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Thread: Additional Units Mod - Empire (AUM-EMP) 3.7 - updated 14.3.18

  1. #21

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.2 updated

    Great!

    Thanks for the update!!

    Hope I'll see a lot of new stuff comin' from you

  2. #22

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.2 updated

    ummm..can someone give this man a cookie?
    You rocks dude

  3. #23

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.2 updated

    Is there any way to just get the Euro Marines? I'd like to use these troops for port defense, and island raids.

    Thx

  4. #24
    Rammstein's Avatar Templar Knight
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    Default Re: ADDITIONAL UNITS MOD (AUM) 1.2 updated

    Thx man, just love mini mods + darth. I will try it out tonight. I hope you add even more units along the way.

  5. #25

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.2 updated

    What order should I place the Additional Unit (AUM) script? I have the follwing in the order they're listed in my script folder:

    mod TGOTRE_db.pack;
    mod TGOTRE_graphics.pack;
    mod darthmod.pack;

  6. #26

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.2 updated

    I'm having some difficulty with the same script text addition step. Everything works but no matter where I put it I dont get the new units. Although it appears that the unit strengths have changed. Thank you for the hard work please continue.

    Otto.

  7. #27

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.3 updated

    Quote Originally Posted by isilendil View Post
    2 Swiss Halberdier
    Can you add clansmans and highlanders to your minimod?
    And unit cap for marines
    In my AUM 1.3 Update I made the "Highland Clansmen" available in Scotland for the English. The "Marines" do have an unit limit of 20. I will optimize the unit limits in the next patch 1.4.

    Quote Originally Posted by xxxaznomegaxxx View Post
    ummm..can someone give this man a cookie?
    You rocks dude
    Hmmm.... I like cookies... Thanks...

    Quote Originally Posted by Lucius Tiberius Vorenus View Post
    Is there any way to just get the Euro Marines? I'd like to use these troops for port defense, and island raids.
    Thx
    The easiest way for you would be if you open my "pack" file with the "Pack File Manager".
    Then go to the "db/unit_stats_land/aum_unit_stats_land" and "db/units_tables/aum_units" and delete all other rows except the row for the "Marines".

    Quote Originally Posted by Lucius Tiberius Vorenus View Post
    What order should I place the Additional Unit (AUM) script? I have the follwing in the order they're listed in my script folder:
    mod TGOTRE_db.pack;
    mod TGOTRE_graphics.pack;
    mod darthmod.pack;
    I recently looked at the "TGOTRE" files and it could be that my unit names don't show up, because the "TGOTRE" mod does change the "localisation.loc" for their units.

    Make sure that you also place my "aum_en_loc_1_0.pack" in the ETW Data Directory.

    Try it and just add my line below the darthmod.pack in the script file.

    So if my unit names don't show up, then disable for a test the whole "TGOTRE" mod and then it should work.

    I really hope that CA fixes that problem with "adding" names to a mod, without overwriting others "localisation.loc" file if there are more than one.

    Quote Originally Posted by Rammstein View Post
    Thx man, just love mini mods + darth. I will try it out tonight. I hope you add even more units along the way.
    Thanks a lot for your compliment! I saw also your Darth-Mod in the Submods thread and I will try it soon.

    Quote Originally Posted by Ottomaddich View Post
    I'm having some difficulty with the same script text addition step. Everything works but no matter where I put it I dont get the new units. Although it appears that the unit strengths have changed. Thank you for the hard work please continue.
    Otto.
    Copy my two files in the ETW data dir. Please delete for a test all other entries in the "script" file. (make a backup before).
    mod darthmod.pack;
    mod aum_mod_1_3.pack; OR
    mod aum_mod_large_1_3.pack;

    I've written an in depth installation instruction. Please read it above in the first thread.

    I just released my new update "AUM 1.3" for "DarthMod 1.2".

  8. #28

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.3 (update)

    Thank you for the quick reply Sir, Your instructions are quite clear except ( in my case perhaps) step #5 It appears I took you too literally. Anyway Thanx again the game now works wonderfully. Now to download 1.3.

    Otto.

  9. #29

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.3 (update)

    No matter what order I place the mod “aum_mod_large_1_2.pack”; the game crashes at launch. It's the same pack version (1.2 Large) I've placed in my Data folder


    mod TGOTRE_db.pack;
    mod TGOTRE_graphics.pack;
    mod darthmod.pack;
    mod “aum_mod_large_1_2.pack”;


    mod TGOTRE_db.pack;
    mod TGOTRE_graphics.pack;
    mod “aum_mod_large_1_2.pack”;
    mod darthmod.pack;




    mod “aum_mod_large_1_2.pack”;
    mod TGOTRE_db.pack;
    mod TGOTRE_graphics.pack;

    mod darthmod.pack;
    Last edited by Lucius Tiberius Vorenus; April 17, 2009 at 10:18 PM.

  10. #30

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.3 (update)

    just leave the " away , Lucius Tiberius Vorenus


    Swiss Halberdier!

    I have to say thank you again. This is absolutley great and gives a new boost of fun, realism and epicnis to my campaign. To bad I can't give you 10000000 rep

    Are you planning to add the elite guard of Prussia (Lange Kerls)?

  11. #31

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.0

    Quote Originally Posted by Swiss Halberdier View Post
    Try to disable all other mods than "DarthMod" and "AUM 1.2" in the "Pack File Manager" or the script file. And read carefully my installation guide. If the names doesn't appear in game, then some other "pack" file is overwriting my "loc" file.
    I have the same problem. The units works fine, but their names and their description are missing. With mod manager I disabled all the mods and launch the game only with darthmod 1.2 and AUM 1.3 and still it doesnt work.

  12. #32

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.0

    Quote Originally Posted by Lucius Tiberius Vorenus View Post
    No matter what order I place the mod “aum_mod_large_1_2.pack”; the game crashes at launch. It's the same pack version (1.2 Large) I've placed in my Data folder
    mod TGOTRE_db.pack;
    mod TGOTRE_graphics.pack;
    mod darthmod.pack;
    mod “aum_mod_large_1_2.pack”;

    mod TGOTRE_db.pack;
    mod TGOTRE_graphics.pack;
    mod “aum_mod_large_1_2.pack”;
    mod darthmod.pack;

    mod “aum_mod_large_1_2.pack”;
    mod TGOTRE_db.pack;
    mod TGOTRE_graphics.pack;

    mod darthmod.pack;
    Please use the new "aum_mod_large_1_3.pack". And try for a test only to activate "darthmod.pack" and my pack.
    Put also my "loc" pack in your ETW directory. Like I said before, probably the TGOTRE "names" file is going to be the problem. The game can't load at the moment two different "localisation.loc" files (it's the file for "unit names" and "descriptions")

    Quote Originally Posted by Takeda Shingen View Post
    just leave the " away , Lucius Tiberius Vorenus
    Swiss Halberdier!

    I have to say thank you again. This is absolutley great and gives a new boost of fun, realism and epicnis to my campaign. To bad I can't give you 10000000 rep

    Are you planning to add the elite guard of Prussia (Lange Kerls)?
    Probably, I was thinking about it, but they are already in the "A Proper Empire" mod included. I have to talk with L33..

    Quote Originally Posted by Skeleton Of The West View Post
    I have the same problem. The units works fine, but their names and their description are missing. With mod manager I disabled all the mods and launch the game only with darthmod 1.2 and AUM 1.3 and still it doesnt work.
    You have to put either "aum_en_loc_1_0.pack" or "aum_ge_loc_1_0.pack" in your ETW Data directory. This are the files for "unit names" and "descriptions".

  13. #33
    joreto's Avatar Tiro
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    Default Re: ADDITIONAL UNITS MOD (AUM) 1.0

    Quote Originally Posted by Swiss Halberdier View Post
    You have to put either "aum_en_loc_1_0.pack" or "aum_ge_loc_1_0.pack" in your ETW Data directory. This are the files for "unit names" and "descriptions".
    Well again there are no names no matter if I put "aum_en_loc_1_0.pack" in my data folder.
    P.S. I am using Darthmod.
    &

  14. #34

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.0

    Quote Originally Posted by joreto View Post
    Well again there are no names no matter if I put "aum_en_loc_1_0.pack" in my data folder.
    P.S. I am using Darthmod.
    Load my mod at last, and don't use any other than "Darthmod" for a test.

  15. #35
    joreto's Avatar Tiro
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    Default Re: ADDITIONAL UNITS MOD (AUM) 1.0

    Quote Originally Posted by Swiss Halberdier View Post
    Load my mod at last, and don't use any other than "Darthmod" for a test.
    Yeap I found where the problem was Thank you for the help.
    &

  16. #36
    gary's Avatar Domesticus
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    Default Re: ADDITIONAL UNITS MOD (AUM) 1.0

    Quote Originally Posted by joreto View Post
    Well again there are no names no matter if I put "aum_en_loc_1_0.pack" in my data folder.
    P.S. I am using Darthmod.
    sorry for the question but not sure who else to ask as i have tried but failed to get any help. i am just starting to use empire mod.1.2 darth, anyway when i follow his simple instructions... ie put the pack file in the data folder and place the line "mod "darthmod.pack";" in the script...easy np, but then when i run it in mod manager and play i only get 160 to 200 unit size? so what am i doing thats wrong... please anyone that can gice me some help will be rewarded with buckets of rep... and this mod looks really nice. a list below is what i am running through mod manager....

    mod "darthmod.pack";
    mod "battalion_flags.pack";
    mod "spainall_mod.pack";
    mod "tgotre_mini.pack";
    mod "SmokeModFull.pack";
    mod "fifesndrums.pack";
    mod "WeaponFX.pack";
    mod "virginia_dragoons_mod.pack";
    mod "us_retexture_mod.pack";
    mod "111e Regiment line.pack";
    mod "French Cavalrerie mod.pack";
    mod "French Light Infantry Mod.pack";
    mod "French Musician Mod.pack";
    mod "austrian_textures.pack";
    mod "mod prussia_jaeger.pack";
    mod "mod austrian_horsearty_textures.pack";
    mod "swedish_line_infantry.pack";
    mod "horse_mod.pack";
    mod "hannover_infantry.pack";
    mod "mm653_textures_v4.pack";
    mod "new_officer_mod.pack";
    mod "naval_flag_conversion.pack";

    i am also using 4turs per year mod as well.
    My Granfather Frederick Avery.Battalion Boxing champion. Regiment.The Kings Own Yorkshire Light Infantry. dorcorated D.C.M. M.M.
    campaigns

    (India.1930) (Norway 1940) (Fontenay le Pesnil) (North-West Europe1944-45) (Argoub Se!lah)
    (Sicily, 1943 Salerno) (Minturno) (Anzio Gemmano Ridge)
    "Burma, 1942"
    My grandfather was a hero, modest, quiet and wounded twice, in hand to hand combat at Casino Italy.

  17. #37

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.0

    Quote Originally Posted by gary View Post
    sorry for the question but not sure who else to ask as i have tried but failed to get any help. i am just starting to use empire mod.1.2 darth, anyway when i follow his simple instructions... ie put the pack file in the data folder and place the line "mod "darthmod.pack";" in the script...easy np, but then when i run it in mod manager and play i only get 160 to 200 unit size? so what am i doing thats wrong... please anyone that can gice me some help will be rewarded with buckets of rep... and this mod looks really nice. a list below is what i am running through mod manager....
    mod "darthmod.pack"; > 100% sure no conflict
    mod "battalion_flags.pack"; > if only a texture pack = no conflicts
    mod "spainall_mod.pack"; > if only a texture pack = no conflicts
    mod "tgotre_mini.pack"; > no conflicts, I just tested it
    mod "SmokeModFull.pack"; > I'm using this too = no conflicts
    mod "fifesndrums.pack"; > I'm using this too = no conflicts
    mod "WeaponFX.pack"; > I'm using this too = no conflicts
    mod "virginia_dragoons_mod.pack"; > if only a texture pack = no conflicts
    mod "us_retexture_mod.pack"; > if only a texture pack = no conflicts
    mod "111e Regiment line.pack"; > if only a texture pack = no conflicts
    mod "French Cavalrerie mod.pack"; > if only a texture pack = no conflicts
    mod "French Light Infantry Mod.pack"; > if only a texture pack = no conflicts
    mod "French Musician Mod.pack"; > if only a texture pack = no conflicts
    mod "austrian_textures.pack"; > if only a texture pack = no conflicts
    mod "mod prussia_jaeger.pack"; > if only a texture pack = no conflicts
    mod "mod austrian_horsearty_textures.pack"; > if only a texture pack = no conflicts
    mod "swedish_line_infantry.pack"; > if only a texture pack = no conflicts
    mod "horse_mod.pack"; > if only a texture pack = no conflicts
    mod "hannover_infantry.pack"; > if only a texture pack = no conflicts
    mod "mm653_textures_v4.pack"; > if only a texture pack = no conflicts
    mod "new_officer_mod.pack"; > if only a texture pack = no conflicts
    mod "naval_flag_conversion.pack"; > if only a texture pack = no conflicts
    i am also using 4turs per year mod as well.
    Did you look in the "graphics options screen" in the main menu for the "unit size" option?
    > choose ULTRA size

    I added some infos above in your "pack file list" to see which pack is probably doing conflicts.

    Put the "Darthmod" and my "AUM" to the end of the "script" file or load them with the "Mod Manager" at last. Then it is sure, that no other "pack" file overwrites something from "Darthmod" or my "AUM" mod.

  18. #38
    gary's Avatar Domesticus
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    Default Re: ADDITIONAL UNITS MOD (AUM) 1.0

    Quote Originally Posted by Swiss Halberdier View Post
    Did you look in the "graphics options screen" in the main menu for the "unit size" option?
    > choose ULTRA size

    I added some infos above in your "pack file list" to see which pack is probably doing conflicts.

    Put the "Darthmod" and my "AUM" to the end of the "script" file or load them with the "Mod Manager" at last. Then it is sure, that no other "pack" file overwrites something from "Darthmod" or my "AUM" mod.
    ah ok ak mate when you say at the end? do you mean at the top or bottom of the mod manger and script file/

    yeah i have just tried that first putting the darth at the top of the list and running and then at the bottom of the list still the same> 160-200 unit size also have checked my settings all is on ultra?... so i am not sure what to do?

    could it have anything to do with 4 turns per year i am using.... also do you have the original vannilla startpos.. as i have lost mine didnt back mine up... lol. but as for the darth mod i am at a loss?

    just checked the range of my infantry and they are 110 range.
    Last edited by gary; April 18, 2009 at 11:48 AM.
    My Granfather Frederick Avery.Battalion Boxing champion. Regiment.The Kings Own Yorkshire Light Infantry. dorcorated D.C.M. M.M.
    campaigns

    (India.1930) (Norway 1940) (Fontenay le Pesnil) (North-West Europe1944-45) (Argoub Se!lah)
    (Sicily, 1943 Salerno) (Minturno) (Anzio Gemmano Ridge)
    "Burma, 1942"
    My grandfather was a hero, modest, quiet and wounded twice, in hand to hand combat at Casino Italy.

  19. #39

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.0

    Quote Originally Posted by gary View Post
    ah ok ak mate when you say at the end? do you mean at the top or bottom of the mod manger and script file/
    yeah i have just tried that first putting the darth at the top of the list and running and then at the bottom of the list still the same> 160-200 unit size also have checked my settings all is on ultra?... so i am not sure what to do?
    could it have anything to do with 4 turns per year i am using.... also do you have the original vannilla startpos.. as i have lost mine didnt back mine up... lol. but as for the darth mod i am at a loss?
    just checked the range of my infantry and they are 110 range.
    Did you download the latest versions of "Darthmod 1.3", "AUM 1.3a" and "Mod Manager 1.5" ?

    Put both at the bottom. First "darthmod.pack", then "aum_mod_1_3a.pack".

    I didn't used excactly every "mod" you're trying to load. I'll have to download and check the "4 turns per year" mod.

    BACKUP your actual script file.

    Delete ALL entries except "darthmod.pack" and "aum_mod_1_3a.pack" in the script file.

    Make sure that my "aum_en_loc_1_0.pack" is also stored in the ETW "data" directory.
    That's important because without the "loc", the names don't appear in the game for my custom units.

    Don't use the mod manager for this test and start the game with the normal icon. I have experienced a few times, that if TOO many mods are loaded with the "Mod Manager", then the mods aren't loaded right.

    If this works and your getting the right unit sizes. You'll have to add for each test another new "mod" of your list. Then you can figure out which mod doesn't load correctly.

  20. #40
    Dynamo11's Avatar Domesticus
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    Default Re: ADDITIONAL UNITS MOD (AUM) 1.3a (update to DM 1.3)

    In your screenies I swear I saw Death's Head Hussars in red and British!!!


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