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Thread: --- The Great Campaign Expanded--- Faction Inclusion Mod

  1. #101

    Default Re: --- The Great Campaign Expanded--- Faction Inclusion Mod

    To solve the 13 Colonies becoming the United States problem, through revolution, I think we need to look at the triggers script for the revolutions and just how its made up and then see if it can be copied, I'd try this myself but I can't seem to find the script and I'm not that good at modding such complex files

    Could it be that the usa revolted aginst GB and not the 13 colones?

  2. #102

    Default Re: --- The Great Campaign Expanded--- Faction Inclusion Mod

    Quote Originally Posted by Reddog View Post
    Could it be that the usa revolted against GB and not the 13 colones?
    No, because when the rebels I got spawned took hold of one of my cities, they suddenly became the United States. The problem is making that American rebellion into an early American revolution.

    maybe if we altered the startpos.esf file? How do you open that file anyway?

  3. #103
    ♔Charles the Bold♔'s Avatar Ordinarius
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    Default Re: --- The Great Campaign Expanded--- Faction Inclusion Mod

    Is this save compatable.

  4. #104

    Default Re: --- The Great Campaign Expanded--- Faction Inclusion Mod

    I have only seen the US form when I have killed britain after they have assimilated the 13C.
    It doesnt happen if they havent assimilated them.
    Also I have taken them before on the GC without them turning into the US at any point, so i find it unlikely that they become the US from a defensive war, more likely it was just a revolt in which case they would have lost control of the region.

    I dont believe the 13C will have any way to turn into the US and still have control over it.

    It would be awesome if you could put in that in the event that the 13C are no longer a british protectorate, or if they are at war with britain that they turn into the US. I dont know anything about coding so I have no idea if its even possible, but it would be awesome

    Also, I was wondering, when you kill a nation like Britain, their island colonies in america join the pirates. How would this affect the game if a human player was the pirtaes? Would they gain the Islands, would it cause a error, or would they be sepperatly controlled pirtaes?? :s

    I want to play as more factions than just the 12, but I dont like the idea of playing with glitches like it freezing on some other countries turn, or the fog of war playing tricks etc, lest my flat feel the wrath of my anger when the game refuses to perform as i believe it should

  5. #105

    Default Re: --- The Great Campaign Expanded--- Faction Inclusion Mod

    @landwalker

    i came to the conclusion that you are not be able to get a "real" revolution with any of the minor factions. with real i mean the option to side with the rebells.

    but if there is a way to turn the 13colonies to a major faction via modding, i think you could get the chance to side with the rebells (USA)

  6. #106
    DeadlyBlowfish's Avatar Tiro
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    Default Re: --- The Great Campaign Expanded--- Faction Inclusion Mod

    r0x, not at all, I've had several "real" revolutions with minor factions.
    IMPORTANT:
    If you wish to use, modify, build on or do just about anything to or with any of my mods, feel free to do whatever you want. All I ask is to have my name in the credits somewhere :-)

  7. #107
    BanditKS's Avatar Ordinarius
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    Default Re: --- The Great Campaign Expanded--- Faction Inclusion Mod

    Whats the update on progress?



  8. #108

    Default Re: --- The Great Campaign Expanded--- Faction Inclusion Mod

    oh and i have a stupid question? after i download and unzip the file what do i do with it? I am on vista and I have looked everywhere to try to find the empire total war program files but I cant find them :s

    DOH "c:\Program Files\Valve\Steam\SteamApps\common\empire total war\data\campaigns" thats where i install it right? lol. I hate steam
    Last edited by skuchney; March 20, 2009 at 10:22 PM.

  9. #109

    Default Re: --- The Great Campaign Expanded--- Faction Inclusion Mod

    Playing as the 13 colonies and im about 20+ turns in now have two schools and absolutely no gentlemen.........should I be expecting any anytime soon?

    If someone has spawned gentlemen as a minor (or possibly the 13 colonies) please let me know.

    Great mod thanks for all the effort

  10. #110
    Landwalker's Avatar Semisalis
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    Default Re: --- The Great Campaign Expanded--- Faction Inclusion Mod

    Grudge: I've had plenty of Gentlemen spawn. It's just a random crap shoot, really.

    Cheers.

  11. #111
    DeadlyBlowfish's Avatar Tiro
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    Default Re: --- The Great Campaign Expanded--- Faction Inclusion Mod

    Quote Originally Posted by Charles the Bold View Post
    Is this save compatable.

    currently, yes.
    IMPORTANT:
    If you wish to use, modify, build on or do just about anything to or with any of my mods, feel free to do whatever you want. All I ask is to have my name in the credits somewhere :-)

  12. #112

    Default Re: --- The Great Campaign Expanded--- Faction Inclusion Mod

    So I've downloaded every link I could for the late and expanded grand campaign and I extract them exactly as everyone has said to do so. The problem is when I start ETW its just the same ole regular game nothing seems to have changed. Can anyone point out what I'm doing wrong here? I have extracted them exactly where everyone on this thread has said for them to go and clicked yes to all in over writting the files but still nothing changes when I start ETW and try to play, it's still the regular grand campaign =(
    Thanks in advance!

  13. #113
    BanditKS's Avatar Ordinarius
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    Default Re: --- The Great Campaign Expanded--- Faction Inclusion Mod

    Has the protectorate problem been fixed yet? I still am getting frozen with any new world protectorates at turn 13-16.



  14. #114
    gord96's Avatar Domesticus
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    Default Re: --- The Great Campaign Expanded--- Faction Inclusion Mod

    Quote Originally Posted by BanditKS View Post
    Has the protectorate problem been fixed yet? I still am getting frozen with any new world protectorates at turn 13-16.
    you have to declare war on your host nation to break the protectorate status. after this everything should work. usually you can make peace the next turn.

  15. #115
    Ketzerfreund's Avatar Domesticus
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    Default Re: --- The Great Campaign Expanded--- Faction Inclusion Mod

    But - just as a reminder - don't forget that you still can't ask for an alliance after breaking your protectorate status. At least for the little protectorates like Courland, Saxony etc. that's still the case. Haven't looked at the colonies, so far.
    "Oh, to be truly happy! To be an imbecile." - Wobbly Headed Bob

  16. #116

    Default Re: --- The Great Campaign Expanded--- Faction Inclusion Mod

    thks for the mod. but how can I add it. I d0n't find the files in my hard disk. It's everything on steam
    Could You help me?

  17. #117

    Default Re: --- The Great Campaign Expanded--- Faction Inclusion Mod

    Very cool mod. I was so disappointed that CA decided to not let the native american tribes have any sort of research, but it was still awesome to have the cherokee wipe out the euro settlers.

    On the subject of the the US and 13C....a few things:
    - Playing as the 13C the US was always my "rebel" faction, uncontrollable/unchoosable by me(already stated, I know)
    - I'm guessing it's not only going to having to take editing the startpos file but also taking the 13C out completely if the US is in. In a game as Spain I controlled basically all of the americas and had the 13C couped up in Maryland on lifesupport. I used New England's 2 towns to build universities and then destroyed everything else in the region except for the schools. Then I gave NE to the 13C and wipe them outta Maryland. A couple turns later I got them the American revolutionaries to show up and capture Boston and the US was born(this was around 1730, turn 60ish), this also destroyed the 13C. Has anybody had a game with the 13C and the USA together or New Spain and Mexico for that matter?
    - Could you somehow modify a saved game like the one above or any one where a faction emerges and then edit the saved game file to change the faction control. Using the above as an example, edit the save game and change spain to CPU control and USA to user control?

  18. #118
    Landwalker's Avatar Semisalis
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    Default Re: --- The Great Campaign Expanded--- Faction Inclusion Mod

    The Colonies cannot form post-protectorate alliances, either.

    Tommaso: Try looking in the Steam folder in your Program Files. The location of the files you're replacing should be something like C:\Program Files\Steam\steamapps\empire total war\data\campaigns (or thereabouts).

    Cheers.

  19. #119

    Default Re: --- The Great Campaign Expanded--- Faction Inclusion Mod

    thks, the file to modifie is data/campaigns? into the folder campaigns I see other folders( episodic , main ) . What I have to do?
    thks tommaso

  20. #120

    Default Re: --- The Great Campaign Expanded--- Faction Inclusion Mod

    the file to unzip is a zip file ?

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