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Thread: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

  1. #741
    danny X's Avatar Modding Junkie
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    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

    hey guys, i have GUAM v6 on my computer, i will be contacting a moderator in a day or two about the possibility of a new link being added!

    So be patient please!!!


  2. #742
    Ikko-Ikki
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    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

    Thank you dannyxx30!! hope the moderators let you load it up :0

  3. #743
    danny X's Avatar Modding Junkie
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    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

    Uploading now, will be about 1 or 2 hrs!
    Uploading has now finished, you may now download!


    This is Guam V6:

    https://rapidshare.com/files/858761261/GUAM_v6.exe

    This is Retrofit V1:

    https://rapidshare.com/files/3506202...trofit_1_0.exe

    Added links to first post.
    Last edited by danny X; October 05, 2011 at 06:13 AM. Reason: adding new links!!


  4. #744
    Ikko-Ikki
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    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

    Quote Originally Posted by dannyxx30 View Post
    Uploading now, will be about 1 or 2 hrs!

    This is Guam V6:

    https://rapidshare.com/files/858761261/GUAM_v6.exe

    This is Retrofit V1:

    https://rapidshare.com/files/3506202...trofit_1_0.exe

    Added links to first post.
    THANK YOU!
    ...so I guess whining really works

    I can't wait for the download to finish so I can try out HRE with Teutons for the first time.

  5. #745
    Ikko-Ikki
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    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

    I am sorry, but I can't seem, to get your mod to work, the retro mod and the grand unit are the only mods I have, but the units never appear. When I install the Grand unit, it does not, as the instructions say, ask to overwrite any file. Any advice, please.

  6. #746
    newt's Avatar Baitai kihei
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    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

    Where did you install Medieval 2? Steam version or not?
    Hey, careful, man, there's a beverage here!
    Disable RR Update
    Archer Guild fix for SS 6.4


  7. #747
    Ikko-Ikki
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    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

    not steam, C/program files/ sega/ medieval 2

  8. #748
    danny X's Avatar Modding Junkie
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    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

    install Retrofit V1 first in your mod folder, alongside americas, brittania, crusades and teutonic campaigns. Then overwrite the Retrofit folder with Guam V6.


  9. #749
    danny X's Avatar Modding Junkie
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    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

    Alternitive download for Guam V6:

    http://www.gamefront.com/files/20952169/GUAM_v6.exe

    Retrofit added as an attachment:

    Linked to first page
    Attached Files Attached Files
    Last edited by Gigantus; November 02, 2011 at 12:23 AM. Reason: linked to first page


  10. #750
    sharkeyyyy's Avatar Ashigaru
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    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

    Can this be used with the grand campaign mod? I'd love the idea of the HRE having crusader units and everything and being able to conquer the world with all the extra provinces !

  11. #751
    danny X's Avatar Modding Junkie
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    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

    Quote Originally Posted by sharkeyyyy View Post
    Can this be used with the grand campaign mod? I'd love the idea of the HRE having crusader units and everything and being able to conquer the world with all the extra provinces !
    If you mean the Kingdoms Grand Campaign Mod by Dave Scarface, then the answer is no!

    KGCM is a big mod, with no room left for GUAM. It is possible but would take alot of modding.


  12. #752
    Yari-hei
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    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

    Is there some kind of Recruitment limitation in this unit add-on, or can one just recruit musketeers as soon as gunpowder becomes available in 1200-and-something?

  13. #753
    danny X's Avatar Modding Junkie
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    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

    Quote Originally Posted by thesmiter1 View Post
    Is there some kind of Recruitment limitation in this unit add-on, or can one just recruit musketeers as soon as gunpowder becomes available in 1200-and-something?
    I dont know, i assume not.

    Look in the export_descr_buildings.txt (edb), use notepad, and search for musketeers, the search button is in the drop-down menu 'edit'. Then at the end of the recruit pool for musketeers, you will find what restrictions to its availability are, e.g 'hidden resource requires blah, blah'.


  14. #754
    Kong Ming's Avatar Kirā
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    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

    Good Job!

    Rewarded you with rep.

  15. #755
    Ikko-Ikki
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    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

    Any helm instaling it on steam version Med + Kin, last update. Thx in advance

  16. #756
    Ikko-Ikki
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    Default Re: Grand Unit Addon Mod (for Retrofit) by Candelarius

    Hi I wanted to say that your Guam mod is really neat. I have had the game for about 5 years now, and it was awesome to see the extra add ons that it gives. I was wondering though, how does it affect AI on there? I did about 40 turns with HRE, then France, and not once was I attacked by any faction, and both were on hard difficulty. Any ideas? thanks :O

  17. #757
    Ikko-Ikki
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    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

    How does this affect the AI intelliegence and aggression? I played about 40 turns with HRE and France both on Hard difficutly, and not once was I attacked by any faction. That usually never happens

  18. #758
    Ikko-Ikki
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    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

    Opps sorry for the double posts

  19. #759
    Ikko-Ikki
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    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

    No thoughts on this?

  20. #760
    Artifex
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    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

    I might be wrong, but I didn't think GUAM changed AI from Retrofit. The AI probably won't attack for the first 20 turns but it does sound strange that the AI hasn't attacked you in 40 turns on a few different campaigns.
    Total War Modder, Former Total War Developer

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