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Thread: ADDITIONAL UNITS MOD (AUM) 1.7 (updated to DM 1.7)

  1. #1

    Icon2 ADDITIONAL UNITS MOD (AUM) 1.7 (updated to DM 1.7)

    Hello to all DarthMod fans out there,

    Today I released my "ADDITIONAL UNITS MOD (AUM) 1.7"

    AUM 1.7 is fully compatible with DarthMod Commander Edition 1.7”.

    The units stats are based on "DarthMod 1.7" and it is also a "normal" sized version available.

    If you want you can try it and please give me feedback in my thread above.

    Have fun!

  2. #2

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.0

    UNBELIEVABLE!!!!!!!!

    Great! Thank you soooo much! That was what I was waiting for!!!

    Tons of rep!!!!


  3. #3

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.0

    Would you post some screenshots?

  4. #4
    Beggar's Avatar Decanus
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    Default Re: ADDITIONAL UNITS MOD (AUM) 1.0

    Quote Originally Posted by Klotzek View Post
    Would you post some screenshots?
    If you click the link he gave, you'll find the screenshots.

    Anyways, the mod looks excellent. Thank you

  5. #5

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.0

    lks great but i cant seem to recruit the units ??

  6. #6

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.0

    Works great here (used the script line to add to darthmod2 commander(ed) and Smoke and BLood Mod.

    Nice add on an the stats seems ok and balanced.

    Great Stuff.

  7. #7

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.0

    mmmh!

    It seems I need a tech for some of the units.

    ...but it isn't available in the techtree

    Its called air gun(Luftgewehr)

    So, I suppose it isn't savegamecompatible completly!?
    I can build the swiss and some lancers, but I can't find the marines

    help!

  8. #8

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.0

    Quote Originally Posted by Takeda Shingen View Post
    mmmh!

    It seems I need a tech for some of the units.

    ...but it isn't available in the techtree

    Its called air gun(Luftgewehr)

    So, I suppose it isn't savegamecompatible completly!?
    I can build the swiss and some lancers, but I can't find the marines

    help!
    Air Gun tech is only enabled for Austria by default.

    Marines require machined rifling (2nd last barracks tech.)

  9. #9

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.0

    Marines should require nothing - essentially, the were highly skilled sea soldiers.
    Marines were used before the game time frame as well, Brits raised a 'Maritime regement of foot' in 1664, spanish and portugese before that !

  10. #10

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.2

    Hello to all and thank you for downloading my mod!

    Quote Originally Posted by Kohvi View Post
    If you click the link he gave, you'll find the screenshots.

    Anyways, the mod looks excellent. Thank you
    Thanks for the compliment!

    Quote Originally Posted by Dogmeat View Post
    Works great here (used the script line to add to darthmod2 commander(ed) and Smoke and BLood Mod.

    Nice add on an the stats seems ok and balanced.

    Great Stuff.
    Just released version 1.2 which is more balanced.

    Quote Originally Posted by Takeda Shingen View Post
    mmmh!

    It seems I need a tech for some of the units.

    ...but it isn't available in the techtree

    Its called air gun(Luftgewehr)

    So, I suppose it isn't savegamecompatible completly!?
    I can build the swiss and some lancers, but I can't find the marines

    help!
    The mod is fully savegame compatible but you're right there is a problem with recruiting the "Swiss Jaegers". I will fix that in the next patch

    Quote Originally Posted by GuiltyBoomerang View Post
    Air Gun tech is only enabled for Austria by default.

    Marines require machined rifling (2nd last barracks tech.)
    That's right and thank you "GuiltyBoomerrang" for writing this here.

    Quote Originally Posted by Midknight View Post
    Marines should require nothing - essentially, the were highly skilled sea soldiers.
    Marines were used before the game time frame as well, Brits raised a 'Maritime regement of foot' in 1664, spanish and portugese before that !
    I will make them recruitable from the beginning.

    This are the required technologies in AUM 1.2.

    late available:
    euro_line_infantry_elite
    >>> military_army_machined_rifling
    euro_grenadiers_elite >>> military_army_machined_rifling
    swiss_guards_elite >>> military_army_machined_rifling

    early available:
    horse_grenadier_guards_elite >>> military_army_carbines

    from start available:
    (if you have the required building)
    euro_marines_elite >>> no technology required
    swiss_jaegers >>> no technology required
    swiss_pikemen >>> no technology required

    Please go to this link below for further discussions and comments, so that we have only one thread for the mod.

    "Additional Units Mod 1.2"

  11. #11

  12. #12

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.2

    Quote Originally Posted by DARTH VADER View Post
    Nice work. Keep it up.
    Thank you so much my glorious Lord Darth Vader

    Without YOU we couldn't play ETW anymore

    I never stepped back to vanilla since your first release.

    I will keep it up and just released "AUM 1.2" for your "DarthMod 1.2".

    Cheers and may the force will be with you!
    Swiss Halberdier

  13. #13
    ♔Jean-Luc Picard♔'s Avatar Domesticus
    Join Date
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    Default Re: ADDITIONAL UNITS MOD (AUM) 1.2 updated

    outstanding. + rep

    It is my great honour to have my poem Farmer in the Scriptorium here.

  14. #14

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.2 updated

    Why are so many swiss units there? I would much more like to see more additional units to factions like prussia, netherlands and sweden.

  15. #15

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.2 updated

    are they sized for each faction like the rest of darth 1.2? or do all faction get the same thing? what about india?

  16. #16

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.2 updated

    Quote Originally Posted by Skandranon Rakshae View Post
    outstanding. + rep
    Thanks a lot!

    Quote Originally Posted by Klotzek View Post
    Why are so many swiss units there? I would much more like to see more additional units to factions like prussia, netherlands and sweden.
    The Swiss didn't get a minor faction nor a region. So I thought that they must have some mercenary units. At this time, I don't have planned other "Swiss" units.

    Quote Originally Posted by akinkhoo View Post
    are they sized for each faction like the rest of darth 1.2? or do all faction get the same thing? what about india?
    All do get the same thing. New units for india, america, ottomans, africans will come...

    Please go to this link below for further discussions and comments, so that we have only one thread for the mod.

    "Additional Units Mod 1.3"

  17. #17

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.2 updated

    Sorry, wrong thread... going to link.
    Last edited by Lucius Tiberius Vorenus; April 17, 2009 at 06:28 PM.

  18. #18

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.3 updated

    Great work! Those units looks great.

  19. #19
    joreto's Avatar Tiro
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    288

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.3 updated

    Great work + rep But why the new units dont' have names ?
    &

  20. #20

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.3 updated

    Quote Originally Posted by joreto View Post
    Great work + rep But why the new units dont' have names ?
    Thanks, you have to put either "aum_en_loc_1_0.pack" or "aum_ge_loc_1_0.pack" in your ETW Data directory.

    Please go to this link below for further discussions and comments, so that we have only one thread for the mod.

    "Additional Units Mod 1.3a"

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