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**This is a standalone build that doesn't require vanilla Falcom or v1.4.1!**

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ORoE Beta v1.5
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rflo93
rflo93 - - 28 comments

You should change the name of the file from british_isles to falcomtw3, or else it won't work for people and they won't understand why.

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BasilLeaf42 Author
BasilLeaf42 - - 121 comments

I'll keep that in mind for future versions.

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Guest
Guest - - 689,409 comments

Dude this version does work for me did the same thing as i did before, thank you so much man can't wait for the inca and campaign.

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BasilLeaf42 Author
BasilLeaf42 - - 121 comments

Are you the same guest that said that vanilla Falcom works? If so, replacing Falcom's data folder (located directly in the "falcomtw3" folder) with the one from this submod (when unzipped, it'll be located in "ORoE_Beta_v5/british_isles") might work. Nothing outside the data folder has been edited, so it should be fully compatible with Falcom.

One method that might work with CD versions is renaming the "british_isles" folder you gain from this mod to "falcomtw3", then trying to run "executable.bat" directly from there. This was the originally intended way to run many mods before Steam came along and complicated things.

If that doesn't work, you can try joining the mod's Discord server and asking around. I've had some people tell me they had to use a different method to install it because the Steam and CD versions are slightly different, but I have a Steam copy so I can only really help there.

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Guest
Guest - - 689,409 comments

No dude sorry for the poor word choice but I said this version does work for me thanks a lot dude, and thank you for the help but it works just fine now now waiting for an awesome campaign :).

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BasilLeaf42 Author
BasilLeaf42 - - 121 comments

Ah no, that was my bad for misunderstanding lol (I'm used to reading about the opposite thing happening). Glad to hear that, though!

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Guest
Guest - - 689,409 comments

Only mercenaries in this mod ?????
No regular units

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BasilLeaf42 Author
BasilLeaf42 - - 121 comments

There are quite a few "regular" units in this mod. In fact, of the 300+ units currently implemented, only around 30 (about 10%) are mercenaries.

You can easily tell which units are mercenaries and which are a part of a faction's core roster by their placement on the custom battle unit list. Anything before the artillery is a factional unit, while anything after is a mercenary. All artillery units other than the Great Cross are factional.

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echuu
echuu - - 578 comments

Are you planning the use M2TW Engine Overhaul Project that would allow you to add more regions to the map?

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BasilLeaf42 Author
BasilLeaf42 - - 121 comments

We did plan on eventually implementing it because of the increased religion limit, but I wasn't aware that the region limit was broken. It probably isn't something we'll worry about for the initial release, but we'll definitely consider it. Same goes for if the unit and faction limits are broken.

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Guest
Guest - - 689,409 comments

What is estimated release date?

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Guest
Guest - - 689,409 comments

oh, boy. I'll wait till the campaign is playable. Nice work

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