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Thread: Minor Faction Mod Beta 0.6

  1. #1
    Nuxes's Avatar Civis
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    Default Minor Faction Mod Beta 0.6

    I just want to let everyone know that this mod is pretty much dead. I don't have the modding skills or the time to add anything more complex.
    Minor Faction Mod, Beta 0.6



    This is my first ever TW mod. It started out for my own personal use, but I decided to release it anyway, just so I could get feedback.

    Features:

    • Unlocks all non-emergent minor factions in the campaign
    • Most minor factions playable in custom battle (see below)
    • New units for Pirates and Crimea
    • Coming soon: new units for Persia, Mughal, Cherokee, and Iroquois
    • New units are based on Darthmod 1.2 stats


    Downloads

    Minor Faction mod, Beta 0.6
    http://www.twcenter.net/forums/downl...o=file&id=2360

    DeadlyBlowfish's Faction Unlock mod
    http://rapidshare.com/files/20996302...d_campaign.zip

    YOU NEED BOTH MODS

    If upgrading, delete previous minorfactionXX_mod.pack file. Also, you won't need to reinstall the Faction Unlock mod.


    How to Install

    • Back up the file "data\campaigns\main\startpos.esf"
    • Unzip the Faction Unlock mod to your "steam\steamapps\common\empire total war\data" folder
    • Unzip the Minor Faction mod to the same folder
    • The easiest way to enable this is with the mod manager.
    • Otherwise, add mod "minorfaction06_mod.pack"; to the bottom of your script file.
    • The location for the script is:

      VISTA C:\Users\USER NAME\AppData\Roaming\The Creative Assembly\Empire\scripts

      XP C:\Documents and Settings\(Your User Name Here)\Application Data\The Creative Assembly\Empire\scripts


    Mod compatibility


    This mod will probably cause problems with any other mod that changes the factions table. Other that that, it shouldn't interfere with other mods. I play using Darthmod, and you can be assured my mod will always be compatible with his.


    New units

    So far I've only added units to the Pirates and Crimea, all units are based on existing units:

    • Pirate Dragoons (Americas Dragoons)
    • Infantry (Euro Light Infantry)
    • Pirate Cannon (Naval 24lb)
    • Pirate Light Galley (Light Galley)
    • Pirate Medium Galley (Medium Galley)
    • Pirate Xebec (Xebec)
    • Buccaneers was capped at 6 units, is now unlimited
    • Cossack Horse Artillery (3lb horse Artillery)
    • English Longbowmen


    These factions are now playable in custom battles


    • Persia (called Afghanistan in custom battles)*
    • Pirates*
    • Mughal*
    • Cherokee*
    • Crimea*
    • Iroquois*
    • Dagestan
    • Bavaria
    • Courland
    • Denmark
    • Genoa
    • Georgia
    • Hannover
    • Portugal
    • Saxony
    • Venice
    • Westphalia
    • Wurttemburg

    *I will be adding new units to these factions. All other factions have standard European unit rosters.


    Screenshots

    Spoiler Alert, click show to read: 

    Pirate infantry


    Pirate dragoons


    Pirate 24lb naval cannons


    Cossack Horse Artillery


    English Longbowmen



    Gameplay notes


    • Pirates and Crimea can only build cannons at cannon foundries or your capital with a royal palace.


    Known bugs

    • The reload animations for the Pirate's 24lb cannons are buggy; sometimes they work, sometimes they don't. The guns function just like demi-cannons, and can face 360, but the model won't turn to face the target, meaning the cannon ball will come out of the side of the gun!!! But it's just aesthetic.
    • New unit names not appearing.
    • I would add more nations to the custom battle list, but then the list goes off the bottom of my screen (@1440x900). Any workaround for this problem would be greatly appreciated.
    • Full unit rosters for Cherokee, Iroquois, and Crimea aren't showing up for custom battles
    • Playing as any of the protectorates can be buggy. See here for a fix.
    • The FOW bug (in which buildings that faction owns at the start seem to lack a line of sight) for various factions seems to plague the situation at the moment. --- Solution: Move your military units on the first turn and use your list scrolls to navigate in the FOW. It should go away after a while if you just play normally. Similarly, if the game is saved and loaded, the problem usually goes away.


    With a little help from my friends
    What I need help doing:

    • fixing bugs
    • playtesting (can't have too much!)
    • find a way to reduce the campaign map speed of the pirate cannons
    • ideas for new units, mainly for the 6 * factions above
    • maybe add unique units to the other minor factions, but that is low priority
    • possibly new skins, again low priority
    • Adding new units to AI factions might unbalance the game. Tell me if you see anything weird.


    Minor faction units:
    Spoiler Alert, click show to read: 

    full army/navy means it has almost all types of basic European units
    Code:
    pirates:
        army: buccaneers - limit 6
        navy: sloop, brig, galleon, race galleon
        added: dragoons, light inf, 24lb, xebec, l galley, m galley
    barbary:
        army: camel nomads, camel gunners, desert warriors, barbary pirates
        navy: l galley, m galley, 5th rate, bomb ketch, 1st rate, 3rd rate
    mughal:
        army: early tech only
        full navy
    cherokee:
        army: native american only
        no navy
    crimea:
        army :cossack inf, cossacks, tartar bow cav
        navy: m galley
        added: horse artillery
    iroquois:
        army: native american only
        no navy
    persia:
        army: early tech only
    dagestan:
        full army
        full navy
    bavaria:
        full army
        full navy
    courland:
        full army
        full navy
    denmark:
        full army
        full navy
    genoa:
        full army
        full navy
    georgia:
        full army
        full navy
    hannover:
        full army
        full navy
    portugal:
        full army
        full navy
    saxony:
        full army
        full navy
    venice:
        full army
        full navy
    westphalia:
        full army
        full navy
    wurttemburg:
        full army
        full navy



    I stand on the shoulders of giants
    Thank you:

    • Darth Vader, for letting me use his unit stats
    • DeadlyBlowfish, for letting me use his faction unlocking mod
    • The Phenom, for his tutorials
    • LtChambers, for his unpacker and mod manager
    Last edited by Nuxes; October 15, 2009 at 02:46 AM.


    System: i5 2500k, 8GB DDR3, 5870, Win7 Pro 64, 60GB SSD + 1TB SATA, X-Fi Pro Elite

  2. #2
    Legionario's Avatar Semisalis
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    Default Re: Pirate mod Alpha 0.1

    Hi,this sounds good,but.....I'm afraid you should change the ship types for the pirates,galleys and xebecs would have never worked out in the Caribbeans ;-)
    brigs and 6th rates would do,and maybe captured Fluyts and galleons as well.
    E fra chi lo ascoltò,alcuni erano buoni
    molti erano malvagi,
    e molti non erano niente,
    come tutti gli uomini...in qualsiasi luogo....

  3. #3
    Nuxes's Avatar Civis
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    Default Re: Pirate mod Alpha 0.1

    Updated to 0.2

    Changes:
    -Switched pirate cannons from Sakers to naval 24lb.
    -Pirates are now playable in custom battles.
    Last edited by Nuxes; April 04, 2009 at 11:01 PM.


    System: i5 2500k, 8GB DDR3, 5870, Win7 Pro 64, 60GB SSD + 1TB SATA, X-Fi Pro Elite

  4. #4
    Nuxes's Avatar Civis
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    Default Re: Minor Faction Mod 0.3

    Updated to 0.3

    No longer Pirate mod, it's now Minor Faction mod

    Changes:
    -many minor factions playable in custom battle
    -increased mod compatability
    Last edited by Nuxes; April 04, 2009 at 11:24 PM.


    System: i5 2500k, 8GB DDR3, 5870, Win7 Pro 64, 60GB SSD + 1TB SATA, X-Fi Pro Elite

  5. #5
    Nuxes's Avatar Civis
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    Default Re: Minor Faction Mod Beta 0.4

    Updated to 0.4

    Changes:
    -included DeadlyBlowfish's The Great Campaign Expanded- Faction Inclusion Mod
    -cleaned up some tables


    System: i5 2500k, 8GB DDR3, 5870, Win7 Pro 64, 60GB SSD + 1TB SATA, X-Fi Pro Elite

  6. #6

    Default Re: Minor Faction Mod Beta 0.4

    Looks very good, downloading now. Will let you know what its like.

  7. #7
    Nuxes's Avatar Civis
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    Default Re: Minor Faction Mod Beta 0.4

    Updated to 0.5

    Changes
    -Added horse artillery to Crimea
    -I made DeadlyBlowfish's Faction Inclusion mod a separate download. If you are upgrading, you won't need to download this again, only the Minor Faction mod.


    System: i5 2500k, 8GB DDR3, 5870, Win7 Pro 64, 60GB SSD + 1TB SATA, X-Fi Pro Elite

  8. #8

    Default Re: Minor Faction Mod Beta 0.4

    This sounds great - but how do we get this file? It seems the limit has been reached on rapisdshare

    http://rapidshare.com/files/21782378...5_mod.zip.html

  9. #9
    Nuxes's Avatar Civis
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    Default Re: Minor Faction Mod Beta 0.4

    Quote Originally Posted by Average Ping View Post
    This sounds great - but how do we get this file? It seems the limit has been reached on rapisdshare

    http://rapidshare.com/files/21782378...5_mod.zip.html
    OK, I updated it to the TWC download page, that should work better.


    System: i5 2500k, 8GB DDR3, 5870, Win7 Pro 64, 60GB SSD + 1TB SATA, X-Fi Pro Elite

  10. #10

    Default Re: Minor Faction Mod Beta 0.5

    Great I shall look forward to trying it I managed to take over the whole of the caribbean with only 6 bucaneer units... but anything more in depth would be quite challenging.

    Incidentally which "script" file do we have to add the "mod" line to if we don't have mod manager?

  11. #11
    Nuxes's Avatar Civis
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    Default Re: Minor Faction Mod Beta 0.5

    Quote Originally Posted by Average Ping View Post
    Great I shall look forward to trying it I managed to take over the whole of the caribbean with only 6 bucaneer units... but anything more in depth would be quite challenging.

    Incidentally which "script" file do we have to add the "mod" line to if we don't have mod manager?
    Here you go.

    The location for the script is:

    VISTA C:\Users\USER NAME\AppData\Roaming\The Creative Assembly\Empire\scripts

    XP C:\Documents and Settings\(Your User Name Here)\Application Data\The Creative Assembly\Empire\scripts


    System: i5 2500k, 8GB DDR3, 5870, Win7 Pro 64, 60GB SSD + 1TB SATA, X-Fi Pro Elite

  12. #12

    Default Re: Minor Faction Mod Beta 0.5

    Very Cool mod! We need more of this!!!




    "Sometimes the best words are those left unsaid..."

  13. #13

    Default Re: Minor Faction Mod Beta 0.5

    does the Fog bug on campaign map is resolved from the old unlock all factions mod?

  14. #14
    Nuxes's Avatar Civis
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    Default Re: Minor Faction Mod Beta 0.5

    Updated to 0.6

    Changes:
    -Updated stats to Darthmod 0,85
    -Added gabionades for Cossack Artillery
    -Cleaned up some tables
    -Added English Longbowmen.

    I know, I know, longbowmen where historically last used during the English civil war (~1640). This was just an experiment for me to create a new weapon (longbow, 2x the range of a regular bow), and mix and match existing weapons. They are totally useless; a company of militia routed them with only a dozen casualties.

    Another thing: I am still trying to figure out how to get new unit names to appear in the game. From what I can tell, the names are in the local_en.pack.
    This causes two problems; first, I appears I would have to edit and then post the entire pack (~300MB), not just the modified parts of it. Besides the huge download for so little gain, this would cause problems with other mods that change or add names. Second, local_en.pack is only for English versions of the game, and I don't want to exclude users of different languages.

    Quote Originally Posted by Lavoie-Qc View Post
    does the Fog bug on campaign map is resolved from the old unlock all factions mod?
    Nope, I haven't made any changes to DeadlyBlowfish's mod. I don't know if he is working on an update for that problem or not. Here is a link to the mod thread if you want to keep up to date:
    http://www.twcenter.net/forums/showthread.php?t=238469
    Last edited by Nuxes; April 06, 2009 at 09:54 PM.


    System: i5 2500k, 8GB DDR3, 5870, Win7 Pro 64, 60GB SSD + 1TB SATA, X-Fi Pro Elite

  15. #15

    Default Re: Minor Faction Mod Beta 0.6

    great stuff.. I have some suggestion. You should somehow make a boat for the native americans... I played as Iriqous and could only make a frekin dhow.. 3 cannons only. Maybe a native american longboat ship designed for light cannons/boarding.... as for the troops on native americans.. they have enuogh
    maybe some tatar meele calvery for crimea.... also maybe you can add some Nogay mercenaries/auxiliries
    http://www.answers.com/topic/nogais has some info
    err i meant not longboats canoes
    Last edited by Tyrionder; April 09, 2009 at 06:14 AM.

  16. #16

    Default Re: Minor Faction Mod Beta 0.6

    i dont know why but your mod isnt working

  17. #17
    Decanus
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    Default Re: Minor Faction Mod Beta 0.6

    Nuxes.

    To make unit name visible in the game you have to extract localication.loc from local_en.pack, then repack it as 'patch pack' and then add your new lines to the units. Otherwise it won't work

  18. #18

    Default Re: Minor Faction Mod Beta 0.6

    very nice!

    you should let your thread be moved to the modsection!!!

    well,
    I really like the cannons for the pirates.
    what I don't like are the longbowmen - a little bit cheese I would say.

    adding units for persia would be great and my recommendation to go on

    absolutly rep, man!!

  19. #19
    Nuxes's Avatar Civis
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    Default Re: Minor Faction Mod Beta 0.6

    Quote Originally Posted by Tyrionder View Post
    i dont know why but your mod isnt working
    I need more info if you want me to fix it. How is it not working?


    System: i5 2500k, 8GB DDR3, 5870, Win7 Pro 64, 60GB SSD + 1TB SATA, X-Fi Pro Elite

  20. #20

    Default Re: Minor Faction Mod Beta 0.6

    i use it with mod manager and they new units/ factions in play battle didnt show up

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