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Thread: NTW3 v9.3 1805 Campaign info for players

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  1. #1

    Default Re: NTW3 v5 SP & MP Campaign Updates

    you think you can make an update for the uniform with shako for sp campaign in 1805?

  2. #2
    Lord Davn's Avatar Senator
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    Default Re: NTW3 v5 SP & MP Campaign Updates

    Quote Originally Posted by hergeneral View Post
    you think you can make an update for the uniform with shako for sp campaign in 1805?
    LoL ~Lord Fullin worked his fingers to the bone to give us the bicorns for the 1805 campaign. The shakos came into general use a little later.

  3. #3

    Default Re: NTW3 v5 SP & MP Campaign Updates

    I think shoko arrives in 1810 in the special campaign. if you can reduce the arrive of shoko to 1807, and then you can upload a technology "Army reform" and the unit can be recruited to the shokos. it's just a proposal, at least I apprecis much the works of Lord Fullin.

  4. #4
    Sigma's Avatar Ducenarius
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    Default Re: NTW3 v5 SP & MP Campaign Updates

    The two suggestions I have is (for the SP campaign) give minors the ability to recruit local troops regions bordering their home-starting territories (and only those bordering territories). I know the lack of recruitment options was done for history and balance of the minor factions, but playing a minor like Denmark and only being able to build roughly two stacks and having to move those stacks over long distances is incredibly boring. Being able to recruit locals from the regions bordering your starting area would give a minor-player some more options while hopefully keeping the balance and difficulty.

    The other suggestion I have is to eventually rename the techs, since the later techs are a bit too far ahead for the timeframe (like railroads and iron-ship plating).

  5. #5
    Lord Davn's Avatar Senator
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    Default Re: NTW3 v5 SP & MP Campaign Updates

    Quote Originally Posted by Sigma View Post
    The two suggestions I have is to give minors the ability to recruit local troops regions bordering their home-starting territories (and only those bordering territories).

    The other suggestion I have is to eventually rename the techs, since the later techs are a bit too far ahead for the timeframe (like railroads and iron-ship plating).
    The limitations were added for historical accuracy but there is a lot you can do with the minor factions if you have a good plan and take your time. We'll look at giving the minor factions the ability to recruit some basic militia units.
    Spoiler Alert, click show to read: 
    We did some revisions but the tech tree is difficult to work with in the startpos file and causes problems in the campaign mod.
    Last edited by Lord Davn; January 27, 2015 at 01:51 PM.

  6. #6

    Default Re: NTW3 v5 SP & MP Campaign Updates

    HI, I have a problem in NTW3 v5, when playing the campaign battles the game crashes, (only in campaign battle). How I can fix?

    The NTW3 SPC mod is very demanding on cpu's as it has to run the campaign game in the background while you fight your battle.
    Add in all of the custom uniforms (ntw3 variant uniform files are over 2GB) plus the custom battle stats and you can see the issue here.
    I'd recommend removing any smoke mods and turning down the graphic settings to medium and see how it performs ~Lord Davn
    Last edited by Lord Davn; January 31, 2015 at 02:39 PM.

  7. #7
    Lord Davn's Avatar Senator
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    Default Re: NTW3 v5 SP & MP Campaign Updates

    We updated the Portuguese Generals and Navy with the help from of one of our dedicated NTW3 members in Portugal

    Last edited by Lord Davn; March 28, 2015 at 02:58 PM.

  8. #8

    Default Re: NTW3 v5 SP & MP Campaign Updates

    Quote Originally Posted by Lord Davn View Post
    We updated the Portuguese Generals and Navy with the help from of one of our dedicated NTW3 members in Portugal
    excellent work Davn. I think you only need to add some skills on those generals and admirals.
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  9. #9

    Default Re: V5 RELEASE NOTES AND DOWNLOAD LINKS

    How do these factions emerge?

  10. #10
    Lord Davn's Avatar Senator
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    Default Re: V5 RELEASE NOTES AND DOWNLOAD LINKS

    Quote Originally Posted by Victoryous View Post
    How do these factions emerge?
    When your army defeats the defending force in the regions capital you get a selection screen that the settlement (region) has been captured. The first and second choices allow you to occupy the region either peacefully or by looting the region (which provides a large amount of wealth to you right away but significantly increases the unrest in the region). The third choice allows you to Liberate the region which allows it to Emerge as a new country. This new country becomes a protected region of yours (protectorate) were they are semi independent but pay you a monthly fee and depend on you for protection. They will also provide a few token units that you can add to your army but in general they mind their own business and are really not much of a help. When taking over the Hessen region I usually give them their independence as the unrest in that region is difficult to deal with and will tie up my army for many many turns.



    This is what Napoleon did with many of the countries that he occupied such as the German states in the Rhineland or Poland when he set up the Duchy of Warsaw.

    Last edited by Lord Davn; February 11, 2015 at 04:11 PM.

  11. #11

    Default Re: NTW3 v5 SP & MP Campaign Updates

    Will the units given to you by Liberated factions change? In my experience all I ever get is generic militia, when I'm hoping for something unique, like Liberating Scotland and getting Highlanders.

    The AI varies them from the recruit-able units in that region for your faction. We mostly worked with the regions in the German states, but we could look at doing something as you've suggested ~Lord Davn
    Last edited by Lord Davn; February 11, 2015 at 06:18 PM.

  12. #12

    Default Re: NTW3 v5 SP & MP Campaign Updates

    Great mod thanks once more !
    Playing the Bavaria SP campaign and there are two anomalies, I think:

    1) Whenever I clash with the Austrians on the campaign with a Bavarian army, no matter how small, it always gives me (Bavarian) the option to decline combat, even if I have already retreated, so that I always escape from battle.
    2) I am already in 1806 and the French haven't even entered Bavaria yet, which is quite ahistorical as Austerlitz was in 1805.
    Please advise, thanks.

    PS: Oh, another thing. Didn't this mod have that cavalry cannot pass through your own units? Think this is not working.
    Last edited by Lord Davn; February 16, 2015 at 10:24 AM.

  13. #13
    Lord Davn's Avatar Senator
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    Default Re: NTW3 v5 SP & MP Campaign Updates

    Quote Originally Posted by General Gordon View Post
    Great mod thanks once more !
    Playing the Bavaria SP campaign there are some anomalies, I think:

    1) Whenever I clash with the Austrians on the campaign with a Bavarian army, no matter how small, it always gives me (Bavarian) the option to decline combat, even if I have already retreated, so that I always escape from battle.
    2) I am already in 1806 and the French haven't even entered Bavaria yet, which is quite a historical as Austerlitz was in 1805.
    PS: Oh, another thing. Didn't this mod have that cavalry cannot pass through your own units? Think this is not working.
    ~That option to decline is normal if your army is in an ambush mode where they can not be seen by the AI.
    ~The SP Campaign does vary the AI's aggressiveness and strategy from game to game. You may find the French either building up forces or perhaps attacking north in Hessen as I've seen them do on occasion.
    ~Correct, your cav units should NOT be able to pass through your infantry lines. This is not the case when playing Bran Mac Born's mod for NTW3 as he removed this feature for more aggressive battles by the AI.

  14. #14

    Default Re: NTW3 v5 SP & MP Campaign Updates

    Incompatible Versions when i try to play with a friend. Starting it up with Campaign > Campaign MP Help?

  15. #15

    Default Re: NTW3 v5 SP & MP Campaign Updates

    I like the multiplier's battle A.I. and how the units move much slower. It I don't know why, but the A.I. seems to do much better when I play battles against them when I select the multiplayer option in the launcher. Is their any chance that someone could make a sub-mod for SP campaign that ports over all the Multiplayer battle mechanics?

  16. #16

    Default Re: NTW3 v5 SP & MP Campaign Updates

    ctd, ctd ,ctd..... Back to office....on a clean installation .
    this campaign is unplayable!Please fix bugs before making other changes!

  17. #17
    Lord Davn's Avatar Senator
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    Default Re: NTW3 v5 SP & MP Campaign Updates

    Quote Originally Posted by astradeus View Post
    this campaign is unplayable!Please fix bugs before making other changes!
    We've just completed the v51 patch for MP battles and the SP Campaign.
    It should play smoother with less bugs and will be out around mid December

  18. #18

    Default Re: NTW3 v5 SP & MP Campaign Updates

    Very very very excited; I'm just not entertained by the last couple of TW game I keep coming back to cannon, chasseurs, and cuirassiers

  19. #19
    Lord Davn's Avatar Senator
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    Default Re: NTW3 v5 SP & MP Campaign Updates

    We've added some new units to the v51 rosters and updated the icon & info cards to show off Lord Fullin, Lord Girone & Lord Uxbridge's excellent uniform work





    Last edited by Lord Davn; December 11, 2015 at 11:29 AM.

  20. #20
    zxcvmnb's Avatar Semisalis
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    Default Re: NTW3 v5 SP & MP Campaign Updates

    These units look outstanding! I'm eagerly awaiting the next update!

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