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Comment History  (0 - 30 of 99)
Pinxit
Pinxit - - 99 comments @ Napoleonic Total War 3

I think, naval battles (PvE, PvP) are accessed through the main campaign launcher, as the overhauled ship stats were included in the campaign.

Good karma+1 vote
Pinxit
Pinxit - - 99 comments @ Pike and Shot: Total War

If the recruitment bar turns blank, after a building upgrade (or research topic has been completed), it could be either 1. that no units were assigned to the building level in the first place or 2. that the building level (or another building or technology) also increases the number of units-in-recruitment slots beyond the allowed maximum. Hence, why sometimes less is more! :P
(I did not find this out by myself, I am just sharing.)

Good karma+1 vote
Pinxit
Pinxit - - 99 comments @ Fall of Kobol

What's the Cylon anti-strikecraft frigate, if I may ask? So far, I have been unable to target strikecraft with any of them. Is there any ship that has abilities against strikecraft on the Cylon's end, like i.e. disabling engins/jamming weapons/inflicting damage/reducing evasion/supressing launch? Other than the instant strikecraft rebuild granted by the Resurrection capital ship. Cylons are just feeding levels to Colonial capships/titan.

Edit: Looking at the militia (=Cylon), I came to the realization that the Cylon light carrier is supposed to fill the role of their antifighter frigate (Edit: Actually, the militia carrier/antifighter are both == Cylon light carrier). Unfortunately, although I changed the missile damage type to antiverylight (as fighters have very light armor type) and enabled "can target fighters", the game did not read my minimod and the Cylon light carrier kept shooting at other frigates instead. (Occasionally, I was allowed attack orders on fighters as those were passing by the side banks, but the missiles themselves apparently did not target strikecraft.) Not sure yet, if, for this to work, additional changes are required, i.e. to the missile entity itself.
On an unrelated note, I've noticed a weird behaviour of unarmed(!; i.e. TEC light carrier) hostile carriers, which would stay close to my carrier, following it all way through the gravity well.

Edit: The "tactics management" overwrites the cruiser factory on the Cylon/Colonial starbase, which therefore is unusuable.

Good karma+1 vote
Pinxit
Pinxit - - 99 comments @ The Great War

Disregard the "5.1.4", it's just a typo in the version.txt file.

Good karma+1 vote
Pinxit
Pinxit - - 99 comments @ Napoleonic Total War 3

5 (m? is it?) irl: ~0,7 in game: you don't shoot, you stab them
70 in game (max range of most regular infantry) = 210 irl

Good karma+1 vote
Pinxit
Pinxit - - 99 comments @ Napoleonic Total War 3

Faction info:
Ntw3.online

Sappers are able to deploy stakes. And most of them are able to lay mines during deployment. Though, the latter are visible, unless you find a way to hide them in woods, or under a building :) A few of the sappers can be deployed outside the deployment zone (e.g. Ottomans, Russia 1812).

Good karma+1 vote
Pinxit
Pinxit - - 99 comments @ Star Wars: Interregnum

Also, - though, that is not linked to the problem you are experiencing - (INT SinsRe Powderpuff,) INT SinsRe and E4X SinsRe need to be on the very top of your 'EnabledMods.txt' list, in order make the visual enhancements of the standalone graphical mod 'SinsRemastered-v0.94b' compatible with Interregnum/e4x.

Good karma+1 vote
Pinxit
Pinxit - - 99 comments @ Fall of Kobol

No, I've got that wrong: 'Core(0..1) Flagship Reb'+'Core(1..1) Reb' is actually correct. 'Flagship victory' enables start with titan.

Good karma+1 vote
Pinxit
Pinxit - - 99 comments @ Fall of Kobol

Militia is missing (pick one out of the enabled races).
Edit: What I wrote about the flagship turned out to be incorrect.

Good karma+1 vote
Pinxit
Pinxit - - 99 comments @ The Great War

Could not retrieve my old post in order to point you there, so here another go at some instructions on how to install manually.

The TGW-packfiles in your NTW data folder, as would be using basic launcher settings:
_GreatWar5_Agents.pack
_GreatWar5_Agents_Working.pack
_GreatWar5_AI.pack
_GreatWar5_Animations.pack
_GreatWar5_Battleterrain.pack
_GreatWar5_Campaign.pack
_GreatWar5_DB.pack
_GreatWar5_DB_Rebels.pack
_GreatWar5_DB_Tech_Effects.pack
_GreatWar5_EngineModels_Models.pack
_GreatWar5_EngineModels_Textures.pack
_GreatWar5_Extras.pack
_GreatWar5_Formations.pack
_GreatWar5_Frontend.pack
_GreatWar5_Historic_Characters.pack
_GreatWar5_LUA.pack
_GreatWar5_Mappack.pack
_GreatWar5_Media_Sounds.pack
_GreatWar5_Media_Video.pack
_GreatWar5_Rebels.pack
_GreatWar5_RigidModels.pack
_GreatWar5_Sound_Patch.pack
_GreatWar5_Text.pack
_GreatWar5_Textures_Effects.pack
_GreatWar5_Textures_Naval.pack
_GreatWar5_Trails_Minimal.pack
_GreatWar5_Traits.pack
_GreatWar5_UI_Campaign.pack
_GreatWar5_UI_Events.pack
_GreatWar5_UI_Flag_Tiles.pack
_GreatWar5_UI_Flags.pack
_GreatWar5_UI_LoadingScreens.pack
_GreatWar5_UI_Portraits.pack
_GreatWar5_UI_Portraits_Extra.pack
_GreatWar5_UI_Units.pack
_GreatWar5_Unit_Voices.pack
_GreatWar5_UnitModels.pack
_GreatWar5_VariantModels_Atlas.pack
_GreatWar5_VariantModels_Equipment.pack
_GreatWar5_VariantModels_UnitParts.pack
_GreatWar5_VariantModels_Units.pack

Create "user.script.txt" in the user's %AppData% folder (.../Roaming/The Creative Assembly/Napoleon/scripts) with the following entries:
mod "_GreatWar5_Trails_Minimal.pack";
mod "_GreatWar5_Agents.pack";
mod "_GreatWar5_Agents_Working.pack";
mod "_GreatWar5_Animations.pack";
mod "_GreatWar5_DB.pack";
mod "_GreatWar5_DB_Rebels.pack";
mod "_GreatWar5_DB_Tech_Effects.pack";
mod "_GreatWar5_EngineModels_Models.pack";
mod "_GreatWar5_EngineModels_Textures.pack";
mod "_GreatWar5_Extras.pack";
mod "_GreatWar5_LUA.pack";
mod "_GreatWar5_Mappack.pack";
mod "_GreatWar5_Media_Sounds.pack";
mod "_GreatWar5_RigidModels.pack";
mod "_GreatWar5_Sound_Patch.pack";
mod "_GreatWar5_Textures_Naval.pack";
mod "_GreatWar5_UI_Campaign.pack";
mod "_GreatWar5_UI_Events.pack";
mod "_GreatWar5_UI_Flags.pack";
mod "_GreatWar5_UI_Flag_Tiles.pack";
mod "_GreatWar5_UI_LoadingScreens.pack";
mod "_GreatWar5_UI_Portraits.pack";
mod "_GreatWar5_UI_Portraits_Extra.pack";
mod "_GreatWar5_UI_Units.pack";
mod "_GreatWar5_UnitModels.pack";
mod "_GreatWar5_VariantModels_Atlas.pack";
mod "_GreatWar5_VariantModels_Equipment.pack";
mod "_GreatWar5_VariantModels_UnitParts.pack";
mod "_GreatWar5_VariantModels_Units.pack";
[N.B.: Userscript needs to end with an empty line here.]

Good karma+1 vote
Pinxit
Pinxit - - 99 comments @ The Great War

If the TGW launcher does work for you (i.e. NTW is installed on your /C:/), just revert to vanilla before launching the other mod. The NTW3 launcher does have that option. (Though, at least in previous versions, I sometimes found left-over NTW3 files. Not 100% certain as I have not touched NTW3 (v8.8) for a few months, but I believe this was patched out.)
If the TGW launcher does not work, then you will have to move your TGW files to a folder to be created by you in the NTW data folder. And don't forget to relocate your user.script.txt, as well.
So, it's also feasible manually; it just requires a few more steps.

Good karma+1 vote
Pinxit
Pinxit - - 99 comments @ The Great War

;)

[The comment field is for mainly textual content. A lot of non alphanumeric characters (*+_-#:) is not allowed.]

Good karma+1 vote
Pinxit
Pinxit - - 99 comments @ The Great War

It takes a colossal effort to get the voicelines right. Steph's abandonded "Master of Europe" mod comes to mind. Basically, all other mods that I know of, become a mess in this respect, whenever they try messing with unit voices. It would probably be much easier for the mod makers, and one would not loss much, if they completely removed any voicelines. Replacing just a few of them with e.g. signals, whistles etc. might be a sound idea. A few sounds might even sound a bit anachronistic for the Great War period - I mean: era.

Good karma+1 vote
Pinxit
Pinxit - - 99 comments @ The Great War

That's life. Actually, I should get some, too.

Good karma+1 vote
Pinxit
Pinxit - - 99 comments @ The Great War

A simple picture would do, I guess. Imo, it would require too much time and effort for something that people would watch maybe once or twice.

Good karma+1 vote
Pinxit
Pinxit - - 99 comments @ The Great War

Sorry for the thumbsdown. At first, I thought, you made a joke about the French.

Good karma-1 votes
Pinxit
Pinxit - - 99 comments @ The Great War

You need to convert one of your ports to a military ("naval academy"? I don't recall the exact name, but you get the idea) one. Though, check the infocard for available ships, because in the current release you may actually lose the ability to recruit ships, and that's not a good trade off. Only GB due to its many ports may safely do that atm.

Good karma+2 votes
Pinxit
Pinxit - - 99 comments @ The Great War

When it's ready.(TM)

Good karma+1 vote
Pinxit
Pinxit - - 99 comments @ Bomber Armor Type Fix (Obsolete)

No need to download anymore!
As of today, with the release of Beta 1, the problems addressed by this mini-patch should no longer be present.
Thank you, GoaFan77 (Modcreator)!

Good karma+2 votes
Pinxit
Pinxit - - 99 comments @ The Great War

You have to change line 8 'military3_land_Gas' in 'GreatWar5_DB_Tech_Effects.pack / db / technology_effects_junction_tables / tgw5_technology_effects_junction' from 'enable_carcass_shot' to 'enable_quicklime_shells', and set it to '1'.

Good karma+1 vote
Pinxit
Pinxit - - 99 comments @ The Great War

If you would like to get more value out of your Mounted Infantry, then let them dismount before moving them into range. Else, you would be better off using Rifle Cavalry. The latter are meant to shot from horseback.

Good karma+1 vote
Pinxit
Pinxit - - 99 comments @ The Great War

This sounds interesting. Thanks for the suggestions. Though, one thing on units turning: They won't stop shooting in TGW, when not facing the enemy, as firing arcs are always 360° for infantry and artillery - except for Mounted Infantry on horseback, I believe (so be careful TSJ ;)). It's only their exposure to fire in enfilade that puts them at a disadvantage. If this happens, it's best to use the "increase depth/width of formation" shortcuts to get them back into formation without disrupting the shooting for too long, as every second in TGW counts.

Good karma+3 votes
Pinxit
Pinxit - - 99 comments @ The Great War

Disclaimer: No horses were harmed in the making of this video!

Good karma+2 votes
Pinxit
Pinxit - - 99 comments @ BDIZZLE356

Gas shells for heavy howitzer:

At first, I thought to have broken something, when messing with the 5.1.5 mod files. But now I have found out, why the heavy howitzer is unable to shot gas shells in campaign battles.

In 'GreatWar5_DB_Tech_Effects.pack / db / technology_effects_junction_tables / tgw5_technology_effects_junction' line 8 'military3_land_Gas' needs to be changed from 'enable_carcass_shot' to 'enable_quicklime_shells' and set to '1'. ('Carcass shot' being used by flamethrower, if I am not mistaken.)

It is working for me in campaign battles too now (Previously only was working as intended in custom battle).

Good karma+2 votes
Pinxit
Pinxit - - 99 comments @ Naval Loading Screen

Beautiful! And very fitting.

Good karma+3 votes
Pinxit
Pinxit - - 99 comments @ The Great War

That may well be. I don't remember having picked a similar fight with the intention to withdraw in such a situation. That's why I ask, if somebody else has come accross this case.

Good karma+1 vote
Pinxit
Pinxit - - 99 comments @ The Great War

Thank you. The TBs replace the transports, but using the 38-gun steam frigate for some variety, added the torpedo launcher to the bow chaser and the cargo ships' "non-explosive shells" guns to side and rear. Also, I used the destroyers as a point of depart and made TBs half as resilient, more manoeuvrable, but slightly slower as the former. Though, it would have been easier to go with the cargo ship's stats instead and just change the unit icon etc (I have no clue about calculating stat balance and prices).
And then made the required entries in other files. They are just a throw-away unit, fast and cheap to build, and blow up in a nice KABOOM.

Btw, how do you get 3 dreadnoughts for the price of one?

- You build a full stack of destroyers and capture them! X) (Ok, that was a gamble.)

Good karma+3 votes
Pinxit
Pinxit - - 99 comments @ The Great War

Playing as Italy, I tried a sortie from the port of Venice against an overwhelming A-H fleet blockading it+their reinforcements from within and outside Triest. The idea was to soften them up with destroyers and torpedoboats (personal conversion of the transport) - hopefully sinking a few of their larger units -, and then retreat the remainder of my flotilla into the safety of the port. But on the pre-battle screen and in battle it did not give me the option to withdraw from the fight. Is that normal? Does it depend on an admiral's skill level? (The Austro-Hungarians had an admiral, I did not.)

Good karma+1 vote
Pinxit
Pinxit - - 99 comments @ The Great War

Maybe it's going to be fixed in upcoming version v6.0, idk. (Check out TSJ's first playthrough video as UK. You'll notice a second research facility at Cork/Ireland. Can't tell, if upgrading Birmingham to a research facility would work, though. TSJ did not chose that route.).
But with 5.1.5 you should build colleges< in towns labbeld as "intellectual centre" ONLY. And you must not upgrade those from a tiers 2 towns, but start from scratch, which, btw, is also much cheaper and faster to do (~1000 fl./3 turns for the college). Don't delete any building in a town that is not labbeled as 'intellectual centre' with this intention, as the slot won't provide you with the option to construct a (functioning) research facility.
Meaning that some factions have an easier time getting ahead in research (German Empire looking at you! - 4 intellectual centres, with more options in nearby hostile/neutral territory. Though you should be fine settling with 3 research facilities, if you strive for tanks - in case they are available for the faction that you picked - without neglecting the other key military/industrial research topics). Usually, the German Empire fields the first female A7V around August 1915, meaning it must have completed research and the necessary building upgrades by March 1915, because construction of A7V takes 4 1/2 months (9 turns). (Imho, 'Beutetanks' should also take longer to construct, or - even better - come in lower numbers, as it would look a bit weird, if the German Empire was able to outperform the Entente in that regard. Hard to balance that many different tanks all doing basically the same thing, without making one or another tank completely pointless to produce.)
With some minor factions it will require you to capture territories containing research facilities, and then you should rush 'mass production'+MG, as until the advent of tanks this is the only real threat that you are going to face in campaign, asides from casualties due to friendly fire, as a consequence of 360° firing arcs, which can be quit a challenge to manage, given the fast paced nature of combat. You won't be able to afford buying techs, especially significant ones, i.e. 'trench warfare' and 'mobile warfare' doctrines. Out of the civilian tech tree I'd only ever bother with the accessible 5% tax income increase (Though, Australian Light Horse come with anti-tank rifles, just for the record).

Good karma+1 vote
Pinxit
Pinxit - - 99 comments @ Sins of the Prophets

Sorry, that's not what you meant. Deleted.

Good karma+1 vote