View Poll Results: What to do next ?

Voters
9. You may not vote on this poll
  • Release other units (reedit Ca' units and add others)

    7 77.78%
  • Limit units to the max available during this period (sample : 14 units of french cuirassiers)

    2 22.22%
  • Enhance the gameplay (better ai in the battles)

    1 11.11%
Multiple Choice Poll.
Page 55 of 60 FirstFirst ... 53045464748495051525354555657585960 LastLast
Results 1,081 to 1,100 of 1317

Thread: "Les Aigles" aka Bart 07 units add-on [1.13 released on 08/22/2013]

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Re: Bart 07 units add-on [1.12 released on 04/22/2013]

    Cannot get this mod to work, trying to use the newest gameplay modifications, can someone just give me a list of all the steps one by one how to install? the installation instructions are a little cunfusing...

  2. #2

    Default Re: Bart 07 units add-on [1.12 released on 04/22/2013]


    1 - copy the pack file in your data folder
    2 - edit your user.script.txt in UNICODE (add this line) : mod"Bart07modAOR.pack";
    3 - make a backup of data/campaigns/eur_napoleon folder anddata/campaigns/mp_eur_napoleon
    4 - copy the campaigns folder in your data folder. (info : copy the eur_napoleon and mp_eur_napoleon folder to the campaigns folder)
    5 - restart a campaign of 1805,




    localisation.loc (new names installation)
    In NTW, there canbe only one file to edit the screen names.

    You can use :
    - UPC (forenglishmen).
    -local_fr_patch.pack (to put in you data folder : no script entries needed) (forfrenchmen).

    Copy you backup inanother folder than the Data's one to avoid bug.
    Last edited by Bart07; May 05, 2013 at 04:37 AM.

  3. #3

    Default Re: Bart 07 units add-on [1.12 released on 04/22/2013]

    So I get how to copy the file over to the data folder, I dont get how to edit using unicode i know how to it just doesnt change when i save it as unicode, copy and past un unicode in a reply? and then I get how to do the rest, just having trouble with the unicode thing

  4. #4

    Default Re: Bart 07 units add-on [1.12 released on 04/22/2013]

    Here the userscript
    Attached Files Attached Files

  5. #5

    Default Re: Bart 07 units add-on [1.12 released on 04/22/2013]

    Hi Bart07,
    I've got a problem when downloading Bart07modvanilla105.zip, gamefront doesn't keep the file anymore, is it possible to find it every where else please ?
    Thank you for all your work.

  6. #6

    Default Re: Bart 07 units add-on [1.12 released on 04/22/2013]

    New link in the first post.

    Quote Originally Posted by Mica_95 View Post
    Hi Bart07,
    I've got a problem when downloading Bart07modvanilla105.zip, gamefront doesn't keep the file anymore, is it possible to find it every where else please ?
    Thank you for all your work.

  7. #7

    Default Re: Bart 07 units add-on [1.12 released on 04/22/2013]

    Quote Originally Posted by Bart07 View Post
    New link in the first post.

  8. #8

    Default Re: Bart 07 units add-on [1.12 released on 04/22/2013]

    Thank you Guy, but it doesn't workig, I've got this:
    403 - Forbidden


  9. #9

    Default Re: Bart 07 units add-on [1.12 released on 04/22/2013]

    Sorry Bart, I've solved the problem myself, for the others guys who have the same pb: Gamefront block IP from many countries like mine (France), you ave to use a free proxy (use USA proxy) on your browser to download the file.

  10. #10

    Default Re: Bart 07 units add-on [1.12 released on 04/22/2013]

    do these new features and units work in custom battles or only campaign? and are you supposed to get rid of the quotation marks in the user script? still having trouble getting it to work...

  11. #11

    Default Re: Bart 07 units add-on [1.12 released on 04/22/2013]

    ok try this scuffy :

    mod "Bart07modAOR.pack";

  12. #12

    Default Re: Bart 07 units add-on [1.12 released on 04/22/2013]

    finally got it working! Great mod, just wish it had realistic musket sounds, blood, and no tracers! I was wondering how I could get this mod working with ntw3 v2.0 and pdguru unit mod, I know that on youtube naxzul666 got it working like that but I dont know how, any help would be great!

  13. #13
    VENNONETES's Avatar Vicarius
    Join Date
    Oct 2011
    Location
    Sondrio, Lombardy, Italy
    Posts
    2,673

    Default Re: Bart 07 units add-on [1.12 released on 04/22/2013]

    Quote Originally Posted by scruffy505 View Post
    finally got it working! Great mod, just wish it had realistic musket sounds, blood, and no tracers! I was wondering how I could get this mod working with ntw3 v2.0 and pdguru unit mod, I know that on youtube naxzul666 got it working like that but I dont know how, any help would be great!
    NTW3 V2 is an old and outdated version (the v3 is the current one) and mixing all these mods together would be a mess imo.


    Won the POTW Gold medal at 15 years, 7 months, and 198 days on 25/12/2013 ^_^

    Proudly one of the 5 who won the POTW silver medal! (won it at 14 years, 10 months and 24 days on 31/03/2013 at 03.03 PM GMT +1)


    OLD SIG

  14. #14
    DramaBelli's Avatar Ministry of Silly Walks
    Join Date
    Feb 2010
    Location
    Rome
    Posts
    3,816

    Default Re: Bart 07 units add-on [1.12 released on 04/22/2013]

    Another rich and excellent update, thanks sir!

  15. #15
    CHOTCHMCGEE's Avatar Libertus
    Join Date
    Mar 2012
    Location
    West Virginia
    Posts
    56

    Default Re: Bart 07 units add-on [1.12 released on 04/22/2013]

    I saw this earlier in thread, but the directions didnt help, I cant recruit any units anywhere except regions such as Hungary, Croatia, and Silesia. Tried installing your campaign folders, but nothing happened. What did I do wrong?

  16. #16

    Default Re: Bart 07 units add-on [1.12 released on 04/22/2013]

    restart the campaign.

  17. #17
    CHOTCHMCGEE's Avatar Libertus
    Join Date
    Mar 2012
    Location
    West Virginia
    Posts
    56

    Default Re: Bart 07 units add-on [1.12 released on 04/22/2013]

    Tried, same...Prussian campaign recruits only in Silesia, Austria only in Hungary and Croatia, Russian only in Moscow, and with French campaign can recruit anywhere, but only militia. Do you have to delete the vanilla campaign files or something?

  18. #18
    CHOTCHMCGEE's Avatar Libertus
    Join Date
    Mar 2012
    Location
    West Virginia
    Posts
    56

    Default Re: Bart 07 units add-on [1.12 released on 04/22/2013]

    Ah, nevermind stupid foolish mistake on my part, fixed it, works great. Thanks for great mod!

  19. #19
    CHOTCHMCGEE's Avatar Libertus
    Join Date
    Mar 2012
    Location
    West Virginia
    Posts
    56

    Default Re: Bart 07 units add-on [1.12 released on 04/22/2013]

    Is there a way to make the French not so wealthy??? They send a non stop wave of like 10 maxed out armies throughout Austria and Bavaria and are close to being unstoppable. When playing as Prussia they destroy the Austrian faction in less than 15 turns. Where the units are so cheap and the economies are huge, they spawn armies like crazy. But for some reason AI coalition nations dont.

  20. #20

    Default Re: Bart 07 units add-on [1.12 released on 04/22/2013]

    You are right, coalition is not enough powerfull. I play britain now and french are near Moscow after few turns and Russia will not stop them (only 2-3 regions left). I will work on that...

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •