Well, you must have done something wrong then
Well, you must have done something wrong then
It will show up when you will click to launch the game
Very soon, you will see
Download 0.7.1 patch, it's fixed there.
If you see vanilla factions in custom (or multiplayer) battles, just choose another faction and it will be fixed by itself.
We've been thinking about it since very beginning, but sadly it's not possible. However, if unit is stretched, it's not fully in encourage area, so may rout more easily. Also, it's less tight, so it will be easier for cavalry to break through formation. There are some other things that make tight formation more effective, but you can't restrict it manually.
No, campaign isn't under development yet.
This mod is for multiplayer only, we will make single player version with better AI when finish current version and start work on campaign.
Try to launch mod via Steam, not the shortcut and be sure that you have placed userscript.
It is now available as early access for patrons, but will be soon released for all.
In the game files, delete "1600_prebattle_unitselect_ui_mod.pack", It's made for higher res
Here are all the instructions how to do full reinstall of the game and then use modded files, if those instructions won't help, I think I'm out of ideas, maybe someone else will help.
1. Delete Napoleon: Total War on Steam.
2. Find steam/steamapps/common and delete Napoleon total war folder.
3. Write %AppData% in windows search bar, find Creative Assembly and delete Napoleon.
4. Install Napoleon on Steam.
5. Launch at least one custom battle without any mods so the game will create all needed scripts.
6. Add the mod as showed in the instructions.
What CPU do you use? New generation of Intel ones for example don't work at all for Napoleon and there's not much we can do about it.
Did you put the user.script file in the following folder AppData\Roaming\the Creative Assembly\Napoleon\scripts?
This file must be put there, putting it to data won't work.
There will be multiplayer version first, then campaign. Closed beta of multiplayer will be soon released, and then closed alpha. You can red details on our Discord server and become patron to receive access to beta and alpha versions.
It's vanilla stuff, swords are always on waist. To fix it, we will need to change animation, which is not the easiest thing.
It's only of further distances and we will try to fix it.
This is in our plans, but it won't be soon.
To enable HUD you need to click on F5,F6,F7.
Historical mod is by default there. If you want to switch to semi-historical or arcade, put whole mp_eur_napoleon folder into Data/campaigns.
Thanks. If you have materials, you can post them on the Discord server, on research channel.
Scotland is not playable, because there is restriction of playable faction and Scottish campaign wouldn't very interesting. Scotland will probably be playable in 1648-1667 campaign.
Sure, will contact you there :)
Thank you for your willingness to cooperate in this project :)
Write to me on Discord: Danylo#8452
Our mod disc:
Discord.com
Napoleon: Total War has a much better, more stable game engine, especially when working with ai. Also, the timeframe of the mod concentrates mostly on the events that took place mostly on the european continent.
Hard to say, probably next month.
Ships are in process of developing, maybe they will in next patch.
Attila doesn't allow to fully implement firepower and firing drills, let alone navy. Warhammer is fantasy, it's just impossible to make realistic historical mod.
People were complaining about crashes because there were some previously. Moreover, there was one critical crash that didn't allow to continue playing and i've solved it only a week ago.
Indian factions don't have many ships because they basically had a very poor navy that didn't play major role. I don't really agree that most of factions are developed, i didn't even finish all European factions. But now i'm working on the mod on Napoleon so i will return to it later.
Pike&Shot_Danylo
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