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♔Mandelus♔
Old April 15, 2010, 08:00 AM / GdC Improvement Mod - Version 1.0 for NTW   #1
 
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GdC Improvement mod for NTW

After our GdC Additional mod (not released in TWC), we now have our first major mod completed.
The aim of this mod to the game is not only to complement aspects as in the previous mod, but to improve it as far as possible and to eliminate errors as much as possible and to install more modifications.
As we base used our GdC served Additional Mod, which we again revised and supplemented by a whole lot of stuff and also where many changes have been installed by us!

Please note:
This Mod is for the Europe- and the Coalition campaign and also useable in the SP and MP battles. Also it works as reported in MP campaigns if both have the same Versions etc.

Note:
This mod is in itself compatible with some other mods, but be careful!
All mods, which included a startpos.esf, eg Mods which unlock other factions or making new / other recruitment zones, etc., are NOT compatible with our mod! Those who already have such a mod should uninstall it before, because with our mod are important components overwritten and it is thus useless anyway or can cause conflicts / crashes.
In addition, all mods which bring additional should be used with caution! This is especially true if this mod freely as with us, among other things "sleeping" units in the files, f.e. the KGL units. Among other things, the AUM mod is playable, but also because it switches units free, so you have several units twice in the game, for example, the KGL units and others!
Note: With this mod you are no longer in the MP to the original game compatible, unless you switch the Mod off in Modmanager (where you can turn off all mods any time)!

A. Download

Download Modfile with "tracer" shot:

http://rapidshare.com/files/376149856/Modfile_with_tracershot.rar

Download Modfile without "tracer" shot:


http://rapidshare.com/files/376154097/Modfile_without_tracershot.rar

Download startpos.esf packages (IMPORTANT! You must install too!):


http://rapidshare.com/files/376158544/startpos.rar

Installation instruction is inside both modfile downloads as readme.txt!

Furthermore you need the "Modmanager" by Matt Chambers for the mod. Those people, who still have not, download and install it here:

http://www.twcenter.net/forums/showthread.php?t=344757

An instruction as txt therefore is given too in both modfile downloads above!

In our Mod the grenadiers can still throw grenades. Those people who won't have this, here we give a simple instruction how to switch off this. But first of all you have to download the Pack - File - Manager (PFM). Here you can download the PFM:

http://www.twcenter.net/forums/showthread.php?t=346400

An instruction for the PFM and how to switch off the grenades at Grenadiers is given in both modfile downloads as txt!

B. Contents of the mods

The list of changes and activities that were carried out with the mod is several pages long in Word. There fore, here only a brief description:

- Unlocking Almost all "sleeping" units in the files
- Revision of the unit limit, usually the limit was increased
- Revision and implementation of recruitment zones for some units
- Revision of recruit able in the barracks levels
- Revision of the stats of all units, eg including increasing of the range
- Revision of additional capabilities of units
- Beside all Lancers, all cavalry units can now shoot and also dismount
- The General can now dismount and shoot
- Revision of the artillery
- Possibility in the coalition campaign, alternatively 2 x 4 minor factions to play
- Activation of most small factions for MP and SP battles
- Slightly revision of the AI
- Several mods by others peoples have been integrated in whole or in parts with their permission to do so.

C. Credits and Acknowledgement

Design and supervision: Mandelus
Work on the files: Icebear77, Origin
Work on the AI: Mandelus
Also participated:
Smoothy, Scipio81, General Bluecher

We also thank the following modders

-Brigadier Graham (Grand Battery mod)
-Swiss Halberdier (AUM Mod)
-HusserlTW
-Maddes ("Support")
-JFC (Flaggmod)
-Williehuntz (Explosionsmod)
-L 'aigle (new Loadingscreens)

for their kind support and assistance, as well as for the full permission of using their respective mods in parts or completely in our mod to be used.
We also thank, indirectly, Darth Vader, whose work with his AI mod in ETW allowed the possibility of the AI improvements.
Furthermore, we thank all modders who give the tools as Modmanager and PFM. Without them the modding or the using of mods will be much complicated or nearly impossible!
If you want to give a +rep, please don't forget this guys too!



Please note further!
The existing bug that units report with a wrong unit name is mostly fixed. Only few units report still with a wrong unit name. Until release we were not able to eliminate it completely, but we work on it for the later 2.0 Version.

Please note also that some textes and names are only German language, for example the textes for the unlocked minor factions. We will fix it as soon as possible with a corrected english version. Please excuse this current mistake!

Further: We are still working on the 1.5 version which will give huge unit size (about 240 men per lineinfantry for example).

With best regards
GdC Modding team

Furter important informations by Edit:
Please don't use only the auto - save at the end of every round! This save could be buggy or can cause a crash when loading it (can't be loaded). Please make the father - son principle with 2 own saves!
This bug is not really made by our mod, but can happen there too. This bug was also earlier reported in pure Vanilla by some people!

The campaign goals for the unlocked minor factions have an minor important error, which is my personal mistake. In "world domination" everything is at it should be, but in "historc" are not those we wanted. We will fix it in Version 2.0. A personal sorry about it from me.

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http://www.totalwar-zone.de/forum/index.php?page=Index&s=cf26eb3e7cdcf9d255a7b43a8939807329133e3f

Death smiles at us all, the only thing you could do is smile back!
Mark Aurel, Roman General and Emperor

Last edited by ♔Mandelus♔; April 16, 2010 at 02:42 AM. Reason: Corrections
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wangzhen123666
Old April 15, 2010, 08:03 AM / Re: GdC Improvement Mod - Version 1.0 for NTW   #2
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GOOD!!!
support!!!
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La♔De♔Da♔Brigadier Graham
Old April 15, 2010, 08:12 AM / Re: GdC Improvement Mod - Version 1.0 for NTW   #3
 
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Well I can certainly recommend this mod, and not because my "Grand Battery" mod has been added, but because, the A.I is simply splendid and gives me a challenging game, I might be so bold as to add, so far the best A.I tweaks to date!
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Icebear77
Old April 15, 2010, 08:17 AM / Re: GdC Improvement Mod - Version 1.0 for NTW   #4
 
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Thanks Brigadier Graham, but your Art-Mod is simply brilliant It would be a shame not to implement it...



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AirnetSnake
Old April 15, 2010, 08:21 AM / Re: GdC Improvement Mod - Version 1.0 for NTW   #5
 
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Any chance of having AI mod separately?
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♔Mandelus♔
Old April 15, 2010, 08:24 AM / Re: GdC Improvement Mod - Version 1.0 for NTW   #6
 
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At the moment not, because I work in the moment on a hardcore AI change/ imporvement. Maybe if this is ready I can release this sererate of course.

Senior Moderator and Staff Member of the large German Totalwar-Zone (over 11.000 members):
http://www.totalwar-zone.de/forum/index.php?page=Index&s=cf26eb3e7cdcf9d255a7b43a8939807329133e3f

Death smiles at us all, the only thing you could do is smile back!
Mark Aurel, Roman General and Emperor
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AirnetSnake
Old April 15, 2010, 08:29 AM / Re: GdC Improvement Mod - Version 1.0 for NTW   #7
 
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It'd be very nice
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Cellus...
Old April 15, 2010, 08:30 AM / Re: GdC Improvement Mod - Version 1.0 for NTW   #8
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Could we please see the changelog?
THE GOLDEN BULL -- completed Moldavian NTW AAR

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Icebear77
Old April 15, 2010, 08:42 AM / Re: GdC Improvement Mod - Version 1.0 for NTW   #9
 
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Originally Posted by Cellus... View Post
Could we please see the changelog?
At the moment, its not planed to make a changelog because we've made tons of changes (nearly every unit has been changed for a better balancing). After our successful beta-test, we have implemented another 28 improvements.

As Mandelus wrote, the changes fills several Word-pages.



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♔MorganH♔
Old April 15, 2010, 09:28 AM / Re: GdC Improvement Mod - Version 1.0 for NTW   #10
 
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Nice Work Mandelus mein freund,herzlichen gluckwunsch for the whole team+REP !!
regards



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Scarface123
Old April 15, 2010, 09:37 AM / Re: GdC Improvement Mod - Version 1.0 for NTW   #11
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Could you upload this mod to Strategy Informer? http://www.strategyinformer.com/mods/
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Icebear77
Old April 15, 2010, 11:21 AM / Re: GdC Improvement Mod - Version 1.0 for NTW   #12
 
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Originally Posted by Scarface123 View Post
Could you upload this mod to Strategy Informer? http://www.strategyinformer.com/mods/
Sorry, but i dont know this site. What is this exactly? Pls send me a PN regarding this.



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Icebear77
Old April 15, 2010, 11:26 AM / Re: GdC Improvement Mod - Version 1.0 for NTW   #13
 
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Originally Posted by ♔MorganH♔ View Post
Nice Work Mandelus mein freund,herzlichen gluckwunsch for the whole team+REP !!
regards
Thanks mate. Nice to see that you like our work



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angus young
Old April 15, 2010, 01:21 PM / Re: GdC Improvement Mod - Version 1.0 for NTW   #14
 
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The AI looks great in battle... great mod... but... all in German... i have alreday some difficult in English... so in your language... i don t understand anything
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Icebear77
Old April 15, 2010, 01:36 PM / Re: GdC Improvement Mod - Version 1.0 for NTW   #15
 
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Originally Posted by angus young View Post
The AI looks great in battle... great mod... but... all in German... i have alreday some difficult in English... so in your language... i don t understand anything
The english translation is in process and will follow soon. The good thing is, it will be savefile-compatible



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ranoncles
Old April 15, 2010, 02:10 PM / Re: GdC Improvement Mod - Version 1.0 for NTW   #16
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Could you at least give some idea what you have changed and why? Simply stating you modified unit stats and AI doesn't make me want to rush out and use it instead of the other mods available. And since you went to the trouble of making it and offering it to others, spending a few minutes to explain what you've done might provide your work with the audience it deserves.
There is only one step from the sublime to the ridiculous ~ Napoleon
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Icebear77
Old April 15, 2010, 02:41 PM / Re: GdC Improvement Mod - Version 1.0 for NTW   #17
 
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Originally Posted by ranoncles View Post
Could you at least give some idea what you have changed and why? Simply stating you modified unit stats and AI doesn't make me want to rush out and use it instead of the other mods available. And since you went to the trouble of making it and offering it to others, spending a few minutes to explain what you've done might provide your work with the audience it deserves.
Ok, i see, we have to make a changelog. I'll try to do this tomorrow.

But for now i can give you additional information about our changes.

- We have changed mostly all stats of the units (range, moral, added other things like "good stamina", flutists to elite and grendadiers, ...)
- We have made all KGLs, British-Dutch-units, Ottomans-units, Revolutinary Infantry (milan and modena), the lobardy-cisalpine-unit and further playable and recruitable
- Edited and added the recruitments of units (france can now recruit camel-gunners in the port of province provence (import from egypt))
- Added 17 AORs (KGL only recruitable in London, east-prussian-greandiers only in east-prussia, british dutch-units only in flanders-wallonia ....)
- Cavalery can now dismount and shoot (some also from horseback)
- Generals can dismount and shoot (also from horseback)
- Implemented Brigadier Grahams "Grand Battery"- Mod
- Implemented Willihuntz Explosion-Mod
- Implemented JFC's Flag-Mod
- New Loading-screens from L'aigle
- Made some corrections (russian skirmishers can now use wooden-stakes)
- Added some units to the armies of switzerland, bavaria, wurttemberg and hessen
- Edited recruitment of Artillery for small factions (can recruit standard-art now in barracks)
- Edited the unit-limit (slightly raised)
- Edited the AI
- Made all changes also for Napoleons european campaign
- Added victory conditions (to make the factions more active)
- Added some untis to recruit for smaller factions (switzerland can recruit also velite-grenadiers and another untis)
- Added factions for the MP and SP
- Added mass-fire for several unit-types

These are only the changes, which i can remember at the moment. But you can be shure, i will make a changelog. (not planed does not mean we wont do it )

Hope this helps for the moment...

Greetz

Ice



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Last edited by Icebear77; April 15, 2010 at 03:12 PM.
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ranoncles
Old April 15, 2010, 02:57 PM / Re: GdC Improvement Mod - Version 1.0 for NTW   #18
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Thanks, this helps a lot.

Just 3 questions (in case its not answered by your change log):

Did you mod light infantry so they can form square too?
Remove grenades for the grenadiers?
Mod the AI to make columns viable?
There is only one step from the sublime to the ridiculous ~ Napoleon
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Icebear77
Old April 15, 2010, 03:07 PM / Re: GdC Improvement Mod - Version 1.0 for NTW   #19
 
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Originally Posted by ranoncles View Post
Thanks, this helps a lot.

Just 3 questions (in case its not answered by your change log):

Did you mod light infantry so they can form square too?
Remove grenades for the grenadiers?
Mod the AI to make columns viable?
Light Infantry can not form a square (my question, why should they? did they or is it just for fun?)

Uff, this was a hard discussion. We havent removed the grenades. We thought, we should do this, but a lot of players asked us, the let them ingame. So we decided not to remove them, but to post a small how-to-remove-tutorial. In Mandlus' post (point A) theres a short tutorial how to remove them (its very easy)

I cant tell you what Mandelus did with the AI, so he has to answer this question, sry, but i forwarded your question to him.



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ranoncles
Old April 15, 2010, 04:31 PM / Re: GdC Improvement Mod - Version 1.0 for NTW   #20
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Light Infantry can not form a square (my question, why should they? did they or is it just for fun?)
Assuming you are serious , I think there are a few threads about this already. Sufficient to say, yes. Light Infantry were trained to form square too. In fact, at least half of any given light infantry unit would be held in reserve to provide the means to support the forward skirmishers, including the option of forming square, since dispersed skirmishers are especially vulnerable to cavalry as they can't produce enough firepower to stop a charge nor form a credible bayonet wall. In this game, it would depend on what you think the units represent. If companies, then you could indeed argue that a light company would be too small to form an effective square. If a battalion or bigger, then they should definitely be able to form square. Only militia and such would probably lack the training to do so.
There is only one step from the sublime to the ridiculous ~ Napoleon
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