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
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
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....
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
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?
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
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.
Originally Posted by Lavoie-Qc
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
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.
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