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Thread: Shokh Forts *updated for DM 6.8*

  1. #1
    shokh's Avatar .
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    Default Shokh Forts *updated for DM 6.8*

    Updated for DarthMod 6.8


    As requested i updated the older version for 6.8


    What exactly does this mod change?


    1. City Fortifications price raised.

    The cost for the first level is now 15.000 Gold, the second level 50.000. This should provide
    that the highlevel-fortification will not be build from the CAI, and the first level
    is meant to be placed only in your favorite cities (capital city etc).

    2. Field Forts changed.

    You can only build now Wooden forts.

    3. Rope abilities granted

    This submod grant rope ability to Lineinfantry and Militia Infantry.


    Downloads & Install
    All should be savegamecompatible (existing fortifications cannot be deleted with this!)

    Only download & copy the file to your data folder (inside the empire total war folder).
    It is set as movie-pack so it will load before darthmod.

    Downloadlink: http://www.megaupload.com/?d=1X40SEDS


    -------------------------------------------------------

    I donīt tested it carefully because i have atm not many time left, so please give feedback to bugs and changes you want see.

    greets, Shokh

  2. #2
    MatrixStorm's Avatar Kei kihei
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    Default Re: Shokh Forts

    The point is, siege battles were never really a strategical challenge, and CA really messed it in ETW.
    So, (almost) nobody plays siege battles anymore.
    They are to buggy and boring...
    Last edited by MatrixStorm; March 24, 2012 at 08:19 AM.

  3. #3
    shokh's Avatar .
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    Default Re: Shokh Forts

    Quote Originally Posted by MatrixStorm View Post
    The point is, siege battles were never really a strategical challenge, and CA realy messed it in ETW.
    So, (almost) nobody plays siege battles anymore.
    They are to buggy and boring...
    I dont find a (from siege to) landbattle battle that is bugged better. Like i said, when the cannons are destroyed is the fight over (DM 6.3 and 6.35) or when you must over and over again take a bait to pull the enemy, (when he is attacker and outfired by your artillery) in this case he will also not act good and the fight is even worser then a wooden fort siege.

    And as i said in this mod are siegebattles with the big and buggy fortifications rare or nonexist.

  4. #4
    shokh's Avatar .
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    Default Re: Shokh Forts

    Tommorow i will add 2 more files.

    A NoCityfortification-mod in 2 variants, with and without wooden field forts (outside from cities).
    This should held for those who want no siegebattles but also not the buggy situations with noforts-mod (idle attackers and attackerlose when cannons die), and to get fights in the cities himself (between the buildings).

  5. #5
    shokh's Avatar .
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    Default Re: Shokh Forts *updated*

    Now are 6 specific versions available. Chose your favorite in the graphic above in the first post.
    Please report bugs and give feedback when you like/dislike it.

    Shokh

  6. #6
    Sukauto
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    Default Re: Shokh Forts *updated*

    screenis please?

  7. #7

  8. #8
    Shashu
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    Default Re: Shokh Forts *updated*

    yo bud I dont know about the other people but i enjoy seige battles, would download this but give a sign if ur alive or this mod is alive and if its comp with 6.7 or 6.8 beta, would love to download ur mod

    btw tell me how to +rep so ill +rep you
    Always be unique

  9. #9
    Tango12345's Avatar VTW Mod Leader
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    Default Re: Shokh Forts *updated*

    Siege battles are back in DMUC 6.7/6.8

  10. #10
    Nosjack's Avatar Kamikaze
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    Default Re: Shokh Forts *updated*

    Quote Originally Posted by Jorge Juan View Post
    btw tell me how to +rep so ill +rep you
    Always be unique
    you have to be registered on TWC for more than a week to +rep

    EDIT: just noticed that you have been registered for more than a week
    all you have to do is click the little green button under the avatar, next to the "report" button

  11. #11
    Shashu
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    Default Re: Shokh Forts *updated*

    ya but his adding the rope abbility that Darth deleted on 6.8/6.7, and for good reason because of historical purposes and other stuff, but, I kinda like the rope ability (yea hate me) and this mod is offering it + i like how he changed the money value of forts.

    All good only if i knew if he was active or not

  12. #12
    shokh's Avatar .
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    Default Re: Shokh Forts *updated*

    Hey there...i was very busy the last time, and the next days too with ACW but i will update it, promised

  13. #13
    mattebubben's Avatar Kihei
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    Default Re: Shokh Forts *updated*

    is there any version that is wooden forts only? so City Fortifications is also wooden fort

  14. #14
    shokh's Avatar .
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    Default Re: Shokh Forts *updated*

    Quote Originally Posted by mattebubben View Post
    is there any version that is wooden forts only? so City Fortifications is also wooden fort
    Could be possible, but i wait to update this submod for 6.8 release.

  15. #15
    Xwhyzed's Avatar Baitai kihei
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    Default Re: Shokh Forts *updated*

    My problem with wooden forst is that they are too small and if the AI has more than 5-6 units than it looks really stupid.

  16. #16
    shokh's Avatar .
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    Default Re: Shokh Forts *updated*

    Yes thats correct, the are more look-outs then anything else.
    I use them to save borders away from the main fighting areas only.
    But the look quite fine

  17. #17
    shokh's Avatar .
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    Default Re: Shokh Forts *updated for DM 6.8*

    Updated for DM 6.8
    Please report if there are any problems.

  18. #18
    Shashu
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    Default Re: Shokh Forts *updated for DM 6.8*

    thx again bro

  19. #19
    TotalWarker's Avatar Shisai
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    Default Re: Shokh Forts *updated for DM 6.8*

    Does this work with DMUC v7? Cheers

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