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Thread: STARTPOS MODS for Grand Campaign, RTI, Warpath, 1.6 patch updated. >>>NEW: American Civil War for GC and WC<<<

  1. #1

    Icon6 STARTPOS MODS for Grand Campaign, RTI, Warpath, 1.6 patch updated. >>>NEW: American Civil War for GC and WC<<<

    STARTPOS MODS

    Contents:

    1. All minor playable
    1.1 All playable for Warpath campaign
    2. Late Campaign
    3. Emergent playable
    4. Early American Colonization
    5. Early American Colonization for Warpath campaign
    6. Sturm und Drung
    7. American Civil War


    Spoiler Alert, click show to read: 

    Mods updated for 1.6 patch:

    1. All minor playable v.2.0

    Update: New version compatible after the latest CA's update with new DLC.

    New all playable release can be found in new place of STARTPOS.MODS in Hosted mods subforum.

    1. All minor playable v.1.2

    changes:

    v. 1.2

    * Knights of ST. John couldn't disembark forces in Barbary States land fixed.

    v. 1.1

    1. Protectorate could not declare war fixed.
    2. Barbary_states allied to United Pr. and in war with Ottomans fixed.

    v. 1.0

    1. All minor included protectorates playable.
    2. FoW removed.
    3. Victory conditions added
    4. Protectorate made independent, free diplomacy choices .
    5. Diplomacy relation of x-protectorate with x-patron changed to allied.
    6. Camera bug fixed.

    Download Link (filefront)

    Download Link (mediafire)

    Download Link (TWC)

    Installation:

    Place startpos.esf and scripting.lua in ETW/data/campaigns/main. Keep a backup of original one.

    I had included by mistake the scripting.lua that reveals all the map. Now I've uploaded the right one, As of you have downloaded it and you don't like it in that way just edit it (with notepad) and delete the line scripting.game_interface:show_shroud(false) at the end of the last local function group.

    1.1 All playable for Warpath campaign

    You have to own the expansion pack in order to play this mod.

    v. 0.3

    1. Wrong dates in V.C. fixed.
    2. Other minor changes

    v. 0.2

    1. FoW fixed
    2. Victory condition added for all factions.
    3. Camera bag fixed

    v. 0.1

    1. Major factions playable

    Download link

    Emergent for Warpath:

    Quebec playable Download link

    Mexico playable Download link

    Colombia playable Download link

    Installation:

    Place startpos.esf and scripting.lua in ETW/data/campaigns/main. Keep a backup of original one. Start a new grand campaign.

    2. Late Campaign

    Since the removing FoW bug has to be done in almost all provinces (except United States) I've included in scripting.lua the FoW removing command for the entire map.

    Download Link (mediafire)

    Download Link (filefront)

    Installation:

    Place startpos.esf and scripting.lua in ETW/data/campaigns/main. Keep a backup of original one.

    3. Emergent playable

    Since in previous attempts there were many problems with the emergent, I've decided to follow a deferent approach . I'll make separated files for each emergent in an attempt to reduce the searching area of the bugs. For this reason I am not going to proceed in any improvements like conversion of capital, adding regions, etc. After a necessary time period every emergent that will be reported as bug free will be included in the same startpos so at the end to be made one file for all emergent. Some emergent are already included in the Late Campaign mod.

    1. Punjab (Late Campaign)
    2. Mamelukes (Late Campaign)
    3. Afghanistan (Late Campaign)
    4. U.S.A. (Late Campaign)
    5. Naples & Sicily (Late Campaign)

    6. Scotland Download Link

    7. Greece Download Link

    8. Mexico Download Link

    9. Quebec Download Link

    10. Ireland Download Link

    11. Norway Download Link

    12. Colombia Download Link

    13. Hungary Download Link

    Instalation:

    Place startpos.esf and scripting.lua in ETW/data/campaigns/main. Keep a backup of original one.

    4. Early American Colonization

    Special thanks to:

    Demokritos, for history research, consulting and his valuable help for this mod.

    Hinkel , for his help in making flags.

    Spoiler Alert, click show to read: 
    (loading screens)



    This mod of ETW is about the American colonization in the 17th century. At this time Spain has already establish a colonial status in central and south continent, and in Caribbean islands. Other European factions have strong bases in Caribbean and maintain some trade settlements in the coastline of North America.

    Spoiler Alert, click show to read: 
    (loading screens)



    Map: American theater of ETW.

    Starting date: 1647 A.D.

    European colonial factions:

    1. British West Indies
    2. Nova Gallia
    3. Westindische Compagnie
    4. Nya Sverige
    5. Neu Kurland
    6. New Spain

    Native American Factions:

    1. Innu
    2. Ongwanonsionni
    3. Ochetiyotipi Shakowin (Sioux)
    4. Ani-Yunwiya
    5. Wendat

    Starting positions: European factions have a strong presence in Caribbean, in Central and in northern parts of South America. All of them, except New Spain, also maintain trade settlements in the cost line of North America. These settlements are presented as forts and they are protected by a stationed garrison. In the beginning, Europeans are in piece, have trade relations and some of them are allied with the natives that own the regions they have settled down. All North America and Newfoundland belongs to native Americans. Also in Caribbean strong Pirates are looking to loot passing trade ships.

    Important note: Never live forts-settlements ungarrisoned or they will change ownership automatically.


    Spoiler Alert, click show to read: 


    Armies: Europeans can recruit armies in all regions they own or they'll conquer but there are limitations in the type and the numbers of units. Generally they can recruit unlimited units of settlers, militia, minutemen, native mercenaries, etc. to every region they own or conquer. Professional units can be recruited in limited numbers only in the starting regions and the major cities that may conquer like Boston, Pennsylvania or Quebec. Some units are excluded at all from the game. There was an effort to keep the necessary historicity, however not in the expense of the game enjoyment. Natives have limitations in the numbers of fire armed units. Also they cannot recruit artillery units.

    (loading screens)

    Spoiler Alert, click show to read: 


    Fleets: Unavailable naval units include the ships that are over 3rd rate (2nd, 1st, Heavy) and the steam ships. Pirates can recruit also strong fleets. All type of naval ships can be recruited in trading ports so there is no need to build naval ports.

    Spoiler Alert, click show to read: 
    (loading screens)



    Update 2.1 (save compatible with 2.0)

    Historical accurate Sweden and Courland overseas flags:

    Spoiler Alert, click show to read: 


    Since it is impossible to find for native Americans real portraits and flags (actually they didn't use them) some art work collected from the net is added:

    Flags:


    Spoiler Alert, click show to read: 


    King portraits:

    Spoiler Alert, click show to read: 


    General portraits:

    Spoiler Alert, click show to read: 


    Minister portraits:

    Spoiler Alert, click show to read: 


    (For Warpath release) Shaman portraits:

    Spoiler Alert, click show to read: 


    (some bigger images can be found here)

    Release History


    E.A.C. v. 2.2:

    *Updated for 1.6 patch

    E.A.C. v. 2.1:

    * New flags for New Sweden, New Courland and natives added.
    * Native portraits added.
    * Other minor changes.

    E.A.C. v. 2.0:

    * Updated for 1.4 patch.
    * Other minor changes

    * Characters and units birth date changed according game's starting date.

    E.A.C. v. 1.1:

    * Problematic pirates fleet removed.

    E.A.C. v. 1.0:


    * Starting date 1647 A.D.
    * Changes in regions ownership.
    * All N. American regions, cities, towns, facilities, changed to native_american type.
    * Preopen info changes (victory conditions, regions ownership, descriptions, etc.)
    * Diplomatic relations reworked.
    * Episodic units added.
    * Limitation on type and numbers of professional units.
    * AOR for professional units.
    * Artillery units unavailable for natives, limited fire arms units.
    * Historical portraits and characters added.
    * Loading screens added.
    * New Courland is based in Curacao instead of the correct Trinidad & Tobacco.
    * New Spain's population reduced in order to reduce also the advantage of her inland placement.
    * Other minor changes

    Changes for next release:

    * New units.
    * More portraits, graphics and descriptions especially for the natives.
    * Historical changes for natives thanks to Demokritos work.
    * Correct flags for New Sweden and New Courland thanks to Hinkel's work.
    * Improvements in scenario and game difficulties after the expected feed back.

    Download and Installation:

    Two ways of installation are provided, auto-installer and manual. Prefer auto since it also provides uninstall function. Either way none of your files will be overwritten. For instruction see the included readme.txt file.

    Auto install download link (mediafire)

    Manual install download link
    (filefront)

    5. Early American Colonization for Warpath campaign

    This mod is based on the Warpath campaign map. It follows the same concept and scenario of previous EAC that is based on RTI 3 campaign. Warpath campaign has the advantages of more regions, units and factions. In EAC_W mod there are 2 more native factions (7 total), Pirates are back and all new vanilla units are included.

    History research for natives by Demokritos

    Native factions:

    1. Ochetiyotipi Shakowin (Sioux alliance of Mdewakanton, Wahpeton, Wahpekute, Sissiton, Yanktonai, Yankton and Teton)
    2. Myaamia Confederacy (the alliance of Miami, Shawnee, Delaware, Wyandot, Mingo, Chickamauga-Cherokee etc)
    3. Ocesvlke Tvlwv-vlke (the ”v” is pronounced as English ”a”) (Creek Confederacy)
    4. Wabanaki (confederacy of Abenaki, Maliseet, Penobscot, Passamaquoddy and Mi'kmaq)
    5. Numunuu (Comanche)
    6. O˝gwanonsio˝ni (Iroquois Confederacy of Mohawk, Oneida, Onondaga, Cayuga and Seneca, plus Tuscarora later)
    7. Anishinaabeg (tribal group of Ojibwe, Ottawa, Potawatomi, Algonkin, Nipissing, Mississauga and Saulteaux)

    Descriptions and more historical content will follow in next updates thanks to Demokritos. Please +rep him for his excellent work.

    EAC_W v. 1.3 :

    * Assign historical correct names to native units with infos on unit cards about the tribe they come from.
    * More native armies in starting position.
    * Alliances added for some natives with european colonials.
    * 6 new loading screens.
    * Fixed the problem with european unit names on info cards.
    * European garrisons moved out of fort-settlements to increase mobility.
    * Other minor changes.

    EAC_W v. 1.2.1 :

    * Fixed turns to build units

    EAC_W v. 1.2 :

    * Fixed missing technology research for Myaamia Confederacy and Wabanaki.

    EAC_W v. 1.1 :

    * CTD by problematic artillery unit fixed.
    * Type of European artillery units reduced.
    * Spain rebalanced for slower inland expansion
    * AI region attacking targets reworked.
    * Labrador region changed owner.
    * Other minor changes.

    EAC_W v. 1.0 :

    * Starting date 1647 A.D.
    * Changes in regions ownership.
    * All N. American regions, cities, towns, facilities, changed to native_american type.
    * New Courland's base is the historically accurate Trinidad and Tobacco.
    * Seven native and five european factions playable.
    * Pirates are back, as fully playable faction with active diplomacy (you can find them in minor factions of diplomacy UI).
    * Native names (factions, characters) historically accurate.
    * Preopen info changes (victory conditions, regions ownership, descriptions, etc.)
    * Diplomatic relations reworked.
    * Episodic units added.
    * New flags for New Sweden, New Courland.
    * Native art icon's and portraits added.
    * Limitation on type and numbers of professional units.
    * AOR for professional units.
    * Artillery units unavailable for natives, limited fire arms units.
    * Historical portraits for Europeans.
    * Loading screens.
    * Other minor changes

    Changes for next release:

    * New european units.
    * More portraits, graphics and descriptions especially for the natives.
    * Historical changes for natives thanks to Demokritos work.
    * Improvements in scenario and game difficulties after the expected feedback.

    Installation

    Modfoldering ( separate installation folder) is not available due to a problem with roads that are not shown on the map. Installation will be done with the manual old good way to be sure that you keep backup of your files before overwrite them. The problem with the roads remains in the new regions added in Warpath campaign map. However this is just as cosmetic issue since the roads are actually there.

    Download link (filefront)

    Download link (mediafire)

    Decompress and place the files:

    Startpos.esf and scripting.lua in ETW\data\campaigns\main (not in natives folder).
    EAC_W_mod, EAC_W_loc in ETW\data.

    You have to activate EAC_W_mod either using Mod Manager and checking the boxes by their names or adding the following line in user.empire_script file (C:/Users/(user)/AppData/Roaming/The%20Creative%20Assembly/Empire/scripts/):

    mod " EAC_W_mod.pack";

    Play the mod by starting a new grand campaign not a warpath one. Menu interface is like the normal in order all factions be selectable.

    6. Sturm und Drang



    In decade of 1770 some young German writers -among them
    J.W. von Goethe - made a movement called Sturm and Drang(Storm and Impetus). This movement adopted the radical ideas of Johan Gottfried Herder (1744-1803). Herder had promoted the importance and the beauty of the German folk tradition, the Celtic and medieval gothic art, which had been stigmatized as primitive and brutal, comparing with fine and noble French art. He believed that language and literacy express the peculiar population spirit (Volksgeist) and declared that only the cultivation of mother language can permit population to escape from barbarity status. Giving a new meaning to the significance of "culture", Herder connected the unique cultural temperament or identity of a population (Kulturcharacter), with the location that he lives, the geographical and climate circumstances.

    These ideas inspired Sturm and Drang and to the end of the 18th century the new political, patriotic movement of Romanticism (which later developed in an esthetic and artistic one) had appeared. Romanticism was encouraging the estimation of folk poetry and tradition which created the so called national literacy and art.

    Herder's promoted connection between culture and location birthed the significance of Nation as unique and distinguishable cultural community. Every nation has the right to be declared as an equal distinguishable and independent political community, a state . In 19th century the modern nations-states started to appear tearing apart the old Grate Empires...

    This mod is aiming to add in grand campaign some of the new nations that created, inspired by the ideas of Enlightenment, French Revolution and Romanticism. In this first release Finland (Suomi) is introduced. Other nations will be added in next releases. Proposals and ideas are welcome. Also historical infos (especially about special units for every new faction) are needed. Since my free time is consumed in startpos creations, help in units creation is also needed.

    1. Grand Duchy of Finland

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    2. Kingdom of Serbia

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    3. Risorgimento
    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    4. Kingdom of Belgium
    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 


    v. 1. 2

    * New factions: Regno d'Italia, Regno di Sardegna, Regno Lonbardo–Veneto, Kingdom of Belgium.
    * Loading screens reworked.
    * Other minor changes

    v. 1.1

    * Serbia added to grand campaign.
    * Greece (including regions greece and moreas) and Hungary unlocked for better atmosphere of Balkans.
    * Victory conditions for Serbia, Greece and Serbia.
    * New accurate flag for Greece (land and navy).
    * Historical portraits.
    * 25 new loading screen.
    * Other minor changes.

    v. 1.0

    * Starting date 1800 A.D.
    * Saxony replaced by Finland
    * Finland starts as a protectorate of Russia
    * Original Finnish names
    * Historical portraits
    * Victory conditions for Finland, Sweden, Norway and Denmark
    * Other minor changes


    Download Link
    for Finland (mediafire)

    Download Link
    for Finland (filefront)

    Download Link for Finland (Filefactory)

    Download Link
    for any faction (Filefactory)

    Download Link for any faction (mediafire)

    Download Link for any faction (filefront)


    Instalation:

    If you want to play as Finland:

    Copy the content of folder F_1_2 (which is in Finland_1_2.7z) in your ETW\data. None of your files will be overwritten. Then apply fixed startpos (link below). Start a new grand campaign. Later in game when (and if) you make Finland an independent state, save, exit and replace the file 1_S&D_loc in ETW\data with the one from folder Finland_indep. This is for showing the original names in Finnish region on the campaign map (Suomi, Turku, Oulu, Helsinki) instead of the Swedish names.

    If you want to play as any other faction:

    Extract the compressed file S_D_1_2.7z in your ETW\data. None of your files will be overwritten. Last thing, apply fixed startpos (link below).

    In every case you have to have to activate 1_S&D.pack either using Mod Manager and checking the box by its name or adding the following line in user.empire_script file (C:/Users/(user)/AppData/Roaming/The%20Creative%20Assembly/Empire/scripts/):
    mod "1_ S&D.pack";

    To uninstall S&D mod delete the folder Sturm&Drang from ETW\data\campaigns and 1_ S&D.pack, 1_S&D_loc.pack from ETW\data.

    Important fix (8/12): Download link

    After installing the mod following the instructions above, apply fixed startpos in ETW\data\campaigns\Sturm&Drang, replacing the old one.

    7. American Civil War

    These mods are based on the excellent work of the American Civil War The Blue and The Grey team's work. I've modded two starting positions for the American Civil War The Blue and The Grey mod can be played on a campaign map. In this effort I've met many problems with the units especially cavalry and artillery. Unfortunately I haven't still managed to fix artillery so you will have only the vanilla units. The rest, infantry and cavalry units, are included and work o.k. Also I haven't find a way to include the battle maps made by ACW B&G team.

    The American Civil War The Blue and The Grey team:

    Lead:

    harshman_chris

    Research:
    BarnesBL0278

    Modeling:
    Aradiel

    Skinning and Textures:
    Hinkel

    Mapping:
    Aradiel

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    7.1 Grand Campaign

    Download link (mediafire)

    Download link (filefront)

    Download ACW.7z and extract it in your ETW/data folder. No files will be overwritten. Activate ACW.pack with Mod Manager and start a new grand campaign.

    To uninstall remove mod pack files from ETW/data. If you don't intent to play the mod some other time in the future also delete the ETW/data/campaigns/ACW folder.

    7.2 Warpath Campaign

    Download link (mediafire)

    Download link (filefront)

    Download ACW_W.7z and extract it in your ETW/data folder. No files will be overwritten. Activate ACW_W.pack with Mod Manager and start a new grand campaign. In faction selection menu search among the non playable flags to spot US or CS.

    To uninstall remove mod pack files from ETW/data. If you don't intent to play the mod some other time in the future also delete the ETW/data/campaigns/ACW folder.

    WARNING: You cannot have installed any of these mods the same time with American Civil War the Blue and the Gray mod, or you'll get a CTD.

    CREDITS:

    Just
    for EsfEditor and koras321, alpaca for the later development.
    LtChabers for Pack File Manager, Mod Manager andDBEditor 1.2
    Boicote and Hinkel for the material they let me use in these mods.
    Alpaca and Irmo for the new installation procedure that prevents overwriting of original files.
    All the friends in this forum for their help in searching and modding startpos.esf.

    Last edited by husserlTW; December 14, 2009 at 05:45 AM.

  2. #2

    Default Re: STARTPOS MODS beta 0.1

    Nice Work, I was waiting something like this for a long time.

    Got only one problem : I have the game in French version and the mod turned it in Frenglish It's not a problem for me, but if you could correct it, I'm sure some people will be very happy

  3. #3

    Default Re: STARTPOS MODS beta 0.1

    Quote Originally Posted by Bollingguard View Post
    Nice Work, I was waiting something like this for a long time.

    Got only one problem : I have the game in French version and the mod turned it in Frenglish It's not a problem for me, but if you could correct it, I'm sure some people will be very happy
    Sorry, but how this can be done?

  4. #4

    Default Re: STARTPOS MODS beta 0.1

    wow this is interesting but I must say that I don't agree with some of the choices of major cities......I mean i'd be ok for some new ones but I find it maddening that anatolia is a minor city.......or any of the old major cities were changed.....because it changes the campaign quite dramatically.....like for example the ottoman campaign is quite tedious now and the ai has no idea what to do with itself....that anatolia minor-ness has caused quite a prob for me....

    could you make one where you keep the original major cities along with the new ones plz?
    Last edited by Okuto; August 18, 2009 at 08:06 PM.

  5. #5

    Default Re: STARTPOS MODS beta 0.1

    Quote Originally Posted by Okuto View Post
    wow this is interesting but I must say that I don't agree with some of the choices of major cities......I mean i'd be ok for some new ones but I find it maddening that anatolia is a minor city.......or any of the old major cities were changed.....because it changes the campaign quite dramatically.....like for example the ottoman campaign is quite tedious now and the ai has no idea what to do with itself....that anatolia minor-ness has caused quite a prob for me....
    All comments are useful. Nevertheless it's a beta version where I want to test the available possibilities of the new method.
    However these first mods focus on emergent factions which are not so much supported by other mods. You can find here an emergent mod without conversions.
    Last edited by husserlTW; August 18, 2009 at 08:09 PM.

  6. #6

    Default Re: STARTPOS MODS beta 0.1

    Well I'm playing it atm on my other comp. and I love the fact that there's new big cities and the tactical options are now limitless but I find that the middle eastern cities should of remained big cities as the ottoman cai manages even worst than it originally did. Why Cairo is a minor city is beyond me as with anatolia(since there's a school there) since now it's near impossible to keep it there now.

    But I'm playing an ottoman camp at the moment. The first turns saw me demolishing my school since I had no hope of keeping it unless I turned half of the buildings into happiness generators. I liked the fact that I didn't have to hold meso. against the persians but I found myself having little chance. Most difficult this camp is now which is alright but I found that anatolia being a minor city is a nail in the coffin for the ottomans.

    Also I believe that Prague,Bavaria, and saxony not being major cities anymore makes the wars in central europe very less likely and thus a bit boring I must say....and it lets Prussia simply sweep them aside with little resistance. Russia is esp. slow to start up in my camp now since Kiev is no longer a major city.

    I'm also quite confused why Venice and St. Petersburg aren't major also....I don't get it...

    Thus I as that you change those minor cities back their original major......

  7. #7

    Default Re: STARTPOS MODS beta 0.1

    Quote Originally Posted by Okuto View Post
    I'm also quite confused why Venice and St. Petersburg aren't major also....I don't get it...

    Thus I as that you change those minor cities back their original major......
    The only way to upgrade a city is to downgrade another. Now if you think how many emergent factions there are you can see why there are all these new minor cities...

  8. #8

    Default Re: STARTPOS MODS beta 0.1

    oh I see...sorry then I had no idea

  9. #9

    Default Re: STARTPOS MODS beta 0.1

    Nice!

  10. #10

    Default Re: STARTPOS MODS beta 0.1

    WOW.

    I just finished playing the American Civil War startpos., And I love it. Its a great mod. There are only a few things I would change.

    The First Thing I noticed was that the American States (both Union and Conf.) are way too underdeveloped. Mabe make the east coast the equivalent of the average European nations cities, and make the western more states just a little more developed than they are now. And mabe make some more armies. America had just finished fighting the Mexican-American War and still had the experinced soldiers from then.

    Also, the Confederacy was still a Republic and not a constitutinal monarchy. The confederates used to say they where doing what their Forefathers did - Breaking away from a Ruler they wanted nothing to do with and govern themselves as a Republic.

    The last thing is that the Western States are Still 100% Animist and not Protestant.

    This Is a Picture of Robert E Lee. I noticed that Grant's Picture looks more like this one so It might have a better look to it (if you crop it to show his waist up) :

    http://www.rebelyell1.com/Biographie...%20e%20lee.jpg

    Mabe a Better Lincon Picture?:

    http://artfiles.art.com/images/-/Geo...C10032259.jpeg


    BTW.

    This is just an Idea, but what about a mod that starts you out in the 1700's as normal, but if you reach the year 1861, the southern half of the United states Break away and become the Confederacy? Or mabe make them the rebels that appear if public order goes down too far? It would give the player a great reason to keep playing after 1825 (when the Vanilla game ends in the RTI).

    If you need any help feel free to PM me.

    I must say this is Great A+ work husserlTW. Keep it up.

    Cheers,
    Pikemen
    Last edited by Pikemen; August 19, 2009 at 01:53 AM.
    "Aye Sir?" - Stronghold
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    ----------------------------------

  11. #11
    Geronimo2006's Avatar TAR Local Moderator
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    Default Re: STARTPOS MODS beta 0.1

    When you mention large-scale city conversions, do you mean making them larger on the campaign-map? One of the most disheartening aspects of the game for me was the dramatic downsizing of the cities/towns on the real-time battlefield. By the way, regarding the screenshots above, surely the US has never had a "State Religion" and shouldn't in the mod?
    Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".



    Core i7 2600 @ 3.4ghz - NVIDIA GTX950 2GB

  12. #12

    Default Re: STARTPOS MODS beta 0.1

    Quote Originally Posted by Geronimo2006 View Post
    When you mention large-scale city conversions, do you mean making them larger on the campaign-map? One of the most disheartening aspects of the game for me was the dramatic downsizing of the cities/towns on the real-time battlefield. By the way, regarding the screenshots above, surely the US has never had a "State Religion" and shouldn't in the mod?
    What he means when he says making cities larger is adding more city slots to indivdual cities. Some region capitols only have 1 building while Major cities have 5.

    The thing about the religion is that cherokee territory and kaintuck territory have 100% animisim and 0% protestantism. It's fine to have a mix of religion if it's historical.

    Cheers,
    Pikemen
    "Aye Sir?" - Stronghold
    EVGA GTX 295
    i7 920
    6 GB DDR3 @1600
    HAF 932 Full Gaming Tower Case
    1.5 TB HD W/ 7200 rpm

    I never beg for ReP... I just ask for it
    ----------------------------------

  13. #13

    Default Re: STARTPOS MODS beta 0.1

    I'm using AUM (http://www.twcenter.net/forums/showthread.php?t=250655) as my only other large scale Mod. Upon startup in the Grand Campaign, it lists the Confederates as the Thirteen Colonies (it shows the stainless banner). The game plays fine, I would just like to be able to play with ACM. (Un-checking AUM in Mod Manager does not help...it still shows up as the 13 colonies).

    Thanks a ton. Im new to the mod scene, but enjoy everyone's work. (Pipmod...Leathermod)
    Last edited by drummer2177; August 19, 2009 at 03:52 AM.

  14. #14

    Default Re: STARTPOS MODS beta 0.1

    Whooly Dooly thats awesome Husserl

    that civil war version looks very dang intresting.

    just curious did you make these from save game files?

    Just ive tried some other startpos made this way and found a small number of mod db tables are locked out of this type of startpos, i suspect that these are tables that are read one at campaign start then written in a save game array somewhere.


    Either way, thnx for some great additions to the Modding world.
    Last edited by Dogmeat; August 19, 2009 at 05:58 AM.

  15. #15

    Default Re: STARTPOS MODS beta 0.1

    Thanks everybody for the feedback which is important.

    Quote Originally Posted by Pikemen View Post
    WOW.

    The First Thing I noticed was that the American States (both Union and Conf.) are way too underdeveloped. Mabe make the east coast the equivalent of the average European nations cities, and make the western more states just a little more developed than they are now. And mabe make some more armies. America had just finished fighting the Mexican-American War and still had the experinced soldiers from then.

    Also, the Confederacy was still a Republic and not a constitutinal monarchy. The confederates used to say they where doing what their Forefathers did - Breaking away from a Ruler they wanted nothing to do with and govern themselves as a Republic.

    The last thing is that the Western States are Still 100% Animist and not Protestant.

    This Is a Picture of Robert E Lee. I noticed that Grant's Picture looks more like this one so It might have a better look to it (if you crop it to show his waist up) :

    http://www.rebelyell1.com/Biographie...%20e%20lee.jpg

    Mabe a Better Lincon Picture?:

    http://artfiles.art.com/images/-/Geo...C10032259.jpeg


    BTW.

    This is just an Idea, but what about a mod that starts you out in the 1700's as normal, but if you reach the year 1861, the southern half of the United states Break away and become the Confederacy? Or mabe make them the rebels that appear if public order goes down too far? It would give the player a great reason to keep playing after 1825 (when the Vanilla game ends in the RTI).

    If you need any help feel free to PM me.

    I must say this is Great A+ work husserlTW. Keep it up.

    Cheers,
    Pikemen
    Great portraits, I am gonna use them in next update. Same for religion and western develpment.

    Quote Originally Posted by drummer2177 View Post
    I'm using AUM (http://www.twcenter.net/forums/showthread.php?t=250655) as my only other large scale Mod. Upon startup in the Grand Campaign, it lists the Confederates as the Thirteen Colonies (it shows the stainless banner). The game plays fine, I would just like to be able to play with ACM. (Un-checking AUM in Mod Manager does not help...it still shows up as the 13 colonies).

    Thanks a ton. Im new to the mod scene, but enjoy everyone's work. (Pipmod...Leathermod)
    Have you forgotten any _loc file of other mod? You have to remove them and leave only ACW_loc (along with ACW.pack)

  16. #16

    Default Re: STARTPOS MODS beta 0.1

    Some More Feedback:

    While playing as the Confederacy, I found It very easy to steamroll through Union lands in the 1st 10 turns of the game. Mabe you could try to make it a bit more historical and make the Conf. fight a defensive war. Give the Union about 2.5-3 full stack fighting force and the Conf. a 1.5 - 2 full stack force. Spread the Armies out along the borders, and have them start off at war with eachother. It would make for some good action The 2 main points you should have defended is Virginia and Pennsylvania. The two capitols should be very hard to capture and easy to defend, they are just too close to be lightly gaurded.

    This might be another good idea: Give the Conf. better generals, but the north better armies. Grant is represented as a 3 star general, while he should be higher. And make Grant a bit better too.

    Cheers,
    Pikemen
    Last edited by Pikemen; August 19, 2009 at 05:49 AM.
    "Aye Sir?" - Stronghold
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  17. #17

    Default Re: STARTPOS MODS beta 0.1

    wow, nice work.


  18. #18

    Default Re: STARTPOS MODS beta 0.1

    The belgian flag is completely wrong


  19. #19

    Default Re: STARTPOS MODS beta 0.1

    Quote Originally Posted by githo View Post
    The belgian flag is completely wrong

    No, it is not. Yours is the modern flag and not this of Belgian revolution (see: http://en.wikipedia.org/wiki/Belgian_revolution)




  20. #20

    Default Re: STARTPOS MODS beta 0.1

    Fantastic job, +rep. Just a request: could you make new region ownership for each 30 years or so that are historical accurate to the time period?

    ~1700-1750
    ~1750-1775
    ~1775-1812
    ~1812-1860

    Thanks, Id love to have different scenarios to play around with! Im might just go scanning through startpos myself and see what I can do!

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