halberdiers worked like a charm and did great battle in a test custom fight between human and cerulean infantry! The custom battles crash when trying to use any of the unique dinosaurs etc. which i expected. I tried to merge the two files regarding the infantry files but cant seem to get it to work. My hope is that someone who is good at this could merge the useful infatry files with your unique unit files so we can enjoy all units in this great mod.

Maybe you have already tried and it didnt work out, well then its just a shame,

have a nice day,
a fan

Good karma+1 vote