Sorry
Is it only me or playing Lousiana I cannot have any other building than the governors palace? I cannot build the cannon foundry, and therefore the whole weaponry tree is disabled.
I hope you enjoy what I've done for the MTW2-Kingdoms-SS mod:
That isn't you, nor is it a bug. Louisiana doesn't have access to any "four-slot" or "five-slot" cities (like Philadelphia, Boston, or Quebec), which are the only places you can build a barracks or artillery depot, etc.
In order to get access to these buildings and the tech branches, you'll need to capture such a city. There's one in Mexico (Mexico City), one in South America (I don't remember the name of this one), Philadelphia, Boston, and Quebec. Those are the only ones in the American theatre, so unless you plan on heading over to India or Europe and grabbing something there, it'll have to be one of those five cities.
Of course, capturing a large city with no military technology might not be a very appealing prospect. You can try stealing technology (there will usually be a college or two around the New France / New England area) if you're up to it. Aside from that, your best bet might be going after Mexico City before Spain assimilates New Spain (unless you're using the scripting.lua that disables all of that), so that you'll at least be beating up on somebody who starts out equally disadvantaged technologically.
Cheers.
I hope you enjoy what I've done for the MTW2-Kingdoms-SS mod:
Does this campaign use 4 turns per year?
I'm still getting that "Stuck on Britain" bug when playing 13 Colonies. I put the scripting file into the campaigns folder, which im not sure if thats even where it goes, i didnt find a very good explanation for that in this thread. Then i tried setting those values from 6, 15 to 999, 1000
f conditions.FactionName("britain", context) and not conditions.FactionIsHuman("britain", context) and not conditions.FactionIsHuman("thirteen_colonies", context) then
scripting.game_interface:grant_faction_handover("britain", "thirteen_colonies", 999, 1000, context)
But still no dice, it still freezes on Britain.
Would be nice in the future, if all towns were able to become large city's, it seems silly that they can't, like Ireland, has like 3.1 million people, but is still considered a small town, thats retarded.
though awesome work, I'm really looking forward to the American campaign, to be just as viable and unique as the rest of the main campaigns, they already have a descent set of units and what not, but def need some cosmetic work as far as the campaign.
Anyways just wanted to say ty for the great work, really appreciate the mod.
after reading a few pages. I have but a simple question.I am interested in unlocking all factions but I am wondering are the modders getting close to working out how to get the unlocked factions to work fully as the default ones do. I want more then anything to play as the US from 1700 and on and have the full working faction. Anyone know of a way this is possable as of now or is it a matter of waiting for someone to figure out the code?
I as because I am cluless when it comes to programming I am simply a fan of good mod work?
Thanks all and sorry if this has been asked
Monitor 23 in Widescreen HD Gateway 1680X1050
OS Windows 7 64 bit.
CPU AMD Phenom quad core 920 2.8 Ghz
Graphics Radeon HD 5770 HD 1Gig..Ram HD
Ram 4gig DDR2 1066 OCZ Fatality
HDD 500Gig WD 7200RPM
Mainboard Asus M3N78-VM
I have a question: I installed this mod and started playing as the Barbary States.
Quite quickly I conquered Morocco and was able to recruit units there.
A bit after that I conquered Naples(south Italy), but wasn't able to recruit units there, I could retrain units to full strength but not recruit new ones. I also got the Rome region from Italian States but the same problem there.
Am I missing something to be able to recruit units there or is it a problem because it wasn't ment to be a playable faction?
Here are some screenies were you can see I miss the recruitment tab:
Naples:
Rome:
Last edited by Damius; March 30, 2009 at 09:26 AM. Reason: added screenies
Barbary States have only a limited unit roster,as the Pirates,and perhaps someone else of the minor countries.I have a question: I installed this mod and started playing as the Barbary States.
Quite quickly I conquered Morocco and was able to recruit units there.
A bit after that I conquered Naples(south Italy), but wasn't able to recruit units there, I could retrain units to full strength but not recruit new ones. I also got the Rome region from Italian States but the same problem there.
E fra chi lo ascoltò,alcuni erano buoni
molti erano malvagi,
e molti non erano niente,
come tutti gli uomini...in qualsiasi luogo....
Sorry if this has been asked before, but if it has I haven't seen it. Is the point of this mod to partially "balance" the factions (minor and emergent) that you unlock? For instance, the Mughals have no soldiers which can equip bayonets (no professional soldiers). Would you be giving them some? Also, minor nations tend to have inferior swordsmen. Would that also be corrected?
Last edited by Quirl; April 01, 2009 at 03:12 PM.
[Bug]
When Defeating a nation on the Campaign Map the normal announcement that the nation has been defeated do not occur unlike Vanila
But doesn't capturing another country open up the units that are available to be recruited there? I can recruit Pandours as Prussia because I captured Galicia (in Galicia)...have recently tried this mod and am playing as the Knights of St. John, but I won't continue if I'm forever limited to militia and line infantry.
Both links seems not working?
And also will this mod conflict with other mods like Darthmod?
Cheers
edit* -
Sorry they are working now. Must be something wrong on my end.
BTW whats the difference between this mod and All Campaign Factions Unlocked (Including Emergent)?
Last edited by angusian; April 02, 2009 at 11:58 AM.