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| Released Mods Here you can find non-hosted released mods for Empire: Total War. |
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#21 | |
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Colour Sergeant
Posts: 412
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Liking these mods
+rep |
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#22 | |
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Grenadier
Posts: 95
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Thanks for the response, that was very good of you. The problems I have, are the same as happened to me when I tried Rsty's Bloodnok's mod Hornblower 1.4. I installed this right around the time of 1.5 patch for ETW. At first everything wortked fine, until I went and viewed the advanced shipyards, as soon as I even click on the SteamDocks or the higher shipyards the game immediately ctd's. There is some ship, or ships, or something that clashes with either AUM's mod, or the special units pack. With Rsty's I thought his needed some update because he was in the process, but he has not been seen since on the forums, and I still can't run his mod. I tried your "XA3" version, and it loaded my saved games, around 1715, Britain GC, and I played for a couple hours, and as soon as I looked at the Shipyard in the building browser, got this horrid "bong" sound and that was it. And of course my last saves are toast now because I had to remove your pack, and "some AI" in game obviously recruited one of your unique units and of course this renders the saves useless.
I like it, but don't know what to do? ![]()
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#23 | |
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Grenadier
Posts: 61
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Sorry for hearing that. I understand that you are playing XA3 version with AUM mod and special units pack at the same time. No? or AUM files intalled? Which faction where you playing, or watching its building browser?
Last edited by Bethencourt; November 08, 2009 at 06:53 AM. |
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#24 | |
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Grenadier
Posts: 95
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Greetings Bethencourt, yes I have installed AUM (that was/is my first main mod) and for naval mods, I have the special units pack, the gunports mod, and the textures from Bladerunner's Sealords mini mod. and I was playing Great Britain. And when I go to the Higher Dockyards that's when this crash occurs. Like I said, the same thing happened to Rsty's naval mod as well... It might be a conflict with the ships that you add, and not "you" in particular, but "you" as in whomever mods it, be it yours, or Rsty's !
it is really annoying, the more I read of your mod the more I liked it, and the more I wanted t use it. but like Rsty's mod I learned to live without it, because I can't fix it to work. ![]()
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#25 | |
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Grenadier
Posts: 61
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Hi! Major General Isaac Brock. I have been playing several campaign in XA version. This version only differs from XA3 in turns to build ships and ship upkeep. They have worked fine as you see in the screenshots posted in this thread. So I think there must be some imcompatibility with other mods you have installed. As you see when installing you should place in data folder the Rebel Fleet XA3 and then patch_en.pack. Obviously you have installed Rebel Fleet XA3, I do not know if you have installed the patch_en.pack. It seems that the only problem if you do not install this last one is that you do not see the names of the new units so I do not think this should be the cause of the problem you are telling me.
I am going to test a full campaign in XA3 to see if there is any bug in that version. If there is not any bug or typing mistake then I am sure that must be an incompatibility with one of the mods. THANK YOU VERY MUCH FOR TELLING ME. Once I check it out I will let you know. |
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#26 | |
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Grenadier
Posts: 61
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Hi!
I have made a quick test about XA3 version using a XA saved game. I ordered to build a naval hospital in Cadiz. Clicked on the facility icon and every thing ok, clicked in one of the ships that i would be able to construct there when the naval hospital was finished and good information without chrases. Once built the naval hospital I clicked on it and every thing working well. I have attached two screenshots of the two moments. Anyway this week I will be testing XA3 with Great Britain. Please if any one has played XA3 version please post here you experience bad or good. Thank you. |
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#27 | |
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Grenadier
Posts: 61
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Update November, the 11th 2009 versions 1.5.2
- Poland custom and mp battle repeated ships fixed. Problem noticed by Sharp. - Russian first rate added in custom and mp battle. Problem noticed by Sharp. - Fixed upkeep of next ships in versions 3: Spanish carronade frigate up to 280 from 140 Light_galley/galliot/fusta up to 90 from 45 War galleon up to 840 from 168 Medium war galleon down to 500 from 840 - Added British colonial light cavalry to all versions. |
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#28 | |
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Grenadier
Posts: 61
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Hi!
Major General Isaac Brock. I have made my XA3 British campaign to reach the most advanced docks and the conclusion is that they work well with no crashes. See pictures attached of steam dock building HMS Victory and the other picture once HMS Victory is built. The problems you are finding might be cause by incompatibilty of the mods you have installed I also found that due to lack of resources and the longer time that takes to recruit war and merchant vessels you do have to be careful about research, economical, operational and strategic decissions in sea and land as a big mistake can give an advantage to your enemy that you may not solve very easily. But the lack of resourses does not stop the AI from recruiting a good number of land stacks. Use sloops brigs and sixth rates for scouting, port blockade or riding. Fith rates are good to attack enemy merchant fleets in far places due to their campaign movement range and number of guns. These rolls are very important. To reach superiority in sea use first fourth rates and war galleons if you can afford them. As you economy grows and you prevent enemy blockades go for bigger ships, because the AI will go for them. As ship constuction time has been doubled in versions 3 (also in versions 2)develop your commercial and fishing ports because with time they will give you medium war vessels, third rates being the top ones in commercial companies, so you can aid your war dock with the outputs of the commercial and fishing ports to keep your sea superiority. End of report. Good luck and justice, Major General. |
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#29 | |
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Rifleman
Posts: 41
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Hello Bethencourt,
Just a quick note to let you know that I've started your mod in my GC as Austria at 1716, & as I've only one other mod installed, (X2Cannon Accuracy), It's working very well. The instructions were well written & easy to follow & the save game loaded without a problem at all. I'm using XB3k at the moment, & those ranges & damage values seem to suit My taste for the conflicts. I've fought a few land engagements as well as 1 sea battle (AUS=2-6th+1 sloop vs. Otto=3 brigs+2sloops). It was a very hard fought & costly battle on both sides. I won the battle, but not by much. Very enjoyable Sir!! Edit: 6 more turns & still no problems.. & I've had a few land battles & naval battles to show for it. I just fought the french with 3 brigs & 2 sloops that were blockading my port, (which had 2 6th's & a sloop there, but couldn't join in the battle)... vs. my lone War Galleon. I lost the fight but they paid a heavy price for it. By the way, with these mods, other than the costs, have you edited the Land units in any way ?? If so, no matter I'm enjoying this mod entirely... Thanks so much for you time & support. (+Rep) W-W
'Beer is Proof that God wants us Happy...'
Thomas Jefferson Now that's my kind of Founding Father... Last edited by wrongway1965; November 14, 2009 at 05:15 AM. |
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#30 | |
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Grenadier
Posts: 61
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Hi!
wrongway1965. Thank you for your feedback and giving your opinion. This mod was mented to be a naval mod in battles and campaign gameplay, so land changes have been made to improve the naval part of the game, all versions have the land cost and upkeep reduced and X versions Native American Tribes have seen their cost and upkeep risen. In last update one unit, the light colonial cavalry, was added to Great Britain faction as playing it I found strange not being able to recruit a regular cavalry in America. During the making of the mod I also tested other changes in campaign stats of the land units but finally those changes were not implemented as they did not have the expected effect in naval campaign AI behaviour. But I found those changes gave a game experience that I liked. May be future versions with them implemented apart from the allready existing versions. If you, or anyother, have any suggestion about land or naval changes to be made it would be very nice, for example to increase the land units men per unit stat. Changes in land would be announced once tested. |
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#31 | |
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Rifleman
Posts: 41
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Hello again,
Just a quick update with some observations. I think I mentioned I'm in this GC playing as Austria, on VH/H I might add. And one of my strategies is to ally with the 'little guys' to give me a buffer to the west from the French & Spanish. Countries such as Vienna, The Italian States, Saxony, Westphalia, Bavaria, Wurtemburg & I think there's one more though I can't remember who it is. I'll help them out with Tech so as to enable them to be able to fight off aggressors. Well to make a long story short, Bavaria & Wurtemburg have declared war & have attacked. (This was before I installed your mod by the way..). No big deal as I've cut off their trade from the west & severely out number them. But I have to keep an eye on them as I'm also fighting the Ottoman's to the South. Observation #1-> the reduction in troop prices & upkeep costs has enabled their armies, (Bavaria & Wurtemburg), to spike alarmingly fast. Westphalia is gone, as is Saxony. As these land-locked countries don't have to worry about a Fleet in anyway, they can concentrate on their military & build it up very quickly. Bavaria has become a threat, but the surprise is Wurtemburg! They're threatening Austria with a full stack & more troops are on the way! ... Makes for a great game! A chess match... The Ottoman's are under attack from all sides & have trade troubles. They do have significant naval presence but it's mostly sloops & brigs & the like. But as Austria has no real ports to start with & has major land goals to accomplish, I've severely fallen behind in the Naval aspect of this Campaign. Though it is through no fault of your mod. Observation #2-> the Ottoman's fleet has been spotted in the English Channel, doing what I'm not sure. I'll get back to you on that. The French are blockading my trade port in Serbia, no big surprise there, but the Swiss have a fleet backing them. I can't remember when or if I've ever seen the Swiss in the Adriatic Sea before, nor can I recall having seen the Ottoman's in the English Channel before. I see now using XB3k mod that the Campaign Maps' Range of a Naval Force can really come into play. It makes me want to restart my GC & use the restricted ranges of the Naval Fleets.. (XA3k?). But I'll continue on with this one to report back to you anything I see. I just wanted to relay these observations to you in the event that there were unforeseen effects due to your modding of the stats. All in all, its made my campaign much harder, & therefore more fun. Regards, W-W
'Beer is Proof that God wants us Happy...'
Thomas Jefferson Now that's my kind of Founding Father... |
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#32 | |
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Grenadier
Posts: 95
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Oh jeesh, I really wanted to use this mod, especially after wrongway1965's report... bt it would depend on the mod compatability issue involved. If as suspect it was the mod AUM, well then this mod would never work, I would keep AUM! However, if it were another minor mod, then I could be persuaded to swap. But I can't find the culprit yet!, But I will........ believe me I will!
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#33 | |
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Grenadier
Posts: 61
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Hi!
wrongway1965. Nice feedback. As I said before this is mostly a naval mod. So in versions 3, factions that do not have an active naval roll benefit of that as they can spend more in land army, and Great Britain benefits of not needing a big homeland army and can spend the money in a bigger navy. So being an european continental power land is the biggest problem. But if you are a continental power as France or Spain and you also need to be a naval power you have a nice problem. And that is how it was in History. About Ottomans in the English Channel surely they are in war with Russia and they are sending a blockading fleet to the north ports of Russia. They have not got access to galleons so they beggin with the galleys and sloops, later on they are able to build the biggest ships. In my games they even captured a Russian over first rate. Later in the game if you make your borders secure you may want to build a bigger fleet, in versions 3 you will see how expensive it comes to be a naval power. Major General Isaac Brock. |
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#34 | |
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Grenadier
Posts: 95
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I am not even sure "IF" it is, I was just commenting on the fact that I could ditch any other mods except that one (AUM) But I can't find yet which mod is conflicting with yours!
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#35 | |
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Grenadier
Posts: 61
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Hi!
Major General Isaac Brock. |
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