Search found 31 matches
- Fri Mar 17, 2023 8:21 pm
- Forum: Modders Corner
- Topic: New 3D unit models mod (ver. 0.5 updated 2023-12-18)
- Replies: 21
- Views: 4684
Re: New 3D unit models mod (ver. 0.4 updated 2022-5-19)
This is great! Any chance you could make a trebuchet model for personal mod? Just stick a trebuchet with a crew? I Don't even care if its animated as long as I can associate a sound with it. I used a map object and the crew from I believe the dismounted dragoon horse holders but I would rather have ...
- Sat Dec 28, 2019 10:33 pm
- Forum: Scenario Design
- Topic: random reinforcements?
- Replies: 5
- Views: 2538
Re: random reinforcements?
Thank you for the help, I will give them A try!
- Tue Dec 17, 2019 8:38 pm
- Forum: Modders Corner
- Topic: questions ViewFlags and MoraleState in squad file
- Replies: 1
- Views: 1097
questions ViewFlags and MoraleState in squad file
First off - I am sorry if these questions have been answered previously - I try to read all the modding posts but there are answers all over the place and in threads unrelated to the original post in the threads and it is hard to remember where I had seen the information before. In the Squads file d...
- Mon Dec 16, 2019 2:04 pm
- Forum: Modders Corner
- Topic: General Mod
- Replies: 81
- Views: 26951
Re: General Mod
WoW great job!
- Sun Dec 15, 2019 1:02 am
- Forum: Modders Corner
- Topic: LOS in tiles/10 (so 50 means 5 tiles)
- Replies: 8
- Views: 1973
Re: LOS in tiles/10 (so 50 means 5 tiles)
Nice thank you!
- Sun Dec 15, 2019 1:00 am
- Forum: Pike & Shot
- Topic: My letter to Santa Claus
- Replies: 87
- Views: 18280
Re: My letter to Santa Claus
Good Ideas - I would like a multiplayer Campaign system that interlink the battles. Even if the current map campaign system was multiplayer would be enough for me.
Ability to export and import models to enable easier modding for total conversions.
Ability to export and import models to enable easier modding for total conversions.
- Sat Dec 14, 2019 4:27 pm
- Forum: Modders Corner
- Topic: LOS in tiles/10 (so 50 means 5 tiles)
- Replies: 8
- Views: 1973
- Sat Dec 14, 2019 3:43 pm
- Forum: Modders Corner
- Topic: LOS in tiles/10 (so 50 means 5 tiles)
- Replies: 8
- Views: 1973
Re: LOS in tiles/10 (so 50 means 5 tiles)
Thank you. I was hoping it was the other way around like the scenario design PDF said. Is there anything that makes a unit hard to see? 4.9 LOS 200 Divide by 10 to get number of tiles away that unit can be seen. 4.10 CoverLOS 20 Divide by 10 to get number of tiles away that unit can be seen when und...
- Thu Dec 12, 2019 3:55 pm
- Forum: Modders Corner
- Topic: LOS in tiles/10 (so 50 means 5 tiles)
- Replies: 8
- Views: 1973
LOS in tiles/10 (so 50 means 5 tiles)
In the Squads file what do these do?
LOS in tiles/10 (so 50 means 5 tiles)
LOS to infantry in cover/10
Are they representative of how far the unit can see (like I got my binoculars out looking - scouting distance)
or
How far the unit itself can be seen (like I am hiding - stealth)
LOS in tiles/10 (so 50 means 5 tiles)
LOS to infantry in cover/10
Are they representative of how far the unit can see (like I got my binoculars out looking - scouting distance)
or
How far the unit itself can be seen (like I am hiding - stealth)
- Wed Dec 11, 2019 3:07 am
- Forum: Scenario Design
- Topic: random reinforcements?
- Replies: 5
- Views: 2538
random reinforcements?
Is it possible to set up random reinforcements?
So instead of reinforcements showing up on turn 5 they would show up between turn 4 and turn 10?
So instead of reinforcements showing up on turn 5 they would show up between turn 4 and turn 10?
- Mon Dec 09, 2019 10:10 pm
- Forum: Scenario Design
- Topic: I need to understand these things to make a scenario...
- Replies: 161
- Views: 48426
Re: I need to understand these things to make a scenario...
Thank you for all the questions and answers in this thread - so much good information here!
- Wed Dec 04, 2019 8:35 pm
- Forum: Pike & Shot
- Topic: Elephants
- Replies: 24
- Views: 5109
Re: Elephants
any chance for a screen shot?
- Mon Dec 02, 2019 2:39 pm
- Forum: Modders Corner
- Topic: General Mod
- Replies: 81
- Views: 26951
Re: General Mod
I played around with the skirmish mode and it is pretty cool! I have a couple of questions: 1. Some units had black directional arrows - what does that signify? 2. Is it possible to control which units get a general in the scenario editor? 3. Do commander abilities "stack" meaning if a Maj...
- Mon Dec 02, 2019 2:28 pm
- Forum: Modders Corner
- Topic: Big Infantry Units
- Replies: 22
- Views: 4144
Re: Big Infantry Units
I agree with the above postings and that what I was going to try. Skirmish mode pulls from the army list which texture folder to pull from and it uses the name of the asset file to decide what texture is used in the "army texture folder'. Scenario editor pulls from the default texture listed in...
- Mon Dec 02, 2019 1:17 am
- Forum: Modders Corner
- Topic: Big Infantry Units
- Replies: 22
- Views: 4144
Re: Big Infantry Units
I might be able to help this week. I have a theory I will try.
- Sat Nov 23, 2019 3:20 am
- Forum: Modders Corner
- Topic: Clones
- Replies: 8
- Views: 3381
Re: Clones
I was able to get this method to work using Notepad++ I know this is a dead thread but it might be useful for others. If you are careful to keep the texture names exactly the same size, you can actually edit the binary files too if you wish. The texture names are stored very early in the file data a...
- Thu Nov 21, 2019 6:38 pm
- Forum: Modders Corner
- Topic: textures/skins - cloned asset file
- Replies: 6
- Views: 1582
Re: textures/skins - cloned asset file
"For the detailed info, please, see the manual p. 20.2.2."
which manual?
which manual?
- Thu Nov 21, 2019 3:35 pm
- Forum: Modders Corner
- Topic: textures/skins - cloned asset file
- Replies: 6
- Views: 1582
Re: textures/skins - cloned asset file
I reread your response so maybe I need two different campaign folders one for historical and one for skirmish. In the Skirmish one, I leave everything as is. For Campaign/Historical I create or use different folders for each set and assign via editor. Example a folder "textures1" , "t...
- Thu Nov 21, 2019 3:18 pm
- Forum: Modders Corner
- Topic: textures/skins - cloned asset file
- Replies: 6
- Views: 1582
Re: textures/skins - cloned asset file
Thanks for the reply Cronos! PSCAMP\CAMPAIGNS\(Your Module name)\Data\Battle\UnitTextures\ <----this is how I did it I had 2 different texture folders one for the "Castleton" and one for the "Scottish_Castleton". I like the coronelía (spelling?) formation because of the shields. ...
- Thu Nov 21, 2019 4:07 am
- Forum: Modders Corner
- Topic: textures/skins - cloned asset file
- Replies: 6
- Views: 1582
textures/skins - cloned asset file
I know I am late to this game, I searched this forum and could not find the answer. For example: I made three different units using the same asset model renaming them to swordsmen1, swordsmen2, swordsmen3. All three have different textures in the same folder. In skirmish they show up as intended but...