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Comment History  (0 - 30 of 32)
TheDukeTW
TheDukeTW - - 32 comments @ Prelude To War Overhaul

The startpos file covers all the factions so a very small part of the mod will be working for you as the startpos is in. You may be able to get Kaedrins Mod Manager to work for mac but im not sure, thats where id start the seardh for a working one. Its for tww2 but works for empire

Good karma+1 vote
TheDukeTW
TheDukeTW - - 32 comments @ Prelude to War

All unit sizes are changed and will vary from faction to faction, for Native American nations the Iroquois tend to be the most numerous. Bowmen should be available, mske sure youve followed the installation instructions and check that muskets ahve a range of 200 in game to be sure it is running properly

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TheDukeTW
TheDukeTW - - 32 comments @ Prelude to War

It responds well to the unit changes in battle and feels better but nit actual changes for battle, but for campaign its had completely updated financial, tech and unit recruitment priorities altered so they work much better and build proper forces. Some ais have also been given 'full' wi where they previously had 'maintainance', making some factions function better

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TheDukeTW
TheDukeTW - - 32 comments @ Prelude to War

All factions hace both fire by rank and platoon fire on game start, the drills have been balanced to be roughly equivalent in power but different. Rank fire will give morale shock and spike damage as well as allowing troops to stand close to one another or compensate for lack of accuracy with volume of fire. Platoon allows every man to take aimed shots without the smoke from the man in front but is slightly wider spaced and doesnt need the same level of discipline. Platoon fire units generally prefer long attrition engagements whereas fore by rank units tend to prefer swift decisive action. Both are valid but each has strengths and weaknessess. Troops without either will shoot en mass.

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TheDukeTW
TheDukeTW - - 32 comments @ Prelude to War

Yeah its deliberate as firstly its a hell of a lot more fun than the race to the fire by rank tech being the whole campaign decider, all factions have the drills so it doesnt give you an advantage over anyone else. Also given that platoon fire is also knkwn as 'Firing Dutch' it seems appropriate that they have it.

Good karma+1 vote
TheDukeTW
TheDukeTW - - 32 comments @ Prelude to War

Gamepressure.com should do the trick

Good karma+1 vote
TheDukeTW
TheDukeTW - - 32 comments @ Prelude to War

Unit Compatability Project by SwissHalberdier, makes the AUM-EMP mod run properly

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TheDukeTW
TheDukeTW - - 32 comments @ Prelude to War

I swapped out the colours that were there (taken from a map that was onviosuly worked from) and replaced the colpurs instead with one of the colours from the uniforms of the nation in question, not usually the primary as half would be white but always a contingent part

Good karma+1 vote
TheDukeTW
TheDukeTW - - 32 comments @ Prelude to War

Usually thats from no UCP or enabled wrong with the mod manager, are you 100% sure both those are fine?

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TheDukeTW
TheDukeTW - - 32 comments @ Prelude To War Overhaul

You need all the files in the Prelude to War Overhaul download, the other one is the old version. Also, make sure you get the UCP (theres a link in the summary section) amd then get yourself modmanager 1.5 and if yoi follow the installation instructions you should be fine. Of you have any issues hop into the discord and ill help you out through there

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TheDukeTW
TheDukeTW - - 32 comments @ Prelude to War

Map editing is extremely difficult so i wont be altering it, the massively better garrisons make that less of an issue for france and spain but I agree that its not ideal

Good karma+2 votes
TheDukeTW
TheDukeTW - - 32 comments @ Prelude to War

Theres no attrition mechanic built in so i cant in the campiagn map but it is worth noting that heat and cold fatigue are massively more impactful, so taking the wromg troop types there will make you suffer greatly in battle, the effects are also magnified in summer for heat and in winter for cold, so planning pays off - you get 6 turns of optimum for whichever season you want.

Good karma+1 vote
TheDukeTW
TheDukeTW - - 32 comments @ Prelude To War Overhaul

Yeah the mercs are intended, theyre a bit part of the Venetian playstyle. You can play as anyone with full functionality, though you may have a more polished game with major nations just from the amount of time spent on them

Good karma+1 vote
TheDukeTW
TheDukeTW - - 32 comments @ Prelude To War Overhaul

Glad you got it sorted

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TheDukeTW
TheDukeTW - - 32 comments @ Prelude To War Overhaul

Its in the main description rather than the file description. Youll need that and the other .packs in data and them AUM-EMP and preludetowar.pack will need enabling with mod manager 1.5, unit sizes will be pretty large but you can always drop that in the settings

Good karma+1 vote
TheDukeTW
TheDukeTW - - 32 comments @ Prelude To War Overhaul

Make sure you get the UCP linked in the description, not everyone needs it but most do. Once theyre all enabled with the modmanager you should see ranges of 200 on most troops. Thought it worth mentioning since you dont have much to compare to that thats hiw to tell if its working.

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TheDukeTW
TheDukeTW - - 32 comments @ Prelude to War

They do now

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TheDukeTW
TheDukeTW - - 32 comments @ Prelude to War

It swaps a fair few models around to better suit but the optional graphics pack for AUM-EMP is what actually changes the existing units' graphics

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TheDukeTW
TheDukeTW - - 32 comments @ Prelude to War

All Native American tribes have had theor Warpath Campaign units ported over to the main game and then improved, the Inuits didnt have a roster in that campaign so they have the generic troops that every tribe used to have but still have improved troops just not tailored to be inuit.

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TheDukeTW
TheDukeTW - - 32 comments @ Prelude to War

Ive updated the files and given slightly more details instuctions, hopefullt that helps

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TheDukeTW
TheDukeTW - - 32 comments @ Prelude to War

Yeah all factions are playable with this mod, id suggest the Iroquois for your first playthough, they have more income so get up and running faster. Also Louisiana is an option as they get access to a lot of Native American troops, though of lesser quality. Most major European nations also get access to their Native allies' troops if they leave the building as the American one and dont convert it

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TheDukeTW
TheDukeTW - - 32 comments @ Prelude to War

The unit formations are as toght as they can be amd still have platoon fire work. If you want the experience of tightly packed trrops then the Austrian line infantry are the tightest packed while the Polish ones are far more spread out.

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TheDukeTW
TheDukeTW - - 32 comments @ Prelude to War

It should work fine but i cant guarantee unit balance. All the changes to fatigue and likely range etc will all work unless the modder has introducted a new gun for ecample, then that unit will have a range unlike the rest. If theyve used vanilla battle objects then youre golden, its if theyve introuduced a weapon in the mod that balance will be an issue. Chances are new units will platoon fire the way tech is in the mod and obviosuly this mod wont effect them so they may suffer in unit spacing

Good karma+1 vote
TheDukeTW
TheDukeTW - - 32 comments @ Prelude to War

Only been tested with AUM-EMP optional graphics pack which i highky recommend, people seem to be having a much more reliable result using that

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TheDukeTW
TheDukeTW - - 32 comments @ PreludeToWar

It adds aspects of gameplay that were otherwise missing. You effectively have to deal with supply lines now and keep the troops flowing, colonies take maval support now and you cant take half the other side of the world with a single brig and army anymore. One of the major wars of the period is the Revolutionary war and that was decided to a great extent by supply lines and it was something entirely missing from the game, you took one army and so long as you won battles you threw a bit of cash at it and bang, more men. It gives a defensive advantage and a more complex game. It also means that losing well matters, guerilla tactics can work and bringing down enough forces matters. Spanish guerilla, russian scorched earth and americans similarly guerilla suddenly all work. Units are bigger so you dont need an afmy to be at full strength to function on the battlefield and with far more complex combat options available the numbers arent as make or break the battle.

It also allows for more campaign options on the army side, you can send light scout forces forwards who move significantly faster to skirmish with the enemy and punch well above their weight without those couole of thousand kills only mattering for two turns.

If there was a good replenishment mechanic then id me all for it but having tried it for hundreds of hours each way, no replenishment is a more challenging, interesting and strategic game.

Good karma+2 votes
TheDukeTW
TheDukeTW - - 32 comments @ Prelude to War

Few people have been having trouble but not everyone, im looking into why and ill post on here with more info as soon as i figure out exactly what the problem is, sorry about this

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TheDukeTW
TheDukeTW - - 32 comments @ Prelude to War

Building construction is much cheaper amd tech gives more cash so you end up with a full army usually but the replenishment means theyre slightly battered, the upkeep increase just stops you steamrolling as much as the game progresses. The kings purse has been balanced to give all major factions 1 army no trouble and the minor ones with a bit of trouble

Good karma+2 votes
TheDukeTW
TheDukeTW - - 32 comments @ Prelude to War

Yeah it was strange that you could get troops faster at the other end of the world than local forces could recruit.

Just how the upkeep increase has been implemented. I know its not pretty but as the upkeep on the card was already wrong in vanilla (it doesmt account for any tech etc anything that changes it) it didnt seem like a huge problem, just not been able to fix it.

At least now you know its about double. Once youge built a unit its upkeep om the card is correct but recruitment is wrong, nothing i can do about that one either

Good karma+2 votes
TheDukeTW
TheDukeTW - - 32 comments @ Prelude to War

You can mix units to get them back to full strength and unlike late total wars, upleep is calculated per man not per unit meaning smaller units are cheaper and you can keep the smaller ones if you want to be able to mix with the same support force, youre not paying full for a damaged unit

Good karma+2 votes
TheDukeTW
TheDukeTW - - 32 comments @ PreludeToWar

Great, let me know what you think

Good karma+2 votes