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Comment History
SnakeEyes1997
SnakeEyes1997 - - 21 comments @ Edain Mod

It brakes the format of the Plot Building system, also for me at least. the battles still takes 30m-1h since either if I build on world map and attack a defended place or auto-resolve it for no reason, or enter a battle outnumbered then defend until I build a army that can attack with it. Basically it takes the same time, War of the ring is meant to take a lot of time. That's the whole purpose of the Campaign, to go and fight everywhere then make the important decisions on World Map / Make your own story.
It doesn't really works with the Total war format where you have just the army on Battle . IMO this really butcher the War of the ring, by limiting you during battles...

Good karma+1 vote
SnakeEyes1997
SnakeEyes1997 - - 21 comments @ Edain Mod

PS Gondor's Blacksmith Building can be spammed without the builder disappearing
And if you spare 2 of those builders to build 1 Blacksmith and 1 Marketplace for upgrades, it doesn't give u the option to research the upgrades, You can still research the upgrades if you build the Marketplace on a Outpost plot then research the Iron Ore, But if you try to research the iron ore form a Marketplace (aka waste 1 builder) then the research is still Greyed out.

Good karma0 votes
SnakeEyes1997
SnakeEyes1997 - - 21 comments @ Edain Mod

Hello Edain Team, I have a question regarding War of the ring, or more like a idea.

Instead of having the 5 random builders, wouldn't be better to have only 1 builder that can place 1 Camp Plot?
And for the Fortress plot, wouldn't be better to have it for the maps where you've build a Fortress? (or as above spawn with a builder that can build only 1 Castle plot), The defender (the one that has build the fortress on the map can have Castle and the attacker can have 1 or 2 builders with Camps)

That way you cam also use the 2 other types of Building plots for War of the ring, this will also add to the immersion of Battles

This format with 5 builders that disappear after building once it really weird and brakes the immersion a bit, also notice that if you play on bigger difficulties the AI gets cheats, builds only production buildings + the citadel, captures like 1 or 2 resources plots then spams you with all those 4 production buildings... This makes war of the ring either really defended focus or really camping focus on world map (aka building huge armies on world map then attack the other regions using auto resolve)

Good karma+1 vote
SnakeEyes1997
SnakeEyes1997 - - 21 comments @ Improvement Mod Patcher Updated

"An error occurred while sending the request." and if i press ok another message appear with the message "AoE3 Improvement Mod Patcher Error An error occurred while sending the request. Skipping ... " I have the steam version of AoE 3 Complete Collection . I have tried to reinstall the game and deleted all the files of the game and same thing appear.

Good karma+1 vote
SnakeEyes1997
SnakeEyes1997 - - 21 comments @ Blood in The West

Idk what happen when i added the last hotfix in the folder but i got a bug with gondor javaleins they are invisible for me... and sometimes when im fighting against mordor just crashes to desktop randomly ... P.s. that happens when i played only with gondor troops against mordor never tryed another troops against mordor to se ...

Good karma+1 vote
SnakeEyes1997
SnakeEyes1997 - - 21 comments @ Star Wars - Clone Wars

Can somebody help me? after i installed this mod i got(in game, even in the menu screen) like those huge lag spikes idk why ... and i play it a low rez.

Good karma+1 vote
SnakeEyes1997
SnakeEyes1997 - - 21 comments @ (Obsolete) Medieval Kingdoms February Build Base

thats happen when i put the base in data folder and when i try to start with mod manager...

Good karma+1 vote
SnakeEyes1997
SnakeEyes1997 - - 21 comments @ (Obsolete) Medieval Kingdoms February Build Base

Aaaa It keep showing me 37 conflict betwin mkbase . mkmodeles 1 adn 3

VariantMeshes\_VariantModels\man\helmets\ltd_genoese_chapel_de_fer.rigid_model_v2 mkmodels1.pack
VariantMeshes\_VariantModels\man\weapons\ltd_cwe_saracen_bow1_bendy.rigid_model_v2 mkmodels1.pack
VariantMeshes\_VariantModels\man\weapons\ltd_hun_hungary_bow1_bendy.rigid_model_v2 mkmodels1.pack
VariantMeshes\VariantMeshDefinitions\Axemen.VariantMeshDefinition mkmodels1.pack
VariantMeshes\VariantMeshDefinitions\bal_fre_3_pikemen.VariantMeshDefinition mkmodels1.pack
VariantMeshes\VariantMeshDefinitions\bur_grendarmes.VariantMeshDefinition mkmodels1.pack
VariantMeshes\VariantMeshDefinitions\HeavyMacemen.VariantMeshDefinition mkmodels1.pack
VariantMeshes\VariantMeshDefinitions\KipchakSwordsmen.VariantMeshDefinition mkmodels1.pack
VariantMeshes\VariantMeshDefinitions\Kozaks.VariantMeshDefinition mkmodels1.pack
VariantMeshes\VariantMeshDefinitions\PechenegJavelinmen.VariantMeshDefinition mkmodels1.pack
VariantMeshes\VariantMeshDefinitions\por_early_levy_slingers.VariantMeshDefinition mkmodels1.pack
VariantMeshes\VariantMeshDefinitions\Raiders.VariantMeshDefinition mkmodels1.pack
VariantMeshes\VariantMeshDefinitions\sicily_late_pikemen.VariantMeshDefinition mkmodels1.pack
VariantMeshes\VariantMeshDefinitions\swi_tier3_heavy_halberds.VariantMeshDefinition mkmodels1.pack
VariantMeshes\VariantMeshDefinitions\swi_tier3_heavy_pikemen.VariantMeshDefinition mkmodels1.pack
VariantMeshes\VariantMeshDefinitions\swi_tier3_menatarms.VariantMeshDefinition mkmodels1.pack
VariantMeshes\VariantMeshDefinitions\swi_tier3_personal_bodyguard.VariantMeshDefinition mkmodels1.pack
VariantMeshes\VariantMeshDefinitions\Tribesmen.VariantMeshDefinition mkmodels1.pack
VariantMeshes\_VariantModels\man\armour\fuz_dane_brigandine_red_top.VariantMeshDefinition mkmodels3.pack
VariantMeshes\_VariantModels\man\armour\fuz_dane_brigandine_red_top_2.VariantMeshDefinition mkmodels3.pack
VariantMeshes\_VariantModels\man\armour\fuz_dane_brigandine_yellow_top.VariantMeshDefinition mkmodels3.pack
VariantMeshes\_VariantModels\man\armour\fuz_dane_coat_of_plates.VariantMeshDefinition mkmodels3.pack
VariantMeshes\_VariantModels\man\armour\fuz_dane_coat_of_plates_2.VariantMeshDefinition mkmodels3.pack
VariantMeshes\_VariantModels\man\armour\fuz_dane_coat_of_plates_3.VariantMeshDefinition mkmodels3.pack
VariantMeshes\_VariantModels\man\armour\pru_transitional_brigandine4.variantmeshdefinition mkmodels3.pack
VariantMeshes\_VariantModels\man\armour\swi_chain_padded1_uri.VariantMeshDefinition mkmodels3.pack
VariantMeshes\_VariantModels\man\armour\swi_chainmail3.VariantMeshDefinition mkmodels3.pack
VariantMeshes\_VariantModels\man\armour\unterwald_chain_padded.VariantMeshDefinition mkmodels3.pack
VariantMeshes\_VariantModels\man\shield\tex\zsi_CWE_flag_al_qalam_diffuse.dds mkmodels3.pack
VariantMeshes\_VariantModels\man\shield\tex\zsi_CWE_flag_al_qalam_normal.dds mkmodels3.pack
VariantMeshes\_VariantModels\man\shield\tex\zsi_CWE_flag_shahada1_diffuse.dds mkmodels3.pack
VariantMeshes\_VariantModels\man\shield\tex\zsi_CWE_flag_shahada1_normal.dds mkmodels3.pack
VariantMeshes\_VariantModels\man\shield\tex\zsi_flag_crescent0001_diffuse.dds mkmodels3.pack
VariantMeshes\_VariantModels\man\shield\tex\zsi_flag_crescent0001_normal.dds mkmodels3.pack
VariantMeshes\_VariantModels\man\shield\zsi_CWE_flag_al_qalam.rigid_model_v2 mkmodels3.pack
VariantMeshes\_VariantModels\man\shield\zsi_CWE_flag_shahada1.rigid_model_v2 mkmodels3.pack
VariantMeshes\_VariantModels\man\shield\zsi_flag_crescent0001.rigid_model_v2 mkmodels3.pack

Good karma+1 vote
SnakeEyes1997
SnakeEyes1997 - - 21 comments @ Improvement Mod

Why cant i create Warchief armies like aztecs? I follow instructions step by steb and i can build only assian and vanilla armies ....p.s. sry 4 my bad eng

Good karma+1 vote
SnakeEyes1997
SnakeEyes1997 - - 21 comments @ Edain Mod

Big bugs at WAR OF THE RING ...you cant build on medium and big build plots and when you kill all enemies the game wont end,u can only auto-resolve to take land. p.s sorry for my bad eng and I hope u fix this :d

Good karma+1 vote
SnakeEyes1997
SnakeEyes1997 - - 21 comments @ Diplomacy & Conquest - Warband

Same with arrows and boltts ....

Good karma+1 vote
SnakeEyes1997
SnakeEyes1997 - - 21 comments @ The Road to Edain 4.0: Lothlorien, Part 2

Who to upgrade the mod to 4.0?? plz help me

Good karma+1 vote
SnakeEyes1997
SnakeEyes1997 - - 21 comments @ Nova Aetas

Tnx for update!! I will report bugs when I see them.

Good karma+2 votes
SnakeEyes1997
SnakeEyes1997 - - 21 comments @ Nova Aetas

There is no tournament master at Zendar...

Good karma+1 vote
SnakeEyes1997
SnakeEyes1997 - - 21 comments @ Nova Aetas

[[[Bug]]] When I try to release a frendly lord from a enemy town, I kill the prison guard and others guards and i can't enter in the prison to speack with him...

Good karma+1 vote
SnakeEyes1997
SnakeEyes1997 - - 21 comments @ Nova Aetas

I find where you can enter in your farm... is a Stone quarry near Yelan.

Good karma+1 vote
SnakeEyes1997
SnakeEyes1997 - - 21 comments @ Nova Aetas

[[[ BUG ]]] When I try to get in the farm appears a soldie from my army and he say to fight with him and I can't enter in the farm P.s srry for my english

Can you make a recruit sistem at farms,someting like, when you capture a enemy vilage thei change the troops for recruit with your empire troops...

Good karma+1 vote
SnakeEyes1997
SnakeEyes1997 - - 21 comments @ Nova Aetas

When it appears a bug in weekly payments that do not look further button (srry for my english [google translate])

Good karma+1 vote
SnakeEyes1997
SnakeEyes1997 - - 21 comments @ Return of Shadow

I have some bugs!! 1. When I start the game it give me Acces_violation
2. When I play on some maps i see an big black circle a round the map(onli with new factions) 3. some rohan riders have baner carier on foot

Good karma+1 vote
SnakeEyes1997
SnakeEyes1997 - - 21 comments @ Vehicle Mod Patch 1.1

drag the file in the zip in you kf install folder

Good karma+1 vote