MoTmod Addon v13.0
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11-08-2018, 04:22 AM
Post: #61
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RE: MoTmod Addon v13.0
(11-07-2018 07:02 PM)uac4000 Wrote: I understand the issue with the range of the species is not solved? Probably have to change some SetVar commands in the LUA for that. I think people have brought this up with forlik here. |
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11-10-2018, 02:24 PM
Post: #62
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RE: MoTmod Addon v13.0
Whether there is a program to package files in back to format .vfs?
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11-10-2018, 02:28 PM
Post: #63
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RE: MoTmod Addon v13.0 | |||
03-23-2019, 09:20 PM
(This post was last modified: 03-23-2019 09:20 PM by adolf.)
Post: #64
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RE: MoTmod Addon v13.0
Hey. Liz, how are you? Any news?
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03-24-2019, 01:09 AM
Post: #65
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RE: MoTmod Addon v13.0
(03-23-2019 09:20 PM)adolf Wrote: Hey. Liz, how are you? Any news? We're not quite there yet, but v14.0 is getting close to being done. I've managed to create enough jobs to make Stronghold fully Saboteur-friendly. All that's left with Stronghold is to add zones for the different cell blocks and create a distraction for the warden. Other projects are preventing me from devoting to this mod full time, but I know 2019 is a very significant year - it marks ten years since MoT was localized, and ten years since I took up DtS modding. I aim to release v14.0 sometime this year. |
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03-26-2019, 12:15 PM
(This post was last modified: 03-26-2019 12:16 PM by adolf.)
Post: #66
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RE: MoTmod Addon v13.0
Great news. Don't stop my friend. What other projects do you have?
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03-26-2019, 12:19 PM
Post: #67
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RE: MoTmod Addon v13.0
(03-26-2019 12:15 PM)adolf Wrote: Great news. Don't stop my friend. What other projects do you have? There is a second Alekhine's Gun Fan Mission, Would You Kindly, which has been in development for over a year now (because it's not a remake of a certain mission, it takes a while to figure out the final level design), as well as making videos for YouTube and a marathon of the Total War series (going for eight years). |
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