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Thread: oms_NAPOLEONIC_MOD 1.7 Updated on 20/02/2010.WORKING WITH PATCH 4

  1. #161

    Default Re: oms_NAPOLEONIC_MOD ---new version 1.2 released---New units trailer

    im currently doing napoleonic artillery, but its a very annoying hex job, need to create all arty units for each factions instead of use the same units for everybody like in vanilla etw
    Try the Napoleonic Mod for ETW




  2. #162

    Default Re: oms_NAPOLEONIC_MOD ---new version 1.2 released---New units trailer

    hey nice to see a Napoleonic MOD but i have a problem when i look for.. C:\Documents and Settings\Administrator\Application Data\The Creative Assembly\Empire\scripts folder, open the text file called user.empire_script.txt after backup it, then blank it. Launch empire total war. Then quit, replace your empire_script.txt
    with mine. then i see noting and i need that to run NAPOLEONIC_MOD?

  3. #163
    Jopel's Avatar Ordinarius
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    Default Re: oms_NAPOLEONIC_MOD ---new version 1.2 released---New units trailer

    Or you could use Mod Manager?

    Of je kunt Mod Manager gebruiken? Net zo handig
    Maar je moet het script legen (ik herstart hem nooit, maar goed) en dan copy-paste je de betreffende regels erin,
    of je vervang het script in zijn geheel voor degene die aangegeven is... maar ik raad je echt Mod Manager aan
    www.yeshua-saves.nl

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  4. #164

    Default Re: oms_NAPOLEONIC_MOD ---new version 1.2 released---New units trailer

    oke thanxs
    ik ga is kijken

  5. #165
    Laetus
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    Default Re: oms_NAPOLEONIC_MOD ---new version 1.2 released---New units trailer

    hey,
    great modification, i think, but it would be nice when you would change the tactical map for the nations.
    silesia to prussia corsica to france and so on. for the historical correctness

    sorry for my bad english

  6. #166

    Default Re: oms_NAPOLEONIC_MOD ---new version 1.2 released---New units trailer

    Quote Originally Posted by sangjin View Post
    hey,
    great modification, i think, but it would be nice when you would change the tactical map for the nations.
    silesia to prussia corsica to france and so on. for the historical correctness

    sorry for my bad english
    I have tried a long time ago, got only crash and bug, so i gave up....
    Try the Napoleonic Mod for ETW




  7. #167
    Laetus
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    Default Re: oms_NAPOLEONIC_MOD ---new version 1.2 released---New units trailer

    okay...
    i thaugt you can use the map of the late / USA campaign for this mod...

  8. #168
    VVILHELM DUX's Avatar Tiro
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    Default Re: oms_NAPOLEONIC_MOD ---new version 1.2 released---New units trailer

    I like this mod. Just dropping by to say hi and see how its going. And a new post moving it back to the front page dosnt hurt either.

  9. #169

    Default Re: oms_NAPOLEONIC_MOD ---new version 1.2 released---New units trailer

    IN THE README FILE YOU SAY:go to your C:/users/"My Name"/AppsData/Roaming/TheCreativeAssembly/Empire/Scripts folder, and copy the user.empire_script.txt file containing in this archive.
    I CANT FIND THAT PATH ANYWHERE, IN MY USERS THERE IS NOT NOTHING LIKE THAT, PLEASE TELL ME HOW CAN I FIND THE PLACE TO COPY USER.EMIRE_SCRIPT.TXT

  10. #170

    Default Re: oms_NAPOLEONIC_MOD ---new version 1.2 released---New units trailer

    Quote Originally Posted by wolfman2605 View Post
    IN THE README FILE YOU SAY:go to your C:/users/"My Name"/AppsData/Roaming/TheCreativeAssembly/Empire/Scripts folder, and copy the user.empire_script.txt file containing in this archive.
    I CANT FIND THAT PATH ANYWHERE, IN MY USERS THERE IS NOT NOTHING LIKE THAT, PLEASE TELL ME HOW CAN I FIND THE PLACE TO COPY USER.EMIRE_SCRIPT.TXT
    Wasn't that only for vista ?

  11. #171

    Default Re: oms_NAPOLEONIC_MOD ---new version 1.2 released---New units trailer

    unlock hidden files in Vista options or use Mod Manager : http://www.twcenter.net/forums/showthread.php?t=240335
    Try the Napoleonic Mod for ETW




  12. #172

    Default Re: oms_NAPOLEONIC_MOD ---new version 1.2 released---New units trailer

    thank you very very very much, it works กก
    the mod is good

  13. #173

    Default Re: oms_NAPOLEONIC_MOD ---new version 1.2 released---New units trailer

    OneManShow

    Maybe I am too late with my opinion, but I would like to say that you do great work with your Napoleonic mod.

    However I have some questions and suggestions there. If you try to respect historic realism in your mod you should/could include few things there.

    You could visit http://napoleonistyka.atspace.com/. I think you know this site where all we can find very good historical research about Napoleonic armies and thiers enemies.

    Then you can include some chnages in your mod. New army organisation, units strength, statistics, balans, uniforms nad tactics are necessary there.

    Few examples.

    * Russia basic units had not more soldiers, they often had less men, but Russian had good endurance, stamina and resistant. They can stand pain, fatigue and were cool proof, however theirs officers were less competent and drink too much sometimes.

    * Basic size for line infantry unit could/shoud have less men. I think 80 soldiers for one infantry unit will be enough in the game. This will be nice 1:10 scale, compare with historical infanty battalion which were basic tactical, infantry unit at that period. Infantry battalion had from 400 to 1200 soldiers and it gives c.a. 800 men in average. Sharpshooters (jeagers, rifflemen, voltiguers etc.) and sappers as specialised troops can create smaller units, each include 15 men in the game, as special companies. Cavalry basic unit could/should include 15 men in one squadron and 60 men in one cavalry regiment. This way we will have there 1 :10 units size scale too.

    * Your Napoleonic units are quite nice and better uniformed than ETW units, nevertheless they also have many mistakes.
    Your units use wrong uniforms and weapons sometimes e.g. uhlans (lancers) have wrong lances without color pennons, many infantry units wear wrong shakos, bearskins and caps, dragons, cuirassiers or carabiniers wear the same helmets, but in real they did not wore the same style helmets.
    Look there please.
    http://napoleonistyka.atspace.com/napoleonic_uniforms.html

    Infantry muskets looks too big and too long in mod. Muskets and pistols have not good fire range too. These weapons needs improvments.
    The same story with tactic.
    Look there please.
    http://napoleonistyka.atspace.com/infantry_tactics_4.htm
    http://napoleonistyka.atspace.com/infantry_tactics_2.htm
    http://napoleonistyka.atspace.com/cavalry_tactics.html

    I do not want to complain your work, and think that you can make some improvments there. Then your mod will include more historic realism.
    Last edited by exNowy; September 22, 2009 at 07:17 AM.

  14. #174
    VVILHELM DUX's Avatar Tiro
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    Default Re: oms_NAPOLEONIC_MOD ---new version 1.2 released---New units trailer

    Hey Guys, I've been able to get OMS_1.2 to work with ETW 1.4 by simply swapping out the startpos for one of these.. http://www.twcenter.net/forums/showthread.php?t=288139

    My 1.3 save game files are loading and playing just fine.

    Maby Onemanshow can adjust the unit stats to compinsate for the increase in melee tactic. The lower moral with many of these units is making the AI resort to melee more often as the best tactic.

  15. #175

    Default Re: oms_NAPOLEONIC_MOD ---new version 1.2 released---New units trailer

    1.4 patch replace your startpos.esf so, once u have updated 1.4 version you need to replace the startpos.esf by mine. It works both when starting a new game and when loading an old savegame.

    Thanks for comment exNowy i will have a look on units stats when i get free time. But that you say about lances, muskets, shako or helmet cannot be edited cause CA locked 3D models.
    Try the Napoleonic Mod for ETW




  16. #176
    EmperorBatman999's Avatar I say, what, what?
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    Default Re: oms_NAPOLEONIC_MOD ---new version 1.2 released---New units trailer

    I have my shaders on level 3 and your units look glossy, how can I fix this?

  17. #177
    VVILHELM DUX's Avatar Tiro
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    Default Re: oms_NAPOLEONIC_MOD ---new version 1.2 released---New units trailer

    Quote Originally Posted by EmperorBatman999 View Post
    I have my shaders on level 3 and your units look glossy, how can I fix this?

    Switch to shader modle 2 was OneMans advice to me. I cant, it wont work in game for my system for some reason so I switched to shader modle 3 low and that help some but still a little glossy. Not as bad though.

    I did some more tweek with the gamma and that took more of the gloss off.

  18. #178

    Default Re: oms_NAPOLEONIC_MOD ---new version 1.2 released---New units trailer

    can you do a mameluk units for france !! it will be a good idea ??

  19. #179
    helmersen's Avatar Praepositus
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    Default Re: oms_NAPOLEONIC_MOD ---new version 1.2 released---New units trailer

    Does this version start out with these costumes or do you need a revolution to get them?
    Interested in how Attila and the new LONGBEARDS DLC plays?

    Check out my Total War Attila: Jutes Let's Play: http://youtu.be/rFyxh4mj1pQ
    Check out my Total War Attila: The Langobards Let's Play: http://youtu.be/lMiHXVvVbCE
    Total War: Attila with ERE vs Sassanids GEM at max settings:
    http://youtu.be/jFYENvVpwIs
    Total War: Rome II Medieval Kingdoms Mod Gameplay: http://youtu.be/qrqGUYaLVzk

  20. #180
    XxGREAT-BRITAINx's Avatar Centenarius
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    Default Re: oms_NAPOLEONIC_MOD ---new version 1.2 released---New units trailer

    Mate I've got to say you should really be proud of yourself .

    This is my main mod! not the darth mod or anything, when my systems crashes and I have to reinstall, I always download this first!!!.

    It's amazing, really!!.

    I think the first few posts saying it was bad, in it's early days should change their posts because this mod is..... no words just amazing!.

    Reppage O_O.

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