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Thread: IMPERIUM GLOBALE II

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  1. #1

    Default Re: IMPERIUM GLOBALE II

    Congrats on the release guys! You finally got everything working. + rep for all the hard work.
    Under the glorious patronage of MasterBigAb


  2. #2
    Ludicus's Avatar Comes Limitis
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    Default Re: IMPERIUM GLOBALE II

    Quote Originally Posted by Boicote View Post
    WOW! I didn't know you missed me so much.
    Don´t disappear now, Sebastian Boicote, the Hidden One
    Il y a quelque chose de pire que d'avoir une âme perverse. C’est d'avoir une âme habituée
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    Every human society must justify its inequalities: reasons must be found because, without them, the whole political and social edifice is in danger of collapsing”.
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  3. #3

    Default Re: IMPERIUM GLOBALE II

    The game loads but when i try to play (any faction) it ctd.


  4. #4

    Default Re: IMPERIUM GLOBALE II

    delete please
    Last edited by ForteS; October 19, 2011 at 12:25 PM.

    UNDER THE MOST HONORABLE PATRONAGE OF: Legio!
    PATRON OF: Wangrin, ♔Sir Digby Chicken Caesar♔, Geronimo2006 and Narf!

  5. #5

    Default Re: IMPERIUM GLOBALE II

    Quote Originally Posted by Boicote View Post
    WOW! I didn't know you missed me so much. If I knew that, probably I would have come here earlier . Thanks for your warming welcome . I am truly honored.



    The names of those two factions seem to be correct:

    Spoiler Alert, click show to read: 




    However, I noticed a bug with the name of some units and with the description of Portugal in the main campaign.
    Spoiler Alert, click show to read: 



    New loc file, this shall solve the problem with the Portuguese faction description. As for the missing units names I believe it to be a direct problem of Geronimo's mod, I'll check with him.

    UNDER THE MOST HONORABLE PATRONAGE OF: Legio!
    PATRON OF: Wangrin, ♔Sir Digby Chicken Caesar♔, Geronimo2006 and Narf!

  6. #6

    Default Re: IMPERIUM GLOBALE II

    Quote Originally Posted by ForteS View Post
    New loc file, this shall solve the problem with the Portuguese faction description. As for the missing units names I believe it to be a direct problem of Geronimo's mod, I'll check with him.
    Fortes,

    The missing name is related to Geronimo's Portuguese Unit Pack Mod.
    What happens is that you need to use the Unit Compatibility Pack so that names can appear.

    A fair example: If you add Ornamentum's Caçadores and the Portuguese Unit Pack without adding the UCP, the game will recognize the description of only one of the mods, and either the PUP units or Ornamentum ones (or possibly both) won't appear. It's pretty straight forward.

  7. #7

    Default Re: IMPERIUM GLOBALE II

    mine is crashing to picture then goes back to game and again and again. Thanks for your efforts

  8. #8

    Default Re: IMPERIUM GLOBALE II

    Strange this final version is creating some crashes that didn't happen with the beta version. Too bad Tango is in holidays, now I can't check with him that changes that were done

    UNDER THE MOST HONORABLE PATRONAGE OF: Legio!
    PATRON OF: Wangrin, ♔Sir Digby Chicken Caesar♔, Geronimo2006 and Narf!

  9. #9
    CruscaderScout's Avatar Foederatus
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    Default Re: IMPERIUM GLOBALE II

    The names are still wrong. And France needs its unit size updated, they still have vanilla 160. This is the best mod. Actually its only after a revolution to a Republic.
    Last edited by CruscaderScout; October 16, 2011 at 04:42 PM.

  10. #10

    Default Re: IMPERIUM GLOBALE II

    What are some of the new features?
    Is it compatible with Darth Mod?

  11. #11

    Default Re: IMPERIUM GLOBALE II

    yo fortes and tango keep up the work looks promising downloadiong it right now to see how it is

  12. #12

    Default Re: IMPERIUM GLOBALE II

    hi there i play empire with the darthmod and today saw yours so i thought i give it a go and the game loads but when i try to play it ctd

  13. #13

    Default Re: IMPERIUM GLOBALE II

    Quote Originally Posted by salerman33 View Post
    hi there i play empire with the darthmod and today saw yours so i thought i give it a go and the game loads but when i try to play it ctd
    I'm now getting that same bug, it didn't happen with the files I sent Tango, he was just meant to set up the launcher and the installer, I've no idea of what can be causing it. I guess we will just have to wait for him to come back, if more have the bug I'll then upload a version without launcher, that shall solve it for time being.

    UNDER THE MOST HONORABLE PATRONAGE OF: Legio!
    PATRON OF: Wangrin, ♔Sir Digby Chicken Caesar♔, Geronimo2006 and Narf!

  14. #14

    Default Re: IMPERIUM GLOBALE II

    cool no prop thanks i look back in time to time

  15. #15
    rjane04's Avatar Libertus
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    Default Re: IMPERIUM GLOBALE II

    Can I ask for the changelog of this mod because I'm a bit choosy what mod to use and what mod to discard. Thanks

  16. #16
    Geronimo2006's Avatar TAR Local Moderator
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    Default Re: IMPERIUM GLOBALE II

    To the people with the crashes: Try running Steam as Administrator. A lot of ETW mod crashes are because of permission-related issues and this is usually the solution in my experience.

    Fortes as far as I know I sent all the names/descriptions to Swiss Halberdier for the Unit Compatibility Project mod months ago.
    Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".



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  17. #17

    Default Re: IMPERIUM GLOBALE II

    Geronimo, that won't work.

    The problem is with the drummer and the officer in your mod. Unless they change these two models back to their vannilla stats, they will keep having CTD's.

  18. #18
    Geronimo2006's Avatar TAR Local Moderator
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    Default Re: IMPERIUM GLOBALE II

    Quote Originally Posted by Oppresso Liber View Post
    Geronimo, that won't work.

    The problem is with the drummer and the officer in your mod. Unless they change these two models back to their vannilla stats, they will keep having CTD's.
    Some users have reported that problem but others don't have that problem. It's peculiar because for months the officers and drummers in PUP worked fine with it.
    Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".



    Core i7 2600 @ 3.4ghz - NVIDIA GTX950 2GB

    Colonialism 1600 AD blog

  19. #19

    Default Re: IMPERIUM GLOBALE II

    Quote Originally Posted by Geronimo2006 View Post
    Some users have reported that problem but others don't have that problem. It's peculiar because for months the officers and drummers in PUP worked fine with it.
    Well, bad news for you then: It's happening to some of us. The problem is real, we're not making it up just so we can bother you with these kind of issues, simply because we think it's fun to do so.

    Truth is that officers and drummers are causing that problem. Ever since I reset the officer and drummer models back to "euro_officer1" and "euro_drummer2" respectively, I had no problems on playing your mod whatsoever.

    I once played with the Portuguese Unit Pack without having this error. It came up a while ago. Did you recently changed the mod, like an update or an addition? If so, that may be is the source of the CTD.

  20. #20
    Geronimo2006's Avatar TAR Local Moderator
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    Default Re: IMPERIUM GLOBALE II

    Quote Originally Posted by Oppresso Liber View Post
    Well, bad news for you then: It's happening to some of us. The problem is real, we're not making it up just so we can bother you with these kind of issues, simply because we think it's fun to do so.

    Truth is that officers and drummers are causing that problem. Ever since I reset the officer and drummer models back to "euro_officer1" and "euro_drummer2" respectively, I had no problems on playing your mod whatsoever.

    I once played with the Portuguese Unit Pack without having this error. It came up a while ago. Did you recently changed the mod, like an update or an addition? If so, that may be is the source of the CTD.
    I haven't updated PUP in months. Perhaps Steam updates have more to do with it. I'm puzzled at why custom officers or drummers could be responsible as they work fine in other mods. Also, I asked Toontotalwar if he encountered this problem (PUP is part of the TAR Beta) and he said no. I myself have come across this problem recently. It's easy enough to fix though. Fortes feel free to remove the custom officers/drummers for those who are experiencing problems with them.

    I am planning a major update of PUP in the next few months with new models and I will examine if this problem can be solved during testing it.
    Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".



    Core i7 2600 @ 3.4ghz - NVIDIA GTX950 2GB

    Colonialism 1600 AD blog

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