AUM adds 90 units + 32 ships + 30 naval crew Marines + 3 Officers + 4 Field Marshalls + 63 units from ORNAMENTUM to Empire.
There are other 28 units from vanilla standard ETW which now can be recruited by other factions too.
There is a Graphics Pack 1.7 available with 120 re-textures of vanilla units.
AUM is playable in single and multiplayer.
BACKUP your save games:
Spoiler Alert, click show to read:
AUM is fully save game compatible to all past and future releases of my mod.
I recommend that you should BACKUP your save games before you try out any mods.
The location of the save games is: XP C:\Documents and Settings\(Your User Name Here)\Application Data\The Creative Assembly\Empire\save_games
VISTA C:\Users\USER NAME\AppData\Roaming\The Creative Assembly\Empire\save_games
INFANTRY and CAVALRY UNITS
Spoiler Alert, click show to read:
Explanation of the unit names:
Spoiler Alert, click show to read:
These are the unit names in English and German with the size of the vanilla standard / Darthmod version and the recruitment region.
Line Infantry Guards - Linieninfanterie Garde 160 men / 300 men (Europe) texture + icon by HELLFELL
Spoiler Alert, click show to read:
Grenadier Guards - Grenadiergarde 160 men / 250 men (Europe)
Spoiler Alert, click show to read:
Fusiliers - Füsiliere 140 men / 250 men (Europe) texture + icon by HELLFELL
Spoiler Alert, click show to read:
Engineers - Pioniere 140 men / 250 men (Europe) texture by REMO + icon by HELLFELL
Spoiler Alert, click show to read:
Sharpshooters - Scharfschützen 100 men / 120 men (Europe) icon by HELLFELL
Spoiler Alert, click show to read:
Riflemen Scouts (Breech loader) - Schützen/Aufklärer (Hinterlader) 80 men / 100 men (Europe)
Spoiler Alert, click show to read:
European-Indian Light Infantry - Europäisch-Indische Leichte Infanterie 120 men / 140 men (India) texture by SIR DIGBY CAESAR
Spoiler Alert, click show to read:
Marines - Marineinfanterie 160 men / 250 men (global) info card by REIKSMARSHALL
Spoiler Alert, click show to read:
Marines (late) - Marineinfanterie (spät) 160 men / 250 men (global)
Spoiler Alert, click show to read:
Garrison Guards - Garnisions Garde 160 men / 250 men (Europe)
Spoiler Alert, click show to read:
Blunderbuss Shotgunners-Schrotflintenschützen 120 men / 140 men (Europe) - custom shotgun projectile
Spoiler Alert, click show to read:
Royal Cuirassier Guards - Königliche Kürassier Garde 60 horses / 120 horses (Europe) (custom pistol/sword animation) texture by KING LOUISE ASSURBANIPAL + icon by HELLFELL
Spoiler Alert, click show to read:
Light Cavalry Sharpshooters - Berittene Scharfschützen 60 horses / 100 horses (Europe) texture by REMO+ icon by HELLFELL
Swiss Guards - Schweizer Garde 160 men / 250 men (Europe) texture by KING LOUISE ASSURBANIPAL+ icon by JOEDRECK
Spoiler Alert, click show to read:
Swiss Grenadiers - Schweizer Grenadiere 160 men / 250 men (Europe) texture + icon by SWISS HALBERDIER
Spoiler Alert, click show to read:
Swiss Line Infantry - Schweizer Linieninfanterie 160 men / 300 men (Europe) texture by HELLFELL + icon by SIR DIGBY CAESAR
Spoiler Alert, click show to read:
French "Cent Suisses" Riflemen - Französische „Cent Suisses“ Schützen 100 men / 100 men (France) texture by KLA + icon by JOEDRECK
Spoiler Alert, click show to read:
Swiss Mountain Jaegers - Schweizer Gebirgsjäger 100 men / 140 men (Europe)
Spoiler Alert, click show to read:
Swiss Pikemen - Schweizer Pikeniere 200 men / 500 men (Europe)
Spoiler Alert, click show to read:
Royal Prussian Cuirassier Guards - Königliche Preussische Kürassier Garde 60 horses / 120 horses (Prussian home regions) (custom pistol/sword animation) texture by KING LOUISE ASSURBANIPAL + icon by POLLUX578
Spoiler Alert, click show to read:
Prussian Giants Grenadiers - Preussische Potsdamer Riesen Grenadieregarde 160 men / 250 men (Prussian home regions) texture + icon + info card by POLLUX578
Spoiler Alert, click show to read:
Prussian Fusiliers - Preussische Füsiliere 160 men / 250 men (Prussian home regions) texture + icon + info card by POLLUX578
Spoiler Alert, click show to read:
Prussian Frei-Jagers - Preussische Freijäger 100 men / 140 men (Prussian home regions) texture + icon + info card by POLLUX578
Spoiler Alert, click show to read:
Hessian Jaegers – Hessische Jäger 120 men / 140 men (global) texture by REMO
Spoiler Alert, click show to read:
Bohemian Grenzers - Böhmische Grenzer 120 men / 140 men (Grenzers region in Europe) texture by SIR DIGBY CAESAR
Spoiler Alert, click show to read:
Freikorps Cavalry - Freikorps Kavallerie 60 horses / 120 horses (Europe) texture by GENERAL CORNWALLIS
Spoiler Alert, click show to read:
Freikorps Line Infantry - Freikorps Linieninfanterie 160 men / 300 men (Europe) texture by GENERAL CORNWALLIS + icon by HELLFELL
Spoiler Alert, click show to read:
Landwehr Militia - Landwehr Miliz 200 men / 400 men (Europe) icon + info card by REIKSMARSHAL
Spoiler Alert, click show to read:
Royal British Grenadier Guards - Königlich Britische Grenadiergarde 160 men / 300 men (British home regions) texture + icon by POM
Spoiler Alert, click show to read:
Royal British Marines (Nocks Volley Gun) - Königliche Marineinfanterie - Nocks 7-läufige Schrotflinte 100 men / 140 men (British home regions) - (custom "nocks_volley_gun" projectile) icon + info card by REIKSMARSHAL
Spoiler Alert, click show to read:
British Fusiliers - Britische Füsiliere 160 men / 300 men (British home regions) texture + icon by POM
Spoiler Alert, click show to read:
Scottish Line Infantry - Schottische Linieninfanterie 160 men / 300 men (Scotland) texture by SIR DIGBY CAESAR + icon by SWISS HALBERDIER/REIKSMARSHALL
Spoiler Alert, click show to read:
Irish Voluntary Infantry Regiment - Irisches Freiwilligenregiment 160 men / 300 men (Ireland) texture + icon by POM
Spoiler Alert, click show to read:
Irish Rifles (Connaught Rangers) - Irische Schützen - Connaught Rangers 100 men / 120 men (Ireland) icon by HELLFELL
Spoiler Alert, click show to read:
French Mousquetaires de la Garde - Französische Berittene Musketier Garde 60 horses / 120 horses (France) texture by KLA
Spoiler Alert, click show to read:
French Grenadiers du Roi - Französische Grenadiere des Königs 160 men / 250 men texture by REMO
Spoiler Alert, click show to read:
French Douaniers - Französische Grenzer 160 men / 300 men (France) texture by GENERAL CORNWALLIS
Spoiler Alert, click show to read:
French Voltigeurs - Französische Leichte Infanterie 100 men / 120 men (France) texture by SIR DIGBY CAESAR
Spoiler Alert, click show to read:
Spanish Regimiento de Infanteria Inmemorial del Rey - Königlich Spanisches Infanterieregiment 160 men / 250 men (Spain)
Spoiler Alert, click show to read:
Spanish Wallon Line Infantry - Spanisch Wallonische Linieninfanterie 160 men / 250 men (Spain) texture by KING LOUISE ASSURBANIPAL + icon by SIR DIGBY CAESAR
Spoiler Alert, click show to read:
Spanish Granaderos de Marina- Spanisch Marineinfanterie 160 men / 250 men (global) texture, icon, info card by RHEVANT
Spoiler Alert, click show to read:
Spanish Bandoleros - Spanische Bandoleros 140 men / 200 men (Spain) texture, icon, info card by RHEVANT
Spoiler Alert, click show to read:
Spanish Corso Terrestre de Navarra- Spanische Corso Terrestre de Navarra 100 men / 140 men (Spain) texture, icon, info card by RHEVANT
Spoiler Alert, click show to read:
Spanish Free Company of Catalonia - Spanische Freie Kompanie von Katalonien 120 men / 140 men (America)
Spoiler Alert, click show to read:
Spanish Tercio Pikemen - Spanische Tercio Pikeniere 200 men / 500 men (peninsula)
Russian Tsar Guards - Russische Zaren Garde 160 men / 250 men (Russian home regions) texture + icon by HELLFELL
Spoiler Alert, click show to read:
Don Cossacks Cavalry - Don Kosaken Kavallerie 60 horses / 120 horses (Russian home regions) texture + icon by HELLFELL
Spoiler Alert, click show to read:
Russian Ural Cossacks - Russische Ural Kosaken 80 horses / 120 horses (Russian home regions) texture + icon by HELLFELL
Spoiler Alert, click show to read:
Russian Streltsy Musketeers - Russische Strelizen Musketiere 200 men / 350 men (Russian home regions) (custom bardiche/musket animation) texture by SIR DIGBY CAESAR
Spoiler Alert, click show to read:
Royal Polish Cuirassier Guards - Königliche Polnische Kürassier Garde 60 horses / 120 horses (Europe) (custom pistol/sword animation) texture by KING LOUISE ASSURBANIPAL + PRISONNEO
Spoiler Alert, click show to read:
Polish Trabant Cavalry - Polnische Trabanten Kavallerie 60 horses / 120 horses (Polish Home Regions) (custom pistol/sword animation)texture by KLA
Spoiler Alert, click show to read:
Polish Pancerny Cavalry - Polnische Pancerny Kavallerie 60 horses / 120 horses (Polish Home Regions) texture by KLA
Spoiler Alert, click show to read:
Polish Hussar Guards - Polnische Hussaren Garde 60 horses / 120 horses (Polish home regions) texture by REMO
Spoiler Alert, click show to read:
Hungarian Fusiliers - Ungarische Füsiliere 160 men / 300 men (Hungary) texture + icon by HELLFELL
Spoiler Alert, click show to read:
Royal Swedish Dragoons - Königliche Schwedische Dragoner 60 horses / 120 horses (Swedish home regions) texture by SIR DIGBY CAESAR
Spoiler Alert, click show to read:
United Provinces Marinier Corps - Holländische Marineinfanterie 160 men / 250 men (global) texture by JARNOMIEDEMA
Spoiler Alert, click show to read:
Swedish Hunters - Schwedische Jäger 120 men / 140 men (Swedish home regions) icon + info card by HELLFELL
Spoiler Alert, click show to read:
US Continental Marines (late) - US Kontinental Marineinfanterie (spät) 160 men / 250 men (global) texture by KUNGFUSERGE
Spoiler Alert, click show to read:
US Volunteer Infantry Regiment - US Freiwilligen Infanterieregiment 200 men / 350 men (USA) texture by SIR DIGBY CAESAR
Spoiler Alert, click show to read:
Royal Mameluks Guards - Königliche Mameluken Garde 60 horses / 120 horses (Middle East) icon by HELLFELL
Spoiler Alert, click show to read:
Royal Janissary Infantry Guards - Königliche Janitscharen Infanterie Garde 160 men / 300 men (Anatolia) texture by HELLFELL
Spoiler Alert, click show to read:
Sekban Riflemen - Sekban Schützen 100 men / 120 men (Anatolia)
Spoiler Alert, click show to read:
Sekban Janissaries - Sekban Janitscharen 200 men / 300 men (Middle East) (custom pistol/sword animation)
Spoiler Alert, click show to read:
Royal Constantinople Infantry Guards - Königliche Konstantinopel Infanterie Garde 160 men / 300 men (Constantinople) texture by REMO
Spoiler Alert, click show to read:
Royal Cairo Infantry Guards - Königliche Kairo Infanterie Garde 160 men / 300 men (North Africa) texture by REMO
Spoiler Alert, click show to read:
Royal Indian Cavalry Guards - Königliche Indische Gardekavallerie 60 horses / 120 horses (India) texture by REMO
- included four Field Marshalls for all major factions. They use a custom pistol/sword animation.
General Field Marshall of the Army - General Feldmarschall der Armee (Europe) Field Marshall of Europe - Feldmarschall von Europa (Europe) Field Marshall of America - Feldmarschall von Amerika (America) Field Marshall of India - Feldmarschall von Indien (India)
The three Field Marshalls are recruitable at both university buildings. The General Field Marshall of the Army is only recruitable at the latest university building.
All four units require the technology military_army_reorganized_procurement.
Spoiler Alert, click show to read:
Campaign picture
Battle picture
ARTILLERY UNITS
Spoiler Alert, click show to read:
All custom artillery units have 4 cannons/mortars/howitzers. The Darthmod version has 6.
All artillery units are disabled in the AUM-Imperial Splendour version, because IS has it's own artillery system.
18pdrs French Gribeauval Field Artillery - 18-Pfünder Französische Gribeauval Feld Artillerie - 4 guns (France)
All textures and ship models are from vanilla standard ETW. I did improve the firepower, hull strength, accuracy, reloading, morale and a lot of other values. I added more Marines and Seaman to all AUM ships for boarding actions.
NAVAL CREW MARINES:
Included Naval CrewMarines for 30 factions (they use vanilla and custom AUM textures)
Merchantman (armed) - Handelsschiff (bewaffnet) - 12 guns (global) - this ship can trade
Spoiler Alert, click show to read:
Heavy Xebec - Schwere Schebecke - 28 guns (Mediterranean Coast)
Spoiler Alert, click show to read:
Heavy Dhow - Schwere Dau - 3 guns (global)
Spoiler Alert, click show to read:
ORNAMENTUM (63 units) > please read the FAQ below on the second post
Vanilla units which can be recruited by other factions
Spoiler Alert, click show to read:
These 28 unlocked vanilla units are based on the stats, costs, abilities, required techs and required buildings of the corresponding major mod or from vanilla.
All unlocked vanilla units are removed in the AUM-Imperial Splendour version, except the five American Auxiliary Natives. IS has own faction specific rosters and I discussed this decision with the IS-Team.
INFANTRY and CAVALRY UNITS
Spoiler Alert, click show to read:
Cuirassiers > available for all major European factions globally / custom battle = late (example)
Hussars > all major European factions in Europe / late
Hessian Line Infantry > Britain, France, Spain, United Provinces and Prussia in America / not available
Colonial Light Cavalry > all major European factions in their colonies / not available
Colonial Sipaphi Cavalry > faction groups of Britain, France, Spain and the United Provinces in India / not available
Grenzers > faction groups of Austria, Prussia and Russia/Poland in the original region / late
Highland Clansmen > all major European factions in Scotland (That means if France captures Scotland, then they can build this unit) / early
Norwegian Ski Troops > all major European factions in Norway / not available
Pandours > all major European factions and the faction group Ottomans in the Balkans region / not available
African Liberated Slaver Musketeers > all major factions in the "West Indies" colonies. (Bahamas, Hispaniola, Trinidad/Tobago, 2 x Islands of the wind) / not available
Pikemen Zamindari > faction groups of Ottoman / Maratha / Mughal in India / early
Missile Cavalry Zamindari > faction groups of Ottoman / Maratha / Mughal factions in India / early
Islamic Swordsmen > faction groups of Ottoman / Maratha / Mughal in the Islam regions / early+late
Dervishes Warriors > faction groups of Ottoman / Maratha / Mughal in India / early+late
Isarelys Musketmen > faction groups of Ottoman / Maratha / Mughal in the Middle-East regions / early+late
Fellahin Musketeers > faction groups of Ottoman / Maratha / Mughal in the Middle-East regions / not available
Fellahin Swordsmen > faction groups of Ottoman / Maratha / Mughal in the Middle-East regions / not available
Hindu Musketeers > faction groups of Ottoman / Maratha / Mughal in the Hindu regions / early+late
Hindu Warriors Swordsmen > faction groups of Ottoman / Maratha / Mughal in the Hindu regions / early+late
Sikh Infantry Musketeers > faction groups of Ottoman / Maratha / Mughal in the Sikh regions / early+late
Sikh Warriors Swordsmen > faction groups of Ottoman / Maratha / Mughal in the Sikh regions / early+late
Riskers of Soul > Ottomansglobally / not available
Desert Warriors > all major factions which own a desert region / not available
These five american natives are available in the campaign for all major factions and recruitable in America. You have to reach certain native building levels that you can recruit them.
Information about the included textures
Spoiler Alert, click show to read:
All models, textures, icons and info card pictures are vanilla standard ETW unless otherwise specified below.
These very talented texture contributors have made textures for AUM and the Graphics pack: SPANKY, BLADERUNNER, HELLFELL, REMO, KING LOUISE ASSURBANIPAL, SIR DIGBY CAESAR, DANOVA, KUNGFUSERGE, POLLUX578, HRIMFAR, JOEDRECK, REIKSMARSHAL, JARNOMIEDEMA, LEGOFINGERS, GENERAL CORNWALLIS, RHEVANT, JFC, ONKEL TUCA, YORAM777
Huge +rep to these fine men!
aum_mod***.pack includes 49 custom textures which are shown above in the unit descriptions.
patch_aum_graphics.pack (called GP below) includes the following:
Spoiler Alert, click show to read:
It's fully optional and works with or without AUM.
Total re-textures = 120
new textures for Line Infantry + Militia + Provincial Cavalry + several vanilla units which are shown in my album-link below.
This is the explanation from BLADERUNNER: yellow/black for Britain and most nations, as the British is always the generic model
white/black for France
red/black for Spain
white/green for Russia
The 2nd, 4th Rate, Razee and the 24 pounder only have 1 model and use the yellow/black textures. For the not rated ships I mixed the first three textures.
DETAILED OVERVIEW
DANOVA made new textures for the French, Spanish and US Marines. He made all textures of the 63 ORNAMENTUM units.
HELLFELL made 9 textures for the Line Infantry Guards + Swiss Line Infantry + Russian Tsar Guards + Don Cossacks Cavalry + Hungarian Fusiliers + Fusiliers + Royal Janissary Guards + East European Infantry Mercenaries + Russian Ural Cossacks
REMO made 9 textures for the Engineers + Light Cavalry Sharpshooters + French Grenadiers du Roi + Royal Polish Hussar Guards + Royal Constantinople Infantry Guards + Royal Cairo Infantry Guards + Royal Indian Cavalry Guards + Desert Camel Mercenaries + Hessian Jaegers
He made 7 Line Infantry textures for Austria, Britain, France, Prussia, Russia, Spain and the United States.
He made 17 textures for the Ottoman faction roster + Prussian/Austrian Guard re-textures which are included in the GP.
JARNOMIEDEMA made 2 textures for the United Provinces Line Infantry + United Provinces Marinier Corps
KING LOUISE ASSURBANIPAL made 9 textures for the Swiss Guards + Royal Cuirassier Guards + Royal Prussian Cuirassier Guards + Polish Trabant Cavalry + Polish Pacerny Cavalry + French Musquetaires de la Garde + French Cent Suisses Riflemen + Spanish Waloon Line Infantry and a texture for the France Guards for the GP.
PRISONNEO made the texture of the Royal Polish Cuirassier Guards
SIR DIGBY CAESAR made 8 textures for the Royal Swedish Dragoons + French Voltigeurs + US Volunteer Infantry Regiment + West India Company Infantry + Russian Streltsy Musketeers + Bohemian Grenzers + European-Indian Light Infantry + Irish Voluntary Infantry Regiment. He made three new officers for several AUM units. He made the icon for the Swiss Line Infantry + Spanish Waloon Line Infantry too.
He made 18 textures for vanilla units in the GP:
Spoiler Alert, click show to read:
Denmark Line Infantry
Denmark Guards
French Royal Ecossais
Knights of St. John Line Infantry
Hessian Line Infantry
Naples-Sicily Line Infantry
Venice Line Infantry
United States Line Infantry
Polish Line Infantry
Spanish Irish Brigade
Buckley's Regiment
Hungarian Hussars
Cossack Infantry
Grenzers
Pandours
British Guards
British Coldstream Guards
British Grenadiers
SPANKY made 10 Militia textures for the following major factions: Austria, Britain, Denmark, France, Prussia, Russia, Spain, Sweden, United Provinces, United States and a new generic texture for the remaining factions based on faction colors. He made a texture for the "United States Minutemen".
SPANKY made 11 Provincial Cavalry textures for the following major factions: Austria, Britain, Denmark, France, Poland, Prussia, Russia, Spain, Sweden, United Provinces, United States and a new generic texture for the remaining factions based on faction colors.
GENERAL CORNWALLIS made 3 textures for the Freikorps Line Infantry/Cavalry + French Douaniers
KUNGFUSERGE made 2 textures for the US Continental Marines + Buccaneers
POLLUX578 made 3 textures for the Prussian Giants Grenadiers + Prussian Fusiliers + Prussian Frei-Jaegers and a icon for the Royal Prussian Cuirassier Guards
HRIMFAR made 1 Line Infantry texture for Sweden
JOEDRECK made 2 new icons for the Swiss Guards + French Cent Suisses Riflemen
REIKSMARSHAL made 3 new icons + info cards for the Royal British Marines (Nocks Gun) + Landwehr Militia + Irish Voluntary Infantry Regiment. He made an info card picture for the Marines (early) + a new icon for the vanilla Spanish Guerillas.
LEGOFINGERS made 3 textures for British Light Infantry + British Regiment of horse + Green Jackets for the GP
RHEVANT made 7 icons for AUM ships. He made 4 textures for these units: Guerilla Mercenaries + Spanish Granaderos de Marina + Spanish Bandoleros + Spanish Corso Terrestre de Navarra
POM made textures and icons for these units: British Fusiliers + Scottish Line Infantry + Royal British Grenadier Guards
SWISS HALBERDIER made 1 texture + icon for the Swiss Grenadiers
The screenshots of all AUM units are shown above in the unit descriptions.
Screenshots of all custom units and Graphics Pack: ALBUMS
Installation
Spoiler Alert, click show to read:
AUM is playable in singleplayer and multiplayer. The multiplayer instructions are located in the FAQ on the second post below.
The stats of each version are based on the corresponding major mod. The standalone version is based on the vanilla standard ETW stats.
aum_mod.pack is the standalone version for playing with vanilla standard ETW or all other mods than the three major mods below
You have to remove/rename the apeti_localisation.pack in your ETW data directory, because there can't be two language packs at the same time.
You could change it to apeti_localisation.pack_disabled.
Important note if you use the Imperial Splendour version of AUM:
Spoiler Alert, click show to read:
If you use Imperial Splendour download the patch_aum_en_loc_is.pack and load AUM at the bottom of the Mod Manager or put it at the end of the script file.
You have to remove/rename the patch_is_text.pack in your ETW data directory, because there can't be two language packs at the same time.
You could change it to patch_is_text.pack_disabled.
If you want to use AUM with other UNIT PACKS:
Spoiler Alert, click show to read:
Download the UPC English, German or French which have included all unit names of the Unit Pack Compatibility Project (UPC) together.
Please read my FAQ below on the second post to see which Unit Packs are supported.
It is important that you only use one language file at the same time. Be sure that no other language packs from other mods are loaded.
4. Copy the aum_mod***.pack + patch_aum_**_loc***.pack + patch_aum_graphics.pack (optional) to your ETW data directory:
C:\Program Files\Steam\steamapps\common\empire total war\data
You can activate AUM in two ways: Mod Manager (5a) or script file (5b)
5a Use the Mod Manager to activate aum_mod***
For people having problems with the mod manager:
Make sure if you're using multiple mods, that the ones that aren't checked are moved to the bottom of the queue. Otherwise the manager attempts to load them and any mod placed after them doesn't get loaded.
5b Add one line at the top of your user.empire_script.txt:
Information if you edit the "user.empire_script.txt":
Spoiler Alert, click show to read:
The location of the user.empire_script.txt:
XP C:\Documents and Settings\(Your User Name Here)\Application Data\The Creative Assembly\Empire\scripts
VISTA / WIN 7 C:\Users\USER NAME\AppData\Roaming\The Creative Assembly\Empire\scripts
What do you have to do if the script file is not in this folder:
Spoiler Alert, click show to read:
If the "user.empire_script.txt" is not there, you can simply create a new file and add the lines there. Or you can take the example file "AUM - user.empire_script.txt" which is included in all four AUM versions. Then you have to rename this file from "AUM - user.empire_script.txt" to "user.empire_script.txt"
Whenever updating/saving the user.empire_script.txt make sure that the file is not being saved in ANSI format. It should be saved in Unicode format or else ETW will not read the mod pack.
Add these red entries on the top of your user.empire_script.txt.
aum_mod.pack is the standalone version for playing vanilla ETW.
Add mod aum_mod_ape_ti.pack; to the end of the APE:TI start batch file which is located in this directory: C:\Program Files\Steam\steamapps\common\empire total war\
Empire.exe mod apeti_customcampaign.pack; mod apeti_modcore.pack; ...; ...; mod aum_mod_ape_ti.pack;
Note that the mod aum_mod_ape_ti.pack; command is at the end. You can make these changes in notepad.
The language and graphics packs don't need to be activated with the Mod Manager or added to the user script. They're in a patch format which loads automatically.
De-installation of AUM and the language file
Spoiler Alert, click show to read:
- If you activate AUM with the Mod Manager then you only have to delete the three files and it's done.
- If you've edited your script file to load AUM, then you have to delete the AUM entry in this file too. Otherwise Empire starts with an CTD if the AUM entry is still in the script file, but the file not anymore in the ETW data directory.
Modders
Spoiler Alert, click show to read:
Everybody can use my mod for his personal use. Please send me a PM with the link of your mod to ask for permission to integrate my AUM units. I will decide after and answer you back.
If you are a skinner/modeler who wants to offer me his textures/icons, then I will include them into my mod and give you credits for sure.
Credits
Spoiler Alert, click show to read:
AUM Team Swiss Halberdier - Creator of AUM
Under the Patronage of l33tl4m3r
Takeda Shingen for his great work as my beta-tester + researcher. He made the German AUM site on TWzone.de + the English site on the official CA forum. He made all screenshots on this site. Creators of the supported hosted major mods Darth Vader for his awesome DarthMod which I'm playing since his first release. He inspired me to release my mod and it's great to see how he optimizes ETW with his improvements.
L33tl4m3r + alpaca + APE:TI teamA Proper Empire:Terra Incognita for their awesome major mod which inspired me a lot and I'm having much fun to play with. APE:TI inspired me to change the recruitment of the "Marines" and "Mercenaries". Especially huge thanks to L33tl4m3r for his patronage.
Imperial Splendour team for their major mod which inspired me a lot and I'm having much tun to play with. Thanks for the animations of several units.
Thanks to Danova and his team for the permission to integrate his awesome ORNAMENTUM units.
Thank you that you allow me to do a special AUM version for your awesome major mods!
Texture contributors
These very talented texture contributors made textures for AUM and the Graphics pack: DANOVA, HELLFELL, REMO, KING LOUISE ASSURBANIPAL, SIR DIGBY CAESAR, SPANKY, BLADERUNNER, KUNGFUSERGE, POLLUX578, HRIMFAR, JOEDRECK, REIKSMARSHAL, JARNOMIEDEMA, LEGOFINGERS, GENERAL CORNWALLIS, RHEVANT, JFC, ONKEL TUCA, YORAM777, POM, PRISONNEO
Please read the "Information about the included textures" section above to see the details. Thank you very much that you all allow me to include your fantastic textures!
Huge +rep to these fine men!
Unit contributors RstyBloodnok for inspiring me to create the "blunderbuss" and the increased naval crews. I've included the Royal British Marines (Nocks Volley Gun) from his Royal Navy Marines 0.5.
Luckylewis for creating the AUM video and various screenshots/signatures
LtChambers and alpaca for their masterpiece tools DBEditor + Pack File Manager + Mod Manager
The Phenom + MrThib + Power Wizard + erasmus777 + husserlTW for their great tutorials and guides
The whole Total War Center Team + Administrators for hosting the best site about Total War Games and allowing us to share our passion with others
The fantastic Total War Community for all the infos, discussions, resources and awesome mods
Creative Assembly for creating the awesome Total War Series.
Problems, bugs, comments and balancing issues
Spoiler Alert, click show to read:
Please read the detailed FAQ on the second post below which contains all important information about AUM.
If you have any comments or problems you can give me feedback here in this thread.
There are four versions of AUM available each with different stats which are balanced to the related major mod or vanilla standard ETW.
Please give me feedback if you see any major balancing problem.
If you have problems with AUM, then please report these informations below that I can help you better and faster. Please write which AUM version and language file do you use (vanilla, DM, APE:TI, IS).
Spoiler Alert, click show to read:
Which AUM version do you use? (vanilla, DM, APE:TI, IS)
Which language file do you use?
Which AUM units are affected?
Campaign or custom battle problem?
Is the error re-producable in any battle?
Are there any other mods or re-texture packs installed?
It can be very helpful if you provide screenshots of your data folder, script folder, script-file and if used Mod Manager List.
All files are compressed with 7-zip. Download this free utility from http://www.7-zip.org to de-compress it.
MOD FILES:
Each mod file contains an additional "AUM 3.1 - user.empire_script.txt" as an example and the complete "AUM Changelog.txt".
aum_mod.pack = standalone standard ETW latest patch version from 31.3.2010 with small unit sizes and can be used with other mods than DM, APE or IS (unit size, costs and stats are balanced to vanilla).
aum_mod_dm.pack = unit size, costs and stats are balanced to Darthmod 6 Enforced hotfix2 and it is playable with Darthmod Ultimate Commander (DMUC)
It is fully optional and works with or without AUM.
patch_aum_graphics.pack 1.7 for ALL versions > includes graphics by SPANKY, REMO, HELLFELL, JARNOMIEDEMA, KING LOUISE ASSURBANIPAL, SIR DIGBY CAESAR, BLADERUNNER, LEGOFINGERS, HRIMFAR, RHEVANT, JFC, ONKEL TUCA, YORAM777.
The patch_aum_graphics.pack 1.7 is available on Filefront (one file) and Mediafire(two files because of the restricted upload limit).
LANGUAGE FILES:
These language files are important to display the unit names and descriptions. They are available on the FAQ below.
patch_aum_en_loc.pack = English
patch_aum_en_loc_ape_ti.pack = the special English version which enables all unit names of APE:TI + AUM
patch_aum_en_loc_is.pack = the special English version which enables all unit names of IS + AUM
patch_aum_ge_loc.pack = German
patch_aum_sp_loc.pack = the official Spanish compatibility project
UPC files = the English, German and French versions of all unit names from several Unit Pack Mods. Please read my FAQ below to see which mods are supported
AUM - FAQupdated 13.6.2010 > UPC files available Recruitment and technology requirements of all custom units and ships
Spoiler Alert, click show to read:
- All custom units and ships are limited because of the balance in the campaign mode. If you want to change the limit, then please read my FAQ on the second post.
- Not every faction has access to all units in all regions. You have to capture the needed region, reach a certain building level and/or research a technology.
- All grenades are removed from AUM's Grenadiers. If it’s possible to mod the amount of grenades, then I'll add it back. There is a how-to enable the grenades on my FAQ.
- removed the fire_and_advance and the platoon_fire_grouped drills from all AUM units (the firing drills of the vanilla units aren't changed).
INFANTRY and CAVALRY recruitment
- All custom units are recruitable in one of the following four military buildings: (unless otherwise specified)
drill_school, military_academy, army_board, army_staff_college
- These buildings are the ultimate military barracks for France, Prussia, Poland and India. The other factions don't have an ultimate military building.
prest_france_arc_de_triomphe, prest_prussia_brandenburg_gate, prest_poland_akademia, prest_maratha_ajinkyantara
These units have special building requirements:
Spoiler Alert, click show to read:
Field Marshalls of Europe, America and India = recruitable at both university buildings.
General Field Marshall of the Army = recruitable at the latest university building.
Garrison Guards = recruitable if you have built the improved_settlements_fortifications
French "Cent Suisses" Riflemen = recruitable at the latest military building and the prest_france_arc_de_triomphe
Royal Constantinople Infantry Guards = recruitable at the special building in Constantinople: prest_ottomans_nur-u_osmaniye_mosque
Spanish Tercio Pikemen = at all military barracks
Russian Ural Cossacks = at all military barracks
Russian Streltsy Musketeers = at all military barracks
Landwehr Militia = at all government buildings + military barracks
US Volunteer Infantry Regiment = at all government buildings + military barracks
West India Company Infantry = at all government buildings + military barracks
Buccaneers = at all government buildings + military barracks
ARTILLERY recruitment
Most of the customartillery units are buildable at the these buildings = great arsenal, gunnery_school, ordonance_board, engineer_school
The bigger cannons like Tsar Great Cannon + 8-inch Mortar are buildable at the engineer_school.
MARINES recruitment
All Marines can be recruited at coastal shores globally:
They need the following navaladmin buildings: admirality, naval_board, naval_college, prest_unitedprovinces_kweekschool = ultimate naval building of the United Provinces
Spoiler Alert, click show to read:
MERCENARY recruitment
These 9Mercenaries are included: West European, East European, American, Indian, African, Guerilla, Desert Camels, Bohemian Grenzers, Hessian Jaegers
These 5Swiss Mercenary Units are included: Line Infantry, Grenadiers, Guards, Mountain Jaegers, Pikemen
All these units need the following pleasure buildings: coaching_inn, bawdy_house, theatre, pleasure_gardens
Spoiler Alert, click show to read:
SHIP recruitment
Spoiler Alert, click show to read:
British 1st Rate "HMS Royal Sovereign"
late / available for Great Britain in their britain_home_regions / steam_drydock
British 1st Rate "HMS Royal George"
late / available for Great Britain in their britain_home_regions / steam_drydock
British 1st Rate "HMS Britannia"
late / available for Great Britain in their britain_home_regions / steam_drydock
British 1st Rate "HMS Neptune"
late / available for Great Britain in their britain_home_regions / steam_drydock
British 3rd Rate "HMS Elizabeth"
late / available for Great Britain in their britain_home_regions / drydock, naval_hospital, steam_drydock
Spanish Over 1st Rate "Santisima Trinidad"
late / available for Spain in their spain_home_regions / steam_drydock
Spanish Over 1st Rate "Real Felipe"
late / available for Spain in their spain_home_regions / steam_drydock
Spanish 1st Rate "Principe de Asturias"
late / available for Spain in their spain_home_regions / steam_drydock
Spanish 1st Rate "Salvador del Mundo"
late / available for Spain in their spain_home_regions / steam_drydock
French 1st Rate "Ocean"
late / available for France in France / steam_drydock
French 1st Rate "Orient"
late / available for France in France / steam_drydock
French 2nd Rate "Bucentaure"
late / available for France in their french_home_regions / drydock, naval_hospital, steam_drydock
French 3rd Rate "Amerique"
late / available for France in France / drydock, naval_hospital, steam_drydock
Russian 1st Rate "Piotr"
late / available for Russia in their russian_home_regions / steam_drydock
Russian 1st Rate "Imperatritsa Anna"
late / available for Russia in their russian_home_regions / steam_drydock
Russian 1st Rate "Rostislav"
late / available for Russia in their russian_home_regions / steam_drydock
Netherlands 2nd Rate "Vrijheid"
late / available for the Netherlands in their holland_home_regions / drydock, naval_hospital, steam_drydock
Netherlands 3rd Rate "De Delft"
late / available for the Netherlands in their holland_home_regions / drydock, naval_hospital, steam_drydock
Heavy Frigate
late / available for all major European factions globally / drydock, naval_hospital, steam_drydock
Spanish Heavy War Galleon
early/late / available for Spainglobally / dockyard, drydock, naval_hospital, steam_drydock
War Galleon
early/late / available for all major European factions globally / dockyard, drydock, naval_hospital, steam_drydock
War Fluyt
early/late / available for the United Provincesglobally / dockyard, drydock, naval_hospital, steam_drydock
Brig of War
early/late / available for all major factionsglobally / shipyard, dockyard, drydock, naval_hospital, steam_drydock
Sloop of War
early/late / available for all major factionsglobally / shipyard, dockyard, drydock, naval_hospital, steam_drydock
Netherlands Indiaman Amsterdam Class
late / available for the United Provinces in their holland_home_regions / all trading harbors
East Indiaman (improved)
late / available for all major European factions globally / all trading harbors
Light Merchant Galleon
early/late / all trading harbors
available for these factions globally:
Spoiler Alert, click show to read:
Britain, France, Spain, United Provinces, Russia, Prussia, Austria, Poland, Sweden, Venice, Portugal, Denmark, Knights St.John, Genoa, Tuscany, Naples-Sicily
Merchantman (armed)
early/late / available for all major factions globally / all trading harbors
Heavy Privateer
late / available for all major factionsglobally / shipyard, dockyard, drydock, naval_hospital, steam_drydock
Privateer
early/late / available for all major factionsglobally / shipyard, dockyard, drydock, naval_hospital, steam_drydock
Heavy Xebec
early/late / available for the Ottomans in the med_coast region / all military naval docks
Heavy Dhow
early/late / available for all factions which have access to Dhowsglobally / all trading harbors
These are the required technologies of the custom units and ships in the campaign:
Spoiler Alert, click show to read:
These are the required technologies of the 90 custom units in the campaign:
Spoiler Alert, click show to read:
from start available: (if you built the required building and own the required region)
no required technology: Marines Swiss Pikemen Spanish Tercio Pikemen Spanish Regimiento d. Infanteria I. d. Rey Freikorps Line Infantry Freikorps Cavalry Irish Voluntary Infantry Regiment Landwehr Militia United Provinces Marinier Corps Russian Ural Cossacks Russian Streltsy Musketeers US Volunteer Infantry Highlander Warband Spanish Bandoleros Polish Pancerny Cavalry Sekban Janissaries Indian Deccani Lancers Shotgunners West European Infantry Mercenaries East European Infantry Mercenaries American Infantry Mercenaries Indian Infantry Mercenaries Guerilla Mercenaries Desert Camel Mercenaries Buccaneers
early: Engineers > military_army_square_formation Garrison Guards > military_army_square_formation These units below > military_army_diamond_formation Royal Cuirassier Guards Royal Prussian Cuirassier Guards
Royal Polish Cuirassier Guards
12pdrs Swedish Geschwinda Skott Horse Artillery > military_ordnance_canister_shot
These units below > military_ordnance_improved_grenades Swiss Grenadiers
Royal British Grenadier Guards Spanish Granaderos de Marina
Prussian Giants Grenadiers French Grenadiers du Roi
These units below > military_army_plug_bayonet Swiss Line Infantry
Spanish Waloon Line Infantry Scottish Line Infantry Royal Cairo Infantry Guards Royal Indian Infantry Guards African Infantry Guards
These units below > military_army_carbines Horse Grenadier Guards French Mousquetaires de la Garde Royal Swedish Dragoons Spanish Conquistadores Don Cossacks Cavalry
These units below > military_army_wedge_formation Lancer Guards Polish Hussar Guards Polish Trabant Cavalry Royal Mameluke Guards Royal Indian Cavalry Guards
middle: Line Infantry Guards > military_army_new_model_bayonet_drill Grenadier Guards > military_army_new_model_bayonet_drill French Douaniers > military_army_socket_bayonet Royal Constantinople Infantry Guards > military_army_socket_bayonet
These units below > military_army_fire_by_rank Fusiliers British Fusiliers Prussian Fusiliers Swiss Guards Royal British Marines Russian Tsar Guards Hungarian Fusiliers Royal Janissary Infantry Guards
These units below > military_ordnance_explosive_shells 24pdrs Horse Guard Artillery 32pdrs Heavy Howitzer Horse Artillery 8-inch European Mortar Battery Tsar Great Cannon 64pdr Heavy Artillery 18pdrs French Gribeauval Field Artillery 24pdrs French Gribeauval Siege Artillery
These units below > military_army_light_infantry_doctrine Light Cavalry Sharpshooters Spanish Corso Terrestre de Navarra
Swiss Mountain Jaegers Prussian Frei-Jaegers Hessian Jaegers Spanish Free Comp. Catalonia Swedish Hunters African Light Infantry Mercenaries
These units below > military_army_machined_rifling French Cent Suisses Riflemen Sharpshooters Irish Rifles Bohemian Grenzers
These are the required technologies of the 32 custom ships in the campaign:
Spoiler Alert, click show to read:
These ships below > no technology required Spanish Heavy War Galleon War Galleon War Fluyt Sloop of War Brig of War Privateer Merchantman (armed) Heavy Xebex Heavy Dhow
These ships below > military_navy_improved_coppering 1st Rate Ship of the Line - HMS Royal Sovereign 1st Rate Ship of the Line - HMS Royal George 1st Rate Ship of the Line - HMS Britannia 1st Rate Ship of the Line - HMS Neptune Heavy 1st Rate - Spanish Santisima Trinidad Heavy 1st Rate - Spanish Real Felipe 1st Rate Ship of the Line - Spanish Principe de Asturias 1st Rate Ship of the Line - Spanish Salvador del Mundo 1st Rate Ship of the Line - French Ocean 1st Rate Ship of the Line - French Orient 1st Rate Ship of the Line - Russian Piotr 1st Rate Ship of the Line - Russian Imperatritsa Anna 1st Rate Ship of the Line - Russian Rostislav
These ships below > military_navy_copper_bottoms 2nd Rate Ship of the Line - French Bucentaure 2nd Rate Ship of the Line - Netherlands Vrijheid 3rd Rate Ship of the Line - Netherlands De Delft3rd Rate Ship of the Line - HMS Elizabeth3rd Rate Ship of the Line - French Amerique
These ships below > military_navy_carronades Heavy Frigate Heavy Privateer
How to see which building is needed to recruit an unit:
- click on the tech research button
- go for military and click at the military buildings with a right click.
- there you will see which units will be available with which buildings.
AUM changelog
Spoiler Alert, click show to read:
I had to shorten the changelog because this page has quite reached the character limit. The complete changelog is included in each of the four AUM versions as a text file and downloadable above in the first post.
7. June 2010 - ADDITIONAL UNITS MOD (AUM) 3.1 has been released
Today I released my "ADDITIONAL UNITS MOD (AUM) 3.1" and it is fully compatible with the following versions:
- official patch from 31.3.2010 and all four DLC packs: "Elite units of the West" + "Elite units of America" + "Elite units of the East" + "Warpath Campaign"
- fully adapted the battlefield and naval changes of all AUM and ORNAMENTUM units in the DM-AUM version to DARTH VADER's changes
- fixed a minor issue with the ship model of the two "Over 1st rates" of Spain and the French 3rd rate Amerique (thanks to BETHENCOURT for his information)
- fixed the projectile of the ORNAMENTUM unit "Desseffy Hussars"
- optimised the "Path seldom trod" ability of several custom units
- changed the recruitment region of these 5 units:
"24pdrs Heavy Horse Artillery Guards" to "Europe"
ORNAMENTUM's „Continental Marines“ to „global“ like the other Marines
Three Russian 1st rate ships to "global"
- all five Swiss units are now recruitable for the Papal States (Guards, Line Infantry, Grenadiers, Pikemen, Jaegers)
- all custom "1st rate" and "over 1st rate" ships can now be built in the "Naval Hospital" too and it improves the building capacities and diversity
of AI's fleets
- deactivated the following trading ships in all four AUM versions: "Light Merchant Galleon" and "Merchantman (armed)"
The DB entry is still there, to make sure that it is save-game compatible. But the unit-to-faction relations have been removed.
The AI couldn't handle the custom trading ships well and unfortunately if we reduce the gun-layout, then the wrong numbers appear and they cause problems
within the auto-resolve calculating.
I discussed the deactivation of all custom trading ships in the AUM-DM version with DARTH VADER.
These two trading ships are still in the VAN, APE:TI and IS version available, because they work properly: (not in AUM-DM)
"Indiaman (late)" and "Netherlands Indiaman Amsterdam Class"
- included a new texture and icon for the "Guerilla Mercenaries" by RHEVANT
- included a new texture for the "Euro-Indian Light Infantry" by SIR DIGBY CAESAR
All five ORNAMENTUM unit packs are included (63 units)
- included the new unit pack "ORNAMENTUM - Northern War - Poltava" into AUM (25 units)
These fantastic ORNAMENTUM mods were made by Danova, Johan217, Ahiga and POM
Huge thanks for their masterpiece unit packs!
All ORNAMENTUM units are adapted and balanced to the four versions of AUM > unit size, limit, stats, costs, upkeep, spacings, abilities, firing drills, morale and technologies.
All grenades have been removed from the Grenadiers.
I've given a technology requirement to several ORNAMENTUM units. Please read the ORNAMENTUM section on my FAQ to see which requirements these units have.
This modification containes two historical battles: "Battle of Poltava" and "Battle of Lesnya"
> „Royal Prussian Cuirassier Guards – Königlich Preussische Kürassier Garde“ new texture by KLA + icon by POLLUX
custom battle = late / only available for Prussia in their home regions / only recruitable at the two latest military buildings and the special building „prest_prussia_brandenburg_gate“ / required technology „military_army_diamond_formation“
replaces Royal Cuirassier Guards for Prussia
> „Royal Polish Cuirassier Guards – Königlich Polnische Kürassier Garde“ new texture by KLA and PRISONNEO
custom battle = late / only available for Poland in their home regions / only recruitable at the two latest military buildings and the special building „prest_poland“ / required technology „military_army_diamond_formation“
replaces Royal Cuirassier Guards for Poland
> "British Fusiliers – Britische Füsiliere" new texture + icon by POM
custom battle = late / only available for Britain in their home regions / recruitable at the four latest military buildings / required technology „military_army_fire_by_rank“
replaces Fusiliers for Britain
> "Royal British Grenadier Guards – Königlich Britische Grenadier Garde" new texture + icon by POM
custom battle = late / only available for Britain in their home regions / recruitable at the four latest military buildings / required technology „military_army_improved_grenades“
replaces Grenadier Guards for Britain
> „Scottish Line Infantry – Schottische LinienInfanterie“ new texture + icon by POM
custom battle = late / available for several factions in Scotland / recruitable at the four latest military buildings / required technology „military_army_plug_bayonet“
> „Irish Voluntary Infantry Regiment“ new texture by SIR DIGBY CAESAR + icon by SWISS HALBERDIER REIKSMARSHALL
custom battle = early/late / available for several factions in Ireland / recruitable in all military buildings / no required technology
> "Spanish Waloon Line Infantry – Spanisch Wallonische Linieninfanterie" new texture by KLA + icon by SIR DIGBY CAESAR
custom battle = late / only available for Spain in their home regions / recruitable at the four latest military buildings / required technology „military_army_plug_bayonet“
> „Spanish Granaderos de Marina – Spanische Marinegrenadiere“ new texture, icon and info card by RHEVANT
custom battle = late / only available for Spain globally / recruitable at the naval admin buildings / required technology „military_army_improved_grenades“
> „Spanish Bandoleros – Spanische Bandoleros“ new texture, icon and info card by RHEVANT
custom battle = late / only available for Spain in their home regions / recruitable at the four latest military buildings / no required technology
> „Spanish Corso Terrestre de Navarra – Spanische Corso Terrestre de Navarra“ new texture, icon and info card by RHEVANT
custom battle = late / only available for Spain in their home regions / recruitable at the four latest military buildings / required technology „military_army_light_infantry_doctrine“
15. February 2010 - ADDITIONAL UNITS MOD (AUM) 3.0 has been released
Today I released my "ADDITIONAL UNITS MOD (AUM) 3.0" and it is fully compatible with the following versions:
- official patch from 8.2.2010 and all four DLC packs: "Elite units of the West" + "Elite units of America" + "Elite units of the East" + "Warpath Campaign"
- fully adapted the battlefield changes of all AUM and ORNAMENTUM units in the DM-AUM version to DARTH VADER's improvements.
Huge thanks to DARTH VADER for his great help!
- fully adapted the "skirmishing" settings of all related AUM and ORNAMENTUM units in the APE:TI-AUM version to L33TL4M3R's changes.
- slightly decreased the "unit size" of several units in the APE:TI-AUM version
Huge thanks to L33TL4M3R for his support!
Huge thanks to HUSSERITW for his help in testing and verifying that the "DLC region entries" in the "region_unit_ressources_tables" can be used for other vanilla or custom units too.
We can assign the DLC regions to custom units and it works whether you've bought the DLC packs or not.
As always the vanilla units and DLC units aren't touched by AUM.
I used a DLC region for these three ORNAMENTUM 1.4 units:
"Royal-Suedois" is recruitable in the region "eua_alsace_lorraine"
"Royal-Baviere" is recruitable in the region "eua_alsace_lorraine"
"Régiment O'Gilvy" is recruitable in the region "eua_alsace_lorraine"
All four ORNAMENTUM unit packs are included (38 units)
- included the new unit pack "ORNAMENTUM 1.4 French" into AUM (9 units)
These fantastic ORNAMENTUM mods were made by Danova, Johan217 and Ahiga.
Huge thanks for their masterpiece unit packs!
There are screenshots of all integrated ORNAMENTUM units in my album on my profile site.
All ORNAMENTUM units are adapted and balanced to the four versions of AUM > unit size, limit, stats, costs, upkeep, spacings, abilities, firing drills, morale and technologies.
All grenades have been removed from the Grenadiers.
I've given a technology requirement to several ORNAMENTUM units. Please read the ORNAMENTUM section on my FAQ to see which requirements these units have. I will translate the
German short descriptions of all ORNAMENTUM units soon.
- optimized all three custom AUM "projectiles" and adapted them to the latest vanilla "blunderbuss" projectile from patch 8.2.2010. The missing firing sounds are fixed too.
> shotgun > Blunderbuss Shotgunners
> nocks_volley_gun > Royal British Marines (Nocky Volley Gun)
> mounted_shotgun > Desert Camel Mercenaries
- decreased the "unit limit" for some custom units in all four versions to stop the AI from spamming these units. The AI raises now more mixed and better armies. Please read
my FAQ "How to customize AUM" to change the limit if you want.
- re-balanced the "unit_stats_naval_table" and slightly changed the "gun layout" of several ships
- replaced all 6-pdrs guns from AUM's ships and replaced them with 9-prds guns, because of the bugged behavior of this gun type.
- reduced the naval crew numbers of several AUM ships to improve the AI behavior. The crew numbers are still higher than in vanilla and I will tweak that after further testing.
- optimized the costs, upkeep and gun layout of the "Light Merchant Galleon" and "Merchantman (armed)". The "Merchantman (armed)" is equipped with 12 guns instead of 6. The ship
icon does show 32 guns, but they only carry 12 guns. This is a vanilla bug that the actual used guns aren't counted right and ETW shows instead the cannon size of the ship class.
- optimized the "light infantry" abilities of these ORNAMENTUM units: French Marines and Ottawa Scouts
- fixed the missing "square_formation" of the ORNAMENTUM unit "Russian Semenovski Grenadiers"
- removed AUM's "Swiss Guards" from France, because ORNAMENTUM 1.4 included the French "Gardes Suisses". AUM's "Swiss Guards" are still available for other factions.
- the "Royal Cairo Infantry Guards" are now recruitable in the four latest military buildings
- changed the recruitment region of these 9 units:
"Royal Janissary Infantry Guards" to "anatolia"
"Sekban Janissaries Melee" to "middle_east"
"American Infantry Mercenaries" to "usa"
"US Volunteer Infantry" to "usa"
"12-pdr Swedish Geschwinda Skott Horse Artillery" to "sweden_home_regions"
"18-pdr French Gribeauval Field Artillery" to "france"
"24-pdr French Gribeauval Siege Artillery" to "france"
"Rocket Troop (improved)" to"europe"
"Spanish Heavy War Galleon" to "peninsula"
- changed the model of the "Sekban Janissaries Melee" to another vanilla texture, because under certain circumstances only the body did appear in the game of several users
- changed the model of the "Prussian naval crew Marines" to another vanilla texture, because under certain circumstances the model didn't load right in the game of several users
- changed the model of the "British naval crew Marines" to a custom AUM texture, because under certain circumstances the fomerly used vanilla model did always show blue uniforms
for all factions in the game of several users.
The "Marines (late)" are having a similar bug with a vanilla texture too. A similar problem occurs sometimes for several users with the "Grenadier Guards"
that they don't use the faction specific color. I will fix both issues soon.
- included a new icon for the "Swiss Line Infantry" by SIR DIGBY CAESAR
- included a new icon for the "Swiss Grenadiers" by SWISS HALBERDIER
- included new icons for these 7 ships by RHEVANT:
Spanish Over 1st rate "Santisima Trinidad"
French 2nd rate "Bucentaure"
Netherlands 2nd rate "Vrijheid"
Privateer
Indiaman (late)
Light Merchant Galleon
Merchantman (armed)
> "Prussian Fusiliers - Preussische Füsiliere" new texture, icon and info card by POLLUX578
custom battle = late / only available for Prussia in their home regions / recruitable at the four latest military buildings and the special building "prest_prussia_brandenburg_gate"
required technology "military_army_fire_by_rank"
> "Prussian Frei-Jagers - Preussische Freijäger" new texture, icon and info card by POLLUX578
custom battle = late / only available for Prussia in their home regions / recruitable at the four latest military buildings and the special building "prest_prussia_brandenburg_gate"
required technology "military_army_light_infantry_doctrine"
9. February 2010 - Graphics Pack 1.7 has been released "patch_aum_graphics.7z" 30. December 2009 - ADDITIONAL UNITS MOD (AUM) 2.9 16. November 2009 - ADDITIONAL UNITS MOD (AUM) 2.8 11. October 2009 - ADDITIONAL UNITS MOD (AUM) 2.7 20. September 2009 - ADDITIONAL UNITS MOD (AUM) 2.6 16. August 2009 - ADDITIONAL UNITS MOD (AUM) 2.5 16. July 2009 - ADDITIONAL UNITS MOD (AUM) 2.4 27. June 2009 - ADDITIONAL UNITS MOD (AUM) 2.3 8. June 2009 - ADDITIONAL UNITS MOD (AUM) 2.2 27. Mai 2009 - ADDITIONAL UNITS MOD (AUM) 2.1 17. Mai 2009 - ADDITIONAL UNITS MOD (AUM) 2.0 11. Mai 2009 - ADDITIONAL UNITS MOD (AUM) 1.9 5. Mai 2009 - ADDITIONAL UNITS MOD (AUM) 1.8 1. Mai 2009 - ADDITIONAL UNITS MOD (AUM) 1.7 27. April 2009 - ADDITIONAL UNITS MOD (AUM) 1.6 24. April 2009 - ADDITIONAL UNITS MOD (AUM) 1.5 21. April 2009 - ADDITIONAL UNITS MOD (AUM) 1.4 18. April 2009 - ADDITIONAL UNITS MOD (AUM) 1.3 17. April 2009 - ADDITIONAL UNITS MOD (AUM) 1.2 16. April 2009 - ADDITIONAL UNITS MOD (AUM) 1.0
AUM Troubleshooting-Guide
Spoiler Alert, click show to read:
If you have problems with AUM, please read these installation instructions and recommendations:
> Did you copy the aum_mod***.pack + patch_aum_**_loc***.pack + patch_aum_graphics.pack (optional) to your ETW data directory? C:\Program Files\Steam\steamapps\common\empire total war\data
> If you use the Mod Manager from LtChambers to activate aum_mod*** please read this:
Spoiler Alert, click show to read:
Make sure if you're using multiple mods, that the ones that aren't checked are moved to the bottom of the queue. Otherwise the manager attempts to load them and any mod placed after them doesn't get loaded.
The language and the graphic pack file don't need to be activated with the “Mod Manager” or added to the user script. They're in a patch format which is loaded automatically.
> If you use the script file you can add one line below to the top of your user.empire_script.txt:
Spoiler Alert, click show to read:
The location of the user.empire_script.txt:
Spoiler Alert, click show to read:
XP C:\Documents and Settings\(Your User Name Here)\Application Data\The Creative Assembly\Empire\scripts
VISTA C:\Users\USER NAME\AppData\Roaming\The Creative Assembly\Empire\scripts
Whenever saving the user.empire_script.txt make sure that the file is not being saved in ANSI format, and is instead saved in Unicode format, or else Empire.exe will not read the mod pack.
Replace all entries with the red ones in your user.empire_script.txt. If you use other mods you can add the AUM entry at the top of the file.
aum_mod.pack is the standalone version for playing vanilla standard ETW.
Add mod aum_mod_ape_ti.pack; to the end of the APE:TI start batch file which is located in this directory: C:\Program Files\Steam\steamapps\common\empire total war\
Example Script > start_apeti.bat
Empire.exe mod apeti_customcampaign.pack; mod apeti_modcore.pack; ...; mod aum_mod_ape_ti.pack;
Note that the mod aum_mod_ape_ti.pack; command is at the end. You can make these changes in notepad.
How to re-download changed "vanilla" files: > Open Steam > click on "my games" > right-click on Empire > left-click on "properties" > then look for the "Local files" tab > "Verify the integrity of the game cache"
There you can re-check the "integrity of your Empire" files. It takes some time, but after updating you have again all proper vanilla files.
If you have still problems with AUM, then please report these informations that I can help you better and faster:
Spoiler Alert, click show to read:
Which AUM version do you use? (version number + vanilla, DM, APE:TI, IS)
Which language file do you use?
Which AUM units are affected?
Campaign or custom battle problem?
Is the error re-producable in any battle?
Are there any other mods or re-texture packs installed?
It can be very helpful if you provide screenshots of your data folder, script folder, script-file and if used Mod Manager List.
add mod aum_mod_ape_ti.pack; to the APE:TI start batch file:
Empire.exe mod apeti_customcampaign.pack; mod apeti_modcore.pack; ...; mod aum_mod_ape_ti.pack;
The optional patch_aum_graphics.pack works in multiplayer. Other re-texture and sound mods should work too.
The location of the user.empire_script.txt:
Spoiler Alert, click show to read:
XP C:\Documents and Settings\(Your User Name Here)\Application Data\The Creative Assembly\Empire\scripts
VISTA / WIN 7 C:\Users\USER NAME\AppData\Roaming\The Creative Assembly\Empire\scripts Whenever updating/saving the user.empire_script.txt make sure that the file is not being saved in ANSI format, and is instead saved in Unicode format, or else "Empire.exe" will not read the mod pack.
Miscellaneous questions and answers about AUM
Spoiler Alert, click show to read:
Which AUM version should I download if I use another mod than one of these supported hosted mods: Darthmod - A Proper Empire:Terra Incognita - Imperial Splendour?
Spoiler Alert, click show to read:
Download the vanilla standard ETW AUM version = aum_mod.pack
AUM is playable with other hosted major mods or unit pack mods, but the stats probably, will not be balanced right. First look in the thread of the mod in question, to see if it is balanced using vanilla stats.
Is AUM still playable if a new mod version (Darthmod, A Proper Empire:Terra Incognita, Imperial Splendour) or a new official CA patch has been released ?
Spoiler Alert, click show to read:
AUM should be playable with the newly released versions, but the stats "might not" be balanced anymore.
What do I need to do in case if I want to switch my used major mod after installing AUM?
Spoiler Alert, click show to read:
If you install a major mod or if you switch back to vanilla, then you just have to switch to the appropriate AUM version.
Do I need to start a new campaign to see AUM's units?
Spoiler Alert, click show to read:
No, you don't have to start a new campaign. The units are available if you reach a certain building level and/or research the required technology.
What happens if I remove the AUM mod within my ongoing campaign?
Spoiler Alert, click show to read:
There is a problem if you remove an unit pack like AUM from your ongoing campaign. This problem have ALL mods. It occurs because the save game tries to load the mod's DB-tables and it doesn't find them anymore after the removing of the mod.
What if I use another language than the four supported?
Spoiler Alert, click show to read:
At the moment you have the choice to play AUM in English, German, Spanish and French. If you load a specific AUM language file, then it converts all texts into this chosen language.
If you don't load a specific AUM language file, then the unit names and descriptions don't appear, but you can play in your own language. AUM will be fully playable, just with no names.
Why are the unit names and descriptons not visible in game?
Spoiler Alert, click show to read:
The language file did not load properly.
Download one of the following language files and extract it into your ETW data folder.
patch_aum_en_loc.pack for an English version
patch_aum_ge_loc.pack for a German version
patch_aum_sp_loc.pack for a Spanish version
patch_aum_en_loc_ape_ti.pack for an English version of A Proper Empire:Terra Incognita (this language file is required to enable all units from AUM and APE:TI)
patch_aum_en_loc_is.pack for an English version of Imperial Splendour (this language file is required to enable all units from AUM and IS)
Unit Pack Compatibility Project (UPC) which you can use to play AUM with several other unit mods together and it's available in English, German and French
Important note if you use the A Proper Empire:Terra Incognita version of AUM:
Spoiler Alert, click show to read:
If you use A Proper Empire:Terra Incognita be sure to download the patch_aum_en_loc_ape_ti.7z and load AUM at the top of the Mod Manager or put it at the top of the script file.
You have to remove/rename the apeti_localisation.pack in your ETW data directory, because there can't be two language packs at the same time.
You could change it to apeti_localisation.pack_disabled.
Important note if you use the Imperial Splendour version of AUM:
Spoiler Alert, click show to read:
If you use Imperial Splendour be sure to download the patch_aum_en_loc_is.7z and load AUM at the top of the Mod Manager or put it at the top of the script file.
You have to remove/rename the patch_is_text.pack in your ETW data directory, because there can't be two language packs at the same time.
You could change it to patch_is_text.pack_disabled.
If you want to use AUM with other UNIT MODS read this:
Spoiler Alert, click show to read:
Download the Unit Pack Compatibility Project (UPC) in English, German or French.
This means that you can play now all Unit Mods together. But there is a limit how many units are shown in the recruitment queue. Please read this: *** UNIT LIMIT IN THE UI RECRUITMENT QUEUE ***
It is important that you only use one language file at the same time. Be sure that no other language packs from other mods are loaded.
You can find the other language files by searching for these examples. They are mostly called like this: patch_***text.pack
patch_***loc.pack
movie_***text.pack
movie_***loc.pack
***localisation***.pack
There are some "unbalanced vanilla standard ETW units" in game. Does AUM change the vanilla units?
Spoiler Alert, click show to read:
These already included units are based on the "stats / costs / abilities / required techs / required buildings" from the corresponding major mod or from "vanilla standard ETW". If these units are unbalanced, then it comes from the mentioned mod or vanilla.
There is a "how to edit the unbalanced vanilla units" in this FAQ above.
Why does the "custom battle screen" show so many "exotic" units for the European factions?
Spoiler Alert, click show to read:
I take the "Royal Cairo Infantry Guards" as an example: > They are available to ALL major factions which conquer "North Africa" in the campaign mode.
I've set the "late" availability in the custom battle for this unit to "true". Now the "Royal Cairo Infantry Guards" are available in a late custom battle.
Unfortunately it isn't possible to give the "custom battle availability" only to some factions. If this value is set to "true", then all factions can buy them in the custom battle screen which have access in the campaign too.
That's the reason why there are so many exotic units in the custom battle screen.
Are there any units for minor factions available?
Spoiler Alert, click show to read:
Many of AUM's units are recruitable for minor factions too. You could look into this file and quite all units which are in the groupings table can be recruited by minor factions too.
If you know how to use the DBEditor you can look into the real AUM table: units_to_groupings_military_permissions_tables/aum_units_to_groupings_military_permissions
Example > if an unit is in this faction groups:
great_britain_group > Britain, Scotland, Ireland
france_group > France, Savoy
spain_group > Spain, Portugal
prussia_group > German minor states
Then the unit can be recruited for all minor factions which are in these groups.
Are there any "United States" units included in AUM?
Spoiler Alert, click show to read:
Several units are available to the United States:
two custom AUM units: US Continental Marines + US Volunteer Infantry Regiment
All Mercenaries
several custom "generic" units (quite all who don't have a faction in their name)
several custom ships (quite all who don't have a faction in their name)
several "unlocked" already included units and ships if you own a certain region where they can be built
if you conquer Europe as the United States it is possible to build a lot of European units
What is the loading order of the different pack files?
Spoiler Alert, click show to read:
This is the loading order of ETW and NTW:
1. releases
2. patches
3. mods
4. movie type files
In each category they are loaded alphabetically. Here some examples:
> patch category
a*.pack
patch_a*.pack
patch_b*.pack (overwrites the "a" pack)
z*.pack (overwrites all others in this category)
> movie category
a*.pack
movie_a*.pack
movie_b*.pack (overwrites the "a" pack)
z.*pack (overwrites all others in this category)
Suggested loading order: (example for Darthmod)
mod aum_mod_dm.pack;
mod darthmod.pack;
mod other_minor_mods.pack;
mod skins.pack;
mod sounds.pack;
patch 1.3 "14 free units" + DLC "14 Elite units of the West" + DLC "Warpath Campaign" + DLC "15 Elite units of America" + DLC "12 Elite units of the East"
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
HELLFELL made a new custom texture for the Swiss Infantry of the United Provinces which is included in the optional patch_aum_graphics.pack.
I didn't make any changes to the new units from the patch 1.3.
NO CHANGES to the payable DLC "14 Elite Units of the West"
Spoiler Alert, click show to read:
I didn't make any changes to the 14 Elite units of the West from the payable CA unit pack.
They are fully playable if you bought the DLC unit pack. All names and descriptions are in the language files included.
CA has released these three similar units that I've created earlier for AUM:
Swiss Guards (France)
Guard Grenadiers (Poland-Lithuania)
Frei-Korps (Prussia)
My own Swiss Guards are still available for France.
My own Grenadier Guards are still available for Poland.
My own Freikorps Line Infantry is still available for Prussia.
NO CHANGES to the payable DLC "15 Elite units of America"
Spoiler Alert, click show to read:
I didn't make any changes to the 15 Elite units of America from the payable CA unit pack.
They are fully playable if you bought the DLC unit pack. All names and descriptions are in the language files included.
NO CHANGES to the payable DLC "12 Elite units of the East"
Spoiler Alert, click show to read:
I didn't make any changes to the 12 Elite units of the Eastfrom the payable CA unit pack.
They are fully playable if you bought the DLC unit pack. All names and descriptions are in the language files included.
NO CHANGES to the payable DLC "Warpath Campaign"
Spoiler Alert, click show to read:
I didn't make any changes to the Warpath Campaign from the payable CA campaign.
The campaign is fully playable if you bought the DLC campaign pack. All names and descriptions are in the language files included.
Screenshots of the campaign map and custom battle screen
You can open all pack files with these editors above. I recommend to use the latest DBEditor.
How to change the "limit" of an unit:
open the table "units_tables/aum_units". Scroll to the right until you see the columns called "Unit_Limit" and "MP_Unit_Limit". The first sets the limit
in the campaign mode and the second sets the limit in multiplayer mode.
There you can change the "1" or "2" to "10". If you change this to "0", then you have unlimited units.
How to remove an unit from game:
open the table "units_to_groupings_military_permissions_tables/aum_units_to_groupings_military_permissions"
or "units_to_exlusive_faction_permissions/aum_units_to_exlusive_faction_permissions"
Search for the unit and delete the whole row.
How to change the "size" of an unit:
open the table "unit_stats_land_tables/aum_units_stats_land". The second column is called "Unit Size"
There you can change the unit size for every unit.
How to add an unit to a group of factions:
open the table "units_to_groupings_military_permissions_tables/aum_units_to_groupings_military_permissions"
Then add a new row with the button. Edit the two new columns like this:
1. column = euro_marines_elite / 2. column = austria_group
After that save the pack-file and the Austrian faction group can recruit "Marines" too.
How to add an unit to a specific faction:
open the table "units_to_exlusive_faction_permissions/aum_units_to_exlusive_faction_permissions"
Then add a new row with the button. Edit the three new columns like this:
1. column = euro_elite_light_infantry_windbuchse_jagers / 2. column = prussia / 3. column = true
After that save the pack-file and the Prussians can recruit the "Windbüchse Jaegers" from Austria in the "austria_home_regions" too.
How to change the "recruitment region" of an unit:
open the table "units_tables/aum_units". Scroll to the right until you see the eight column called "Region IDRef"
There you can change the region to "global, europe, middle_east" and others.
How to remove the required technology of an unit:
open the table "unit_required_technology_junctions_tables/aum_unit_required_technology_junction"
There you can delete the entry for your unit.
How to change the "model/texture" of a land unit:
open the table "unit_stats_land_tables/aum_units_stats_land". Scroll to the column nr. 8 which is called "model"
There you can change the existing models for every unit. Be sure that you change it to an already included model otherwise you get CTDs.
How to change the "model/texture" of a naval crew marines unit:
open the table "unit_stats_naval_crew_tables/aum_unit_stats_naval_crew". Scroll to the column which is called "model".
There you can change the existing models for every unit. Be sure that you change it to an already included model otherwise you get CTDs.
How to add "grenades" back to Grenadiers:
open the table "unit_stats_land_tables/aum_units_stats_land". Scroll to the right until you see a column called "Can throw grenades"
There you can change "false" to "true".
How to add more "cannons" to the artillery units:
open the table "unit_stats_land_tables/aum_unit_stats_land".
You can raise the values in the cells of these two columns: "size" and "# Artillery"
Example:
If you want to give them 6 instead of 4 cannons, then you have to change the "size" to 36 and the "# Artillery" to 6.
One cannon requires 6 men.
How to add "rank_fire" to an unit or remove "platoon_fire":
open the table "unit_to_unit_abilities_junction_tables/aum_unit_to_unit_abilities_junction"
There you can see which unit has which abilities. Several units have "rank_fire" already activated.
> add a new row with the button. Edit the two columns like this:
1. column = UNIT_ID / 2. column = rank_fire
If an unit can use "platoon_fire_grouped" and/or "improved_platoon_fire_grouped", then the unit will use this two firing drills instead of "rank_fire".
If you want to be sure that your unit only uses "rank_fire", then you have to delete all rows where the firing drill "platoon..." and "improved_platoon..." is shown.
How to change the "melee weapon" from "sword" to "bayonet":
open the table "unit_stats_land_tables/aum_units_stats_land"
- scroll to the column "Animation table" and replace "man_musket_sabre" with "man_musket"
- change the "Warscape equipment theme" from "x_euro_musket_sabre" to "x_euro_musket"
- change the "Melee weapon" from "sword" to "plug_bayonet"
- from the column "Melee weapon" go five columns to the right where the column is called "unknown" and change there "foot_sword" to "foot_bayonet"
After that save the pack-file and the unit uses a bayonet instead of a sword.
How to change the name of an unit: open the "patch_aum_**_loc***.pack" and go to the bottom of the table. For every unit there are three rows included > 1. names / 2. short description / 3. long description
Don't change anything in the first column. In the second column you can add your new custom text.
How to change the "availability" of an unit in the "early" and "late" custom battles:
open the table "units_tables/aum_units"
There you can add a "True" or "False" value in these columns below: Early_availability
Late_availability
How to change the "campaign movement rate" of an unit:
open the table "units_tables/aum_units"
There you can change the value in the "Campaign_Map_Action_Points".
How to change the "experience" that the units are getting from their recruitment building:
open the table "unit_buildings_allowed_tables/aum_unit_buildings_allowed"
In the column "Experience" you can give to the unit these values = 0, 1, 2 and 3
How to give the "trading ability" to a ship:
open the table "unit_stats_naval_tables/aum_units_stats_naval". Scroll to the third last column which is called "Can_trade".
Change the "False" value to "True" to give to that ship the "trading ability".
How to enable the „bullet trails“ for the custom AUM projectiles:
open the table "projectiles_tables/aum_projectiles"
Change the value in the column "Trail" from "none" to "alpha_bullet". This cell must have an entry. If you switch back to no bullet trails, you have to write "none" there. You mustn't leave it blank.
How to enable the „backpacks“ of the vanilla units again:
open the table "warscape_equipment_themes_tables/aum_warscape_equipment_theme"
All units that are using my "aum_***" warscape themes need these entries. You mustn't remove them.
remove all entries below my "aum_***" warscape themes: x_euro***, x_east***, x_natam***
How to remove all AUM units if you want to play DM, APE:TI, IS or vanilla ONLY with the ORNAMENTUM units?
Here is a solution if you want to remove all AUM units: (These changes are save game compatible)
open these two tables and delete them (File > Delete table)
"units_to_groupings_military_permissions_tables/aum_units_to_groupings_military_permissions"
How to activate the AUM unit versions of the APE:TI units:
open the table "units_to_exlusive_faction_permissions/aum_units_to_exlusive_faction_permissions"
You have to set all "False" values of these units to "True".
You can now play my AUM unit versions and the APE:TI units together.
How to re-activate the "unlocked" units in the AUM-Imperial Splendour version:
There is a text file called "AUM_units_to_factions_relations.txt" available below.
In this file are all unit-to-faction and unit-to-faction-group relations of the custom units and ships listed.
Just follow the two "How to add an unit..." tutorials above.
How to edit the "unbalanced vanilla units"
Spoiler Alert, click show to read:
AUM doesn't touch the stats of the vanilla units.
Spoiler Alert, click show to read:
These already included units are based on the stats, costs, abilities, required techs, required buildings from the corresponding major mod or vanilla standard ETW. If these units are unbalanced, then it comes from the mentioned mod.
I made this change to the activated units:
>>> new unit-to-faction relations
Unfortunately it would take a huge amount of time to balance all vanilla units for all four versions.
I recommend to all that you should go to the major mod threads and report the unbalanced vanilla units there, that they can fix it in a further release.
If you play with vanilla and AUM then you could post your issue in the bug-thread or general-discussion thread of ETW.
A temporary solution could be the following:
Spoiler Alert, click show to read:
I take Darthmod, AUMand unit limit as an example:
(the following works for APE:TI and IS too, but the .pack + table names are different)
Spoiler Alert, click show to read:
How to change the "limit" of an unit:
open the downloaded darthmod.pack
> open the db directory and then go to the table units_stats_land_tables/Darth_units_stats_land. Scroll to the right until you see a column called Unit Limit (16th). There you can change the "1" or "2" to "10" or any other value. If you change this to "0", then you have unlimited units.
You have to do this every time when a new Darthmod version comes out.
If you play vanilla and AUM you can try this, but it isn't recommended:
Spoiler Alert, click show to read:
It isn't recommended to change the patch*.pack file because of the patch-behaviour of Steam.
This works only without problems if you play offline with Steam.
Otherwise Steam reloads the changed vanilla pack files if they are changed.
patch.pack > the first release PATCHES patch2.pack > the new 1.5 PATCHES patch3.pack > the new DLC Elite units of America patch4.pack > the new DLC Elite units of the East patch5.pack > the new BAI patch patch_en.pack(ge, fr, sp) > language pack
patch5.pack overrides all other patch*.pack files. Please create a backup of your patch5.pack before you edit it.
You have to do this every time when a new patch comes out that changes the patch5.pack or adds a new patch*.pack
How to combine several "language" files
Spoiler Alert, click show to read:
Here is a step-by-step guide how-to combine several language files together.
Link to the Pack File Manager. You can open all language packs with the PFM. Please create a backup before you edit the language pack.
If you use another mod or language file which replaces the localisation.loc, then you have several options:
1. Disable the other mod and use only the files of AUM:
The new units of AUM are available and you can see the unit names and descriptions.
2. Don't use the patch_aum_**_loc***.pack from AUM:
The new units from AUM are available, but the names aren't visible. The other mod works fine and adds his own unit names to the game.
3. Export, import and merge both files. This is by far the most complicated way to do, because until now it isn't possible to simply add new lines into the language file without importing the whole file.
- open the patch_aum_**_loc***.pack
- open the “text” directory
- click on localisation.loc and on the right side you see the content in a table with three columns
- click on Export TSV to create an exported TSV file and save it in UNICODE format.
You can call it: aum_loc.tsv
- open your other "language loc" file:
- open the “text” directory
- click on localisation.loc
- click on Export TSV to create an exported TSV file and save it in UNICODE format. You can call it: name_ of_ mod_loc.tsv
Now you should use a text editor like Notepad to open the TSV files.
- open the aum_loc.tsv and go to the end of the file. Then scroll some pages up and you will see this first AUM entry here: units_on_screen_name_swiss_guards_elite Swiss Guards
Then mark all AUM entries and copy them.
- open the name_ of_ mod_loc.tsv and paste the content of aum_loc.tsv under the existing rows. Don't overwrite the other entries and don't change the spacings in this file.
- save the combined_loc.tsv
- now copy your downloaded patch_aum_**_loc***.pack and rename it for example to patch_aum_combined_loc.pack (you can call this file how you like, but it is recommended that you use the prefix "patch_")
- open the new created patch_aum_combined_loc.pack file
- open the “text” directory
- click on localisation.loc
- click on Import TSV and add the combined_loc.tsv to the pack file. Then save and copy the new created pack file to your ETW data directory.
After this whole process you can see the unit names from both mods.
ORNAMENTUM units
Spoiler Alert, click show to read:
63 units from ORNAMENTUM 1.1 + 1.2 + 1.3 + 1.4 French + Northern War - Poltava are included into AUM and balanced to the three supported major mods and vanilla.
This fantastic mod was made by Danova, Johan217, Ahiga, Pom
There are screenshots of all integrated ORNAMENTUM units in the related album on my profile site.
ORNAMENTUM included into the four AUM versions:
Spoiler Alert, click show to read:
All ORNAMENTUM units are balanced to the four versions of AUM > unit size, limit, stats, costs, upkeep, spacings, abilities, firing-drills, morale, technologies and removed grenades.
ORNAMENTUM for DARTHMOD standalone version:
Spoiler Alert, click show to read:
I've created the "ORNAMENTUM for DARTHMOD" standalone version without AUM and it's fully compatible to the newest patch. The file is downloadable on my Filefront and Mediafire sites. ORNAMENTUM for Darthmod> main thread
Hungarian Grenadiers
Factions: Austria (+ Hungary, Westphalia, Württemberg)
Region: Hungary
Min. Building: Military Governor's Barracks
Technology: military_ordnance_improved_grenades
Irish Legion
Factions: France
Region: France
Min. Building: Arc de Triomphe
Technology: military_army_fire_by_rank
Kurucz Hussars
Factions: Austria (+ Hungary, Westphalia, Württemberg)
Region: Hungary
Min. Building: Military Governor's Encampment
Technology: n/a
Kökényesdy Riflemen
Factions: Austria (+ Hungary, Westphalia, Württemberg)
Region: Hungary
Min. Building: Military Governor's Barracks
Technology: military_army_machined_rifling
Dessewffy Hussars
Factions: Austria (+ Hungary, Westphalia, Württemberg)
Region: Austria
Min. Building: Imperial Palace
Technology: n/a
Scottish Highland Independent Company
Factions: Britain (+ Ireland, Scotland)
Region: Scotland
Min. Building: Drill School
Technology: military_army_plug_bayonet
Feldjaeger zu Pferd
Factions: Austria, Prussia (+ Hungary, Westphalia, Württemberg, Bavaria, Hannover, Hessen, Saxony)
Region: Europe
Min. Building: Army Encampment, Military Governor's Encampment
Technology: military_army_machined_rifling + carbines
Cazadores
Factions: Spain, Portugal
Region: Iberian Peninsula
Min. Building: Army Staff College
Technology: military_army_machined_rifling
Spanish Infantéria de la Marina
Factions: Spain
Region: Global
Min. Building: naval admin building > admiralty
Technology: n/a
Russian Preobrazhensky Guard Musketeers
Factions: Russia (Monarchy)
Region: Russia
Min. Building: Imperial Palace
Technology: military_army_plug_bayonet
RussianSemenovsky Guard Grenadiers
Factions: Russia (Monarchy)
Region: Russia
Min. Building: Imperial Palace
Technology: military_ordnance_improved_grenades
Ottawa Scouts
Factions: France
Region: Inland Americas
Min. Building: Tribal Chief's Lodge, Tribal Drill Grounds, Magistrate
Technology: n/a
French Cies franches de la Marine
Factions: France
Region: Global
Min. Building: naval admin building > admiralty
Technology: n/a
Royal Irish Regiment
Factions: Britain (Monarchy)
Region: Ireland
Min. Building: Army Barracks/Military Governor's Barracks
Technology: military_army_plug_bayonet
Hessian Grenadiers
Factions: Britain, Prussia
Region: East Coast of North America
Min. Building: Drill School
Technology: military_ordnance_improved_grenades
Swedish Drabant Guards
Factions: Sweden (Monarchy)
Region: Sweden
Min. Building: Imperial Palace
Technology: military_army_wedge_formation
ORNAMENTUM 1.3 Scots Grenadiers - Military Academy, Improved Grenades, Scotland Royal Hungarian Line Infantry - Military Governor's Barracks, Hungary Provincial Scouts - Military Governor's Barracks, Light Infantry Doctrine, North America (inland territories) Continental Marines - Military Academy, USA Queen's Rangers - Military Governor's Barracks, Light Infantry Doctrine, North America Lusitania Dragoons - Military Academy, Carbines, Iberian Peninsula Continental Light Dragoons - Drill School, Shortened Carbines, USA British Light Dragoons - Drill Schoo, Shortened Carbines, North America (USA territories) Polish National Cavalry - Military Academy, Polish home regions
Unit Pack Compatibility Project (UPC) 5.9 English - 2.3 German - 1.1 French updated 7.6.10
Spoiler Alert, click show to read:
All language files are downloadable below.
New in UPC 5.9 English
Spoiler Alert, click show to read:
AUM 3.1
Darthmod 6.0 (maratha_light_infantry by Zowrath)
Geronimo2006's "Portugese Units Pack 1.6.5"
POM's "Italian States Mod"
some minor fixes
New in UPC 2.3 German
Spoiler Alert, click show to read:
AUM 3.1
Darthmod 6.0 (maratha_light_infantry by Zowrath)
some minor fixes
The next version will feature more mod updates.
New in UPC 1.1 French
Spoiler Alert, click show to read:
AUM 3.1
Darthmod 6.0 (maratha_light_infantry by Zowrath)
some minor fixes
The next version will feature more mod updates.
What is the UPC?
Spoiler Alert, click show to read:
Different mods are not compatible with each other if they require their own language file which contains the "localisation.loc". To make them compatible you must first combine the added "loc" entries within each mod. Therefore this mod aims to create an universal "loc" file that can be used to make as many mods as possible compatible with each other. Then you can see all unit names and descriptions of the included mods.
You can play all included "Unit Pack Mods" together. But there is a limit how many units are shown in the recruitment queue. Please read this: *** UNIT LIMIT IN THE UI RECRUITMENT QUEUE *** Here is the link to the Unit Pack Compatibility Project (UPC) started by applelover and Swiss Halberdier.
The English UPC 5.9 file contains the descriptions and unit names of these mods:
Spoiler Alert, click show to read:
> compatible with patch from 31.3.10
- AUM 3.1
- Sharpe 1.71
- ToonTotalWar's "Continental, British, Hessian, Spanish, French and Indian Armies"
- Danova's "Ornamentum 1.1 + 1.2 + 1.3 + 1.4 + Northern War - Poltava"
- The Great Spirit - Native American Addition Mod 1.2 or Sons of the Dannebrog v0.5 (these mods can not be used together at present)
- Kungfuserge's "Pirated Mod Reloaded/Custer"
- Jarnomiedema's "United Provinces Full Mod 1.1"
- KTKG Units Mod 1.0 (Sir Digby Caesar + Ahiga)
- Gazza's Units 2.7
- Rusty's "Hornblower Ship Mod 1.4"
- POM's "German States"
- POM's "British Army 1.7"
- POM's "Italian States Mod"
- Pollux's "Prussian Elite Units 1.2"
- General Cornwallis "Austrian Army"
- General Cornwallis "Prussian Rise of the Black Eagle"
- General Cornwallis "French Warcry of the Republic"
- General Cornwallis "Colonial Troops"
- General Cornwallis "British Scarlet Dawn"
- Preussen Gloria's "Svenska Sweden 1.5"
- Preussen Gloria's "Das Österreichische Heer 1.2"
- Origin's "Units Mod 1.1"
- Scotland Mod 1.0
- Göteborgares Enheter 1.1
- 33orion77's "Ancien Regime 1.1"
- Wolfgang von Zweibrücken's "Marines Mod 1.1b"
- Officer Puppy's "Kings Staff"
- M653 unit texture mod v4.1/5.2
- EmperorBatman999's "My Units Mod 1.2"
- Ottoman realism mod 1.2
- Archealos "Aeiou Unit Mod"
- Ultimate artillery mod
- Drum regiment mod
- Bethencourt's "The Rebellion's Shipyard"
- Lords Map Pack (up to 21/9)
- HusserITW's "Greek Mod 2.2"
- Rhevant's "Espana Unit Pack 3.0"
- Rhevant's "Armada Ship Pack"
- Rhevant's "Espana Historical Names"
- OMS's "Napoleonic mod 1.7"
- Romulus "French Unit Mod"
- Historical names from ISABELXXX
- Continents in Conflict 0.4 beta
- ToonTotalWar's "7th Cavalry mod"
- Geronimo2006's "Portugese Units Pack 1.6.5"
- Isabelxxx's "Sikh unit names"
- Vacabunni Allies "Pirates mod"
MAJOR MOD COMPATIBILITY of the English UPC:
> up to date:
- Darthmod 6.0 units
- A Proper Empire:Terra Incognita 1.0.9
- Imperial Splendour 2.1.3
- TAR 2.0 - The American Revolution (ToonTW + Hip63) - upcoming
- European Wars 2 v0.61 (KLA + Salvo)
- Danova's ORNAMENTUM unit mods
> This major mod will be updated to a newer version in the next version:
- The rights of man 1.50 > 1.68
The German UPC 2.3 file contains the descriptions and unit names of these mods:
Spoiler Alert, click show to read:
> compatible with patch from 31.3.10
- AUM 3.1
- Danova's "Ornamentum 1.1 + 1.2 + 1.3 + 1.4 + Northern War - Poltava" unit names and short descriptions
- Darthmod 6.0 units
- EUROPEAN WARS 2 v0.61
- POM's German States
- POM's British Unit Pack 1.7
- General Cornwallis "Rise of the Black Eagle" Unit Pack
- Aeiou Unit Pack (Archealos)
- Origin's "Units Mod 1.1"
The French UPC 1.1 file contains the descriptions and unit names of these mods:
Spoiler Alert, click show to read:
- AUM 3.1
- Danova's "Ornamentum 1.1 + 1.2 + 1.3 + 1.4 + Northern War - Poltava" unit names and short descriptions
- Darthmod 6.0 units
The UPC doesn't need to be activated with the Mod Manager or added to the user script. The UPC is a movie-type file which loads automatically.
It is important that you use only one language file at the same time. You have to remove or disable all language packs which are released with other mods in this folder:
C:\Program Files\Steam\steamapps\common\empire total war\data
You can find the other language files by searching for these examples below. They are mostly called like this: patch_***text.pack
patch_***loc.pack
movie_***text.pack
movie_***loc.pack
***localisation***.pack
Very nice keep up the good work, but I would also recommend upgrading this to being compatible with some of the other major mods out right now that people play like a Proper Empire, and Imperial Splendor. I play a proper mod right now, and would really like to have these units and the ones you plan to make in the future. Thanks.
Impressive work there, I would recommend that you also make it compatible with Imperial Splendour and Proper Empire, as suggested by SaDeR; since I'm using Imperial Splendour right now. +Rep to you my good man.
This is very impressive. Looking forward to more units from you~
Let me persuade you with my powerful logic skills.
In light of the Total War series, a quote from the theologian whom I respect the most:
The Heavenly City outshines Rome, beyond comparison. There, instead of victory, is truth; instead of high rank, holiness. St. Augustine, Bishop of Hippo
I cant really tell from the small pictures,ut did you get rid of the ridiculous spontoon that the lancers used to carry and actually replace it with a proper lance???
I got the mod working with Darthmod, but the unit names and description does not show up. I have placed the english localisation file in the data folder.
any advice what to do when the "aum_en_loc_1_0.pack" seems to not getting loaded? no unit descriptions for the new units are available for me right now..... ?
Hello to all and thank you for downloading my mod and giving your feedback to my work!
Quote:
Originally Posted by Sir Robin
Nice work!
Personally though I'm hoping for more of an AOR type system.
Yes an AOR type recruitment system would be the next step. I saw a how-to recently but it seems that we have to edit the "startpos.esf" and then it would be incompatible with other mods which are using "startpos.esf". There will surely be a solution for that. Also for the "localisation.loc" problem...
Quote:
Originally Posted by H.r.E.
the swiss pikeman are excellent , pretty sweet !
Thanks a lot!
Quote:
Originally Posted by SaDeR
Very nice keep up the good work, but I would also recommend upgrading this to being compatible with some of the other major mods out right now that people play like a Proper Empire, and Imperial Splendor. I play a proper mod right now, and would really like to have these units and the ones you plan to make in the future. Thanks.
Yes thats a good idea. My mod "is" compatible with every other mod, but the stats are balanced for "DarthMod". So I will see if I receive the permission from the major-mods to make an adapted version for every major-mod. That would be nice for everyone
Quote:
Originally Posted by dolph
This sounds fantastic.
If only we could see new textures and card icons ;-)
Thanks man!!!
Unfortunately until now I didn't have the time to make new textures. But I hope that I can use some textures from the very talented skinners/modelers here at the forum. There are already many "skins-mods" out there which are really good-looking.
Quote:
Originally Posted by The Phenom
Impressive work there, I would recommend that you also make it compatible with Imperial Splendour and Proper Empire, as suggested by SaDeR; since I'm using Imperial Splendour right now. +Rep to you my good man.
Hello Phenom, yes that would be great as I mentioned above.
Quote:
Originally Posted by ignasigh
Just a suggestion, I don't know if it's historically acurate but you can take the swiss pikemens and add the spanish "Tercios" unit.
I can make the Swiss Pikemen available to Spain, then they would have also "improved" pikemen.
Quote:
Originally Posted by Jihada
I'd like to use this with IS but not sure about conflicts and unit stat differences atm. Looks great.
My mod is fully compatible with IS but you said it right, the stats aren't balanced until now for IS so far.
Quote:
Originally Posted by hitokiri2486
This is very impressive. Looking forward to more units from you~
There will come much more I'm thinking of some "regional mercenaries".
Quote:
Originally Posted by Chevalier IX
I cant really tell from the small pictures,ut did you get rid of the ridiculous spontoon that the lancers used to carry and actually replace it with a proper lance???
I didn't changed the weapon of the lancers. They're the default lances from the normal "Euro Lancers".
Quote:
Originally Posted by ricochet
I got the mod working with Darthmod, but the unit names and description does not show up. I have placed the english localisation file in the data folder.
Quote:
Originally Posted by Diamondback
any advice what to do when the "aum_en_loc_1_0.pack" seems to not getting loaded? no unit descriptions for the new units are available for me right now..... ?
Try to disable all other mods than "DarthMod" and "AUM 1.2" in the "Pack File Manager" or the script file. And read carefully my installation guide. If the names doesn't appear in game, then some other "pack" file is overwriting my "loc" file.
Quote:
Originally Posted by Takeda Shingen
...well I didn't play them yet.
But if you say so, I guess thats the problem.
The question is why!
I'm releasing now the fixed "AUM 1.2" and it fixes the "technology" problem.
The "Swiss Jaegers" are now possible to recruit without the "special Austrian tech".
Also the marines are buildable from start. (sure you have first to build up the required buildings)
When you click with the "right-mouse-button" on a building, then it shows you which units can be built and which "technology" has to be researched.