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.
Type: Posts; User: scaniavikings; Keyword(s):
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.
You're doing God's work here, keep it up!
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 :)
Correct, siege battles are removed because they never worked. AI never understood the concept :)
Inflation from VDM mod for ID?
Try and report back?
Welcome back! :)
Sorry for late reply. I have been busy and wonder if anyone wants to help improving this mod?
Did you try on vanilla ETW?
Please send me the code, did you paste it correct? Which turn?
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...
Enlighten me - is this historical? Starting treasury submod already exists and it is also included in Imperial Destroyer Realism submod :)
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.
How do you know? :)
Here are some similar info from NTW: https://www.twcenter.net/forums/showthread.php?432951-How-to-create-custom-missions
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...
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...
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...
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!
Correct! How do you edit them?
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...
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") :)
Ok I found tutorial about how to enable sabotage army, will try to add and update to 0.2 in the coming days.
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 :)
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?
I think so! Will update in the coming days (hopefully) :)
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? :) ...
Awesome! I am starting an early campaign as Russia to evaluate the changes :)
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...
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 :)
...
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.
I'm looking into this. Will post my work later :)
Where is download file?
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.
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.
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....
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.
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
...
Dude the file is on the first page of this thread, it is attached so you can download it.
The town watch cost also exists on NTW vanilla, I tried re-installing and it appears there as well...
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...