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    Icon6 STARTPOS MODS for Grand Campaign, RTI, Warpath, 1.6 patch updated. >>>NEW: American Civil War for GC and WC<<<

    STARTPOS MODS

    Contents:

    1. All minor playable
    1.1 All playable for Warpath campaign
    2. Late Campaign
    3. Emergent playable
    4. Early American Colonization
    5. Early American Colonization for Warpath campaign
    6. Sturm und Drung
    7. American Civil War


    Spoiler Alert, click show to read: 

    Mods updated for 1.6 patch:

    1. All minor playable v.2.0

    Update: New version compatible after the latest CA's update with new DLC.

    New all playable release can be found in new place of STARTPOS.MODS in Hosted mods subforum.

    1. All minor playable v.1.2

    changes:

    v. 1.2

    * Knights of ST. John couldn't disembark forces in Barbary States land fixed.

    v. 1.1

    1. Protectorate could not declare war fixed.
    2. Barbary_states allied to United Pr. and in war with Ottomans fixed.

    v. 1.0

    1. All minor included protectorates playable.
    2. FoW removed.
    3. Victory conditions added
    4. Protectorate made independent, free diplomacy choices .
    5. Diplomacy relation of x-protectorate with x-patron changed to allied.
    6. Camera bug fixed.

    Download Link (filefront)

    Download Link (mediafire)

    Download Link (TWC)

    Installation:

    Place startpos.esf and scripting.lua in ETW/data/campaigns/main. Keep a backup of original one.

    I had included by mistake the scripting.lua that reveals all the map. Now I've uploaded the right one, As of you have downloaded it and you don't like it in that way just edit it (with notepad) and delete the line scripting.game_interface:show_shroud(false) at the end of the last local function group.

    1.1 All playable for Warpath campaign

    You have to own the expansion pack in order to play this mod.

    v. 0.3

    1. Wrong dates in V.C. fixed.
    2. Other minor changes

    v. 0.2

    1. FoW fixed
    2. Victory condition added for all factions.
    3. Camera bag fixed

    v. 0.1

    1. Major factions playable

    Download link

    Emergent for Warpath:

    Quebec playable Download link

    Mexico playable Download link

    Colombia playable Download link

    Installation:

    Place startpos.esf and scripting.lua in ETW/data/campaigns/main. Keep a backup of original one. Start a new grand campaign.

    2. Late Campaign

    Since the removing FoW bug has to be done in almost all provinces (except United States) I've included in scripting.lua the FoW removing command for the entire map.

    Download Link (mediafire)

    Download Link (filefront)

    Installation:

    Place startpos.esf and scripting.lua in ETW/data/campaigns/main. Keep a backup of original one.

    3. Emergent playable

    Since in previous attempts there were many problems with the emergent, I've decided to follow a deferent approach . I'll make separated files for each emergent in an attempt to reduce the searching area of the bugs. For this reason I am not going to proceed in any improvements like conversion of capital, adding regions, etc. After a necessary time period every emergent that will be reported as bug free will be included in the same startpos so at the end to be made one file for all emergent. Some emergent are already included in the Late Campaign mod.

    1. Punjab (Late Campaign)
    2. Mamelukes (Late Campaign)
    3. Afghanistan (Late Campaign)
    4. U.S.A. (Late Campaign)
    5. Naples & Sicily (Late Campaign)

    6. Scotland Download Link

    7. Greece Download Link

    8. Mexico Download Link

    9. Quebec Download Link

    10. Ireland Download Link

    11. Norway Download Link

    12. Colombia Download Link

    13. Hungary Download Link

    Instalation:

    Place startpos.esf and scripting.lua in ETW/data/campaigns/main. Keep a backup of original one.

    4. Early American Colonization

    Special thanks to:

    Demokritos, for history research, consulting and his valuable help for this mod.

    Hinkel , for his help in making flags.

    Spoiler Alert, click show to read: 
    (loading screens)



    This mod of ETW is about the American colonization in the 17th century. At this time Spain has already establish a colonial status in central and south continent, and in Caribbean islands. Other European factions have strong bases in Caribbean and maintain some trade settlements in the coastline of North America.

    Spoiler Alert, click show to read: 
    (loading screens)



    Map: American theater of ETW.

    Starting date: 1647 A.D.

    European colonial factions:

    1. British West Indies
    2. Nova Gallia
    3. Westindische Compagnie
    4. Nya Sverige
    5. Neu Kurland
    6. New Spain

    Native American Factions:

    1. Innu
    2. Ongwanonsionni
    3. Ochetiyotipi Shakowin (Sioux)
    4. Ani-Yunwiya
    5. Wendat

    Starting positions: European factions have a strong presence in Caribbean, in Central and in northern parts of South America. All of them, except New Spain, also maintain trade settlements in the cost line of North America. These settlements are presented as forts and they are protected by a stationed garrison. In the beginning, Europeans are in piece, have trade relations and some of them are allied with the natives that own the regions they have settled down. All North America and Newfoundland belongs to native Americans. Also in Caribbean strong Pirates are looking to loot passing trade ships.

    Important note: Never live forts-settlements ungarrisoned or they will change ownership automatically.


    Spoiler Alert, click show to read: 


    Armies: Europeans can recruit armies in all regions they own or they'll conquer but there are limitations in the type and the numbers of units. Generally they can recruit unlimited units of settlers, militia, minutemen, native mercenaries, etc. to every region they own or conquer. Professional units can be recruited in limited numbers only in the starting regions and the major cities that may conquer like Boston, Pennsylvania or Quebec. Some units are excluded at all from the game. There was an effort to keep the necessary historicity, however not in the expense of the game enjoyment. Natives have limitations in the numbers of fire armed units. Also they cannot recruit artillery units.

    (loading screens)

    Spoiler Alert, click show to read: 


    Fleets: Unavailable naval units include the ships that are over 3rd rate (2nd, 1st, Heavy) and the steam ships. Pirates can recruit also strong fleets. All type of naval ships can be recruited in trading ports so there is no need to build naval ports.

    Spoiler Alert, click show to read: 
    (loading screens)



    Update 2.1 (save compatible with 2.0)

    Historical accurate Sweden and Courland overseas flags:

    Spoiler Alert, click show to read: 


    Since it is impossible to find for native Americans real portraits and flags (actually they didn't use them) some art work collected from the net is added:

    Flags:


    Spoiler Alert, click show to read: 


    King portraits:

    Spoiler Alert, click show to read: 


    General portraits:

    Spoiler Alert, click show to read: 


    Minister portraits:

    Spoiler Alert, click show to read: 


    (For Warpath release) Shaman portraits:

    Spoiler Alert, click show to read: 


    (some bigger images can be found here)

    Release History


    E.A.C. v. 2.2:

    *Updated for 1.6 patch

    E.A.C. v. 2.1:

    * New flags for New Sweden, New Courland and natives added.
    * Native portraits added.
    * Other minor changes.

    E.A.C. v. 2.0:

    * Updated for 1.4 patch.
    * Other minor changes

    * Characters and units birth date changed according game's starting date.

    E.A.C. v. 1.1:

    * Problematic pirates fleet removed.

    E.A.C. v. 1.0:


    * Starting date 1647 A.D.
    * Changes in regions ownership.
    * All N. American regions, cities, towns, facilities, changed to native_american type.
    * Preopen info changes (victory conditions, regions ownership, descriptions, etc.)
    * Diplomatic relations reworked.
    * Episodic units added.
    * Limitation on type and numbers of professional units.
    * AOR for professional units.
    * Artillery units unavailable for natives, limited fire arms units.
    * Historical portraits and characters added.
    * Loading screens added.
    * New Courland is based in Curacao instead of the correct Trinidad & Tobacco.
    * New Spain's population reduced in order to reduce also the advantage of her inland placement.
    * Other minor changes

    Changes for next release:

    * New units.
    * More portraits, graphics and descriptions especially for the natives.
    * Historical changes for natives thanks to Demokritos work.
    * Correct flags for New Sweden and New Courland thanks to Hinkel's work.
    * Improvements in scenario and game difficulties after the expected feed back.

    Download and Installation:

    Two ways of installation are provided, auto-installer and manual. Prefer auto since it also provides uninstall function. Either way none of your files will be overwritten. For instruction see the included readme.txt file.

    Auto install download link (mediafire)

    Manual install download link
    (filefront)

    5. Early American Colonization for Warpath campaign

    This mod is based on the Warpath campaign map. It follows the same concept and scenario of previous EAC that is based on RTI 3 campaign. Warpath campaign has the advantages of more regions, units and factions. In EAC_W mod there are 2 more native factions (7 total), Pirates are back and all new vanilla units are included.

    History research for natives by Demokritos

    Native factions:

    1. Ochetiyotipi Shakowin (Sioux alliance of Mdewakanton, Wahpeton, Wahpekute, Sissiton, Yanktonai, Yankton and Teton)
    2. Myaamia Confederacy (the alliance of Miami, Shawnee, Delaware, Wyandot, Mingo, Chickamauga-Cherokee etc)
    3. Ocesvlke Tvlwv-vlke (the ”v” is pronounced as English ”a”) (Creek Confederacy)
    4. Wabanaki (confederacy of Abenaki, Maliseet, Penobscot, Passamaquoddy and Mi'kmaq)
    5. Numunuu (Comanche)
    6. Oñgwanonsioñni (Iroquois Confederacy of Mohawk, Oneida, Onondaga, Cayuga and Seneca, plus Tuscarora later)
    7. Anishinaabeg (tribal group of Ojibwe, Ottawa, Potawatomi, Algonkin, Nipissing, Mississauga and Saulteaux)

    Descriptions and more historical content will follow in next updates thanks to Demokritos. Please +rep him for his excellent work.

    EAC_W v. 1.3 :

    * Assign historical correct names to native units with infos on unit cards about the tribe they come from.
    * More native armies in starting position.
    * Alliances added for some natives with european colonials.
    * 6 new loading screens.
    * Fixed the problem with european unit names on info cards.
    * European garrisons moved out of fort-settlements to increase mobility.
    * Other minor changes.

    EAC_W v. 1.2.1 :

    * Fixed turns to build units

    EAC_W v. 1.2 :

    * Fixed missing technology research for Myaamia Confederacy and Wabanaki.

    EAC_W v. 1.1 :

    * CTD by problematic artillery unit fixed.
    * Type of European artillery units reduced.
    * Spain rebalanced for slower inland expansion
    * AI region attacking targets reworked.
    * Labrador region changed owner.
    * Other minor changes.

    EAC_W v. 1.0 :

    * Starting date 1647 A.D.
    * Changes in regions ownership.
    * All N. American regions, cities, towns, facilities, changed to native_american type.
    * New Courland's base is the historically accurate Trinidad and Tobacco.
    * Seven native and five european factions playable.
    * Pirates are back, as fully playable faction with active diplomacy (you can find them in minor factions of diplomacy UI).
    * Native names (factions, characters) historically accurate.
    * Preopen info changes (victory conditions, regions ownership, descriptions, etc.)
    * Diplomatic relations reworked.
    * Episodic units added.
    * New flags for New Sweden, New Courland.
    * Native art icon's and portraits added.
    * Limitation on type and numbers of professional units.
    * AOR for professional units.
    * Artillery units unavailable for natives, limited fire arms units.
    * Historical portraits for Europeans.
    * Loading screens.
    * Other minor changes

    Changes for next release:

    * New european units.
    * More portraits, graphics and descriptions especially for the natives.
    * Historical changes for natives thanks to Demokritos work.
    * Improvements in scenario and game difficulties after the expected feedback.

    Installation

    Modfoldering ( separate installation folder) is not available due to a problem with roads that are not shown on the map. Installation will be done with the manual old good way to be sure that you keep backup of your files before overwrite them. The problem with the roads remains in the new regions added in Warpath campaign map. However this is just as cosmetic issue since the roads are actually there.

    Download link (filefront)

    Download link (mediafire)

    Decompress and place the files:

    Startpos.esf and scripting.lua in ETW\data\campaigns\main (not in natives folder).
    EAC_W_mod, EAC_W_loc in ETW\data.

    You have to activate EAC_W_mod either using Mod Manager and checking the boxes by their names or adding the following line in user.empire_script file (C:/Users/(user)/AppData/Roaming/The%20Creative%20Assembly/Empire/scripts/):

    mod " EAC_W_mod.pack";

    Play the mod by starting a new grand campaign not a warpath one. Menu interface is like the normal in order all factions be selectable.

    6. Sturm und Drang



    In decade of 1770 some young German writers -among them
    J.W. von Goethe - made a movement called Sturm and Drang(Storm and Impetus). This movement adopted the radical ideas of Johan Gottfried Herder (1744-1803). Herder had promoted the importance and the beauty of the German folk tradition, the Celtic and medieval gothic art, which had been stigmatized as primitive and brutal, comparing with fine and noble French art. He believed that language and literacy express the peculiar population spirit (Volksgeist) and declared that only the cultivation of mother language can permit population to escape from barbarity status. Giving a new meaning to the significance of "culture", Herder connected the unique cultural temperament or identity of a population (Kulturcharacter), with the location that he lives, the geographical and climate circumstances.

    These ideas inspired Sturm and Drang and to the end of the 18th century the new political, patriotic movement of Romanticism (which later developed in an esthetic and artistic one) had appeared. Romanticism was encouraging the estimation of folk poetry and tradition which created the so called national literacy and art.

    Herder's promoted connection between culture and location birthed the significance of Nation as unique and distinguishable cultural community. Every nation has the right to be declared as an equal distinguishable and independent political community, a state . In 19th century the modern nations-states started to appear tearing apart the old Grate Empires...

    This mod is aiming to add in grand campaign some of the new nations that created, inspired by the ideas of Enlightenment, French Revolution and Romanticism. In this first release Finland (Suomi) is introduced. Other nations will be added in next releases. Proposals and ideas are welcome. Also historical infos (especially about special units for every new faction) are needed. Since my free time is consumed in startpos creations, help in units creation is also needed.

    1. Grand Duchy of Finland

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    2. Kingdom of Serbia

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    3. Risorgimento
    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    4. Kingdom of Belgium
    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 


    v. 1. 2

    * New factions: Regno d'Italia, Regno di Sardegna, Regno Lonbardo–Veneto, Kingdom of Belgium.
    * Loading screens reworked.
    * Other minor changes

    v. 1.1

    * Serbia added to grand campaign.
    * Greece (including regions greece and moreas) and Hungary unlocked for better atmosphere of Balkans.
    * Victory conditions for Serbia, Greece and Serbia.
    * New accurate flag for Greece (land and navy).
    * Historical portraits.
    * 25 new loading screen.
    * Other minor changes.

    v. 1.0

    * Starting date 1800 A.D.
    * Saxony replaced by Finland
    * Finland starts as a protectorate of Russia
    * Original Finnish names
    * Historical portraits
    * Victory conditions for Finland, Sweden, Norway and Denmark
    * Other minor changes


    Download Link
    for Finland (mediafire)

    Download Link
    for Finland (filefront)

    Download Link for Finland (Filefactory)

    Download Link
    for any faction (Filefactory)

    Download Link for any faction (mediafire)

    Download Link for any faction (filefront)


    Instalation:

    If you want to play as Finland:

    Copy the content of folder F_1_2 (which is in Finland_1_2.7z) in your ETW\data. None of your files will be overwritten. Then apply fixed startpos (link below). Start a new grand campaign. Later in game when (and if) you make Finland an independent state, save, exit and replace the file 1_S&D_loc in ETW\data with the one from folder Finland_indep. This is for showing the original names in Finnish region on the campaign map (Suomi, Turku, Oulu, Helsinki) instead of the Swedish names.

    If you want to play as any other faction:

    Extract the compressed file S_D_1_2.7z in your ETW\data. None of your files will be overwritten. Last thing, apply fixed startpos (link below).

    In every case you have to have to activate 1_S&D.pack either using Mod Manager and checking the box by its name or adding the following line in user.empire_script file (C:/Users/(user)/AppData/Roaming/The%20Creative%20Assembly/Empire/scripts/):
    mod "1_ S&D.pack";

    To uninstall S&D mod delete the folder Sturm&Drang from ETW\data\campaigns and 1_ S&D.pack, 1_S&D_loc.pack from ETW\data.

    Important fix (8/12): Download link

    After installing the mod following the instructions above, apply fixed startpos in ETW\data\campaigns\Sturm&Drang, replacing the old one.

    7. American Civil War

    These mods are based on the excellent work of the American Civil War The Blue and The Grey team's work. I've modded two starting positions for the American Civil War The Blue and The Grey mod can be played on a campaign map. In this effort I've met many problems with the units especially cavalry and artillery. Unfortunately I haven't still managed to fix artillery so you will have only the vanilla units. The rest, infantry and cavalry units, are included and work o.k. Also I haven't find a way to include the battle maps made by ACW B&G team.

    The American Civil War The Blue and The Grey team:

    Lead:

    harshman_chris

    Research:
    BarnesBL0278

    Modeling:
    Aradiel

    Skinning and Textures:
    Hinkel

    Mapping:
    Aradiel

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    7.1 Grand Campaign

    Download link (mediafire)

    Download link (filefront)

    Download ACW.7z and extract it in your ETW/data folder. No files will be overwritten. Activate ACW.pack with Mod Manager and start a new grand campaign.

    To uninstall remove mod pack files from ETW/data. If you don't intent to play the mod some other time in the future also delete the ETW/data/campaigns/ACW folder.

    7.2 Warpath Campaign

    Download link (mediafire)

    Download link (filefront)

    Download ACW_W.7z and extract it in your ETW/data folder. No files will be overwritten. Activate ACW_W.pack with Mod Manager and start a new grand campaign. In faction selection menu search among the non playable flags to spot US or CS.

    To uninstall remove mod pack files from ETW/data. If you don't intent to play the mod some other time in the future also delete the ETW/data/campaigns/ACW folder.

    WARNING: You cannot have installed any of these mods the same time with American Civil War the Blue and the Gray mod, or you'll get a CTD.

    CREDITS:

    Just
    for EsfEditor and koras321, alpaca for the later development.
    LtChabers for Pack File Manager, Mod Manager andDBEditor 1.2
    Boicote and Hinkel for the material they let me use in these mods.
    Alpaca and Irmo for the new installation procedure that prevents overwriting of original files.
    All the friends in this forum for their help in searching and modding startpos.esf.

    Last edited by husserlTW; December 14, 2009 at 04:45 AM.

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