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Thread: Additional Units Mod - Napoleon (AUM-NAP) 2.6 - updated 24.11.17

  1. #401

    Default Re: ADDITIONAL UNITS MOD - NAPOLEON (AUM-NAP) 1.7 - 28.3.10

    This is a great mod,but since I upgraded with the DLC patch 2, I've lost the Earl of Uxbridge unit in the British Heavy Cavalry...


    I also lost the 'Scots Greys' but BART's mod restored them....

    Any ideas on how I can get Uxbridge back would be appreciated....

    Has anyone else noticed this?


    Cathal1958

  2. #402

    Default Re: ADDITIONAL UNITS MOD - NAPOLEON (AUM-NAP) 1.7 - 28.3.10

    Can you unlock the national guard unit? Maybe remove the militia to save space.

  3. #403

    Default Re: ADDITIONAL UNITS MOD - NAPOLEON (AUM-NAP) 1.7 - 28.3.10

    Are there any editor tools so we can make changes to stats as we may want them?DBEditor does not seem to work for NTW.

  4. #404

    Default Re: ADDITIONAL UNITS MOD - NAPOLEON (AUM-NAP) 1.7 - 28.3.10

    Quote Originally Posted by OSDEA7 View Post
    Are there any editor tools so we can make changes to stats as we may want them?DBEditor does not seem to work for NTW.
    You can find the Pack File Manager (PFM) in the Nap TW Modding Workshop forum. That will do the trick.

  5. #405

    Default Re: ADDITIONAL UNITS MOD - NAPOLEON (AUM-NAP) 1.7 - 28.3.10

    Quote Originally Posted by WilliVonBill View Post
    You can find the Pack File Manager (PFM) in the Nap TW Modding Workshop forum. That will do the trick.
    Had no luck on finding forum.Could give a link?

  6. #406
    LuckyLewis's Avatar Loutre
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    Default Re: ADDITIONAL UNITS MOD - NAPOLEON (AUM-NAP) 1.7 - 28.3.10

    Muh signature is so out of date all muh pictures died.

  7. #407

    Default Re: ADDITIONAL UNITS MOD - NAPOLEON (AUM-NAP) 1.7 - 28.3.10

    thank you for keeping this mod alive! the units are great.

    suggestion: remove the 'British' part from units like Coldstream Guards, it's kind of redundant. the unit stats of British Grenadiers are so abysmal even Line Infantry supersede them in everything, including melee.

  8. #408

    Default Re: ADDITIONAL UNITS MOD - NAPOLEON (AUM-NAP) 1.7 - 28.3.10

    Quote Originally Posted by Luckylewis View Post
    Thanks for the help.I am a mod noob!I do not have a clue on how to use this editor.It is nothing like the DBEditor.

    I was looking for and editor to change the recruitment limits and some stats.Guess i'll have to wait and see if someone can create an easy to use editor for us noobs.
    Last edited by OSDEA7; April 02, 2010 at 08:49 PM.

  9. #409

    Default Re: ADDITIONAL UNITS MOD - NAPOLEON (AUM-NAP) 1.7 - 28.3.10

    Hi,

    1st of all thanks for your Mod and thanks to all others who are making Mods or helping to inprove this game.

    I do have Napoleon Total War Imperial Edition (French version installed)
    Your Mod is working with my version but it is now a mixture of French and English even with
    "unit_pack_compatibility_project_napoleon_v1_2_french.pack" installed

    Here is one suggestion regarding Inf_Line_Swiss_Foot : Swiss Foot : limit 4 max
    This unit with your Mod, as France, is available "everywhere" now.
    I do not like that and I suggest this :
    What do you think about :
    1) France has Switzerland
    then this unit is available in Switzerland and France only !!! (not in other regions)
    2) France do not have Switzerland BUT Switzerland is an ally.
    then this unit is available in France only !!!
    3) France do not have Switzerland BUT Switzerland is NOT an ally
    then this unit is NOT available for France !!!

    And this could be the same with Poland and other unit/region/faction

    One more thing for exemple :
    Now I can hire camel cavalry in nothern regions (Hannover as exemple)
    may I suggest to limit these kind of units to southern regions (Gibraltar, Sicily, ...) BUT NOT Central and North Europe !!!

    Anyway Thanks a lot for your Mod
    You did a good job and I am quite sure that you are able to improve it with or without my "suggestion or advise)

    Thanks

  10. #410
    gary's Avatar Domesticus
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    Default Re: ADDITIONAL UNITS MOD - NAPOLEON (AUM-NAP) 1.7 - 28.3.10

    Yeah i agree what is the point of lots of faction having swiss units? and camel riders in germany?..... it has become too arcade like for me...sorry also the Russian Siemenovski Guards are identical to the units already in game?

    Yeah totally in time we will see alot more variation and perhaps not too many swiss,

    here is a list of some of the swiss that fought for Napolean.
    # 1er Regiment d’Infanterie Suisse
    14 Battles:1805 - Trafalgar and Castel-Franco, 1806 - Sainte-Euphemie and Rogliano, 1807 - Rolonda, Sainte-Euphemie, Sainte-Ambrosio and Capri, 1809 - Capri, 1812 - Willia, Polotsk, Beresina and Wilna, 1813 - Breme
    Colonels:: 1805 - Raguettly, 1805 - Real de Chapelle

    # 2e Regiment d’Infanterie Suisse
    18 Battles: 1808 - La Grenouilliere, Roses, Figuieres, and Evora, 1809 - Carogne, Ferrol, Oporto, Girone, and Burgos, 1810 - Burgos, Corales, Toro, and Ribas, 1811 - Catalogne, 1812 - Belvver, Polotsk, and Bersina, 1814 - Schlestadt
    Colonels: 1806 - Castella de Berlens, 1806 - Segesser, 1812 - Abyberg, 1815 - Stoffel

    # 3e Regiment d’Infanterie Suisse
    15 Battles: 1808 - Jaen, Baylen, and Cara-de-Deu, 1809 - Tuy and Oporto, 1810 - Cadiz, Leon, Pueblo, and Sanabria, 1812 - Drissa, Polotsk, Lepel, Beresina, and Wilna, 1814 - Besancon
    Colonels: 1806 - May, 1806 - Thomasset

    # 4e Regiment d’Infanterie Suisse
    22 Battles: 1807 - Heilsberg and Friedland, 1808 - Lisbonne, Alcolea, Obidos, Rolicia, and Vimeiro, 1809 - Chaves, Tuy, and Oporto, 1810 - Vallavoid, 1811 - Magas, 1812 - Zoa, Llanguez, Polotsk, Beresina, Borisow, Cedano, Wilna, and Kowno, 1813 - Delfzyl, 1814 - Bescanon
    Colonels: 1806 - Perrier, 1806 - Freuler, 1810 - Affry

    I dont think Briatain should be able to recruit swiss unless the have "Switzerland" this is only my opinion of course and takes nothing away from the work done on the mod to date which has always been very popular with the rank and file.
    Last edited by gary; April 03, 2010 at 05:03 AM.
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  11. #411

    Default Re: ADDITIONAL UNITS MOD - NAPOLEON (AUM-NAP) 1.7 - 28.3.10

    Yeah i agree what is the point of lots of faction having swiss units? and camel riders in germany?..... it has become too arcade like for me...sorry also the Russian Siemenovski Guards are identical to the units already in game?
    Come on, swiss mercenaries are the trademark feature of SH's mods. They're awesome. I agree about Siemenovskis though They could be fixed given time. NTW hasn't been out long enough for us to be picky about mods.

  12. #412
    Petrov's Avatar Campidoctor
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    Default Re: ADDITIONAL UNITS MOD - NAPOLEON (AUM-NAP) 1.7 - 28.3.10

    Hey swiss halberdier, how do i get your latest version, do i just redownload the thing? oh and how come the free DLC have no names? Do i have to redowload the language file? and will you be fixing that, and even when i validated it the thing didnt return to normal, i love your mods so much, but i think theyve screwed my game up, i mean i dont mind not having the names of six units, but it does get annoying, some one said you did release the new update so it does work but I havent seen it anywhere

  13. #413
    LuckyLewis's Avatar Loutre
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    Default Re: ADDITIONAL UNITS MOD - NAPOLEON (AUM-NAP) 1.7 - 28.3.10

    Quote Originally Posted by Petrov View Post
    Hey swiss halberdier, how do i get your latest version, do i just redownload the thing? oh and how come the free DLC have no names? Do i have to redowload the language file? and will you be fixing that, and even when i validated it the thing didnt return to normal, i love your mods so much, but i think theyve screwed my game up, i mean i dont mind not having the names of six units, but it does get annoying, some one said you did release the new update so it does work but I havent seen it anywhere
    I doubt the mod itself screwed your game up, most of the times it's the user's wrong doing.

    Make sure you have the latest Additional Units Mod Update (right now it's 1.7). Download found in the first post.

    Delete any previous versions of the Unit Pack Compatibility Project found in your data folder.

    Download 1.8 UPC here. That will fix your missing DLC names.
    Muh signature is so out of date all muh pictures died.

  14. #414

    Default Re: ADDITIONAL UNITS MOD - NAPOLEON (AUM-NAP) 1.7 - 28.3.10

    wait so a 180KB file adds 30 units and 3 ships? how the hell?

  15. #415
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    Default Re: ADDITIONAL UNITS MOD - NAPOLEON (AUM-NAP) 1.7 - 28.3.10

    Quote Originally Posted by ilias2006 View Post
    wait so a 180KB file adds 30 units and 3 ships? how the hell?
    The mod doesn't add new textures yet, unlike it's Empire Total War counterpart, so the mod is relatively small sized, which is great.
    Muh signature is so out of date all muh pictures died.

  16. #416

    Default Re: ADDITIONAL UNITS MOD - NAPOLEON (AUM-NAP) 1.7 - 28.3.10

    ok thanks for the answer lewis

  17. #417

    Default Re: ADDITIONAL UNITS MOD - NAPOLEON (AUM-NAP) 1.7 - 28.3.10

    Quote Originally Posted by OSDEA7 View Post
    Thanks for the help.I am a mod noob!I do not have a clue on how to use this editor.It is nothing like the DBEditor.

    I was looking for and editor to change the recruitment limits and some stats.Guess i'll have to wait and see if someone can create an easy to use editor for us noobs.

    Actually PFM is pretty intuitive. For example: if you wanted to change the unit limits in AUM, just fire up PFM, and use 'file open' to navigate to the AUM mod. You'll see it displayed as normal file hierarchy in the PFM display field (on the left of your screen). Click on 'DB' file to display the file folder structure of the DB file. Select 'unit tables' and then 'aum_nap_units'. That opens op the AUM unit tables file (displayed on the right of your screen). Just change the unit limit for whichever unit you want to change and then save the file. Thats pretty much it.

    I'd encourage you to play around with the PFM; its a nifty modding tool. You can't really mess up the mod to much. If you do, just install a fresh copy of AUM. Of course, if you have questions about modding and using the PFM tool, just pop into the NTW Modding Workshop forum. Lots of experienced modders hang there that will be more than happy to help.

  18. #418

    Default Re: ADDITIONAL UNITS MOD - NAPOLEON (AUM-NAP) 1.7 - 28.3.10

    Quote Originally Posted by WilliVonBill View Post
    Actually PFM is pretty intuitive. For example: if you wanted to change the unit limits in AUM, just fire up PFM, and use 'file open' to navigate to the AUM mod. You'll see it displayed as normal file hierarchy in the PFM display field (on the left of your screen). Click on 'DB' file to display the file folder structure of the DB file. Select 'unit tables' and then 'aum_nap_units'. That opens op the AUM unit tables file (displayed on the right of your screen). Just change the unit limit for whichever unit you want to change and then save the file. Thats pretty much it.

    I'd encourage you to play around with the PFM; its a nifty modding tool. You can't really mess up the mod to much. If you do, just install a fresh copy of AUM. Of course, if you have questions about modding and using the PFM tool, just pop into the NTW Modding Workshop forum. Lots of experienced modders hang there that will be more than happy to help.
    With your assistance i have it working now.Thanks alot!!!

    Can the CA NTW units be edited?
    Last edited by OSDEA7; April 03, 2010 at 07:19 PM.

  19. #419

    Default Re: ADDITIONAL UNITS MOD - NAPOLEON (AUM-NAP) 1.7 - 28.3.10

    Quote Originally Posted by CATHAL1958 View Post
    This is a great mod,but since I upgraded with the DLC patch 2, I've lost the Earl of Uxbridge unit in the British Heavy Cavalry...

    Has anyone else noticed this?
    Cathal1958
    Yea me too - no more Earl of Uxbridge

  20. #420

    Default Re: ADDITIONAL UNITS MOD - NAPOLEON (AUM-NAP) 1.7 - 28.3.10

    Quote Originally Posted by andypuk View Post
    Yea me too - no more Earl of Uxbridge
    Hadnt noticed it to be honest but on you mentioning it yes he is gone now

    Heroes Hordes & beyond The official submod of KGCM (click the sig)

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