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Thread: STARTPOS MODS for Grand Campaign, RTI, Warpath, 1.6 patch updated. >>>NEW: American Civil War for GC and WC<<<

  1. #161

    Default Re: STARTPOS MODS last updated 08/09/2009

    Cheers for the work, I can't get Lousianna to work though I've tried a few factions mods without success now, I'd just like to play the vanilla game as Lousianna. Also playing as the native indian nations, is it not possible to build any proper units? I've captured thirteen colony settlements and i can't recruit cannons or musketmen or anything.

    I've made a school boy error also and accidentally erased my vanilla scripting.lua and startpos file while playing around with this, I really don't want to reinstall, does anyone have the vanilla versions of these files uploaded anywhere that I could download and replace?

    Thanks.

  2. #162
    keminsky's Avatar Civis
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    Default Re: STARTPOS MODS last updated 08/09/2009

    with emergent factions (non haiti + belgium) shall i use original script.lua, remove it o use any tuned one? now i am receiving all messages with 1 turn DELAY!lol

  3. #163

    Default Re: STARTPOS MODS last updated 08/09/2009

    Quote Originally Posted by keminsky View Post
    with emergent factions (non haiti + belgium) shall i use original script.lua, remove it o use any tuned one?
    You have to use the lua file that was included.

    now i am receiving all messages with 1 turn DELAY!lol
    Pardon?




  4. #164
    keminsky's Avatar Civis
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    Default Re: STARTPOS MODS last updated 08/09/2009

    Quote Originally Posted by husserlTW View Post
    You have to use the lua file that was included.



    Pardon?

    husser, what i said was in last release. today i downloaded Emergents With City Conversion and the message thing is GONE (perfect), i played with hanover, it started in 1783 and it crashed in 3 turns,,,

    here is my list\\

    mod "conv_mod.pack";
    mod "realistic_flag_set_v12.pack";
    mod "darthmodlite.pack";
    mod "proper_militia_v13.pack";
    mod "waronmars_pipmod.pack";
    mod "equipment_tweak_mod.pack";
    mod "Ketz_League_01beta.pack";
    mod "uwKZ.pack";
    mod "lodtrickKZ.pack";
    mod "BattkeTranKz.pack";
    mod "nonight.pack";
    mod "EffectsKz.pack";
    mod "ATM_addon.pack";
    mod "ATM_v12a.pack";
    mod "kz09.pack";
    mod "Pshaders3.pack";
    mod "potugal.pack";
    mod "lego_retexture_britain.pack";
    mod "Warcry_of_the_Republic.pack";
    mod "Remo_spain_linemen_textures.pack";
    mod "saxony_mod_drth.pack";
    mod "Piedmont Savoy Retexture.pack";
    mod "mod_soundv2.pack";
    mod "mod_S&WF_12.pack";
    mod "mod_ui_historical_eventpics.pack";
    mod "fonts1steplarger.pack";
    mod "kz08.pack";
    mod "kz07.pack";
    mod "kz06.pack";
    mod "kz05.pack";
    mod "kz04.pack";
    mod "kz03.pack";
    mod "kz02.pack";
    mod "kz01.pack";
    mod "kz00.pack";

    gona make another stability test now..another faction like portugal

  5. #165

    Default Re: STARTPOS MODS last updated 08/09/2009

    Quote Originally Posted by keminsky View Post
    husser, what i said was in last release. today i downloaded Emergents With City Conversion and the message thing is GONE (perfect), i played with hanover, it started in 1783 and it crashed in 3 turns,,,

    here is my list\\

    mod "conv_mod.pack";
    mod "realistic_flag_set_v12.pack";
    mod "darthmodlite.pack";
    mod "proper_militia_v13.pack";
    mod "waronmars_pipmod.pack";
    mod "equipment_tweak_mod.pack";
    mod "Ketz_League_01beta.pack";
    mod "uwKZ.pack";
    mod "lodtrickKZ.pack";
    mod "BattkeTranKz.pack";
    mod "nonight.pack";
    mod "EffectsKz.pack";
    mod "ATM_addon.pack";
    mod "ATM_v12a.pack";
    mod "kz09.pack";
    mod "Pshaders3.pack";
    mod "potugal.pack";
    mod "lego_retexture_britain.pack";
    mod "Warcry_of_the_Republic.pack";
    mod "Remo_spain_linemen_textures.pack";
    mod "saxony_mod_drth.pack";
    mod "Piedmont Savoy Retexture.pack";
    mod "mod_soundv2.pack";
    mod "mod_S&WF_12.pack";
    mod "mod_ui_historical_eventpics.pack";
    mod "fonts1steplarger.pack";
    mod "kz08.pack";
    mod "kz07.pack";
    mod "kz06.pack";
    mod "kz05.pack";
    mod "kz04.pack";
    mod "kz03.pack";
    mod "kz02.pack";
    mod "kz01.pack";
    mod "kz00.pack";

    gona make another stability test now..another faction like portugal
    My mod starts in 1780 not in 1783.




  6. #166

    Default Re: STARTPOS MODS last updated 08/09/2009

    Hi Husser, rep+ for your mods, you have done an excellent job.
    I unfortunately have crashes early & late in games depending on who I play as.
    I have just downloaded your updated (1780) New Facs B02_1.7 & it crashed after 3 turns playing as Haiti. I looked in your startpos & found you had 2 Hessen entries for Victory conditions & no new_spain (Haiti), also the end dates were still as per vanilla, I have made these changes & will start another game later & let you know how it goes.
    Again thanks for your mods, great job.

  7. #167
    gord96's Avatar Domesticus
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    Default Re: STARTPOS MODS last updated 08/09/2009

    excellent work. looking forward to trying the Civil War one with your changes.

  8. #168

    Default Re: STARTPOS MODS updated 30/08/2009

    Quote Originally Posted by husserlTW View Post
    Install the fix file that was added in under the download link of the mod (just place it in the same folder with the startpos.esf). You have to start a new game.
    Ok, I see you made an updated version - so I'll try that now with Norway and see if it works.

  9. #169
    keminsky's Avatar Civis
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    Default Re: STARTPOS MODS last updated 08/09/2009

    i instaled ur emergents with conversion ( no haiti belgium), it starts in 1780 yes, but it crashes in 5 TURNS,no matter the faction i choose

    my script

    mod "conv_mod.pack";
    mod "realistic_flag_set_v12.pack";
    mod "darthmodlite.pack";
    mod "proper_militia_v13.pack";
    mod "waronmars_pipmod.pack";
    mod "equipment_tweak_mod.pack";
    mod "Ketz_League_01beta.pack";
    mod "uwKZ.pack";
    mod "lodtrickKZ.pack";
    mod "BattkeTranKz.pack";
    mod "mod_NoTrails.pack";
    mod "nonight.pack";
    mod "ATM_addon.pack";
    mod "ATM_v12a.pack";
    mod "Sikh.pack";
    mod "EffectsKz.pack";
    mod "kz09.pack";
    mod "Pshaders3.pack";
    mod "potugal.pack";
    mod "lego_retexture_britain.pack";
    mod "Warcry_of_the_Republic.pack";
    mod "Remo_spain_linemen_textures.pack";
    mod "saxony_mod_drth.pack";
    mod "Piedmont Savoy Retexture.pack";
    mod "mod_soundv2.pack";
    mod "mod_S&WF_12.pack";
    mod "mod_ui_historical_eventpics.pack";
    mod "fonts1steplarger.pack";
    mod "kz08.pack";
    mod "kz07.pack";
    mod "kz06.pack";
    mod "kz05.pack";
    mod "kz04.pack";
    mod "kz03.pack";
    mod "kz02.pack";
    mod "kz01.pack";
    mod "kz00.pack";


    honestly i am giving up of all games, this one is the begining, even with modding i cant finish one single campaign

  10. #170
    gord96's Avatar Domesticus
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    Default Re: STARTPOS MODS last updated 08/09/2009

    any feedback in regards to eliminating the crashes with the 1780 fix? thanks!

  11. #171

    Default Re: STARTPOS MODS last updated 08/09/2009

    odd my ministers are like 143?! lol.....I've been testing around with the first version and I find the ministers confusing......plus the leaders......Charles is still alive........arggghhh

  12. #172

    Default Re: STARTPOS MODS last updated 08/09/2009

    Quote Originally Posted by Okuto View Post
    odd my ministers are like 143?! lol.....I've been testing around with the first version and I find the ministers confusing......plus the leaders......Charles is still alive........arggghhh
    As you can realize changing the age of all characters, units, ships, and so on, could take months. However as you noticed this is not problem for the game. The age is calculated by turns and not by date.




  13. #173

    Default Re: STARTPOS MODS last updated 08/09/2009

    Oh it's not a prob....I just opened the esf up and yep it would take forever to change them back lol.

  14. #174

    Default Re: STARTPOS MODS last updated 08/09/2009

    I updated to the new version of the Civil war mod and noticed a few things just in my first few mins of play that still could use some adjusting.

    1.) The confederacy was named the 13 colonies for some reason
    2.) There is still that strange trade between Louisiana and France at the start
    3.) Neither the Confed or the Union have any technology at the start or a school
    4.) Texas should be part of the Confed not Mexico considering the Year.
    5.) The Union should start with a small navy.
    6.) The Confed needs to be a republic not a constitutional monarchy.
    7.) Jeff Davis should be higher than a 2 star leader...at least a 3.
    8.) It it wouldn't be to difficult could you change the names of the towns that were once indian villages to the names of towns in the general area that existed back then I can help with that part by finding some....One I know of is that town that starts off as a blacksmith could probably be renamed Atlanta.

    If I think of any more I'll post as well.

  15. #175

    Default Re: STARTPOS MODS last updated 08/09/2009

    Quote Originally Posted by Eldwen View Post
    I updated to the new version of the Civil war mod and noticed a few things just in my first few mins of play that still could use some adjusting.

    1.) The confederacy was named the 13 colonies for some reason
    2.) There is still that strange trade between Louisiana and France at the start
    3.) Neither the Confed or the Union have any technology at the start or a school
    4.) Texas should be part of the Confed not Mexico considering the Year.
    5.) The Union should start with a small navy.
    6.) The Confed needs to be a republic not a constitutional monarchy.
    7.) Jeff Davis should be higher than a 2 star leader...at least a 3.
    8.) It it wouldn't be to difficult could you change the names of the towns that were once indian villages to the names of towns in the general area that existed back then I can help with that part by finding some....One I know of is that town that starts off as a blacksmith could probably be renamed Atlanta.

    If I think of any more I'll post as well.
    All suggestions are welcome.




  16. #176
    ToonTotalWar's Avatar Indefinitely Banned
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    Default Re: STARTPOS MODS last updated 08/09/2009

    Thank you HusserlTW for all of your time and effort in developing the Startpos mods for my AWI mod, All members give this man some major +Rep!!

  17. #177

    Default Re: STARTPOS MODS last updated 08/09/2009

    Quote Originally Posted by ToonTotalWar View Post
    Thank you HusserlTW for all of your time and effort in developing the Startpos mods for my AWI mod, All members give this man some major +Rep!!
    Thanks mate, it is always a pleasure working for a grate project like yours!




  18. #178

    Default Re: STARTPOS MODS last updated 08/09/2009

    Well this would be a good idea:i mean just a suggestion
    after the new CA update comes out at the end of the month I THINK i was saying that maybe you should like for the emergent factions you should do this.

    Indian continent area= The Emergents are Punjab and some others

    Europe= are some others

    Americas= like natives and america

    What you should is make different mods specifically for different emergents.

    Like the Indian nation emergents
    or eurpoean emergents(there will be too much)

    or you could make different mods for each different emergents like
    a mod for just Punjab, Like evrything else stays the same except you can now play with Punjab
    or a mod for America in which everthing stays the same for the rest of the game and other nation but you can now play with america.
    So there will be less conflicts with other files and yull be able to find the problems.

    I know this will take alot of time but i thinks you can actually find the probs quicker and fix them
    Maybe trying this out with a emergent nation one by one should probably reduce the number of conflicts and reduce the DAM CRASHING
    NOT THAT IT IS ANYONES FAULT.
    ANYONE WHO wants to suggestst something or improve the idea or chnage or something just pm me or HusserTW
    Last edited by Warchamp84; September 13, 2009 at 06:25 AM.

  19. #179

    Default Re: STARTPOS MODS updated 30/08/2009

    Quote Originally Posted by husserlTW View Post
    Install the fix file that was added in under the download link of the mod (just place it in the same folder with the startpos.esf). You have to start a new game.
    Sorry, doesn't work. Crashes in 1708(4 turns per year, btw) with Norway.. I have tried all your different versions, and I have tried the fix.

  20. #180

    Default Re: STARTPOS MODS last updated 08/09/2009

    EDIT: Early American Colonization, new mod added.




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