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  1. Sticky: Re: IMPERIAL DESTROYER SUGGESTIONS, COMMMENTS, QUESTIONS & DEVELOPMENT DISCUSSION

    If I'm not mistaken, I think it's recommended to play normal on both (AI is quite aggressive so it's definitely a challenge). As soon as you increase the difficulty the AI basically cheats.
  2. Re: Realistic Battles for Imperial Destroyer 2.0

    You're doing God's work here, keep it up!
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    Re: Submod: Imperial Destroyer Realism

    Unfortunately VDM is not compatible with this submod for now. Right now, my work is on-pause since I am busy with life. Hopefully I can come back to this later :)
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    Re: siege battle missing?

    Correct, siege battles are removed because they never worked. AI never understood the concept :)
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    Re: Inflation

    Inflation from VDM mod for ID?
  6. Sticky: Re: IMPERIAL DESTROYER SUGGESTIONS, COMMMENTS, QUESTIONS & DEVELOPMENT DISCUSSION

    Try and report back?
  7. Sticky: Re: IMPERIAL DESTROYER SUGGESTIONS, COMMMENTS, QUESTIONS & DEVELOPMENT DISCUSSION

    Welcome back! :)
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    Re: Submod: Imperial Destroyer Realism

    Sorry for late reply. I have been busy and wonder if anyone wants to help improving this mod?
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    [Tutorial] Re: Add custom missions in ETW campaign

    Did you try on vanilla ETW?

    Please send me the code, did you paste it correct? Which turn?
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    [Tutorial] Re: How to edit EXISTING historical events.

    The scripted events from ACW 3.6 is actually missions:

    https://i.imgur.com/QtJvO1k.png

    So basically they programmed missions that trigger every turn. I did a tutorial about creating custom...
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    Sticky: Re: Gameplay options for IMPERIAL DESTROYER

    Enlighten me - is this historical? Starting treasury submod already exists and it is also included in Imperial Destroyer Realism submod :)
  12. [Tutorial] Re: How to unlock non playable and emergent factions

    How can I unlock more than 4 factions showing in the campaign selection menu? I know some mods have succeeded in this, e.g. The Great War.
  13. Re: Question about religion "nonconformist"

    How do you know? :)
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    [Tutorial] Re: Add custom missions in ETW campaign

    Here are some similar info from NTW: https://www.twcenter.net/forums/showthread.php?432951-How-to-create-custom-missions
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    [Tutorial] Add custom missions in ETW campaign

    Prerequisites:

    Pack File Manager (I use 4.1.2 for Attila)
    Make a backup of: ETW/data/main.pack, ETW/data/patch_en.pack and ETW/data/campaigns/main/scripting.lua


    Step 1: Create unique...
  16. Re: Moving Istanbul to fix Bosphorus strait bug

    So the options are:

    A) Change settlement location - we don't know how to do this
    B) Disable land bridge - too big of a downside in my opinion
    C) What about adding another land bridge or moving...
  17. Re: Submod: Imperial Destroyer Overhaul and Rework

    Thank you for uploading, works fine for me! Will test your mod ;)

    But please next time upload it in one zip file... I had to manually download each and every file you uploaded individually since I...
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    Inofficial discord server

    Hi everyone,

    In order to keep the mod alive and make modding/chatting easier, please consider joining the discord server here: https://discord.gg/63vagcBMk6

    Peace out!
  19. Re: How to edit local_en.pack (faction description) in 2022?

    Correct! How do you edit them?
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    Re: Submod: Imperial Destroyer Realism

    Just uploaded the 0.2 version!

    @Sir_Aggelos_GR I added so that rakes can sabotage armies.

    @Petschie and @kollr great input! You might want to try with the 0.2 update and reach back :) I will...
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    [Tutorial] Re: How to add "sabotage army" ability

    You forgot one more thing:

    4. Check in pack -> db -> abilities_tables -> abilities that line 13: can_sabotage_army is ticked (the check box "is_active") :)
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    Re: Submod: Imperial Destroyer Realism

    Ok I found tutorial about how to enable sabotage army, will try to add and update to 0.2 in the coming days.
  23. Re: Submod: Imperial Destroyer Overhaul and Rework

    Wanna collaborate LordJuiceRat? I am working on a Realism mod for Imperial Destroyer and I see that we both have same thoughts of certain things :)
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    Re: Submod: Imperial Destroyer Realism

    I turned on sabotage armies (is_active) inside Lord_Core.pack but I cannot verify it - does it require skilled rakes to do it? How does it work in vanilla ETW, can you sabotage armies there?
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    Re: Submod: Imperial Destroyer Realism

    I think so! Will update in the coming days (hopefully) :)
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    Re: Submod: Imperial Destroyer Realism

    Thank you for your feedback Petschie! Sorry I completely missed your comment... Are you suggesting basic line infantry (especially Sweden and Prussia) should be able to withstand more casualties? :) ...
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    Re: Submod: Imperial Destroyer Realism

    Awesome! I am starting an early campaign as Russia to evaluate the changes :)
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    Submod: Imperial Destroyer Realism

    https://i.imgur.com/UwOYGmb.png


    Version: 0.2 (alpha)



    Why?

    This submod aims to create a realistic feeling to Imperial Destroyer. Also, it strives to add back some of the functionality...
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    Re: More cannons per unit for 6.3?

    I know how to fix this. It is your starting campaign units that you need to change. They can be located inside campaigns/Lord_Lmain/startpos.esf and you need Esf Editor to change those values :)
    ...
  30. Re: [SUBMOD] Classic Unit Sizes and Starting Units

    Nice! I was wondering: how do you change unit size of starting units in campaign? Inside the startpos.esf :)

    Would like to learn it myself.
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    Re: Morale/fatigue submod

    I'm looking into this. Will post my work later :)
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    Poll: [Released] Re: LAND UNITS MORALE MOD.

    Where is download file?
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    Sticky: Re: [Feedback & Discussion] Napoleon Empire Realism

    Sounds very promising JaM! Please hit me up if you need help with modding as I mod some myself. Would love to contribute and keep the mod alive.
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    Re: No fatigue system?

    Thank you for your reply. Are you the devs of NER? :) I was thinking of extending the mod to include additional units mod as well for more diversified units.
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    Sticky: Re: [Feedback & Discussion] Napoleon Empire Realism

    Okay I think I found the issue. Opening NER_Main.pack under db -> campaign_variables_tables -> campaign_variables -> policing_automated_cost_per_pop = 0.025

    If you decrease this value to e.g....
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    Re: Tax levels messed up (bug)?

    There is also under campaign_variable_tables a row called policing_automated_cost_per_pop and decreasing that value seems to affect town watch cost as well.
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    Re: Tax levels messed up (bug)?

    Solution: open patch4.pack with PFM and under campaign_handicap something you will find these:

    https://i.imgur.com/zIsDbxs.png

    -2 = Very hard campaign setting
    -1 = Hard
    0 = Normal
    1 = Easy
    ...
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    [Released] Re: Naval Supremacy V2.0 UAI!

    Dude the file is on the first page of this thread, it is attached so you can download it.
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    Sticky: Re: [Feedback & Discussion] Napoleon Empire Realism

    The town watch cost also exists on NTW vanilla, I tried re-installing and it appears there as well...
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    Tax levels messed up (bug)?

    I just re-installed my NTW and I am playing Russia in the Campaign of the Coalition - vanilla with no mods. However the tax rate/slider makes no sense...

    On mid taxes I earn 821.
    On highest taxes...
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