View Poll Results: What to do next ?

Voters
9. You may not vote on this poll
  • Release other units (reedit Ca' units and add others)

    7 77.78%
  • Limit units to the max available during this period (sample : 14 units of french cuirassiers)

    2 22.22%
  • Enhance the gameplay (better ai in the battles)

    1 11.11%
Multiple Choice Poll.
Page 39 of 66 FirstFirst ... 1429303132333435363738394041424344454647484964 ... LastLast
Results 761 to 780 of 1318

Thread: "Les Aigles" aka Bart 07 units add-on [1.13 released on 08/22/2013]

  1. #761
    Blak's Avatar Libertus
    Join Date
    Dec 2011
    Location
    milkyway ofc
    Posts
    80

    Default Re: Bart 07 units add-on [1.07a released on 01/05/2012]

    when i start playing there is no change there aren't any new units.Help please!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

  2. #762

    Default Re: Bart 07 units add-on [1.07a released on 01/05/2012]

    Installation
    1 - copy the pack file in your data folder
    2 - edit your user.script.txt in UNICODE (add this line) : mod "Bart07modAORvanilla.pack";
    3 - make a backup of data/campaigns/eur_napoleon folder and data/campaigns/mp_eur_napoleon
    4 - copy the campaigns folder in your data folder. (info : copy the eur_napoleon and mp_eur_napoleon folder to the campaigns folder)
    5 - restart a campaign of 1805

  3. #763
    Blak's Avatar Libertus
    Join Date
    Dec 2011
    Location
    milkyway ofc
    Posts
    80

    Default Re: Bart 07 units add-on [1.07a released on 01/05/2012]

    and how to restart the campaign of 1805??And Thanks for the help!!!

  4. #764

    Default Re: Bart 07 units add-on [1.07a released on 01/05/2012]

    Your save files are not compatible with my mod... i talked of a new campaign of 1805 from NTW game screen menu.

  5. #765
    Blak's Avatar Libertus
    Join Date
    Dec 2011
    Location
    milkyway ofc
    Posts
    80

    Default Re: Bart 07 units add-on [1.07a released on 01/05/2012]

    is your mod compatible with Napoleon Total Faction ???Sorry for the bad English

  6. #766
    Blak's Avatar Libertus
    Join Date
    Dec 2011
    Location
    milkyway ofc
    Posts
    80

    Default Re: Bart 07 units add-on [1.07a released on 01/05/2012]

    if i restart the campaign with Napoleon Total Faction will it work?????

  7. #767

    Default Re: Bart 07 units add-on [1.07a released on 01/05/2012]

    I don't know.

  8. #768

    Default Re: Bart 07 units add-on [1.07a released on 01/05/2012]

    Hello

    Nice work, it's nice to see that work continues here as well. There are almost 2 years already Bart07 publish a version of his mod for the happiness of all, "Nostalgia" bravo

  9. #769

    Default Re: Bart 07 units add-on [1.07a released on 01/05/2012]

    Dunno if it's too late, but i've seen that in the mod there aren't Hessen units, so here it's my proposal, regiment Erbprinz, really cool uniform.
    http://www.grosser-generalstab.de/ta...knoe02_43.html

    One minor thing, I've noticed that in campaign, the Empire tends to spam Garde cotiers, which is quite unhistorical when you encounter them in a battle in Bavaria
    Last edited by pietromicca1677; February 18, 2012 at 08:22 AM.

  10. #770

    Default Re: Bart 07 units add-on [1.07a released on 01/05/2012]

    You are right for Garde cotiers, the AI recruit them on coast and send them in the available army. I don't know how to resolve it.
    I can correct their strategic movement point to 0 so they will stay on there recruitment town.

  11. #771

    Default Re: Bart 07 units add-on [1.07a released on 01/05/2012]

    Yes, your solution is the best thing. It's more realistic to have them (also for the human player) just in the coastal region, so you can use them just when defending in those regions.

  12. #772
    Prince of Essling's Avatar Napoleonic Enthusiast
    Patrician

    Join Date
    Dec 2009
    Location
    Surrey, England
    Posts
    2,434

    Default Re: Bart 07 units add-on [1.07a released on 01/05/2012]

    Quote Originally Posted by pietromicca1677 View Post
    Dunno if it's too late, but i've seen that in the mod there aren't Hessen units, so here it's my proposal, regiment Erbprinz, really cool uniform.
    http://www.grosser-generalstab.de/ta...knoe02_43.html
    Attached may also be of help :
    Sign DLC petition for improved map for NTW
    Useful Websites |Napoleon: Masters of Europe |
    The Wardrobe of 1805 |Napoleon: Art of War|
    Frederick the Great: Art of War|
    Under the Patronage of Gunny
    "Everyone is entitled to their own opinions, but they are not entitled to their own facts."

  13. #773

    Default Re: Bart 07 units add-on [1.07a released on 01/05/2012]

    Done :
    Austrian Cuirassiers reedited,
    Pavlov reedited,
    Sacrebleu's unit pack imported (portugal, spain and denmark)
    Sweden mod by Prolurker imported
    Ottoman mod by md1453 imported

    To do :
    obtain permission for the sweden and ottoman mod.
    reedit opolchenie (change one equiped with musket to axe)
    add tatar with bow from ottoman mod to russia.
    Last edited by Bart07; February 20, 2012 at 06:56 AM.

  14. #774

    Default Re: Bart 07 units add-on [1.07a released on 01/05/2012]

    http://bataillon-neuchatel.ch/page1.php
    really cool site about bataillon de Neuchatel for those interested

  15. #775

    Default Re: Bart 07 units add-on [1.07a released on 01/05/2012]

    - Nassau Grenadiers Reedited,
    - Sweden line and jager (use iberian hat rather than kiwer),
    - Tatars with bow for russian (from ottoman mod),
    - Russo german corrected colours (green THX pietromicca1677),
    - British infantry on two ranks,

  16. #776

    Default Re: Bart 07 units add-on [1.07a released on 01/05/2012]

    Many thanks to you bar, for keeping up the historical accuracy! Great job.

  17. #777

    Default Re: Bart 07 units add-on [1.07a released on 01/05/2012]

    Hi Bar07,
    I'm playing a campaign with the Empire and i must say, good work with the changes you made. Also, it's cool that when you have poland you could recruit greatcoat units, makes you feel like you are really preparing the russian campaign. I've noticed though that sometime Ai tends to make armies with many militia units (but there are also regular stacks), I think the base of this problem is the same of Garde cotiers...
    Last edited by pietromicca1677; February 28, 2012 at 06:57 AM.

  18. #778

    Default Re: Bart 07 units add-on [1.07a released on 01/05/2012]

    All rights,

    That's why also i will make all militia with 0 campaign movement point except for spain portugal and german country landwher (prussia, austria and german minor states) but i hope this will not made some army don't move.

    Bart.
    Last edited by Bart07; February 28, 2012 at 05:14 PM.

  19. #779

    Default Re: Bart 07 units add-on [1.07a released on 01/05/2012]

    Another solution could be to increase the cost of the militia just a bit, in order to make it higher than the regular line units, maybe this could work if the Ai recruits militia on a cost/efficiency base(I also agree with not touching the landwher movement, considering their importance, especially for Prussia).

  20. #780
    Lord Lotion's Avatar Civis
    Join Date
    Jul 2010
    Location
    Hamburg Germany
    Posts
    147

    Default Re: Bart 07 units add-on [1.07a released on 01/05/2012]

    So nice to see you back in action Bart! I has been quiet a while!
    I still remember too well the splendour and beauty that you brought to NTW with your work.
    It was your mod that truly redifined the meaning of unit diversity and it is with pleaure that I think back at the endless hours of joy I had playing your mod.

    Thank you Bart and welcome back, I hope you are all fine, soft and sound!
    =L.H.=

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •