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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Soaring
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http://www.twcenter.net/forums/showthread.php?t=96588
Official patch 1.2, final version, is out, replacing the leaked (and buggy) version). readme says 650 MB, but it only is 613 MB.
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#2 |
Ace of the Deep
![]() Join Date: Oct 2006
Posts: 1,177
Downloads: 0
Uploads: 0
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This is a heavyweight patch! :p
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#3 | |
Admiral
![]() Join Date: May 2005
Location: Berlin
Posts: 2,015
Downloads: 165
Uploads: 0
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![]() Quote:
The last time I played MTW2 was with the 1.1 patch - and I found the AI pleasantly improved. However, it should still be much better to offer a challenge, especially when in the defense.
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#4 |
Grey Wolf
![]() Join Date: Mar 2005
Location: United States
Posts: 777
Downloads: 28
Uploads: 0
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Is there any good individual mods out? Mods so far released seem to be collections with weird names that I don't want to bother decyphering between the 100 or so posted.
So far the invidual mods I have found that I like are: - Darker Nights mod (which darkens the night time textures so the torches and lighting standout) - Unlock Unlockable Factions mod (a text file that unlocks all factions right away (instead of having to complete a campaign first) What I am looking for: -A way to extend the campaign with more turns. I read there is a way to make 1 turn = 1/4 year (4 seasons) rather than 1/2 (2 seasons) but, I can't seem to find the mod or link by itself. It seems to be included with collection mods which I want to avoid. - A way to fix the assasins (they are pretty much useless against most targets by the time you skill them they die of old age) |
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#5 |
Ocean Warrior
![]() Join Date: Jun 2005
Location: Finland
Posts: 2,950
Downloads: 10
Uploads: 0
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Anno Domini has potential and more turns.
![]() http://www.twcenter.net/forums/showthread.php?t=83370 "Anno Domini Mod is aimed to the strategical player who also love to have a campaign the most historically correct possible. To reach this goal we implemented a lot of new features respect to the Vanilla version. Everything comes at a price though so be warned that turns will run significantly slower than the original game. Maybe you can use the extra time to think more on your next move as there is very little space to errors. Running a middle-age dinasty is a hard job filled with perils, traisons, lack of money and nasty neighbours. Not only the strongest can survive, but more often the most cunning." http://www.twcenter.net/forums/showthread.php?t=83370 |
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#6 |
Ace of the Deep
![]() Join Date: Nov 2002
Location: No-good Missouri scum
Posts: 1,223
Downloads: 43
Uploads: 0
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I haven't messed with it in a bit but changing the amount of turns in a game is a simple text edit in a preferences file.
I'm at work & can't recall which one it was right off. Sorry.
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"When Gary told me he had found Jesus, I thought, Yahoo! We're rich! But it turned out to be something different." - Jack Handey |
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#7 |
Bosun
![]() Join Date: Mar 2008
Location: france
Posts: 61
Downloads: 0
Uploads: 0
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You can play my Mod on the extension 4 Kingdoms America's Campaign :
http://www.twcenter.net/forums/downl...o=file&id=1845 or this one which is more playing the Blue Coats against the Indians; in fact I have modded both tribes - Apachea & Chichimeca http://www.twcenter.net/forums/downl...o=file&id=1830 I also have modded the reloading of rifle of the Blue Coats which is now a breech reloading (type Winchester) http://www.twcenter.net/forums/downl...o=file&id=1808 here is the blue coat mod including - curved sabre, american saddle, stirrups, http://www.twcenter.net/forums/downl...o=file&id=1796 Blue Coats are lead by G.A Custer: ![]() ![]() ![]() |
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#8 |
Lucky Jack
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Wow, that's nice.
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#9 |
Ace of the Deep
![]() Join Date: Jul 2005
Location: Suffolk, Virginia
Posts: 1,027
Downloads: 0
Uploads: 0
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