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Thread: Colonialism 1600AD: world at war

  1. #61

    Default Re: Colonialism 1600AD: world at war

    I picked an awful moment to try and install this again. Because you edited the Drive as I was half way through.

    Do you think that the next time you make an update, with it being some time before a large number of files need to be downloaded again, you could organise things in such a way that you only need to pick one folder? Or if you have a version with and without VDM, have you choose one. Either as a core without either, or just everything you need to play with VDM, or everything you need to play without it.

  2. #62

    Default Re: Colonialism 1600AD: world at war

    Sorry, i just didn't notice some problems that should not be after uploading so i had to re-upload again. I don't understand you clearly: what do you mean by picking one folder? Anyway, VDM is buggy and cause crashes and for some reason it cause crash during loading battle at campaign, so now mod without it. I think that most of problems are because i made my modification on the existing files of 1600AD, in the future i will make it on vanilla from zero.

  3. #63

    Default Re: Colonialism 1600AD: world at war

    Quote Originally Posted by Danylo View Post
    Sorry, i just didn't notice some problems that should not be after uploading so i had to re-upload again. I don't understand you clearly: what do you mean by picking one folder? Anyway, VDM is buggy and cause crashes and for some reason it cause crash during loading battle at campaign, so now mod without it. I think that most of problems are because i made my modification on the existing files of 1600AD, in the future i will make it on vanilla from zero.

    Sorry, I should have made a second past at making that post after smoking.

    Right now I find your Google Drive link very confusing. I think I did everything right when installing it. I even made a second attempt from scratch. I would get immediate crashes to desktop and more than half the unit cards were one solid colour and very difficult to use.

    Instead I've downloaded the new link from moddb, which has everything I need in one zip file. I can extract the folders inside into Empire, all at once. And I'm not confused anymore.

    Do you plan to upload ModDB?

  4. #64

    Default Re: Colonialism 1600AD: world at war

    I've already uploaded on ModDb, but there are just Data as it is not possible to upload a link on Google Disc.

    Right now I find your Google Drive link very confusing. I think I did everything right when installing it. I even made a second attempt from scratch. I would get immediate crashes to desktop and more than half the unit cards were one solid colour and very difficult to use.
    I suppose, you downloaded only fix? You have to download the Data from the link i've post a bit earlier.

  5. #65

    Default Re: Colonialism 1600AD: world at war

    Mod is slightly updated. Many thanks to modder on Discord for enabling unique generals and officers models on stratmap.





    I also messed up with one file and instead of increased cost and construction time of buildings you have vanilla stats. If you want save the vanilla cost and time than just don't extract patch2.pack file.

    Download.

    Extract files into Data. It have to be save-compatible.


    Soon there will be much less unorganized filed and mod will be looks like mod and not like chaotic compilation

  6. #66

    Default Re: Colonialism 1600AD: world at war

    A little fix that prevent crash on naval battle with Spain as there were no models of Spanish marines.

    Download

    If you don't play for Spain or its potential naval enemy, than don't download it. Now it is in updated folder.



    Last edited by Danylo; August 23, 2021 at 06:53 AM.

  7. #67
    Antiokhos Euergetes's Avatar Primicerius
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    Default Re: Colonialism 1600AD: world at war

    Looks great I will reinstall Empire just for this..
    Sorry is there another download Windows is having a fit about this
    Last edited by Antiokhos Euergetes; August 27, 2021 at 10:44 AM.

  8. #68

    Default Re: Colonialism 1600AD: world at war

    File is updated, added some new firing systems (whellock, light matchlock, snaphance, early flintlock, late matchlock), the range of muskets are decreased, but the damage increased and many more things.

    Download.

    All previous files are in "Updated" folder.


  9. #69

    Default Re: Colonialism 1600AD: world at war

    File is updated again, fixed some problems. Link is the same.
    Last edited by Danylo; September 01, 2021 at 02:51 AM.

  10. #70
    Antiokhos Euergetes's Avatar Primicerius
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    Default Re: Colonialism 1600AD: world at war

    Thank you for reupload, though some reason I am having issues installing

  11. #71

    Default Re: Colonialism 1600AD: world at war

    Some new units. Swedish musketeers of the late period of Thirty years' war

    And Colonial musketeers of the New Sweden

    I also remade Bavarian horse grenadiers

    And slightly changed Coldstream Guard grenadiers, by adding them historical hats.

    More units (like completely remade Austrian early grenadier) are on Discord channel.

  12. #72
    Antiokhos Euergetes's Avatar Primicerius
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    Default Re: Colonialism 1600AD: world at war

    Cool looking good.

  13. #73
    Geronimo2006's Avatar TAR Local Moderator
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    Default Re: Colonialism 1600AD: world at war

    Quote Originally Posted by Danylo View Post
    Some new units. Swedish musketeers of the late period of Thirty years' war

    And Colonial musketeers of the New Sweden

    I also remade Bavarian horse grenadiers

    And slightly changed Coldstream Guard grenadiers, by adding them historical hats.

    More units (like completely remade Austrian early grenadier) are on Discord channel.
    I really like that grenadier texture and model.
    Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".



    Core i7 2600 @ 3.4ghz - NVIDIA GTX950 2GB

    Colonialism 1600 AD blog

  14. #74

    Default Re: Colonialism 1600AD: world at war

    Work on units is paused a little bit because i decided to fix campaign bugs and start from the beginning. Now the rebellion in Bohemia and Silesia will start at the beginning of campaign and there will be an English, French and Spanish colonial companies as playable protectorates, but also an option without these companies. And the crash after attacking Sarajevo is fixed, at least for the time being. There is also a big chance to make historical formations for the armies. One man offered help and managed to make some kind of Austrian tericos of the 1640s.


    The problem is that AI start to fall out of the formation at close ranges, but he is working on this and also he will make other formations for different factions.
    Last edited by Danylo; September 17, 2021 at 06:24 AM.

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