Page 4 of 4 FirstFirst 1234
Results 61 to 79 of 79

Thread: Nine Years War submod ideas thread (Update 06/08/2019)

  1. #61

    Default Re: Nine Years War submod ideas thread (Update 06/08/2019)

    .
    Last edited by franceriboli; April 16, 2022 at 04:33 PM.

  2. #62
    Geronimo2006's Avatar TAR Local Moderator
    Join Date
    Oct 2007
    Location
    Ireland
    Posts
    7,410

    Default Re: Nine Years War submod ideas thread (Update 06/08/2019)

    Work in progress. Spanish general. based on depictions in Count of Clonard's work (see attached image for reference). Found it on this website.
    Attached Thumbnails Attached Thumbnails spangen.png   spanishgeneral.jpg  
    Last edited by Geronimo2006; June 05, 2022 at 08:33 PM.
    Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".



    Core i7 2600 @ 3.4ghz - NVIDIA GTX950 2GB

    Colonialism 1600 AD blog

  3. #63
    Geronimo2006's Avatar TAR Local Moderator
    Join Date
    Oct 2007
    Location
    Ireland
    Posts
    7,410

    Default Re: Nine Years War submod ideas thread (Update 06/08/2019)

    Unit previews below. Left to Right.

    Grenadiers (Lord Grand Pryor's Regiment) - Irish Jacobites; Guardia del Rey cavalry with Morion helmet (Spain); Guardia del Rey cavalry without morion helmet (Spain); Danish Foot Guards (Denmark).
    Attached Thumbnails Attached Thumbnails irishflag.png   gdr1.jpg   gdr2.jpg   danishfootguards.jpg  
    Last edited by Geronimo2006; July 13, 2022 at 08:24 PM.
    Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".



    Core i7 2600 @ 3.4ghz - NVIDIA GTX950 2GB

    Colonialism 1600 AD blog

  4. #64
    Geronimo2006's Avatar TAR Local Moderator
    Join Date
    Oct 2007
    Location
    Ireland
    Posts
    7,410

    Default Re: Nine Years War submod ideas thread (Update 06/08/2019)

    Unit preview. Icons will be added before release.

    Left to Right: Dutch Gardes te Paard, and Dutch Garde du Corp van Zijn Majeistat.

    https://steamcommunity.com/sharedfil...?id=2852058326

    https://steamcommunity.com/sharedfil...?id=2852144740
    Last edited by Geronimo2006; August 24, 2022 at 09:00 AM.
    Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".



    Core i7 2600 @ 3.4ghz - NVIDIA GTX950 2GB

    Colonialism 1600 AD blog

  5. #65
    Geronimo2006's Avatar TAR Local Moderator
    Join Date
    Oct 2007
    Location
    Ireland
    Posts
    7,410

    Default Re: Nine Years War submod ideas thread (Update 06/08/2019)

    The Irish Jacobite pikemen sometimes had half-pikes rather than pikes. This was especially so of the guerillas known as "Raparees". I have included some Raparees with halfpikes.The Raparees were effective at disrupting Williamite supply lines. In the mod, they will have lower morale, offensive and defensive capability. They will not be able to do line or square formation. But they will make up for this to some extent with hiding ability.
    Attached Thumbnails Attached Thumbnails raparees.jpg  
    Last edited by Geronimo2006; September 05, 2022 at 05:29 PM.
    Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".



    Core i7 2600 @ 3.4ghz - NVIDIA GTX950 2GB

    Colonialism 1600 AD blog

  6. #66

    Default Re: Nine Years War submod ideas thread (Update 06/08/2019)

    Can't wait for this to be out

  7. #67
    Geronimo2006's Avatar TAR Local Moderator
    Join Date
    Oct 2007
    Location
    Ireland
    Posts
    7,410

    Default Re: Nine Years War submod ideas thread (Update 06/08/2019)

    Unit preview attached.

    Left to Right: Lochmann Regiment (Dutch Swiss unit). Historically this unit was recruited in 1693; Copol Regiment (Dutch Swiss unit); Earl of Leven's Regiment (Scottish) pikeman.
    Attached Thumbnails Attached Thumbnails lochmann.jpg   copol.jpg   leven.jpg  
    Last edited by Geronimo2006; September 18, 2022 at 07:06 AM.
    Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".



    Core i7 2600 @ 3.4ghz - NVIDIA GTX950 2GB

    Colonialism 1600 AD blog

  8. #68
    Alwyn's Avatar Frothy Goodness Administrator
    Content Director Patrician Citizen

    Join Date
    Feb 2014
    Location
    United Kingdom
    Posts
    12,419

    Default Re: Nine Years War submod ideas thread (Update 06/08/2019)

    Cool units!

  9. #69
    Geronimo2006's Avatar TAR Local Moderator
    Join Date
    Oct 2007
    Location
    Ireland
    Posts
    7,410

    Default Re: Nine Years War submod ideas thread (Update 06/08/2019)

    I may be able to upload it next week. I am away for a few days.
    Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".



    Core i7 2600 @ 3.4ghz - NVIDIA GTX950 2GB

    Colonialism 1600 AD blog

  10. #70
    Geronimo2006's Avatar TAR Local Moderator
    Join Date
    Oct 2007
    Location
    Ireland
    Posts
    7,410

    Default Re: Nine Years War submod ideas thread (Update 06/08/2019)

    Unit screenshot. American Matchlock Militia. Recruitable by American Colonies and England. My source on this is an Ospreys book on American colonial militias. It seems as late as 1690, that matchlocks were still very much in use in the English colonies in North America, despite the growing prevalence of the flintlock musket.
    Attached Thumbnails Attached Thumbnails colmil.jpg  
    Last edited by Geronimo2006; October 04, 2022 at 08:40 PM.
    Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".



    Core i7 2600 @ 3.4ghz - NVIDIA GTX950 2GB

    Colonialism 1600 AD blog

  11. #71
    Geronimo2006's Avatar TAR Local Moderator
    Join Date
    Oct 2007
    Location
    Ireland
    Posts
    7,410

    Default Re: Nine Years War submod ideas thread (Update 06/08/2019)

    We're getting close to release of a Beta. Some information on Savoy-Piedmont. For this mod I am including the following foot regiments: Saluzzo, Piemonte, Croce Bianca, Andorno, Savoia, Monferrato, La Marina, Guards and Fusiliers. It seems from an ebook I have that in 1685, all cavalry were required to wear a buffcoat, and this continued until 1701 when the buff coat became a waistcoat worne under the uniform coat. This rule also applied to the gendarmes (who wore a blue coat with red cuffs) and the Garde du Corps (whose uniform was red with red cuffs). For this reason, the coat colours of the cavalry except for the cuffs would not have been visible. Therefore they will wear leather buffcoats. Regarding the dragoons, for now I am using their actual coat colours. The ebook says they dressed similarly to the cavalry, but doesn't explicitly say if this includes the buffcoats. It also shows them wearing hats but says that they wore woolen caps on campaign. For this reason I have them wearing French style dragoon caps rather than broad brimmed hats. Savoy had one cuirassier regiment in this period - the horse guards.
    Last edited by Geronimo2006; November 22, 2022 at 09:50 PM.
    Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".



    Core i7 2600 @ 3.4ghz - NVIDIA GTX950 2GB

    Colonialism 1600 AD blog

  12. #72

    Icon6 Re: Nine Years War submod ideas thread (Update 06/08/2019)

    Hi Geronimo! Do you know when the beta will be out? I would like to incorporate this into the new update of ETWII, V4.0, if you don't mind

  13. #73

    Default Re: Nine Years War submod ideas thread (Update 06/08/2019)

    This probably is the only active work on the 1600 AD colonialism mod. Good luck with it and we will be of the utmost patient to wait for an upload
    "Run to the rescue with love and peace will follow"
    "It'll be ok in the end. If it's not ok, it's not the end."

  14. #74
    Geronimo2006's Avatar TAR Local Moderator
    Join Date
    Oct 2007
    Location
    Ireland
    Posts
    7,410

    Default Re: Nine Years War submod ideas thread (Update 06/08/2019)

    Quote Originally Posted by franceriboli View Post
    Hi Geronimo! Do you know when the beta will be out? I would like to incorporate this into the new update of ETWII, V4.0, if you don't mind
    Apologies for the delay. I had to have an operation. July is likely release timeframe.
    Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".



    Core i7 2600 @ 3.4ghz - NVIDIA GTX950 2GB

    Colonialism 1600 AD blog

  15. #75

    Icon14 Re: Nine Years War submod ideas thread (Update 06/08/2019)

    Quote Originally Posted by Geronimo2006 View Post
    Apologies for the delay. I had to have an operation. July is likely release timeframe.
    No worries! I hope you are better now! If you ever feel like having a chat with a quite big coomunity I would be honoured to have you on our Discord Server, at https://discord.gg/8TmBgYE7hf Hear from you soon! Can't wait on the updated

  16. #76
    Geronimo2006's Avatar TAR Local Moderator
    Join Date
    Oct 2007
    Location
    Ireland
    Posts
    7,410

    Default Re: Nine Years War submod ideas thread (Update 06/08/2019)

    I will be releasing a Beta this week.

    1 thing I'm wondering about is whether to include some pre-1687 Swedish uniforms. The Nine Years War started in 1688. The standard Swedish blue-yellow infantry uniform was introduced in 1687, but I have the dates of when it was actually introduced in different regiments. Some regiments didn't get it until the Great Northern War. So I think I will include a few with old style uniforms too.
    Last edited by Geronimo2006; August 20, 2023 at 05:39 AM.
    Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".



    Core i7 2600 @ 3.4ghz - NVIDIA GTX950 2GB

    Colonialism 1600 AD blog

  17. #77
    Geronimo2006's Avatar TAR Local Moderator
    Join Date
    Oct 2007
    Location
    Ireland
    Posts
    7,410

    Default Re: Nine Years War submod ideas thread (Update 06/08/2019)

    Update 20/082023. The Beta is now online. Following the README.txt for install instructions.

    Enjoy.

    https://www.twcenter.net/forums/show...8#post16150348
    Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".



    Core i7 2600 @ 3.4ghz - NVIDIA GTX950 2GB

    Colonialism 1600 AD blog

  18. #78

    Default Re: Nine Years War submod ideas thread (Update 06/08/2019)

    Tried it on my retail version (which by now is a relic I guess) and it shuts down as soon as I run it. Had encounter the same issue with other mod's launchers that are designed for Steam version (which i assume try to run the steam app) and solved it by moving manually files to data folder, script and running the exe but it isn't working with this mod. Does this mean I will finally have to re buy the game just to play mods?

  19. #79
    Geronimo2006's Avatar TAR Local Moderator
    Join Date
    Oct 2007
    Location
    Ireland
    Posts
    7,410

    Default Re: Nine Years War submod ideas thread (Update 06/08/2019)

    Quote Originally Posted by PdM89 View Post
    Tried it on my retail version (which by now is a relic I guess) and it shuts down as soon as I run it. Had encounter the same issue with other mod's launchers that are designed for Steam version (which i assume try to run the steam app) and solved it by moving manually files to data folder, script and running the exe but it isn't working with this mod. Does this mean I will finally have to re buy the game just to play mods?
    The README file explains how to launch it. You dont have to use a Mod Launcher app eg Modmanager. But you do need to have Steam.
    Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".



    Core i7 2600 @ 3.4ghz - NVIDIA GTX950 2GB

    Colonialism 1600 AD blog

Page 4 of 4 FirstFirst 1234

Posting Permissions

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