Our systems are all unique, unfortunately. I think the *closest* you will get is with Warwolf, but that's a bit of a peculiar mod.
Our systems are all unique, unfortunately. I think the *closest* you will get is with Warwolf, but that's a bit of a peculiar mod.
Under the reports menu on the campaign map.
We'll release the Beta update in 2021
We will address the issue in the next version, there isnt a working workaround right now that doesn't require us to fix it properly
Patching your game to 4gb (using this tool Ntcore.com, for example) will supposedly fix the siege crashes. If you're so inclined, try it out and report if it indeed did.
I am just going to reaffirm, we are in fact still not going to add Freelancer.
The next download/release will have all factions finished
There are no government features in our mod, no
Research speed is locked at 2 years per tech, you can't speed it up.
Think of the base smoothbore muskets as an upgrade path. If you give your troops a French smoothbore, and you research breech loaders, your troops will *automatically* be equipped with a Chassepot during battle.
For example
Charleville -> Lebel
Russian 1842 -> Mosin Nagant
...
Use the backspace menu to do that if you're dead, its a workaround
Via the Camp Menu - Take Action menu
Download the fix in the downloads section
They won't be added, no. The map is staying the size it is right now.
The American settler start represents, primarily, Germans who left for the New World in the 1840s, and returned in the 1860s-1880s.
Don't exactly know what you're asking, sorry.
If you're using a translator..
Try Deepl.com instead of the google one. Thanks!
> 1. I had field gun and howitzer company in my plan, but I haven't recruit any gun crews yet.
Not a bug, all companies are always *available* for selection.
We aren't adding freelancer under any circumstances
Not a bug, we changed nothing about that to how it works in native.
The amount of cities is ballanced for gameplay. We aren't basing it on actual city size.
You mean muskets? No. The other firearm types are also already plenty accurate for gameplay purposes.
Not going to happen, sorry.
We aren't going to add war crimes as a core function of our mod, excuse me, what..?
Silverf is entirely correct. Im awfully sorry, but literally under no circumstances will we add freelancer. Its antithetical to how we want the mod to be experienced
All AI cav does currently is counter charge your cavalry attacks, hence why they're just sitting there. The AI formation is based on those used by Russia in the Turkish war if anyones interested
Accuracy is staying the way it is, the other issues we'll look into, thanks
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