early version of a submod for Colonialism 1600 AD. Changes Pikemen sizes, overhauls the unit ranges and completely changes morale.

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early version of a submod for Colonialism 1600 AD. Changes Pikemen sizes, overhauls the unit ranges and completely changes morale.

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Colonialism Extended 1.4
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Gunrex101 Author
Gunrex101 - - 23 comments

I'm constantly testing and playing, but I do not have enough time to test everything so if you find any bugs or have any balance suggestions than please comment them here.

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Guest
Guest - - 690,374 comments

So i played a bit of the original mod, the reason I stopped playing is because I didn't like how low accuracy the ship cannons were, they were bad enough that they would shoot at around 70 degrees up, missing a ship that was just a few meters away from it.
I looked around through the changelogs, but i couldn't see that issue being adressed. Did you increase the accuracy of the ships cannons yet? Right now I'm doing a playthrough with england in darthmod and I don't want to uninstall everything to install this mod only to have it be the same as before.
Thank you very much for taking the time to make this mod.

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Gunrex101 Author
Gunrex101 - - 23 comments

Next update im working on it.

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Gunrex101 Author
Gunrex101 - - 23 comments

Also you can have more than one mod at a time
Make a folder and drag the mod files in/out
Ex. startpos,scripts and data files

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Dskater84
Dskater84 - - 1 comments

The basic sloop is missing it's cannons. Also, I don't know if it's intended but the trade version of the Galleon and the Fluyt has less cannons than it should. The bad part about it is that it suffers morale penalties. Maybe you can give it basic 6pds so it has all the cannons at least?

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