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| Released Mods Here you can find non-hosted released mods for Empire: Total War. |
| View Poll Results: What do you think of NBG? | |||
| It's an improvement on the vanilla game and I will continue to use it. |
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33 | 42.31% |
| It shows potential, but I will not be using it for the time being. |
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30 | 38.46% |
| Not my style, I will be sticking to vanilla gameplay/another mod. |
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15 | 19.23% |
| Voters: 78. You may not vote on this poll | |||
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#1 | |
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Quartermaster Sergeant
Posts: 897
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Empire: Tactical Warfare v1.0 ![]() Welcome to the very first and official unveiling of the new, improved, and renamed Empire: Tactical Warfare mod for Empire: Total War! Downloads:
Featuring:
Installation: Extract EmpireTacWar.pack, and the localisation file, to your data directory (C:\Program Files\Steam\steamapps\common\empire total war\data by default, under XP). The localisation file should replace any existing localisation file, for example the Lordz Map Pack localisation file. EmpireTacWar.pack is mod pack format, so you will need to generate a user.empire_script.txt file, or use Mod Manager to activate it. You can get Mod Manager here. To create your own user.empire_script.txt file, go to C:\Documents and Settings\*user*\Application Data\The Creative Assembly\Empire\scripts, create the .txt file, and paste the following into the file, then save: Code:
mod "zEmpireTacWar.pack"; Troubleshooting: Your data directory should look like this: Spoiler Alert, click show to read: Also, verify your files by right clicking on Empire: Total War on the game page on steam, going to properties, selecting the Local Files tab, and clicking the "Verify Integrity of Game Cache..." button. Known Issues: Spoiler Alert, click show to read: Credits: Thanks to all the people mentioned above, for contributing their work to my own, and to KO|Druid, [Grognard]_JC_Von_Preussen, KO|Strudog, and NBC|FilipVonZietek, for their assistance in developing the mod. Happy Gaming, Mooncabbage Last edited by Mooncabbage; August 04, 2009 at 09:26 AM. |
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#2 | |
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Drummer and Fifer
Posts: 124
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Great work Cabbage. Ill try it out today and see if its still the same feeling.
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#3 | |
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Quartermaster Sergeant
Posts: 897
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It should, if it works, play out just like a stripped down grognard mod, same as always. If it works. All the core gameplay files are in it, even if it is like 51kb.
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#4 | |
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Chosen Man
Posts: 223
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Wow, that was quick work.....as someone has to ask stupid questions, it may as well be me first.
1. The four downloaded files above all go into the Data folder that the old patch pack went into, is that correct ?. 2. If you want to set this up WITHOUT mod manager, how do you create the correct script.txt file....I have a preference file in that script folder at the moment, how do I get the other files into it ?. 3. If playing MP only, is it just the "Core" and "Lordz" downloads needed ?. 4. IF the Lordz add another new map pack, how will will get that to work as well ?. Sorry for the dumb questions, but thre are many of us who don't fully understand how all this stuff works and we need 100% idiot proof guides....many thanks and great work to get it working so quickly. ps-In MP is it "normal" size units or the big darth mod size units ?. Last edited by Gunner24; May 11, 2009 at 08:30 AM. |
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#5 | |
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Drummer and Fifer
Posts: 123
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Is the mod version compatible with multiplayer games ?
I recall last version of Grognard mod issued as MOD could not be played in multiplayer, that's why they reworked it as PATCH .
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#6 | |
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Corporal
Posts: 232
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Yes LEGIO_Desaix, I think you are right here. I have tried myself using two machines via LAN and can't join my own game. Its unbelievable but true, appears that the CA mod pack system doesn't work in MP.
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#7 | ||
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Drummer and Fifer
Posts: 123
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Quote:
Unfortunately I have my connection down at home and I cannot test by myself.
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#8 | ||
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Corporal
Posts: 232
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Quote:
Regards, Moopere |
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#9 | |
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Indefinitely Banned
Posts: 76
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Screenshots would be nice.
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#10 | |||
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Quartermaster Sergeant
Posts: 897
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Quote:
2. Create a file called user.empire_script.txt and copy those lines in the code section into it. 3. My guess is, if you are playing MP you will need to have the same files as your opponent. I have not tested it online, I need you guys to tell me if it works or not. 4. The Lordz map pack worked fine as it was with no changes at all, which was a pleasant surprise. Presumably any new packs will work just as well. 5. It's normal size units, the load order overides the darthmod unit_stats_land, with our own unit stats, including unit sizes. Quote:
It's a real pain in the arse having to use patch packs because in order to make it work, I have to copy all the essential files into a new patch.pack, and then you all have to fiddle around swapping out the patch, and replacing it with the new file. This means every time CA patches, I have to start basically all over, and hope I remember exactly what files I changed. On top of which, the core mod goes from 51kb to 60mb or so, plus the skins, which I will of course include, and any other mods I decide to add in. All this slows down development, because it takes longer to open, edit and save the packs. At the moment it takes about 3 seconds for me to do any one of those steps, allowing me to very quickly test changes as I make them. With larger files it can take a few minutes, which is a long time when you consider I sometimes have to test every single change to isolate a problem. I had hoped to make the mod more campaign compatible by giving users the option of which campaign based mod they wanted to use our mod with, allowing us to focus on making the battles as fun as possible. If it's not possible and we need to revert to a patch pack, I'll do it, and it won't be too hard, atleast initially, it's simply a matter of copying all the files into a copy of patch.pack and renaming it for the mod. I won't be doing it tonight though, you fellas will have to wait until atleast tomorrow. Regards, Mooncabbage |
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#11 | |
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Colour Sergeant
Posts: 328
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In what way does this mod improve the battle AI and is it better to install the darthmod with it. I have just payed one battle and the enemy seemed to form better lines with flank attacks but that may be my imagination. I really like the way the Generals staff has been reduced in number and their ability to dismount.
![]() "I am not an Ulsterman but yesterday, the 1st. July 1916 as I followed their amazing attack, I felt that I would rather be an Ulsterman than anything else in the world." Captain Wilfred Spender. The 36th Ulster Division won four Victoria Crosses at the Somme. |
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#12 | |
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Rifleman
Posts: 43
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Congratulations Moon, I thank you for your work, you try to re-patch pack so to proceed as before by putting directly into data?
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#13 | ||
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Quartermaster Sergeant
Posts: 897
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Quote:
I will be putting it BACK into a patch.pack today, but I will continue to upload them ALL as a seperate release for people who want to play single player, and because it's just easier for me to develop in individual files. It's now uploading, I've decided to upload both the core and complete files for v2b, which includes a few minor changes. Last edited by Mooncabbage; May 12, 2009 at 03:30 AM. |
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#14 | |
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Rifleman
Posts: 43
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Then we can play Darth Mod or Mod Grognard as we want?
Otherwise, the artillery is still vulnerable on the road? |
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#15 | |
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Quartermaster Sergeant
Posts: 897
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The artillery is still stuffed, sorry. In fact it's probably even worse than before, as I lost JC's fix. People wishing to contribute to the mod should use the mod packs, and send me their individual file changes with a change log. I will continue to develop using the mod packs, releasing a complete patch pack when the core file sees a new release. The current system of mod packs will continue for people interested in single player gaming, since I have to maintain it for development purposes anyway.
The Complete Pack is up, and should allow you all to play multiplayer again. It includes the lordz map pack, so there should be no crashes relating to people using the mod not having the appropriate maps Last edited by Mooncabbage; May 12, 2009 at 05:14 AM. |
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#16 | |
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Rifleman
Posts: 43
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As I asked earlier we have just download and do everything in the data without the addition of a script, do you confirm?
For artillery JC I contact to find out how and if it still has the data changes. |
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#17 | ||
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Chosen Man
Posts: 223
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Fantastic work, very good undeed, may I make a very small suggestion, that you highlight this section in the first post :
Quote:
Last edited by Gunner24; May 12, 2009 at 05:44 AM. |
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#18 | |
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Rifleman
Posts: 43
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Map pack the Lordz is given in conjunction with the other, I think it is not included in v2b.
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#19 | |
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Drummer and Fifer
Posts: 124
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What are the disadvantages of the Complete Pack? Are the new skins and campaign mode lost in Complete pack?
Otherwise the choice is easy ofcourse; If Complete Pack works with everything then everyone will pick that. P.s I don't think its good to release different kind of versions as we want to make a community that runs exclusively the same mod? |
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#20 | ||
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Corporal
Posts: 232
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[quote='[Grognard]_Arjan;5167878']What are the disadvantages of the Complete Pack? Are the new skins and campaign mode lost in Complete pack?
Otherwise the choice is easy ofcourse; If Complete Pack works with everything then everyone will pick that. Quote:
Cheers, M. |
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