Page 34 of 165 FirstFirst ... 92425262728293031323334353637383940414243445984134 ... LastLast
Results 661 to 680 of 3294

Thread: Additional Units Mod - Empire (AUM-EMP) 3.7 - updated 14.3.18

  1. #661

    Default Re: ADDITIONAL UNITS MOD (AUM) 2.3 for DM + APE:TI + IS + vanilla standard ETW (English, German, Spanish) > UPDATED GRAPHICS PACK > 10.7.09

    Thanks Malakai1977 for answering questions while I was away.
    Very well done! +rep to you because that wasn't the first time!


    No worries, just trying to help

  2. #662

    Default Re: ADDITIONAL UNITS MOD (AUM) 2.3 for DM + APE:TI + IS + vanilla standard ETW (English, German, Spanish) > UPDATED GRAPHICS PACK > 10.7.09

    I know that AUM 2.4 is almost ready, so i wanted to make some suggestions for AUM 2.5 whenever you start on it.

    -some mercenary cavalry
    -african cavalry for all factions (so we can make that "complete native african army" like we can in india)
    -I would very much enjoy more regional units, for instance when you conquer Hungary youll be able to recruit Hungarian Hussars or something

    I'd enjoy things like this and im sure a lot of people would also.

    Keep up the Good Work Swiss, AUM is getting better and better

  3. #663

    Default Re: ADDITIONAL UNITS MOD (AUM) 2.3 for DM + APE:TI + IS + vanilla standard ETW (English, German, Spanish) > UPDATED GRAPHICS PACK > 10.7.09

    Quote Originally Posted by Krisz87 View Post
    I am playing the newst darthmod
    That would be:
    aum_mod_dm.zip
    patch_aum_en_loc.zip or patch_aum_en_loc_all.zip (not sure which for DM)
    patch_aum_graphics.zip (optional, adds some sexy new textures)
    These files should do it if you want the game in english

    for german, use this loc-file : patch_aum_ge_loc.zip
    for spanish, use this loc-file: patch_aum_sp_loc.zip

    Hope this helps

  4. #664
    Heartbraker's Avatar Libertus
    Join Date
    May 2009
    Location
    Bloomington, Indiana
    Posts
    62

    Default Re: ADDITIONAL UNITS MOD (AUM) 2.3 for DM + APE:TI + IS + vanilla standard ETW (English, German, Spanish) > UPDATED GRAPHICS PACK > 10.7.09

    Quote Originally Posted by Swiss Halberdier View Post
    If you want to "unlock" these units I recommend this mod below from my friend HEARTBRAKER. It's fully compatible with AUM 2.3.

    HEARTBRAKER's > Custom Battle Unit and Faction unlocker V1.2
    http://www.twcenter.net/forums/showt...67#post5471767
    Thanks for mentioning my mod, I really appreciate it.

  5. #665
    Indefinitely Banned
    Join Date
    May 2009
    Location
    Ghulam Training Camp
    Posts
    575

    Default Re: ADDITIONAL UNITS MOD (AUM) 2.3 for DM + APE:TI + IS + vanilla standard ETW (English, German, Spanish) > UPDATED GRAPHICS PACK > 10.7.09

    How do the Riskers Of Soul look can someone send me a picture please.


  6. #666
    Heartbraker's Avatar Libertus
    Join Date
    May 2009
    Location
    Bloomington, Indiana
    Posts
    62

    Default Re: ADDITIONAL UNITS MOD (AUM) 2.3 for DM + APE:TI + IS + vanilla standard ETW (English, German, Spanish) > UPDATED GRAPHICS PACK > 10.7.09

    Quote Originally Posted by ROYAL SIPHAI View Post
    How do the Riskers Of Soul look can someone send me a picture please.

    Screenshot is in the attachments.

  7. #667

    Default Re: ADDITIONAL UNITS MOD (AUM) 2.3 for DM + APE:TI + IS + vanilla standard ETW (English, German, Spanish) > UPDATED GRAPHICS PACK > 10.7.09

    Quote Originally Posted by Heartbraker View Post
    Thanks for mentioning my mod, I really appreciate it.
    No problem my friend!

    Quote Originally Posted by IronDuke78 View Post
    Hi swiss fantastic mod - not been playing long but your mods improved my game a lot - any chance your adding the Scots Greys yet or maybe thought about the Kings German Legion - i know their 1800+ but they would be cool - just so i can recreate waterloo!
    Yes the "Royal Scots Infantry" and the "Royal Scots Greys Cavalry" are on my unit list. If CA fixes the "UNIT LIMIT UI PROBLEM", then I will add again units to the Scotland roster.

    Quote Originally Posted by Malakai1977 View Post
    I know that AUM 2.4 is almost ready, so i wanted to make some suggestions for AUM 2.5 whenever you start on it.

    -some mercenary cavalry
    -african cavalry for all factions (so we can make that "complete native african army" like we can in india)
    -I would very much enjoy more regional units, for instance when you conquer Hungary youll be able to recruit Hungarian Hussars or something

    I'd enjoy things like this and im sure a lot of people would also.

    Keep up the Good Work Swiss, AUM is getting better and better
    Thanks for mentioning it that AUM gets even better and better. I can say now that AUM 2.4 will be quite the hugest release of AUM since I started it.

    Wait until Tuesday and then comes the big surprise!

  8. #668
    EmperorBatman999's Avatar I say, what, what?
    Join Date
    May 2009
    Location
    Why do you want to know?
    Posts
    11,891

    Default Re: ADDITIONAL UNITS MOD (AUM) 2.3 for DM + APE:TI + IS + vanilla standard ETW (English, German, Spanish) > UPDATED GRAPHICS PACK > 10.7.09

    Hey Swiss, how's progress going on the mod? I was also just wondering, would my units be going into the UCP and all mod loc?

  9. #669

    Default Re: ADDITIONAL UNITS MOD (AUM) 2.3 for DM + APE:TI + IS + vanilla standard ETW (English, German, Spanish) > UPDATED GRAPHICS PACK > 10.7.09

    Wait until Tuesday and then comes the big surprise!


    Ill wait till tuesday to start my new campaign then

  10. #670

    Default Re: ADDITIONAL UNITS MOD (AUM) 2.3 for DM + APE:TI + IS + vanilla standard ETW (English, German, Spanish) > UPDATED GRAPHICS PACK > 10.7.09

    same here waiting until tuesday.. currently Im playing a russian campaign I want to try out the 64lb artillary maybe I can can research them and try em out before 2.4

  11. #671

    Default Re: ADDITIONAL UNITS MOD (AUM) 2.3 for DM + APE:TI + IS + vanilla standard ETW (English, German, Spanish) > UPDATED GRAPHICS PACK > 10.7.09

    Quote Originally Posted by EmperorBatman999 View Post
    Hey Swiss, how's progress going on the mod? I was also just wondering, would my units be going into the UCP and all mod loc?
    Didn't you saw my answer a few posts back???

    In my next "loc" update I will include the following new mod descriptions:
    Danova's "Ornamentum"
    KLA's "European Wars"
    Pollux578's "Prussian Elite Mod"
    Wolfgang von Zweibrücken's "
    Marines Mod"
    and yours


    Quote Originally Posted by Malakai1977 View Post
    Ill wait till tuesday to start my new campaign then
    You could start a new one with AUM 2.3 and then upgrade to AUM 2.4 on Tuesday. It will be save game compatible.

    Quote Originally Posted by twp127 View Post
    same here waiting until tuesday.. currently Im playing a russian campaign I want to try out the 64lb artillary maybe I can can research them and try em out before 2.4
    The "64lbs Tsar Great Cannon" is in the custom battle available too.

  12. #672
    Mr Tom's Avatar Decanus
    Join Date
    Mar 2009
    Location
    Leeds, Great Britain a.k.a Armenia
    Posts
    562

    Default Re: ADDITIONAL UNITS MOD (AUM) 2.3 for DM + APE:TI + IS + vanilla standard ETW (English, German, Spanish) > UPDATED GRAPHICS PACK > 10.7.09

    Looks like I'll be starting a new campaign on Tuesday then :p

    Mind you I'll need to get a new mouse mines shorted out on me :s

  13. #673
    EmperorBatman999's Avatar I say, what, what?
    Join Date
    May 2009
    Location
    Why do you want to know?
    Posts
    11,891

    Default Re: ADDITIONAL UNITS MOD (AUM) 2.3 for DM + APE:TI + IS + vanilla standard ETW (English, German, Spanish) > UPDATED GRAPHICS PACK > 10.7.09

    Sorry, lol. Must be forgetting or not noticing because of your big posts!

  14. #674

    Default Re: ADDITIONAL UNITS MOD (AUM) 2.3 for DM + APE:TI + IS + vanilla standard ETW (English, German, Spanish) > UPDATED GRAPHICS PACK > 10.7.09

    Looks like I'll be starting a new campaign on Tuesday then :p

    Mind you I'll need to get a new mouse mines shorted out on me :s
    You can get some at the petstore that dont need electricity to work
    Just messing

    i bought a logitech wireless mouse about a year ago and it has an energy saving function. Only just changed out the batteries last week and i use my computer constantly.

  15. #675

    Default Re: ADDITIONAL UNITS MOD (AUM) 2.3 for DM + APE:TI + IS + vanilla standard ETW (English, German, Spanish) > UPDATED GRAPHICS PACK > 10.7.09

    Hello to all AUM-Fans,

    I've updated the UPC v3.4 file that you can use AUM with other "Unit Pack Mods" together.

    Unit Pack Compatibility Project (UPC) -
    updated v3.4 (13.7.09)
    Spoiler Alert, click show to read: 


    DOWNLOAD LINK

    This means that you can play now all included "Unit Pack Mods" together. But there is a limit how many units are shown in the recruitment queue. Please read this: "*** UNIT LIMIT IN THE UI RECRUITMENT QUEUE ***"

    Here is the link to the "Unit Pack Compatibility Project (UPC)" started by applelover.

    The new updated UPC 3.4 file contains the descriptions and unit names of these mods:
    - AUM 2.3
    - Sharpe 1.7
    - Great Spirit 1.1
    - Ancien Regime unit pack - version 1.1
    - plus earlier versions of lego
    - M653 unit texture mod v4.1/5.2
    - Continental, British, Hessian, Spanish, French and Indian Armies mods
    - Ultimate artillery mod
    - Lordz map pack (old)

    NEW included in UPC 3.4:
    Danova's "Ornamentum 1.1"
    KLA's "European Wars 1.0"
    Pollux578's "Prussian Elite Mod 1.00"
    Wolfgang von Zweibrücken's "Marines Mod 1.1b"
    EmperorBatman999's "My Units Mod 1.0.1"

  16. #676
    Tiro
    Join Date
    Mar 2009
    Location
    Gothenburg
    Posts
    248

    Default Re: ADDITIONAL UNITS MOD (AUM) 2.3 for DM + APE:TI + IS + vanilla standard ETW (English, German, Spanish) > UPDATED GRAPHICS PACK > 10.7.09

    Swiss i am wondering, the new units that you have added like the african infantry or what there name, can evrey faction recrut them or only hte Turks? Becuse when i lookt at the rooster for the faction evreybody could recrut your units in costum battles.

  17. #677

    Default Re: ADDITIONAL UNITS MOD (AUM) 2.3 for DM + APE:TI + IS + vanilla standard ETW (English, German, Spanish) > UPDATED GRAPHICS PACK > 10.7.09

    i have a probelm. i've instaled AUM+language pack+graphics pack and the only thing that seems to work is graphics pack ( there are new flags and etc.) but nothing else,no new units,nothing. do you have some thoughts on that?



  18. #678
    Decanus
    Join Date
    Nov 2005
    Location
    Moscow, Russia
    Posts
    526

    Default Re: ADDITIONAL UNITS MOD (AUM) 2.3 for DM + APE:TI + IS + vanilla standard ETW (English, German, Spanish) > UPDATED GRAPHICS PACK > 10.7.09

    Arnas, did you add "mod aum_mod.pack;" to your user.empire_script.txt file?

  19. #679

    Default Re: ADDITIONAL UNITS MOD (AUM) 2.3 for DM + APE:TI + IS + vanilla standard ETW (English, German, Spanish) > UPDATED GRAPHICS PACK > 10.7.09

    yes i did, it rewarded me with CTD



  20. #680

    Default Re: ADDITIONAL UNITS MOD (AUM) 2.3 for DM + APE:TI + IS + vanilla standard ETW (English, German, Spanish) > UPDATED GRAPHICS PACK > 10.7.09

    Quote Originally Posted by Krisz87 View Post
    Swiss i am wondering, the new units that you have added like the african infantry or what there name, can evrey faction recrut them or only hte Turks? Becuse when i lookt at the rooster for the faction evreybody could recrut your units in costum battles.
    I know i'm not Swiss, but...
    If you are talking about the African Guard Infantry, then yes, everyone can build them.
    I think its safe to say that what you can recruit in custom games, you can also recruit in the campaign.

    Hope this helps

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •