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Thread: Pirates Über Alles & Russian Сompany

  1. #61

    Default Re: Pirates Über Alles

    Niccolo` Machiavelli
    And, well here now I have understood all, the friend! -
    You do 8 courses and on transition through the miscalculation Ottomans game stops.
    Spoiler Alert, click show to read: 

    With such problem still nobody addressed. Very much it would be desirable to help, but my work isn't connected in any way with fraction Ottoman. I with Ottoman did nothing in the work on updating. And, as you see on the image, I in game don't have a problem 1704.
    I can assume: can be at you in game there are others mods?

  2. #62

    Default Re: Pirates Über Alles

    Not to worry, i got it to work.
    Who likes Quitters????
    Vote now at: http://www.twcenter.net/forums/showthread.php?t=425721




    Steam ID: Niccolo' Machiavelli

  3. #63

    Default Re: Pirates Über Alles

    Niccolo` Machiavelli
    Thanks for the message, the friend!
    Now I work over a theme of Russian fraction.
    If it is interesting: http://anthropolgames.ucoz.ru/forum/33-55-2#285
    There are a lot of interesting material.

  4. #64

    Default Re: Pirates Über Alles

    Soon Pirates will increase in two. To them to be added "the Company for Russia".
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  5. #65

    Default Re: Pirates Über Alles

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  6. #66

    Default Re: Pirates Über Alles

    Small historical additions.
    Spoiler Alert, click show to read: 













  7. #67

    Default Re: Pirates Über Alles

    Spoiler Alert, click show to read: 

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    Last edited by Flaviuss; April 09, 2011 at 03:51 AM.

  8. #68

    Default Re: Pirates Über Alles

    Peter the Great grenadiers!
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    Last edited by Flaviuss; April 11, 2011 at 12:20 PM.

  9. #69

    Default Re: Pirates Über Alles

    The officer of grenadiers of Peter the Great!
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  10. #70

    Default Re: Pirates Über Alles

    I really want to play your mod, but Empire just crashes every time after only a few seconds, no error message.

    I put files Pirates_U_A_mod_v2.2.pack and Pirates_U_A_mod_v2.2_db.pack in program files x86/empire total war/data/campaigns/main

    I moved the txt file user.empire_script into the appdata/roaming/the creative assembly/empire/scripts


    When I remove this script file my game works, when i add it, it crashes, so the game is fine.

    I'm using windows 7 64bit, I'm not using any other mods, Empire v1.5.0.

    Hope someone can tell me what I'm doing wrong
    Last edited by Kielan; April 12, 2011 at 09:21 PM.

  11. #71

    Default Re: Pirates Über Alles

    Has corrected feathers for grenadiers, has started musicians.
    Spoiler Alert, click show to read: 























    Kielan
    I assume that Empire 1.05 - not the sufficient version. Mod it was created and tested for Empires 1.06. With all updatings.

  12. #72

    Default Re: Pirates Über Alles

    I've fully updated to 1.6 and I still have the same problem, empire stops working a few seconds after loading, I remove user.empire_script from the scripts dir and the game works fine.

    I'm not sure why it wont load the mod.

  13. #73

    Default Re: Pirates Über Alles

    OK I figured out what I was doing wrong.

    I put files Pirates_U_A_mod_v2.2.pack and Pirates_U_A_mod_v2.2_db.pack in program files x86/empire total war/data/campaigns/main

    they should go in program files x86/empire total war/data/

    I misread because the install instructions are so close together, I thought it would be some simple mistake, so yeah setting it to look in a folder where the files arnt will make your empire crash, incase anyone makes the same silly mistake.

  14. #74
    dmperu11's Avatar Civis
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    Default Re: Pirates Über Alles

    idk if this has been answered before but would this be compatible with DMUC?
    "Tengo deberes sagrados que cumplir
    y los cumpliré hasta quemar el último cartucho" Francisco Bolognesi

  15. #75

    Default Re: Pirates Über Alles

    Yes, here record from the first post of a theme.
    [QUOTE]6. In the folder for the game with DMUC (Для игры с DMUC) is:
    obsolete
    Last edited by Flaviuss; February 13, 2013 at 09:24 AM.

  16. #76

    Default Re: Pirates Über Alles

    I played this mod for a while and there's a couple of things I'd love to see.

    The no diplomacy I kinda get given your Pirates, but on the other hand pirates could always negociate with countries and bribe etc, countries try to make peace with you, but if you accept that peace you cant declare war on them again which kinda sucks.

    Again I figure that making the diplomacy work with pirates may be tricky, I would just love to see that if it where possible.

    Why are the land units so limited? I mean I accept you cant recruit masses of the same unit and that pirates are made up of many different kinds of troops, but the ammount given barely lets me form two armies, I'm just not a big fan of limiting units, it's like a wall put in that limits your game play, this is a game primarily about capturing land after all.

  17. #77

    Default Re: Pirates Über Alles

    Kielan
    Dear friend, thanks for your attention to my work!
    Situations about which you write, to me are known.
    The first situation is connected with the established algorithm of developers of game and, certainly, it was easier to create new pirates led by Edward Tichem, than, contrary to the decision of developers of game, to introduce diplomacy in unappropriated for this purpose the world of old pirates. It also was the compromise to which I and have come. And, according to developers, pirates shouldn't be opened for game on their party and the computer, on behalf of pirates, all diplomatic questions is obliged to answer only «aren't present!». It is caused by complexity of working out of a piracy theme as a whole. Unlike later series of game, the Empire was absolute subquality work because the size of the scenario of the world conceived in it was much larger than the scenario of the world of its subsequent series. To us subquality work and we, in process of forces has been sold, we try to complete it. Therefore work with old pirates has been spent and new pirates have been created.
    The situation with restriction of quantity of armies, in your case, is connected with technological not development of your power of pirates. Develop technologies and new, auxiliary armies will appear. There is a difference between gangster groups and power. It consists available or absence of development of social technologies. Here the basic thought of my work.
    I am all described earlier, only I do not remember where …

  18. #78

    Default Re: Pirates Über Alles

    It was possible to insert a breastplate! - the officer of horse grenadiers.
    Spoiler Alert, click show to read: 










  19. #79

    Default Re: Pirates Über Alles

    The officer the dragoon and the officer the horse grenadier.
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  20. #80

    Default Re: Pirates Über Alles


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