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    Re: Colonialism 1600AD: world at war

    The mod is updated. Changes are mostly in tactic part and units stats.

    Changelog:

    -Fixed the number of guns in the galleon;
    -Added mounted cavalry standard-bearers;
    -vanilla units have been...
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    Re: Colonialism 1600AD: world at war

    They didn't have to be in game, it seems, i didn't delete them completely.
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    Re: Colonialism 1600AD: world at war

    By changes i mean gameplay - what have changed in gameplay?
    I also sometimes have crash on clicking end turn, but it disappears when you load the savegame again.
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    Re: Colonialism 1600AD: world at war

    Just put files from Data of mod into Data of Empire. There are some changed files, so you have to overwrite it.
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    Re: Colonialism 1600AD: world at war

    This is standalone version. But if you don't have big experience in playing mods on ETW, you should read the description properly.
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    Re: Colonialism 1600AD: world at war

    Could to tell what's the difference? I always play with most of these scripts and it's fine for me, but maybe there are some crucial changes.


    Yeah, i forgot to put vanilla UI there. But you can...
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    Re: Fire and advance enabled by default?

    I know about that, but it's not what i want. I want to make fire and advance enable in battle without clicking on it, like fire at will, for example. My goal is to make AI use fire and advance.
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    Re: Colonialism 1600AD: world at war

    I was trying to make version without VDM, but it always crashes at the start of the campaign. I will make another campaign, where i will try to manage the goals of the original 1600AD, so it will be...
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    Re: Colonialism 1600AD: world at war

    As i know, there is no possibilities to make emergent factions playable in custom battles, Moreover, for some reason there is no possibilities to make playable any other factions. Once i managed to...
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    Re: Colonialism 1600AD: world at war

    I've updated the mod again, changed battle flag of England to royal standard, increased starting money for Spain and Netherlands, added sabers to all infantry, except militia (i've added it in...
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    Re: Colonialism 1600AD: world at war

    I reuploaded an updated version of the mod: all previous fixes and updates are now in the mod file (data). Also very slightly reduced the negative effects of technologies on population growth and...
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    Re: Colonialism 1600AD: world at war

    Unfortunately, i couldn't fix the galleon, i don't know what's the problem. But i think, i will try to make this and some other units by compilation of different parts of units in mod. But this will...
  13. Colonialism 1600AD: world at war (ETW) seeking unit maker for reskins

    Mod Name: Colonialism 1600AD: world at war

    Modder Type Needed: Modeler/Skinner

    Mod Progress: Released

    Mod Team Leader(s): Danylo

    Notes: I will help with everything that you need. Most of...
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    Re: Colonialism 1600AD: world at war

    I will try to fix the galleons, but i have little skills in changings naval units. I also have no skills in creating new units, i'm searching for modders, who can create and change units, but i found...
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    Re: Colonialism 1600AD: world at war

    I've made a small update of the startpos - in Spain there are more dissatisfied regions, a large (but not very) likelihood of an uprising in Jamaica and its transition to pirates. Also replaced the...
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    Re: Colonialism 1600AD: world at war

    Thanks, glad that you liked it. Do you have any requests or suggestions?
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    Re: Colonialism 1600AD: world at war

    A small update that fixes a crash when loading a battle with Turkish Kapiculu, diplomacy was slightly updated (now the Crimean Khanate is more likely to attack Poland, Transylvania, Denmark and...
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    Fire and advance enabled by default?

    Is it possible to make Fire and advance enabled by default, like Fire at will, so the AI won't ignore it? I really need to make this mechanic work in my mod, tried to edit unit_abilities, but it...
  19. Re: Colonialsm 1600AD: expanded edition (SEARCHING FOR HELP)

    I've updated my mod, main thread will be here: https://www.twcenter.net/forums/showthread.php?810391-Colonialism-1600AD-world-at-war&p=16009140#post16009140
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    Colonialism 1600AD: world at war

    Global rework of the Colonialism 1600AD.


    Features
    - the beginning of the campaign - 1618 - the beginning of the Thirty Years of War. End of campaign - 1714 - end of the War of the Spanish...
  21. Re: Colonialsm 1600AD: expanded edition (SEARCHING FOR HELP)

    As i understand, mods from the Additional content don't need to be added in user.empire_script, but if they are there, they may not cause CTD. I think, that the reason for the CTD before battle is...
  22. Re: Colonialsm 1600AD: expanded edition (SEARCHING FOR HELP)

    Honestly, i don't know what caused CTD, because i made several battles both for Netherlands and Spain near Brussels and everything was okay. Maybe you didn't install all correct?
  23. Re: Colonialsm 1600AD: expanded edition (SEARCHING FOR HELP)

    You attacked Netherlands or what? Because Brussels is spanish.
  24. Re: Colonialsm 1600AD: expanded edition (SEARCHING FOR HELP)

    Interesting. Try to go into data/campaigns/main/scripting and put "false" instead of "true" near some scripts, especially RebellionsScript, SomeBrainsToAI, TradeShipsScript, DeseaseScript . If it...
  25. Re: Colonialsm 1600AD: expanded edition (SEARCHING FOR HELP)

    Could you tell about this CTS in more detail? Which year, what exactly caused?
  26. Re: Colonialsm 1600AD: expanded edition (SEARCHING FOR HELP)

    Don't know about this and how to fix, sorry. But i would recommend not to play the campaign, but test battles (both land and naval), technologies and balance, before i reupload new version. And write...
  27. Re: Colonialsm 1600AD: expanded edition (SEARCHING FOR HELP)

    There is a readme file in the link, with the description of VDM, so it will be easier t understand.
    Of course it's possible to play for Portugal, i've already did this. And not just Portugal, but...
  28. Re: Colonialsm 1600AD: expanded edition (SEARCHING FOR HELP)

    I suppose you didin't play in Empire with VDM before? There are tasks in upper left corner (round icon, probably with the image of gazette), you need to open them and choose any option. After that,...
  29. Re: Colonialsm 1600AD: expanded edition (SEARCHING FOR HELP)

    Sorry, i haven't permission to edit my posts. But i've reupload mod and added there information and instruction. In the future, all new files will be in the "updated" folder.
  30. Re: Colonialsm 1600AD: expanded edition (SEARCHING FOR HELP)

    So there is CTD, caused by startpos, but i don't know why. In the folder "updated" you can download a bit older startpos, without historical names of the statesmen and without minor diplomacy...
  31. Re: Colonialsm 1600AD: expanded edition (SEARCHING FOR HELP)

    Okay, i'll fix this. But as i've seen, there is only England (and maybe couple of factions), that have a little units and i thing this is because of script. For example, France and Austria have quite...
  32. Re: Colonialsm 1600AD: expanded edition (SEARCHING FOR HELP)

    Well, now it may work without such troubles. As i said, the files on short campaign are older, it's more for testing.

    At the start you have a little units to recruit, because many of them appear...
  33. Re: Colonialsm 1600AD: expanded edition (SEARCHING FOR HELP)

    Updated files, now they are all in one folder. You don't need to have 1600AD installed, just put Data into game directory and put bigger user.empire_script into AppData/Roaming/Creative...
  34. Re: Colonialsm 1600AD: expanded edition (SEARCHING FOR HELP)

    Thank you, i suspected, that i've made something wrong. I'll reupload today.
  35. Re: Colonialsm 1600AD: expanded edition (SEARCHING FOR HELP)

    If you can't help physically, with units of scripts, you can write your ideas about technologies of Eastern Europe, Ottomans, Middle East and America. I also recommend play for England, France,...
  36. Re: Colonialsm 1600AD: expanded edition (SEARCHING FOR HELP)

    Yeah, i've seen this and my modification is built on Enhanced and Expanded mods. But honestly, the Enhanced mod is not very good, at least in stats: musket ranges are ridiculous, 600 pikemen causes...
  37. Re: Colonialsm 1600AD: expanded edition (SEARCHING FOR HELP)

    Damn, didin't notice there is another expanded sub-mod. Anyway, as there are no news of Geronimo2006, i started to continue what he didin't finish, but now it's more like parallel mod. I also want to...
  38. Colonialsm 1600AD: expanded edition (SEARCHING FOR HELP)

    A big rework of balance, diplomacy, design and many features, which improve gameplay experience and appearance of the mod.

    Changes so far

    -starting date: 1618 - beginning of the Thirty years'...
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    [WIP] Re: Pike&shot Total War

    Basically, i have many portraits, icons, technologies, list of factions and startpos with diplomatic relations and historical characters on ETW, which i can easily copy to NTW and the mod could work....
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    [WIP] Pike&shot Total War

    So i was making some improvements on 1600AD for ETW and it gave me the idea of making a mod about 17th century on Napoleon Total War.
    The problem is, i can make startpos, edit stats and make some...
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