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Thread: ***** Announcement and Recruitment - Colonialism 1600 *****

  1. #141
    Agamemnon's Avatar Comes Limitis
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    Default Re: ***** Announcement and Recruitment - Colonialism 1600 *****

    For steam? No, but I am the admin on my pc.

    Also, apparently it's some save bug. All I know is that without fail every single campaign crashes 100% of the time by turn 15.

  2. #142
    Geronimo2006's Avatar TAR Local Moderator
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    Default Re: ***** Announcement and Recruitment - Colonialism 1600 *****

    Some Dutch units I've made:
    Spoiler Alert, click show to read: 
    Holland Saint Amand regt:



    Gelderland-Phillip Van Essen Regt:




    Holland (Prinz Palatin van Birkenfelt) regt:

    Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".



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  3. #143
    Tiro
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    Default Re: ***** Announcement and Recruitment - Colonialism 1600 *****

    Hi, working out in this mode?

  4. #144
    Geronimo2006's Avatar TAR Local Moderator
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    Default Re: ***** Announcement and Recruitment - Colonialism 1600 *****

    Regiment de la Reine grenadiers wip (France):
    Spoiler Alert, click show to read: 
    Credits to uanime5 and Pom for all the models.

    Carricanta I'll get started on your Spanish units right away. Uanime5 has just russelled me up lots of new models for the task.

    Kubo I have no idea what your question means?
    Last edited by Geronimo2006; February 12, 2012 at 11:34 AM.
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  5. #145
    Tiro
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    Default Re: ***** Announcement and Recruitment - Colonialism 1600 *****

    Omg, me english is very bad, sorry.

    It is this mode of production?

  6. #146
    Geronimo2006's Avatar TAR Local Moderator
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    Default Re: ***** Announcement and Recruitment - Colonialism 1600 *****

    Still not sure what you mean. The mod is still in production.
    Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".



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  7. #147
    Agamemnon's Avatar Comes Limitis
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    Default Re: ***** Announcement and Recruitment - Colonialism 1600 *****

    Nice units.

  8. #148

    Default Re: ***** Announcement and Recruitment - Colonialism 1600 *****

    Delightful units. It's a true pleasure to see how hard you are working - thanks a lot.

    As for the Ottomans, I also think Adrian units will do. Indeed, uniforms didn't change a lot, even if some modification occured. Maybe you could keep some of the vanilla units too, or maybe ask permission for some of the Ottoman Realizm ones - they are really good, and some of them will fit perfectly in a XVII century rooster:






    I still think it is very historically inaccurate to give the whole Syria to an English trade company, even if under Ottoman Protectorate, but I understand the mod is focused on trade companies... Anyway.

    Two other things: Ukraine mod has got many wonderful XVII century Polish units - why don't use them? Ther is also a very good Spanish Tercio in AUM 3.2:



    Now, one last thing: what about giving cuirassiers pistols instead of carabines? It would be far more accurate - and funny! Like this unit by a Polish mod:


  9. #149
    Geronimo2006's Avatar TAR Local Moderator
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    Default Re: ***** Announcement and Recruitment - Colonialism 1600 *****

    Quote Originally Posted by demostene
    Now, one last thing: what about giving cuirassiers pistols instead of carabines? It would be far more accurate - and funny! Like this unit by a Polish mod:
    Which mod is this? I don't think that's released yet. If you know otherwise could you send me the link? I tried adding pistols to cavalry but the problem was finding an animation-table that fitted, resulting in the pistol being loaded like a carbine and fired upside-down.

    As for the Spanish tercio, we want to stick to the sources. Carricanta has sent me some material on Spanish tercio pikemen, and they will form the basis of such units in the mod. The ones Carricanta has sent me show that in the early period they wore morion helmets, breastplates and shoulder and arm plates. In the later period they could be armoured or unarmoured. I have come across one picture of a pikeman roughly in the style of that picture you showed me from AUM, but it's simply the episodic_officer model and we want to be closer to the sources, so uanime5 has created models for the Spanish army in Naples which we will use, besides other models.
    Last edited by Geronimo2006; February 13, 2012 at 02:08 PM.
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  10. #150

    Default Re: ***** Announcement and Recruitment - Colonialism 1600 *****

    Oh, it is from a Polish mod, on a Polish website... I am not sure if it has already been released, but it has got some good units. Maybe you could write to the modder - it seems he succeeded in giving pistols to cavalry.

    Here's the link: http://forum.totalwar.org.pl/viewtopic.php?f=115&t=7828

    And here you can see another sample. Not bad, in my opinion!



    And about the Tercio, some nice paintings you probably already know... Quite accurate. Could be good wallpapers too:





    First and last Rocroi, middle one Nordlingen
    Last edited by demostene; February 16, 2012 at 05:10 AM.

  11. #151
    Tiro
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    Default Re: ***** Announcement and Recruitment - Colonialism 1600 *****

    This is very nice mod. Release date?

  12. #152
    General Brewster's Avatar The Flying Dutchman
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    Default Re: ***** Announcement and Recruitment - Colonialism 1600 *****

    when it's done.

  13. #153
    Geronimo2006's Avatar TAR Local Moderator
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    Default Re: ***** Announcement and Recruitment - Colonialism 1600 *****

    Tercio de Infanteria Napolitana musketeers wip (Spain). This unit will be recruitable in Naples.:
    Spoiler Alert, click show to read: 
    Last edited by Geronimo2006; February 17, 2012 at 05:24 AM.
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  14. #154

    Default Re: ***** Announcement and Recruitment - Colonialism 1600 *****

    Wonderful unit. Anyway, this will be a late-unit, right? What about earlier soldiers, pikemen, arquebusiers, rodeleiros, musketeers? Will they be in too? I'm looking forward for some pike&shot action!

  15. #155
    Geronimo2006's Avatar TAR Local Moderator
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    Default Re: ***** Announcement and Recruitment - Colonialism 1600 *****

    Quote Originally Posted by demostene View Post
    Wonderful unit. Anyway, this will be a late-unit, right? What about earlier soldiers, pikemen, arquebusiers, rodeleiros, musketeers? Will they be in too? I'm looking forward for some pike&shot action!
    Yes (see earlier in thread) but of course with the arquebusiers we don't at present have a model to represent it accurately i.e. the claw. We are using the Spanish musketeers at the siege of Ostend (1604) as the basis for the early Spanish musketeers. We have an early pikeman model, and early cuirassier one, an arquebusier, harquebusier and a rodeleiro (sword and buckler) one too.

    I have found a source the other night with exhaustive details (in text form) on the Spanish uniforms of the Nine Years War/League of Augsburg in 1688-97 and I intend making some use of that too. The unit in the picture above will be recruitable later in the game and in Italy. I am making some units regionally specific in order to be historically accurater.
    Last edited by Geronimo2006; February 18, 2012 at 10:59 AM.
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  16. #156

    Default Re: ***** Announcement and Recruitment - Colonialism 1600 *****

    Quote Originally Posted by Geronimo2006 View Post
    i.e. the claw.
    Would it be possible to add them and make an animation? Seems like it would be a lot of work though.

  17. #157
    Geronimo2006's Avatar TAR Local Moderator
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    Default Re: ***** Announcement and Recruitment - Colonialism 1600 *****

    It might be possible one day Der Einzige but not for the forseeable future.
    Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".



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  18. #158

    Default Re: ***** Announcement and Recruitment - Colonialism 1600 *****

    Ahh, well doesn't matter much.

    Mod's look great by the way, eagerly looking forward to it's release.

  19. #159
    Geronimo2006's Avatar TAR Local Moderator
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    Default Re: ***** Announcement and Recruitment - Colonialism 1600 *****

    We have however managed to get Reiters to carry pistols. Screenshot below:
    Spoiler Alert, click show to read: 



    Last edited by Geronimo2006; February 21, 2012 at 12:14 PM.
    Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".



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  20. #160

    Default Re: ***** Announcement and Recruitment - Colonialism 1600 *****

    Quote Originally Posted by Geronimo2006 View Post
    We have however managed to get Reiters to carry pistols. Screenshot below:
    Spoiler Alert, click show to read: 
    OMG! Finally! It is awesome, really. We will be able to do some caracole against pike squares... Wonderful. Talking of pikes: will you fix the famous bug, avoiding pikemen using swords instead of pikes in close combat? I hear someone already worked on it.

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