ColonialismExtended 1.5
Full Version 4 commentsearly version of a submod for Colonialism 1600 AD. Changes Pikemen sizes, overhauls the unit ranges and completely changes morale.
Biggest Changes
Projectile:
-Much higher ranges
-No trails
-High muzzle velocity 400-500
-Reload times slightly above average for battle conditions
-Misfire chance 10-20%
Unit:
-Bigger pikemen units, but higher upkeep and less movement on campaign map
-Overpowered swiss pikemen, low cost, insane upkeep
-Bigger swordmen units
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early version of a submod for Colonialism 1600 AD. Changes Pikemen sizes, overhauls the unit ranges and completely changes morale.
early version of a submod for Colonialism 1600 AD. Changes Pikemen sizes, overhauls the unit ranges and completely changes morale.
early version of a submod for Colonialism 1600 AD. Changes Pikemen sizes, overhauls the unit ranges and completely changes morale.
early version of a submod for Colonialism 1600 AD, Projectile and other changes.
Colonialism 1600 AD submod, Projectile and other changes.
Submod for Colonialism 1600AD that changes damage, morale, range and some unit sizes
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is necessary to download all the files or only the last ones?
Very interesting mod but need a lot of work on it. At least nice someone touched that period of history (cough, cough you could done it to CA and not made another 30 versions of Shithammer ...)
you mean Warhammer one of there best selling game of all time, with the most positive reviews of any total war ever?
warhammer one doesn't have the most positive reviews
Unit recruitment always struck me as odd in the main mod - I believe playing as England there is no way to recruit arquebusiers at the start of the game.
After having tried the mod while the increased range is definitely an improvement the changes to morale breaks the flow of battles in a way that allows me to win or lose battles do to sheer luck. It is rather broken.
Wow you're still updating the 16th Century Mod? I thought it was dead years ago, You're Mod is seriously 10/10 I love the Unit Sizes and fixed models and changes to the Units and Musket damages. Keep up the Good Work Gunrex101! This mod is the reason why I'm back at Total War:Empire :)
btw I just started Downloading but just for the early question can I play as the Papal States or Venice? Because I would love use the Papal Guards and Swiss Guards
Mediafire.com
ahora si puedes
Empire Total War\data\campaigns\main
The Papal States and Venice is unplayable. This submod focus on increasing the the size of the unit.