oh and ive said this before but ill say it again, love the work done on this mod, cant wait to see the next installment.
oh and ive said this before but ill say it again, love the work done on this mod, cant wait to see the next installment.
Enjoying the campaign so far, great work guys! I take some issue with the starting setup; the (lack of) economic development, the (weak) starting cabinet minister abilities, and the player's technological backwardness. I can elaborate more if you are interested, but mostly I'd just like to be able to fix it on my own (since it seems the development "staff" is mostly done with this mod). Can I use the mod db editor to change this stuff?
I look forward to some fighting when I have a day off. Thanks again!
I just didn't see a lot of discussion regarding a future for this mod, in the 7 months it has been out. I'd be happy to help, though my time and capabilities are quite limited. I would like to be able to make the above changes to my personal copy, if just so I don't have to spend $1000000 trading for outdated techs from the other AI nations
You somehow missed the preview thread with the upcoming new stuff?
3.5 Beta2 Progress Report - September 9, 2013
and this older one
3.5 Beta2 Progress Report - July 22, 2013 - NEW UPDATE
What you do with your personal copy is up to you. If you make something that works and could work for everyone, you could offer it to the mod team to incorporate in the next version.
And tech research is currently disabled so you don't have to trade anything with anyone, cause you've got all techs enabled anyhow.
The starting abilities, starting armies, etc should all go in the "startpos" modding. A difficult voodoo to master. You feel up for that?
You could help us work on the actual ACW techs we had planned for the next version if you're keen. Have a look at the files and see if you can sucessfully change stuff in your game, without major crashes, etc...
If I have all the techs, why can I trade for them from the AI nations? Is that just a quirk of having the tech tree disabled?
I guess I missed those others from reading just this thread - thanks! Glad to know there's more to come
sd
I have a Graphic Bug, i start a campaign with ZoR and at the start all units have diffrent hats, kepis. After 3 battles all looks same only with hats
The game engine automatically reduces level of variety the more units you use. If only a few are in battle, all detail, all variety is visible, when there's more, the game reduces variety and you get more and more clones.
Nothing much we can do about it, as it's not the mod's thing, but the game's. Hardcoded.
Hello. This is my first post here, and was trying to get some information on the issue some have had, myself included, with the lua5.1.dll file. I have no trouble playing the 3.4 patched version, but once I try to install the 3.5 version, I get the missing file error message every time. I've installed it on 2 different computers, and get the same result. Any advice would be greatly appreciated.
Thanks,
Wel-come aboard ...
I can't remember exactly where I downloaded it but I know I started here, I hope this helps: http://answers.microsoft.com/en-us/w...a-93a328e7a2a8
Try starting here:
http://answers.microsoft.com/en-us/w...a-93a328e7a2a8
Hope this helps.
Closed.
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