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Thread: V1650! Version 1.5 released!

  1. #241
    General Brewster's Avatar The Flying Dutchman
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    Default Re: V1650 a Dutch VOC mod. Béta 1.2 released!(and new vid!)

    For now I advice you playing with The Netherlands. They simply have the most units custom made. Sweden also have most new units after The Netherlands. Though all European nations have new unit stats.

  2. #242
    Prince of Judah's Avatar Senator
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    Default Re: V1650 a Dutch VOC mod. Béta 1.2 released!(and new vid!)

    Not possible? Wow that is a disappointment. I can't believe their are armor values that are not calculated. It works in Shogun II tho?

  3. #243
    General Brewster's Avatar The Flying Dutchman
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    Default Re: V1650 a Dutch VOC mod. Béta 1.2 released!(and new vid!)

    Quote Originally Posted by Prince of Judah View Post
    Not possible? Wow that is a disappointment. I can't believe their are armor values that are not calculated. It works in Shogun II tho?
    I'll keep exploring
    Armpit value works for melee btw.

    No idea about S2, did not yet made an attempt to mod it

  4. #244
    Antiokhos Euergetes's Avatar Protector Domesticus
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    Default Re: V1650 a Dutch VOC mod. Béta 1.2 released!(and new vid!)

    Ok I shall take your advice, how about England?

  5. #245
    General Brewster's Avatar The Flying Dutchman
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    Default Re: V1650 a Dutch VOC mod. Béta 1.2 released!(and new vid!)

    They have new stats and 2-3 new units don' t know for sure
    Next update will see the texturing of some ottoman units, and English as it was primary rival of the Dutch.

    As said the Dutch are the most fun atm

  6. #246
    Antiokhos Euergetes's Avatar Protector Domesticus
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    Default Re: V1650 a Dutch VOC mod. Béta 1.2 released!(and new vid!)

    Thanks you've been very helpful +REP

  7. #247
    General Brewster's Avatar The Flying Dutchman
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    Default Re: V1650 a Dutch VOC mod. Béta 1.2 released!(and new vid!)

    Not a problem, as said part of our service

  8. #248

    Default Re: V1650 a Dutch VOC mod. Béta 1.2 released!(and new vid!)

    Thought i'd come back and see if there was any movement on this mod....well done V1.2 out...good to see WIP.!

    Q. Which nations are..or perhaps if easier, which nations arn't equipted with 17th century units....i.e will i take my army of Musket/Pikemen into a province and be faced with 18th century light infantry??

    Also, any smoke / sound and other mods made to this yet?

    Thanks

  9. #249
    General Brewster's Avatar The Flying Dutchman
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    Default Re: V1650 a Dutch VOC mod. Béta 1.2 released!(and new vid!)

    Quote Originally Posted by Poacher886 View Post
    Thought i'd come back and see if there was any movement on this mod....well done V1.2 out...good to see WIP.!

    Q. Which nations are..or perhaps if easier, which nations arn't equipted with 17th century units....i.e will i take my army of Musket/Pikemen into a province and be faced with 18th century light infantry??

    Also, any smoke / sound and other mods made to this yet?

    Thanks
    All nations still have access to all vanilla units
    So when you research light infantry you have them too

  10. #250

    Default Re: V1650 a Dutch VOC mod. Béta 1.2 released!(and new vid!)

    I've played a few turns and I'm quite impressed. Nicely done!

  11. #251
    General Brewster's Avatar The Flying Dutchman
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    Default Re: V1650 a Dutch VOC mod. Béta 1.2 released!(and new vid!)

    Very nice to hear!

  12. #252
    Renatuz's Avatar Foederatus
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    Default Re: V1650 a Dutch VOC mod. Béta 1.2 released!(and new vid!)

    Good evening General Sir,

    It just keeps getting better! First turns are enjoyable, so I am hooked up again in a new VOC campaign.
    Something funny; when I recruit sepoys in Mysore (because of the cheap upkeep) I get VOC infantry the next turn?
    Another thing that puzzles me; if I look at the Lists screen for regions; Amsterdam has a lower income than even dutch guyana?

    Curious about the loadings screen, when does it appear, according to Mod Manager I am in V 1.2 but the loading screen is familiar.
    Plenty more to discover I guess... Thanks for all sofar!

    Rgdz,
    Renatuz

  13. #253
    General Brewster's Avatar The Flying Dutchman
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    Default Re: V1650 a Dutch VOC mod. Béta 1.2 released!(and new vid!)

    Strange, keep me posted on this.

  14. #254
    General Brewster's Avatar The Flying Dutchman
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    Default Re: V1650 a Dutch VOC mod. Béta 1.2 released!(and new vid!)

    Check the opening post for V1650 in Total Warcast!

  15. #255
    Prince of Judah's Avatar Senator
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    Default Re: V1650 a Dutch VOC mod. Béta 1.2 released! & interview in total warcast!

    I can't understand why there is an armor value if it is not calculated. Maybe it is only calculated vs arrows? If that is the case, then perhaps bullet properties could be modified to match arrows in the needed respects?

  16. #256
    General Brewster's Avatar The Flying Dutchman
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    Default Re: V1650 a Dutch VOC mod. Béta 1.2 released! & interview in total warcast!

    There are more tables That don't do anything...
    There for melee combat not bullets.

  17. #257

    Default Re: V1650 a Dutch VOC mod. Béta 1.2 released! & interview in total warcast!

    Hi!

    This is a new cavalry unit for the Netherlands faction.

    Lets see if you ,(not you G, Brewster) know which one it is.




    Spoiler Alert, click show to read: 



    Last edited by Bethencourt; March 16, 2012 at 12:28 PM.

  18. #258
    Prince of Judah's Avatar Senator
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    Default Re: V1650 a Dutch VOC mod. Béta 1.2 released! & interview in total warcast!

    Well I don't see how this mod can be made without armor that works. =/

  19. #259
    General Brewster's Avatar The Flying Dutchman
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    Default Re: V1650 a Dutch VOC mod. Béta 1.2 released! & interview in total warcast!

    You played the mod... ?
    The entire game then wouldn't have existing rights because a cuirassier has an armor plate and then don't hold bullets either...

  20. #260

    Default Re: V1650 a Dutch VOC mod. Béta 1.2 released! & interview in total warcast!

    Quote Originally Posted by Prince of Judah View Post
    Well I don't see how this mod can be made without armor that works. =/
    Definition found about armor type stat in the great db manual "Armor Type: There are leather, chain, plate and f. Exact effect unknown. May be a further differentiation on the way projectiles affect the armor value. May also affect movement speed."

    All mods and vanilla game have this stat.
    Last edited by Bethencourt; March 16, 2012 at 12:31 PM.

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