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Thread: Early American Colonization

  1. #1

    Default Early American Colonization


    Special thanks to:

    Demokritos, for history research, consulting and his valuable help for this mod.

    Hinkel , for his help in making flags.




    This mod of ETW is about the American colonization in the 17th century. At this time Spain has already establish a colonial status in central and south continent, and in Caribbean islands. Other European factions have strong bases in Caribbean and maintain some trade settlements in the coastline of North America.





    Map: American theater of ETW (RTI 3).

    Starting date: 1647 A.D.

    European colonial factions:

    1. British West Indies
    2. Nova Gallia
    3. Westindische Compagnie
    4. Nya Sverige
    5. Neu Kurland
    6. New Spain

    Native American Factions:

    1. Innu
    2. Ongwanonsionni
    3. Ochetiyotipi Shakowin (Sioux)
    4. Ani-Yunwiya
    5. Wendat

    Starting positions: European factions have a strong presence in Caribbean, in Central and in northern parts of South America. All of them, except New Spain, also maintain trade settlements in the cost line of North America. These settlements are presented as forts and they are protected by a stationed garrison. In the beginning, Europeans are in piece, have trade relations and some of them are allied with the natives that own the regions they have settled down. All North America and Newfoundland belongs to native Americans. Also in Caribbean strong Pirates are looking to loot passing trade ships.

    Important note: Never live forts-settlements ungarrisoned or they will change ownership automatically.




    Armies: Europeans can recruit armies in all regions they own or they'll conquer but there are limitations in the type and the numbers of units. Generally they can recruit unlimited units of settlers, militia, minutemen, native mercenaries, etc. to every region they own or conquer. Professional units can be recruited in limited numbers only in the starting regions and the major cities that may conquer like Boston, Pennsylvania or Quebec. Some units are excluded at all from the game. There was an effort to keep the necessary historicity, however not in the expense of the game enjoyment. Natives have limitations in the numbers of fire armed units. Also they cannot recruit artillery units.



    Fleets: Unavailable naval units include the ships that are over 3rd rate (2nd, 1st, Heavy) and the steam ships. Pirates can recruit also strong fleets. All type of naval ships can be recruited in trading ports so there is no need to build naval ports.




    Update 2.1 (save compatible with 2.0)

    Historical accurate Sweden and Courland overseas flags:



    Since it is impossible to find for native Americans real portraits and flags (actually they didn't use them) some art work collected from the net is added:

    Flags:




    King portraits:



    General portraits:




    Minister portraits:



    (For Warpath release) Shaman portraits:



    (some bigger images can be found here)

    Release History


    E.A.C. v. 2.2:

    *Updated for 1.6 patch

    E.A.C. v. 2.1:

    * New flags for New Sweden, New Courland and natives added.
    * Native portraits added.
    * Other minor changes.

    E.A.C. v. 2.0:

    * Updated for 1.4 patch.
    * Other minor changes

    * Characters and units birth date changed according game's starting date.

    E.A.C. v. 1.1:

    * Problematic pirates fleet removed.

    E.A.C. v. 1.0:


    * Starting date 1647 A.D.
    * Changes in regions ownership.
    * All N. American regions, cities, towns, facilities, changed to native_american type.
    * Preopen info changes (victory conditions, regions ownership, descriptions, etc.)
    * Diplomatic relations reworked.
    * Episodic units added.
    * Limitation on type and numbers of professional units.
    * AOR for professional units.
    * Artillery units unavailable for natives, limited fire arms units.
    * Historical portraits and characters added.
    * Loading screens added.
    * New Courland is based in Curacao instead of the correct Trinidad & Tobacco.
    * New Spain's population reduced in order to reduce also the advantage of her inland placement.
    * Other minor changes

    Changes for next release:

    * New units.
    * More portraits, graphics and descriptions especially for the natives.
    * Historical changes for natives thanks to Demokritos work.
    * Correct flags for New Sweden and New Courland thanks to Hinkel's work.
    * Improvements in scenario and game difficulties after the expected feed back.

    Download and Installation:

    Two ways of installation are provided, auto-installer and manual. Prefer auto since it also provides uninstall function. Either way none of your files will be overwritten. For instruction see the included readme.txt file.

    Auto install download link (mediafire)

    Manual install download link
    (filefront)




  2. #2

    Default Re: Early American Colonization

    Looks awsome, I downloaded it right away but I canīt seem to play it. I used the autoinstaller but everytime i tried to start a new campaign I get a CTD.

    I donīt use anyother mods and have nothing other thn vanilla installed. Have I missed something? any help is apreciated. Thanks

  3. #3

    Default Re: Early American Colonization

    Quote Originally Posted by pilo View Post
    Looks awsome, I downloaded it right away but I canīt seem to play it. I used the autoinstaller but everytime i tried to start a new campaign I get a CTD.

    I donīt use anyother mods and have nothing other thn vanilla installed. Have I missed something? any help is apreciated. Thanks
    Have you activated EAC_mod.pack? If not activate EAC_mod either using Mod Manager and checking the boxes by it's name or adding the following line in user.empire_script file (C:/Users/(user)/AppData/Roaming/The%20Creative%20Assembly/Empire/scripts/):

    Code:
    mod "EAC_mod.pack";
    Last edited by husserlTW; January 23, 2011 at 01:31 PM.




  4. #4

    Default Re: Early American Colonization

    Quote Originally Posted by husserlTW View Post
    Have you activated EAC_mod.pack? If not activate EAC_mod either using Mod Manager and checking the boxes by it's name or adding the following line in user.empire_script file (C:/Users/(user)/AppData/Roaming/The%20Creative%20Assembly/Empire/scripts/):

    Code:
    mod "EAC_mod.pack";
    I also tried to play it, but it doesn't run i launch empire total war and in grand campaign i have good factions. but when i want to start and it's loading smthing crash and windows error is coming up
    please help cause i looked for a long time for mod like this one.

  5. #5

    Default Re: Early American Colonization

    it works, just when you're pasting this "code" into file "user...." in documents and settings don't use -""-. I want to ask, is it an error or there are no new troops in american native's army ?
    ps. sorry for my english

  6. #6

    Default Re: Early American Colonization

    Quote Originally Posted by Mil091 View Post
    it works, just when you're pasting this "code" into file "user...." in documents and settings don't use -""-. I want to ask, is it an error or there are no new troops in american native's army ?
    ps. sorry for my english
    Only vanilla. If you want the warpath native units use the release for warpath campaign.
    Last edited by husserlTW; October 29, 2010 at 09:11 AM.




  7. #7
    triarri's Avatar Civis
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    Default Re: Early American Colonization

    cant find the thing i need to activate, guess i dont actually have it

  8. #8
    triarri's Avatar Civis
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    Default Re: Early American Colonization

    i have found the AppData but i cant open, which program do i need for it?

  9. #9

    Default Re: Early American Colonization

    Quote Originally Posted by triarri View Post
    i have found the AppData but i cant open, which program do i need for it?
    That is a folder and do not need any program to open it.
    Last edited by husserlTW; May 18, 2011 at 06:04 PM.




  10. #10
    triarri's Avatar Civis
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    Default Re: Early American Colonization

    i found it and its not a folder :s

  11. #11
    hip63's Avatar Give me some BASS!
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    Default Re: Early American Colonization

    then you are looking at the wrong thing

    open a run box and type in %appdata% and it will open the correct location

    hip63

  12. #12
    triarri's Avatar Civis
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    Default Re: Early American Colonization

    i have found it is "SteamAppData.vdf"

  13. #13
    triarri's Avatar Civis
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    Default Re: Early American Colonization

    i have also found an empty folder called "EAC_MOD"

  14. #14
    triarri's Avatar Civis
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    Default Re: Early American Colonization

    ha! found it but i need a program to open it though, i think it is something that was left out at registry
    Last edited by triarri; February 15, 2010 at 04:56 PM.

  15. #15

    Default Re: Early American Colonization

    looks good. gotta try this

  16. #16

    Default Re: Early American Colonization

    sounds interesting, I'll bite


    "Close your eyes, Pray for Plagues"

  17. #17

    Default Re: Early American Colonization

    How do I open a 7Z File so I can extract it?

  18. #18

    Default Re: Early American Colonization

    With 7zip (google it).




  19. #19

    Default Re: Early American Colonization

    I get a ctd after some turns as new spain....
    Member of God Save The King community RPG

  20. #20

    Default Re: Early American Colonization

    Hey Husserl, cool mod.

    But, can you reduce the unit types? Its really overflooding when having the best building out there.

    Thanks in advance.
    Last edited by Flash-[Bang!]; June 28, 2010 at 01:23 PM.

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