This thread is dedicated to answer your questions about APE:TI v1.1.0 and to help you with troubleshooting
If you want to report bugs, have trouble getting the mod to run or questions about the installation process, please post here.
FAQ
General Questions
Is this mod compatible with all DLC?
Yes, it's fully compatible.
Is this mod compatible with mod xyz?
At the moment, we don't officially support using APE:TI with other mods. The reason for this is that the modding mechanism requires overwriting certain files (for example the localisation) from the original game which means that we can't guarantee compatibility with other mods. If you want to use another mod with APE:TI, it's possible to manually merge them, but you will have to do so at your own risk and we won't give more than basic help for it.
Exceptions are mods that are specifically designed to work with APE:TI, for example the Additional Units Mod by Swiss Halberdier which has a compatibility version for our mod. However the support for these will be handled in the respective mod threads. There are also a few submods for APE:TI which of course can be used at your leasure.
Can you help me take the mod apart?
The mod is built with all aspects of the changes complimenting other aspects of the mod. Even if you were to take pieces out there is no telling where the changes that crossed between portions of the game would conflict. Remember, the mod is freeware and you are free to make any changes to it that you like!
Which version of the game do I need?
It's required to have version 1.5 of ETW installed for the mod to function properly. In most cases steam should update your game automatically to the latest patch, otherwise you will have to obtain it.
What about the hotfixes? Do I need them?
It's recommended to always download the latest hotfix.
Gameplay Questions
How does manpower and supply work?
How do I increase my manpower and supplies?
Your supply limit is currently tied directly to your manpower, increasing your population will increase both (but it will take some time, especially if the population increase is NOT due to conquest.)
I'm losing money that isn't displayed in the overview screen!
This is the research cost (a kind of upkeep for school buildings). On normal difficulty a school will cost you 3000 per turn which are deducted directly from your treasury. Larger buildings and higher difficulty settings increase the cost, you can review it by clicking on the education building.
Can I have huge unit sizes with APE:TI (similar to DarthMod)?
Yes you can. To do this please navigate to the following directory (you may have to enable "show hidden files and folders" in the explorer folder view settings):
Windows Vista - C:\Users\USER NAME\AppData\Roaming\The Creative Assembly\Empire\scripts
Windows XP - C:\Documents and Settings\USER NAME\Application Data\The Creative Assembly\Empire\scripts
Now, open the file called preferences.empire_script.txt and change the value campaign_unit_multiplier to anything you like (huge is 1). Make sure you only change the numerical value and leave the semi-colon at the end of the line intact. Also please set the preferences file to read-only (right-click -> preferences) so that the game won't overwrite your setting every time you change something in the menu. Alternatively create a file called user.empire_script.txt and copy the line into it, this will override the setting in preferences.
Common problems
The Ottoman/Maratha or other Easter/Indian faction turn takes a long time.
The Istanbul landbridge is causing it -- units have to enter or leave the city in order to cross the landbridge and that causes full stacks to be delayed because the AI won't move the garrison out to let the full stacks pass through without having to split the stack, so it takes more than one turn for a stack to pass the landbridge.
The advisor pops up but doesn't display any text.
If this happens you have a conflicting localisation.loc file somewhere in your data folder. Please make sure to have no other mods installed, or at least none with a localisation file.
My game crashes at game start or randomly.
First of all, make sure you remove your user.empire_script.txt by enabling "show hidden files and folders" in Windows Explorer's folder view options and navigating to the following directory (choose the one that applies to you):
Windows Vista - C:\Users\USER NAME\AppData\Roaming\The Creative Assembly\Empire\scripts
Windows XP - C:\Documents and Settings\USER NAME\Application Data\The Creative Assembly\Empire\scripts
If you are positive there is no file of that name in this folder, check if you updated your display drivers lately. There have been reports of the latest NVidia drivers breaking ETW so you might want to try to downgrade to a previous driver version.
Most crash bugs are, however, related to the game core and not due to the mod. If you experience a reproducible crash on turn end, try disabling "Show CPU moves" or enable "debug_mode" at the bottom of your TI_prefs.lua to remove the fog of war and give us specific info about when the crash happens.
Confirmed Bugs/Issues
APE: TI crashes after install! There is a second Empire Total War Folder in my install directory!
When you pick the directory it needs to go in you have to RECHECK the line and take off the duplicate 'Empire Total War' off of the end of the line or else it ends up as;
'Drive:\folder\Empire Total War\empire total war'
So uninstall and reinstall -- this time once you pick the folder make sure you take off the extra 'empire total war' on the end.
Resistance doesn't decrease for a long time in a conquered region but then it suddenly does and then stops again.
This is a bug in the resistance system. Basically, there's maximum resistance, resistance and minimum resistance for each faction. On conquest resistance should be set to maximum resistance but it isn't so the resistance will go to the full 100 points while the maximum resistance requires the trait level not to go above a certain level (that depends on difficulty). This will be fixed in the next patch.
The Pirates are too strong.
We already nerfed them but we shall see.