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Thread: The Amerial Wars Mod Beta 1.2 (Updated) 1-7-07

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  1. #1

    Default The Amerial Wars Mod Beta 1.2 (Updated) 1-7-07

    All information about the Amerial Wars mod in a tidy file here:
    http://www.generalscollective.com/mods/taw/

    You won't find any better strategic AI than this!







    Last edited by General Sun; February 04, 2007 at 10:10 PM.
    Clients: Caius Britannicus, Waitcu, Spurius, BrandonM, and Tsar Stephan.
    http://www.totalwardai.com

  2. #2
    Rammstein's Avatar Templar Knight
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    Default Re: The Amerial Wars Mod Beta 1

    hi,
    sounds good how did you change "Set all Unit Health to 2" and what does it mean exactly. Is it double than before?
    finally a Mod where there are big armys

  3. #3

    Default Re: The Amerial Wars Mod Beta 1

    Recall how some units, Spartans, Generals, you have to kill twice in order to kill? This has now been applied to all units.
    Clients: Caius Britannicus, Waitcu, Spurius, BrandonM, and Tsar Stephan.
    http://www.totalwardai.com

  4. #4
    Rammstein's Avatar Templar Knight
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    Default Re: The Amerial Wars Mod Beta 1

    now I know what you mean, I thought about the heal rates after the battle.
    I am tired to death and its 5 AM in the morning where I live, sorry I can read no more^^
    Last edited by Rammstein; December 30, 2006 at 10:54 PM.

  5. #5

    Default Re: The Amerial Wars Mod Beta 1

    Your download link looks dead

    Service Unavailable

    Edit: Working now Can't way to try your mod. SPQR was my favorite rome mod by far.
    Last edited by ioneye; December 30, 2006 at 10:36 PM.

  6. #6

    Default Re: The Amerial Wars Mod Beta 1

    Umm, it works fine for me.

    @Rammstein, Sure, no problemo.
    Clients: Caius Britannicus, Waitcu, Spurius, BrandonM, and Tsar Stephan.
    http://www.totalwardai.com

  7. #7

    Default Re: The Amerial Wars Mod Beta 1

    When I try to launch a new campaign with the Venetians, nothing happens. I click start, and it takes me back to the menu. Any idea on what could be causing this?

  8. #8

    Default Re: The Amerial Wars Mod Beta 1

    oh, I did play one custom battle with the classic English vs France, and it was awesome. Giving all units 2 hp made the battle much more enjoyable. Archery still looked deadly. Siege units seemed much more useful now since all units are more durable. I can't wait to try the campaign, so help me please fix this problem please ^_^

  9. #9
    Patton's Avatar Civis
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    Default Re: The Amerial Wars Mod Beta 1

    same here I can't launch it
    anyone can win a battle only a military genius can keep an army supplied.

  10. #10

    Default Re: The Amerial Wars Mod Beta 1

    The problem has been located and fixed. Thank god for that beta.

    The link in the first post has been edited...
    Clients: Caius Britannicus, Waitcu, Spurius, BrandonM, and Tsar Stephan.
    http://www.totalwardai.com

  11. #11
    Angel's Avatar Angeal
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    Default Re: The Amerial Wars Mod Beta 1.1 (Updated)

    Hope yall are enjoying the mod. Please provide information if anything comes up. Good job Gen. keep going.
    Under the patronage of Hader

  12. #12

    Default Re: The Amerial Wars Mod Beta 1.1 (Updated)

    Yay, thanks Angel.
    Clients: Caius Britannicus, Waitcu, Spurius, BrandonM, and Tsar Stephan.
    http://www.totalwardai.com

  13. #13

    Default Re: The Amerial Wars Mod Beta 1.1 (Updated)

    I'll still beta test for you And good job guys!
    Whoever gives nothing, has nothing. The greatest misfortune is not to be unloved, but not to love.
    -Albert Camus

  14. #14

    Default Re: The Amerial Wars Mod Beta 1.1 (Updated)

    This is surely a mod I must try when it is more stable! Nice

  15. #15

    Default Re: The Amerial Wars Mod Beta 1.1 (Updated)

    Well if what you mean by stability are crashes, there are no known CTDs (except perhaps for the case of the castle, but then that's pretty easy to avoid). But yes, compatibility between versions are murky.
    Clients: Caius Britannicus, Waitcu, Spurius, BrandonM, and Tsar Stephan.
    http://www.totalwardai.com

  16. #16
    beezneez's Avatar Civis
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    Default Re: The Amerial Wars Mod Beta 1.1 (Updated)

    just played about 10-15 turns as scicily. AI is building HUGE amounts of military units. very cool i havnt played long enough to have a large battle or to see if the AI does build upper tier units, which will be great if they do. how did you go about changing unit recruitment time to zero?
    "And so the population was gradually led into the demoralizing temptations of arcades, baths, and sumptuous banquets. The unsuspecting Britons spoke of such novelties as 'civilization', when in fact they were only a feature of their enslavement."
    -The Roman Author Tacitus

  17. #17
    Angel's Avatar Angeal
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    Default Re: The Amerial Wars Mod Beta 1.1 (Updated)

    The other way to build more of em is to put a limit on how many you can recruit. Than the replenish rate. I can go more detail by just pming me for more info. Hope this helps any modders out there.

    Just look in the EDB.txt.
    Last edited by Angel; January 01, 2007 at 09:17 PM.
    Under the patronage of Hader

  18. #18

    Default Re: The Amerial Wars Mod Beta 1.1 (Updated)

    The buildings file allowed one to set how many units one may build per turn. I just turned that up to 9. (actually I put 10 by mistake, not sure if it has an impact in game though. Anyone wanna check this?)



    @beezneez, very glad to hear that the AI is acting well!
    Last edited by General Sun; January 01, 2007 at 09:45 PM.
    Clients: Caius Britannicus, Waitcu, Spurius, BrandonM, and Tsar Stephan.
    http://www.totalwardai.com

  19. #19
    Tabell's Avatar Decanus
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    Default Re: The Amerial Wars Mod Beta 1.1 (Updated)

    Why dont you give forts the same models as castles, and make them very expensive but control a large area with the red slow down force field?

  20. #20

    Default Re: The Amerial Wars Mod Beta 1.1 (Updated)

    Downloading...We shall see Sounds interesting...

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