Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".
Core i7 2600 @ 3.4ghz - NVIDIA GTX950 2GB
Colonialism 1600 AD blog
Poland-Lithuania is almost without army and virtually easy prey to Prussia, Sweden and Russia. Also Osmani are no danger to Europe. Denmark also deserves greater prestige, and it should have a strong army and a fleet to compete with Sweden, as was the case at the beginning of the 17th century.
Hello all. Are you able to play as Denmark on this mod? Many thanks.
Not yet but I'm working on that.
Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".
Core i7 2600 @ 3.4ghz - NVIDIA GTX950 2GB
Colonialism 1600 AD blog
Cheers geezer. From what I have read this mod looks great. I will keep an eye out. Have a great weekend.
Lovely mod so far, but please in god's name, make the naval battles faster... Please... Or at least some sub-mod.
If you are continuing work on this mod now, might I suggest getting better unit icons for the army in campaign and battle screens. It's extremely hard to see/understand what units I am selecting without an appropriate icon. The old art style pictures that are there already are fine, but I think ones of the actual in game unit would be better. At least at a glance.
One other suggestion I would make is to give all gun armed units the Skirmish fire ability (like you see in many Napoleon mods) because it greatly increases the abilities of those units, compared to vanilla. Though I do concede that the vanilla way might be better for the period.
Keep up the good work, this century as well as the next century after it are among my favourites and getting a chance to play them is really exciting. It just needs a bit more polish.
I wonder what's the status of India and Turkey right now...
I hate to admit it but I haven't understood a single word.
Are there some news?
By chance there will be no translation into Spanish, right?
Jose, I will try to keep Spanish regiment names in their Spanish forms. I have no plans for Spanish translation in the next release, but if anyone wants to create a mod with Spanish translated descriptions that's fine. I am not fluent in Spanish. I don't rule out translations eventually.
Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".
Core i7 2600 @ 3.4ghz - NVIDIA GTX950 2GB
Colonialism 1600 AD blog
Y en windows 10 funciona?
Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".
Core i7 2600 @ 3.4ghz - NVIDIA GTX950 2GB
Colonialism 1600 AD blog
First of all thanks for mod.
ı have a problem . When I try to make custom battle with ottoman it will crash in loading screen. On the other hand I havent play campaign with hims so it still crash on campaign when want to make battle with him ?
Last edited by Hawkerx; May 14, 2020 at 03:36 AM.
For anyone wanting to have a peek at this mod, currently there is a playthrough on youtube at Lord John channel, playing as Kingdom of England. Even though he screwed up the starting position and campaign started on 1700 it is still a good way to see what the mod offers at the moment.
Personally playing a campaign as Spain, the weird fog of war at your own regions (New Spain on vanilla) is a little annoying but a walkaround is to have a unit traveling around so you can select towns to commission construction on them. The naval units cards are misleading, it took me quite some time to gather all 4 Galleons from starting position to send them to a trade node, the unit card says they have 60 cannons and almost 200 crew, but when I got into battle with Netherlands fleet at a trade node I was surprised to find out Galleons only had 16 cannons and 91 crew, a pitiful firing range of less than 300 yards and obviously they are slow as a turtle (land one that is). Thankfully I took corsair ships with them as support and I could manage the fight, which by the way you can only properly win a naval battle by boarding, since cannons do no damage at all (if you hit anything that is, as accuracy must be -100 or something like that), so keep your ships replenished with full stack crew.
The merchant race built Galleon does not have a coin icon on the unit card, but as the name says 'merchant' I sailed one to try at a trade node and yes it does bring wealth, it is way cheaper, faster and has more cannons than a Galleon so this should be the way to go for trading I guess. All the Galleons look awesome by the way, the details are so nice a a pleasure to see!.
The units are unbalanced, you will find 150men pike regiment costing over 900 florins and 400 upkeep with the same stats as light marine pikeman of 300men way cheaper to recruit and same upkeep. I spent like two hours on my turn 1 (actual campaign turn 42 from startpos) studying units and strategy, I recommend using the list to browse through all the fleets and armies since some of them are in fog of war and otherwise undetectable even though costs you upkeep (I found 1200 pikemen this way = 4 regiments 1600 florins upkeep, and a trade fleet at indies).
All in all I must say even with all the flaws (it is Beta so understandable) it is still a joy to play it, I am looking forward to reach the 1700's and see if the units etc evolve and see the outcome.
My question will be; is this mod still being worked on? since there's been some time since last update in 2018 if I'm not mistaken.
If not worked on anymore it is still playable and enjoyable if you can overlook the flaws and enjoy the change in battle tactics from 1700's campaigns.
I hope this grain of salt helps promote this little gem.