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  1. Replies
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    Re: Military tactics for Empire Total War?

    For land battles, bring cannon. Second, be sure you have reserves. What I mean by that is units (usually line infantry) deployed behind your main line, but ready to be moved to where they're needed....
  2. I don't know where else to post this, so here...

    I don't know where else to post this, so here goes. Having any page of this forum loaded keeps eating up memory, 2 GB or more in 15 minute. Both in Firefox on Windows and Safari on Mac. Likely due to...
  3. [Tutorial] Re: Guide for adding a new building to the campaign map

    I can't seem to find the attached .rar. Is it no longer there, or is it still there and I'm a little dense, and in that case where in the post do I go to download said file? If it really is gone,...
  4. Bug (or feature?) - trade goods only half the price they should be

    In vanilla, during the first turn trade goods have extremely low prices, but after the first end turn essentially double in price. (Ivory usually goes from 24 to about 48.) But I have what hopefully...
  5. Is it possible to import ship units models from Napoleon back into Empires?

    I'm basically wondering if it is possible to take naval unit models from Napoleon and import them back into Empires. Primarily I'm looking at taking the Trinidad' back into Empires as a heavy first...
  6. [Released] Re: More reasonable diplomacy mini-mod (using taw's research into the territorial expansion problem, v10, May 16, 2015)

    I've noticed that how close the territory you capture is to a faction greatly changes how big the penalty is. Or to put it another way, there's other coding at work behind the scenes to translate the...
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    [Released] Re: The big town wealth bug Fixed! Patch mod

    You know, I think they ought to sticky this one. It's not really a mod, all it does is fix a very big bug, and nothing else, merely by changing one entry on a table nobody else uses. Really it's just...
  8. [Released] Re: More reasonable diplomacy mini-mod (using taw's research into the territorial expansion problem, v10, May 16, 2015)

    Honestly, I made a mod doing basically the same thing since you posted this one, Here. It's a good idea, my problem is it's not radical enough. Territorial expansion penalties are greatly increased...
  9. Bizarre problem - mods work strangely, partly or not at all, were working before

    (Put this here because I have no idea where else to put it.)

    About a week ago, for reasons unknown, I've had the strangest problems with my mods, all of which had been working together happily and...
  10. [Released] Re: Diplomacy almost completely fixed (war, expansion, and all), and actually reasonable!

    I never put it at the top of the list, and since I'm guessing those other mods are the ones i made, which I have installed, and that I have Orange Crush installed as well, I'm not quite sure what the...
  11. [Released] Re: Diplomacy almost completely fixed (war, expansion, and all), and actually reasonable!

    If it modified the "diplomatic attitudes table," (I 'think' that was the name), then no. If it didn't, than, maybe? The game would run, and either it will work great together, or they both solved the...
  12. [Released] Re: Diplomacy almost completely fixed (war, expansion, and all), and actually reasonable!

    Thanks! Proved useful for myself as well.
  13. [Released] Re: Diplomacy almost completely fixed (war, expansion, and all), and actually reasonable!

    And this mod proved useful yet again. After just 3-5 years of war with Austria, playing as France, and 4 turns of not sharing a common border as a result of Purssia taking Bavaria, I proposed a peace...
  14. [Released] Diplomacy almost completely fixed (war, expansion, and all), and actually reasonable!

    Based on taw's research, I've made a mod that fixes (most) of the problems with diplomacy in the game! The key to it is making attitude penalties go away much faster, as well as smaller to begin...
  15. [Released] Re: Goutlard's Land projectile accuracy range overhaul

    Also, where's the download link? I can't find it anywhere.
  16. [Released] Re: Goutlard's Land projectile accuracy range overhaul

    Quick question - is the power/area of effect/lethal zone of canister shot bigger, smaller or the same for the common 12 pounder? Reducing the number of bullets for 3 pounder and 6 pounder horse...
  17. [Proposal] Is it, or is it not, possible to add a new mine to the map?

    Most of what I've heard from those with the detailed mod tools is that adding settlements is NOT actually possible. On the other hand, I'm of the opinion that Britain's vast mineral wealth in coal...
  18. [Released] Re: A companion mod to the town wealth fix - adjusted port GDP

    I've never heard of DMUC (is it something related to Darth Mod?), so I can't really help with that. I also "think" that the order they're listed in the scripts file affects which override which, but...
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    Eaiser way to edit in a trade agreement?

    I've been trying to get Denmark to trade with me, but despite being friendly, they flat out refuse, even turning down a colossal 19,000 in cash. The Italian States are the same way. I tried using the...
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    [Released] Re: The big town wealth bug Fixed! Patch mod

    You got it.:) Can't believe CA didn't catch this bug. And its definitely a bug, since it sort of ruins economic development in some of the most important regions, including England, France and Spain.
  21. [Released] Re: More challenging battles: Removed Gabionades, Stronger Garrisons, Navy Recruitment & Semi-Realistic Battles (2015)

    Err, I don't really think giving some (is it some?) of the defenders extra units the same stats as line infantry is a good idea. Rather, I'd have them have similar stats to militia. One thing that...
  22. [Released] Re: A companion mod to the town wealth fix - adjusted port GDP

    Oh, and forgot to add, (and I can'r figure out how to edit a post), the second mod increases the value of the Global Trading Company, primarily it's wealth, now equivalent to a Steam Engine Factory...
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    [Released] Re: The big town wealth bug Fixed! Patch mod

    And (finally) a companion mod is out which increases port GDP in order to compensate for the decrease in GDP of any non-wealthy port. Get it here.
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    [Released] Re: The big town wealth bug Fixed! Patch mod

    And the port GDP fix is out! On this thread.
  25. [Released] A companion mod to the town wealth fix - adjusted port GDP

    One of the results of fixing the bug that prevented towns from growing in wealth in regions with ports was that the GDP of a now wealthy port remained the same, while a very poor port was worth half...
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    [Released] Re: The big town wealth bug Fixed! Patch mod

    Actually, it will help all ports grow in wealth, (and more importantly the towns in regions with ports), even if installed in the middle of a current campaign. It also immediately (after the first...
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    [Released] Re: The big town wealth bug Fixed! Patch mod

    No, definitely not. You still have to edit the script file to make it work. (It is still a mod, after all.)
  28. Trying to change the tech required for a building - new one's there, but old one still shows up

    I'm trying to make a mod to make the steam drydock not dependent on the steam engine technology. It may sound strange, but what I'm trying to do it make the construction of 1st rates not require the...
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    [Released] Re: The big town wealth bug Fixed! Patch mod

    First, it applies to all ports, not just ones built after the mod is installed. Second, the town wealth indicated by a port doesn't change in vanilla, but apparently the actual wealth (in terms of...
  30. Game crashes whenever I gain or lose a region or military access.

    I've got a major problem in that whenever i gain or lose a region, or gain or lose military access, the game crashes. I used the save editor a while ago (20+ turns), but the crashing didn't start...
  31. Campaign ending crash problems, possibly save editor caused, help needed.

    Anway, I've got problems that are making it impossible to continue the campaign. I'm the French, and about 25-ish turns ago I used the empire save editor to make Spain be at peace with the Italian...
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    [Released] Re: The big town wealth bug Fixed! Patch mod

    Apparently there's a catch I didn't notice until I started a new campaign. Ports now also grow in wealth, and the wealth generated by a port depends on how wealthy it is. This only applies to ports...
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    [Released] Re: The big town wealth bug Fixed! Patch mod

    Apparently there's a catch I didn't notice until I started a new campaign. Ports now also grow in wealth, and the wealth generated by a port depends on how wealthy it is. This only applies to ports...
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    [Released] The big town wealth bug Fixed! Patch mod

    This mod fixes a glaring bug in town wealth increases, and is really something that should have been in a patch from CA to begin with. Simply put, in the stock game, in a region with ports, a town...
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    [Released] The big town wealth bug Fixed! Patch mod

    This mod fixes a glaring bug in town wealth increases, and is really something that should have been in a patch from CA to begin with. Simply put, in the stock game, in a region with ports, a town...
  36. [Proposal] Re: Anybody else care about a naval realism overhaul?

    The whole purpose of bomb ketches and rocket ships was shore bombardment. In the 7 Years War, they were used on multiple occasions to shell invasion barges and the dockyards making them. They also...
  37. Theatre-wide food shortages, what should I do?

    I just discovered that I have a flashing "0.0% (predicted)" food shortages in nearly every region in the Americas. (I own everything except Michigan (Iquories protectorate), Huron territory, and...
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    Re: Any point to cavalry charges?

    So is it supposed to end with the enemy breaking and routing quickly, or a long struggle ending in "who breaks first?" Because I suspect the line infantry have the advantage in the second case....
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    Any point to cavalry charges?

    For my next campaign I want to try relying more on heavy caverly. The thing is, I'm not sure there's much point to them. I tried as an experiment charging two units of regiments of horse (3/4th...
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    Re: Unit layout for your armies

    My setup for my Brits:

    1 General, 4 12-pounders, 2 howitzers, 5 regiments of horse, the rest line infantry, which totals up to 8, although my tactics only call for 7. Depending on where the army...
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