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ETW: 자료실

ADDITIONAL UNITS MOD (AUM) 2.1 for DM + APE:TI + IS + vanilla standard ETW

작성자PeaceLove|작성시간09.05.31|조회수2,866 목록 댓글 2
ADDITIONAL UNITS MOD (AUM) 2.1
(for DarthMod, A Proper Empire:Terra Incognita, Imperial Splendor and vanilla standard ETW)

(I keep this first post always up to date)

My mod adds 30 new custom units and 12 new custom ships to ETW. I know that not all are 100% historical. There are other 45 units from "vanilla standard ETW" which can now be recruited by other factions too.

I made AUM for my personal fun. I decided to release and share it with you.


BACKUP your campaign save games before you try out any mods.
Spoiler Alert, click show to read: 
"AUM" is fully save game compatible internally to all past and future releases of my mod.

I suggest that you should BACKUP your "campaign save games" before you try out any mods.

The location for the save games is:
XP C:\Documents and Settings\(Your User Name Here)\Application Data\The Creative Assembly\Empire\save_games

VISTA C:\Users\USER NAME\AppData\Roaming\The Creative Assembly\Empire\save_games

These are the units in English / German and size of the units for the normal vanilla standard ETW version or the large Darthmod Commander version:

NEW CUSTOM INFANTRY AND CAVALRY UNITS:
  • Line Infantry Guards - (Linieninfanterie Garde) > 160 men / 300 men
These Line Infantry soldiers are hardly trained and their experience is very useful for your army. They are accurate and have a fast reloading rate.
Spoiler Alert, click show to read: 
  • Grenadiers Guards - (Grenadiergarde) > 160 men / 250 men both without grenades
Grenadier Guards are large, strong men, armed with muskets and many enemies fear them. They are among the strongest melee infantry in game.
Spoiler Alert, click show to read: 
  • Marines - (Marineinfanterie) > 160 men / 250 men
Marines fight on board of ships and are experienced melee fighters. They use a sword instead of a bajonet.
Spoiler Alert, click show to read: 

  • Fusiliers - (Füsiliere) > 140 men / 250 men (new texture by HELLFELL)
Fusiliers are between "Line Infantry" and "Light Infantry" who have a good shooting and reloading skill and can behave like "Light Infantry". But they aren't good melee fighters and can't hold the stand against normal Line Infantry or Grenadiers.
Spoiler Alert, click show to read: 

  • Engineers - (Pioniere) > 140 men / 250 men( new texture by REMO)
Engineers are strong men who can build all battle type of fortifications, know how to fight in melee and can guard the flanks. But they are poor shooters.
Spoiler Alert, click show to read: 

  • Sharpshooters - (Scharfschützen) > 100 men / 120 men
They are elite snipers and can do sneak ambushes and move without beeing seen.
Spoiler Alert, click show to read: 

  • Blunderbuss Shotgunners - (Schrotflintenschützen) > 120 men / 140 men
They are elite soldiers who use a heavy short-range blunderguss shotgun with devasting firepower and fight in melee with a sword.
Spoiler Alert, click show to read: 

  • "Landwehr" Militia - (Landwehr Miliz) > 200 men / 400 men
They are an average fighting militia of the German speaking factions who fight against the enemy in masses.
Spoiler Alert, click show to read: 

  • Light Cavalry Sharpshooters - (Berittene Scharfschützen) > 60 horses / 100 horses
They are elite light cavalry sharpshooters. They can dismount and shoot from horseback too. But don't use them as "charging" cavalry or in a "cavalry fight".
Spoiler Alert, click show to read: 

  • Horse Grenadier Guards Elite - (Berittene Elite Grenadiere) > 60 horses / 120 horses both without grenades
These strong Grenadiers reach the battlefield on horses. They can dismount and shoot from horseback too.
(Don't give them grenades as it would come to CTD if they throw grenades mounted.)
Spoiler Alert, click show to read: 

  • Lancer Guards - (Lanzenkavalleriegarde) > 60 horses / 120 horses
These Lancer Guards are armed with a long lance that makes them particularly deadly when charging.
Spoiler Alert, click show to read: 


  • Swiss Guards - (Schweizer Garde) > 160 men / 250 men
The reputation of these Swiss Guards and the example they set provides encouragement to comrades nearby.
Spoiler Alert, click show to read: 

  • Swiss Mountain Jaegers - (Schweizer Gebirgsjäger) > 100 men / 140 men
These Swiss Mountain Jaegers are skirmishers/scouts and carry almost-silent airguns. They are well suited to stealthy sniping and tactical ambushes. But they have low melee capabilities.
Spoiler Alert, click show to read: 

  • Swiss Pikemen - (Schweizer Pikeniere) > 200 men / 500 men
The famous Swiss Pikemen carry long spears of a type that would have been familiar to the soldiers of Alexander the Great. They were the best Pikemen beneath the Spanish.
Spoiler Alert, click show to read: 

  • Prussian Giants Grenadiers - (Preussische "Potsdamer Riesen" Grenadieregarde) > 160 men / 250 men both without grenades (new texture by REMO)
The Prussian Giants or "lange Kerls" Grenadiers are the largest, strongest and most experienced Prussian grenadiers. They are armed with muskets and swords and many enemies fear them. They are among the strongest melee infantry in game.

The "Giants" are disabled in the "A Proper Empire" version because this unit is already included by L33tl4m3r.
Spoiler Alert, click show to read: 

  • Don Cossacks Cavalry - (Don Kosaken Kavallerie) > 60 horses / 120 horses (new texture by HELLFELL)
Don Cossacks are free warrior people, fine horsemen and terrible foes, from the steppes of Russia and Asia. They can dismount and shoot from horseback.
Spoiler Alert, click show to read: 

  • Tsar Guards - (Zaren Garde) > 160 men / 250 men (new texture by HELLFELL)
The Tsar Guards are professional and experienced troops of the Russian empire who defend the Tsar and his family.
Spoiler Alert, click show to read: 

  • Polish Hussar Guards - (Polnische Hussaren Garde) > 60 horses / 120 horses
The Polish Hussar Guards are very versatile and powerful elite light cavalry of Poland.
Spoiler Alert, click show to read: 

  • Spanish Tercio Pikemen - (Spanische Tercio Pikeniere) > 200 men / 500 men
The famous Spanish Tercio Pikemen carry long spears of a type that would have been familiar to the soldiers of Alexander the Great. They were the best Pikemen beneath the Swiss.
Spoiler Alert, click show to read: 

  • Spanish Conquistadores - (Spanische Konquistadoren) > 60 horses / 120 horses
The Spanish Conquistadores are plate armored heavy cavalry who can shoot from horseback and dismount too. They are very flexible and can be used for many tasks.
Spoiler Alert, click show to read: 

  • Royal Mameluks Guards - (Königliche Mameluken Garde) > 60 horses / 120 horses
The Mameluks Guards are the most fearless horsemen of the Ottoman empire, deadly when deployed against a broken or unsupported enemy.
Spoiler Alert, click show to read: 
  • Royal Janissary Guards - (Königliche Janitscharen Garde) > 160 men / 300 men (new texture by REMO)
The Janissary Guards are the most professional infantry soldiers of the Ottoman empire, hardened by arduous training and given the best equipment in the army.
Spoiler Alert, click show to read: 
  • Royal Indian Cavalry Guards - (Königliche Indische Gardekavallerie) > 60 horses / 120 horses
The Royal Indian Cavalry Guards are the best lancers of the Indian Empire, hardened by arduous training and given the best equipment and horses in the army.
Spoiler Alert, click show to read: 

  • Royal Indian Infantry Guards - (Königliche Indische Infanterie Garde) > 160 men / 300 men
The Royal Indian Infantry Guards are the most professional infantry soldiers of the Indian empire, hardened by arduous training and given the best equipment in the army.
Spoiler Alert, click show to read: 

  • African Infantry Guards - (Afrikanische Infanterie Garde) > 160 men / 300 men
They are well-trained Infantry Guards who have higher morale and are more reliable than normal African Line Infantry.
Spoiler Alert, click show to read: 

  • West European Infantry Mercenaries - (West-Europäische Söldner Infanterie) > 200 men / 350 men
West European Infantry Mercenaries are Soldiers who fight for money and can be recruited in Europe by the "Western European" factions.
Spoiler Alert, click show to read: 

  • East European Infantry Mercenaries - (Ost-Europäische Söldner Infanterie) > 200 men / 350 men (new texture by HELLFELL)
East European Infantry Mercenaries are Soldiers who fight for money and can be recruited in Europe by the "Eastern European factions.
Spoiler Alert, click show to read: 

  • Indian Infantry Mercenaries - (Indische Söldner Infanterie) > 200 men / 350 men
The Indian Infantry Mercenaries are Soldiers who fight for money and can be recruited in India by all major factions.
Spoiler Alert, click show to read: 


  • African Light Infantry Mercenaries - (Afrikanische leichte Söldner Infanterie) > 100 men / 140 men
The African Light Infantry Mercenaries are skirmishers and can use their environment to sneak but they have low morale. They can be recruited by all major factions in North Africa.
Spoiler Alert, click show to read: 

NEW CUSTOM ARTILLERY UNIT:
  • 24lbs Heavy Horse Artillery Guards - (24-Pfünder Berittene Schwere Gardeartillerie) > four guns each with six horses (small and large version)
The 24lbs Heavy Horse Artillery Guards are very powerful but this comes at the cost of speed and prize.
Spoiler Alert, click show to read: 

NEW CUSTOM SHIPS:
> All textures are from vanilla standard ETW. I improved the firepower, hull strength, accurancy, reload-times and morale of the ships.

> I added more "Marines" and "Seaman" to all ships for boarding actions.

> This comes at the cost of speed, prize and all custom ships are limited.

> Unfortunately it isn't possible at the moment to add more guns to the ship models, but I did change the gun-types in the related "slots" of the ships.
  • Spanish Over 1st Rate "Santisima Trinidad" - (Spanische Schwere 1. Klasse "Santisima Trinidad") > guns = 122 / crew size = 399 (normal over 1st rate has 303) / only one ship buildable
This heavy "Over 1st Rate" is one of the biggest and most powerful "Ship of the Line" which was every built. It is only available for Spain. (there is a detailed description in game about this ship)
Spoiler Alert, click show to read: 

  • British 1st Rate "HMS Royal Sovereign" - (Britische 1. Klasse "HMS Royal Sovereign") > guns = 106 / crew size = 357 (normal 1st rate has 267) / only one ship buildable
This 1st Rate "Ship of the Line" has more firepower, hull strength and marines than normal 1st rate ships have. It is only available for Great Britain. (there is a detailed description in game about this ship)
Spoiler Alert, click show to read: 

  • British 1st Rate "HMS Britannia" - (Britische 1. Klasse "HMS Britannia") > guns = 106 / crew size = 352 (normal 1st rate has 267) / only one ship buildable
This 1st Rate "Ship of the Line" has more firepower, hull strength and marines than normal 1st rate ships have. It is only available for Great Britain. (there is a detailed description in game about this ship)
Spoiler Alert, click show to read: 

  • British 1st Rate "HMS Neptune" - (Britische 1. Klasse "HMS Neptune") > guns = 106 / crew size = 352 (normal 1st rate has 267) / only one ship buildable
This 1st Rate "Ship of the Line" has more firepower, hull strength and marines than normal 1st rate ships have. It is only available for Great Britain. (there is a detailed description in game about this ship)
Spoiler Alert, click show to read: 

  • French 2nd Rate "Bucentaure" - (Französische 2. Klasse "Bucentaure") > guns = 86 / crew size = 306 (normal 2nd rate has 227) / only one ship buildable
This 2nd Rate "Ship of the Line" has more firepower, hull strength and marines than normal 2nd rate ships have. It is only available for France. (there is a detailed description in game about this ship)
Spoiler Alert, click show to read: 

  • Heavy Frigate - (Schwere Fregatte) > guns = 48 /crew size = 187 (normal frigate has 137)
This frigate is a heavy war ship which has more firepower, hull strength and marines than normal frigates have.
Spoiler Alert, click show to read: 

  • Spanish Heavy War Galleon - (Spanische Schwere Kriegsgaleone) > guns = 60 / crew size = 264 (normal war galleon has 179)
This "Heavy War Galleon" has more firepower, hull strength and marines than normal "War Galleons" have. It is only available for Spain.
Spoiler Alert, click show to read: 

  • War Galleon - (Kriegsgaleone) > guns = 60 / crew size = 249 (normal galleon has 179)
This "War Galleon" is a heavy war ship which has more firepower, hull strength and marines than normal galleons have. But this comes at the prize of speed. The "trading ability" is removed.
Spoiler Alert, click show to read: 

  • War Fluyt - (Kriegsfleute) > guns = 42 / crew size = 200 (normal fluyt has 145)
This "War Fluyt" is a heavy war ship which has more firepower, hull strength and marines than normal fluyts have. But this comes at the prize of speed. The "trading ability" is removed.
Spoiler Alert, click show to read: 

  • Brig of War - (Kriegsbrigg) > guns = 26 /crew size = 123 (normal brig has 81)
This "Brig of War" has more firepower, hull strength and marines than normal brigs have. But this comes at the prize of speed.
Spoiler Alert, click show to read: 

  • Sloop of War - (Kriegsschaluppe) > guns = 18 / crew size = 99 (normal sloop has 65)
This "Sloop of War" has more firepower, hull strength and marines than normal sloops have. But this comes at the prize of speed.
Spoiler Alert, click show to read: 

  • East Indiaman (improved) - (Ost-Indienfahrer (verbessert)) > guns = 12 / crew size 97 (normal Indiaman has 57)
This improved Indiaman has more firepower, hull strength and marines than normal Indiaman have. But this comes at the prize of speed. But therefore are the goods much saver than without defense.
Spoiler Alert, click show to read: 

45 ALREADY INCLUDED UNITS WHICH CAN NOW BE RECRUITED BY MORE FACTIONS:

INFANTRY + CAVALRY UNITS
Spoiler Alert, click show to read: 
Euro Heavy Cavalry > available for all major European factions in Europe. (custom battle = late / recruitable at the three latest barracks)

Euro Cuirassiers > available for all major European factions globally. (custom battle = late)

Euro Hussars > available for all major European factions in Europe. (custom battle = late)

Euro Carabiniers > available for all major European factions in Europe. (custom battle = late)

Euro Dragoons > available for all major European factions in Europe. (custom battle = both)

Euro Colonial Light Cavalry > available for all major European factions in their colonies. (custom battle = not available)

East Colonial Sipaphi Cavalry > available for all major European factions in India. (custom battle = not available / recruitable at the three latest barracks)

Grenzers > available for the faction groups of "Austria" and "Prussia" in the original region (custom battle = late)

Barbets > available for all major European "protestantic"factions in the "Italian_Alps" region (custom battle not available)

Highland Clansmen > available for all major European factions and only recruitable in Scotland (That means if France captures Scotland, then they can build the "Highland Clansmen") (custom battle = early)

Highland Infantry > available for all major European factions and only recruitable in Scotland (custom battle = not available)

American Long Rifles > available for all major European factions and only recruitable in America. (custom battle = early + late)

Irish Brigade > available for all major European factions in France (custom battle = early)

Norwegian Ski Troops > available for all major European factions in Norway. (custom battle = not available)

Pandours > now available for all major European factions and the faction group "Ottomans" in the "Balkans" region too. (custom battle not available)

East Pikemen Zamindari > available for the faction groups of Ottoman / Maratha / Mughal in India. (custom battle = early)

East Missile Cavalry Zamindari > available for the faction groups of Ottoman / Maratha / Mughal factions in India. (custom battle = early)

East Guard Cavalry Ahadis > available for the faction groups of Ottoman / Maratha / Mughal globally. (custom battle = late)

East Lancers > available for the faction groups of Ottoman / Maratha / Mughal globally. (custom battle = early+late)

East Light Cavalry Qizilbashi > available for the faction groups of Ottoman / Maratha / Mughal in India. (custom battle = early+late)

East Irregular Cavalry Pindari > available for the faction groups of Ottoman / Maratha / Mughal in India. (custom battle = early+late)

East Islamic Swordsmen > available for the faction groups of Ottoman / Maratha / Mughal in the "Islam" regions. (custom battle = early+late)

East Dervishes Warriors > available for the faction groups of Ottoman / Maratha / Mughal in India. (custom battle = early+late)

East Isarelys Musketmen > available for the faction groups of Ottoman / Maratha / Mughal in the "Middle-East" regions. (custom battle = early+late)

East Fellahin Musketeers > available for the faction groups of Ottoman / Maratha / Mughal in the "Middle-East" regions. (custom battle = not available)

East Fellahin Swordsmen > available for the faction groups of Ottoman / Maratha / Mughal in the "Middle-East" regions. (custom battle = not available)

East Hindu Musketeers > available for the faction groups of Ottoman / Maratha / Mughal in the "Hindu" regions. (custom battle = early+late)

East Hindu Warriors Swordsmen > available for the faction groups of Ottoman / Maratha / Mughal in the "Hindu" regions. (custom battle = early+late)

East Sikh Infantry Musketeers > available for the faction groups of Ottoman / Maratha / Mughal in the "Sikh" regions. (custom battle = early+late)

East Sikh Warriors Swordsmen > available for the faction groups of Ottoman / Maratha / Mughal in the "Sikh" regions. (custom battle = early+late)

African Liberated Slaver Musketeers > available for all major factions in the "West Indies" colonies. (Bahamas, Hispaniola, Trinidad/Tobago, 2 x Islands of the wind) / (custom battle = not available)

The five american natives are now available in campaign mode to all major factions and recruitable only in America. To build them you have to reach certain "native" building levels or the buildings described in the next chapter below. (custom battle = not available)
native_american_archers_auxiliary
native_american_mounted_musketeers_auxiliary
native_american_musketeers_auxiliary
native_american_tribesmen_auxiliary
native_american_warriors_auxiliary

ARTILLERY UNITS
Spoiler Alert, click show to read: 
18lbs Horse Guard Artillery > available for all major European factions in Europe. (custom battle = late)

24lbs Guard Artillery > available for all major European factions in Europe. (custom battle = late)
This two Guard artillery units are buildable at the three latest artillery buildings = gunnery_school, ordonance_board, engineer_school

12lbs Land Cannon Colonial > available for all major European factions in the "americas_coastal" region. (custom battle = not available)

12lbs Howitzer Colonial > available for all major European factions in the "americas_inland" region. (custom battle = not available)
This two Colonial artillery units are buildable at the four latest artillery buildings = great arsenal, gunnery_school, ordonance_board, engineer_school

SHIPS
Spoiler Alert, click show to read: 
Razee > available for all major European factions globally (custom battle = late / only buildable in the steam_drydock)

24lbs Heavy Frigate > available for all major European factions globally (custom battle = late / only buildable in the drydock, naval_hospital and steam_drydock)

Galleon > available for all major European factions globally (custom battle = early+late / buildable in all docks and harbors)

Galleon Race Built > available for all major European factions globally (custom battle = early+late / buildable in all docks and harbors)

Galleon Fluyt > available for all major European factions globally (custom battle = early+late / buildable in all docks and harbors)

Screenshots of the campaign map and custom battle screen
This are screenshots of my late campaign with Great Britain and all available buildings have been built. (all from AUM 2.0)
Here is the original thread "UNIT LIMIT IN THE UI RECRUITMENT QUEUE"
Spoiler Alert, click show to read: 
London recruitment queue
11 cavalry / 18 infantry / 9 artillery = 38 units
Spoiler Alert, click show to read: 

Edinburgh recruitment queue
10 cavalry / 20 infantry / 8 artillery = 38 units
Spoiler Alert, click show to read: 

General on the campaign map recruitment queue (the recruitment depends where your general stays)
14 cavalry / 29 infantry / 12 artillery = 55 units
Spoiler Alert, click show to read: 

Portsmouth (steam_dockyard) recruitment queue
26 ships
Spoiler Alert, click show to read: 

Greenwich (trading harbor) recruitment queue
7
ships
Spoiler Alert, click show to read: 

Custom battle army recruitment queue
(Great Britain)
11 cavalry / 25 infantry / 9 artillery = 45 units
Spoiler Alert, click show to read: 

Custom battle naval recruitment queue (Great Britain)
27 ships
Spoiler Alert, click show to read: 

Here is a screenshot from applelover which shows 78 units in the "custom battle screen" from the "Unit Pack Compatibility Project".
Spoiler Alert, click show to read: 

Information about the included textures

- All models, textures, campaign card icons and info card pictures are „vanilla standard ETW“ if not other mentioned.

REMO, SPANKY, HELLFELL and HRIMFAR made new textures for several units.

> "aum_mod***.pack" includes 8 new textures for my custom units
> "patch_aum_graphics.pack" includes 8 new re-textures for "Line Infantry" units

Just put this file in your ETW data directory and it loads automatically. It is fully optional and AUM works without as well. It changes only the textures of the included "vanilla standard ETW" files.

> REMO made four new textures for my custom units: "Prussian Giants Grenadiers" + "Royal Janissary Guards" + "Engineers" + "Light Cavalry Sharpshooters". He made ight new "Line Infantry" textures for Austria, Britain, France, Prussia, Russia, Spain, United Provinces and the United States too. (+ musician and drummer of Russia)

SPANKY made ten new "Militia" textures for the following major factions: Austria, Britain, Denmark, France, Prussia, Russia, Spain, Sweden, United Provinces, United States and a new generic texture for the remaining factions based on faction colors.

> HELLFELL made four new textures for my custom units: "Tsar Guards" + "East European Infantry Mercenaries" + "Don Cossacks Cavalry" + "Fusiliers"
The new textures from him are shown above in the unit descriptions.

> HRIMFAR made one new "Line Infantry" texture for Sweden.

Huge +rep to this fine men!
Here are pictures of the new textures by REMO:
Spoiler Alert, click show to read: 
Austrian Line Infantry
Spoiler Alert, click show to read: 

British Redcoat Line Infantry
Spoiler Alert, click show to read: 

French Line Infantry
Spoiler Alert, click show to read: 

Spanish Line Infantry
Spoiler Alert, click show to read: 

Prussian Line Infantry
Spoiler Alert, click show to read: 

Russian Line Infantry (Peter the Great)
Spoiler Alert, click show to read: 

United Provinces Line Infantry
Spoiler Alert, click show to read: 

United States Line Infantry
Spoiler Alert, click show to read: 

Here is the picture of the new texture by HRIMFAR:
Spoiler Alert, click show to read: 

Swedish Line Infantry (will be included in the next "patch_aum_graphics.pack" release)
Spoiler Alert, click show to read: 


PREVIEW of the "Proper Militia Mod 1.0" by SPANKY (will be included in the next AUM 2.2 "patch_aum_graphics.pack")

Here are preview pictures taken from "Proper Militia Mod 1.0":
Spoiler Alert, click show to read: 

The flags are all from his "Realistic Flag Set 1.2"

Original quotation from SPANKY:
Note how the animations for militia are different from the line infantry: They stand around, fairly undisciplined, shift their muskets around and wait for something to happen. Then when they get their orders, they carry their muskets very casually. It serves to further differentiate them from the drilled linemen. This is something that the engine does automatically. It simply transfers the militia animations to the new model.

Austrian Militia
Spoiler Alert, click show to read: 


British Militia
Spoiler Alert, click show to read: 


French Militia
Spoiler Alert, click show to read: 


Prussian Militia
Spoiler Alert, click show to read: 


United Provinces Militia
Spoiler Alert, click show to read: 


United States Militia
Spoiler Alert, click show to read: 


Portuguese Militia
Spoiler Alert, click show to read: 

Recruitment requirements of the custom units and ships
- Not every faction has access to all units in all regions so far. In the campaign mode you have to reach a certain building level and/or acquire a certain technology to recruit an unit.
Spoiler Alert, click show to read: 

INFANTRY and CAVALRY recruitment
- All custom units are recruitable in the following buildings: (if not noticed other)
drill_school, military_academy
, army_board, army_staff_college

- These buildings are the ultimate military barracks for France, Prussia, Poland and India. The other factions don't have an ultimate military building.
prest_france_arc_de_triomphe, prest_prussia_brandenburg_gate, prest_poland_akademia, prest_maratha_ajinkyantara

ARTILLERY recruitment
The custom unit 24lbs Heavy Horse Artillery Guards are buildable in the three latest artillery buildings = gunnery_school, ordonance_board, engineer_school

This two already included Guard Artillery units are buildable in the three latest artillery buildings = gunnery_school, ordonance_board, engineer_school

This two already included Colonial Artillery units are buildable in the four latest artillery buildings = great arsenal, gunnery_school, ordonance_board, engineer_school

MERCENARY recruitment

Changed the recruitment of the "Mercenaries" (West+East European, Indian, African) and the "Swiss Units" (Guards, Pikemen, Mountain Jaegers)

They need one of the following "pleasure" buildings: coaching_inn, bawdy_house, theatre, pleasure_gardens (each level gets +1 experience)
Spoiler Alert, click show to read: 

MARINES recruitment

Changed the recruitment of the "Marines" that they can only be recruited at coastal shores globally:
they need one of the following "naval" buildings: admirality, naval_board, naval_college, prest_unitedprovinces_kweekschool (ultimate naval building for the "United Provinces") (each level gets +1 experience)
Spoiler Alert, click show to read: 

SHIP recruitment

Spanish Over 1st Rate "Santisima Trinidad"
custom battle = late / only available for Spain in their "spain_home_regions" / only buildable at the steam_drydock

British 1st Rate "HMS Royal Sovereign"
custom battle = late / only available for Great Britain in their "britain_home_regions" / only buildable at the steam_drydock

British 1st Rate "HMS Britannia"
custom battle = late / only available for Great Britain in their "britain_home_regions" / only buildable at the steam_drydock

British 1st Rate "HMS Neptune"
custom battle = late / only available for Great Britain in their "britain_home_regions" / only buildable at the steam_drydock

Frenc 2nd Rate "Bucentaure"
custom battle = late / only available for France in their "french_home_regions" / only buildable at the drydock, naval_hospital, steam_drydock

Heavy Frigate
custom battle = late / available for all major European factions globally / buildable at the drydock, naval_hospital, steam_drydock

Spanish Heavy War Galleon

custom battle = early/late / only available for Spain globally / buildable at the dockyard, drydock, naval_hospital, steam_drydock

War Galleon
custom battle = early/late / available for all major European factions globally / buildable at the dockyard, drydock, naval_hospital, steam_drydock

War Fluyt
custom battle = early/late / only available for the "United Provinces" globally / buildable at the dockyard, drydock, naval_hospital, steam_drydock /

Brig of War
custom battle = early/late / available for all major factions globally / buildable at the shipyard, dockyard, drydock, naval_hospital, steam_drydock

Sloop of War
custom battle = early/late / available for all major factions globally / buildable at the shipyard, dockyard, drydock, naval_hospital, steam_drydock

East Indiaman (improved)
custom battle = late / available for all major European factions globally / buildable at all docks and harbors except "fishing harbors"

This are the required technologies for my custom units and ships in the campaign:
Spoiler Alert, click show to read: 

This are the required technologies for my 30 custom units in the campaign:
from start available: (if you have the required building)
euro_marines_elite >>> no technology required
euro_shotgunners >>>
no technology required
swiss_pikemen >>> no technology required
spain_pikemen_tercio >>> no technology required
euro_militia_landwehr >>> no technology required
west_european_mercs_infantry >>> no technology required
east_european_mercs_infantry >>> no technology required
indian_mercs_infantry >>> no technology required

early:
euro_pioneers >>> military_army_square_formation
euro_lancers_elite >>> military_army_wedge_formation
euro_hussars_polish_hussars >>> military_army_wedge_formation
mameluks_guards_elite >>> military_army_wedge_formation
east_indian_cavalry_guards_elite >>> military_army_wedge_formation
don_cossack_cavalry_elite >>> military_army_carbines
spain_conquistadores_cavalry >>> military_army_carbines
horse_grenadier_guards_elite >>> military_army_carbines

middle:
euro_fusiliers >>>military_army_fire_by_rank
swiss_guards_elite >>> military_army_fire_by_rank
prussian_giants_grenadiers_elite >>> military_army_fire_by_rank
russian_tsar_guards_elite >>> military_army_fire_by_rank
janissaries_guards_elite >>> military_army_fire_by_rank
east_indian_guards_elite >>> military_army_fire_by_rank
euro_african_guards >>> military_army_fire_by_rank
24_lbs_land_cannon_heavy_galloper >>> military_ordnance_explosive_shells

late:
euro_light_cavalry_sharpshooters >>> military_army_light_infantry_doctrine
swiss_jaegers >>> military_army_light_infantry_doctrine
african_mercs_light_infantry >>> military_army_light_infantry_doctrine
euro_elite_light_infantry_sharpshooters >>> military_army_machined_rifling
euro_line_infantry_elite >>> military_army_machined_rifling
euro_grenadiers_elite >>> military_army_machined_rifling

This are the required technologies for my 12 custom ships in the campaign:
over_1st_rate_spanish_santisima_trinidad >>> military_navy_improved_coppering
1st_rate_hms_royal_sovereign >>> military_navy_improved_coppering
1st_rate_hms_britannia >>> military_navy_improved_coppering
1st_rate_hms_neptune >>> military_navy_improved_coppering
2nd_rate_french_bucentaure >>> military_navy_improved_coppering
heavy_frigate >>> military_navy_carronades
indiaman_late >>> military_navy_longitude_watch

galleon_war_heavy_spanish >>> no technology required
galleon_war >>> no technology required
galleon_war_fluyt >>> no technology required
sloop_of_war >>> no technology required
brig_of_war >>> no technology required

Examples:
Spoiler Alert, click show to read: 

> 1. Example: „Swiss Pikemen + Jaegers + Guards“ aren’t available in America or India. You can build them only in Europe and not every faction has access to them. They are available at the start of a new campaign.

> 2. Example: “Marines” are only available for factions near the ocean and who where historically a naval power. The Marines aren't available for Austria. Britain, France, Prussia, Russia, Spain or the United Provinces can build them. They are available at the beginning of a campaign but you need the special "naval" buildings.

> 3. Example: „Line Infantry Elite“ are globally enabled and all major European factions can recruit them. They need the late technology "military_army_machined_rifling" to be recruitable.

> 4. Example: „Royal Mameluks Guards" are only recruitable in Europe and the Middle East. They are only available for the Ottomans.They need the early technology "military_army_wedge_formation" to be recruitable.

> 5. Example: „Prussian Giants Grenadiers" are only recruitable in the home-regions of Prussia.They are only available for the Prussians. They need the technology "military_army_fire_by_rank" to be recruitable. They have a limit of three units and can only be built in the latest military barracks and the ultimate army building of Prussia.

> 6. Example: „War Galleon" is available globally and all major European factions can build them. The "War Galleon" doesn't need any technology to be buildable. There is a limit of eight "War Galleons" and they can only be built in the three latest naval docks.

> 7. Example: „1st Rate HMS Royal Sovereign" is only available for Great Britain in thei the home-regions of Britain. The "HMS Royal Sovereign" does need the technology "navy_improved_coppering" to be buildable. There is a limit of one unit and the "HMS Royal Sovereign" can only be built in the latest "steam_drydock".

How to see which building is needed to recruit an unit:
- click on the tech research button
- go for military and click at the military buildings with a right click.
- there you will see which units will be available with which buildings.

- All units are limited because of the balance in the campaign mode. You can recruit more elite units than in vanilla, where most of them are limited to one or two by faction.

- All grenades are removed from the Grenadiers. If it’s possible to mod the amount of grenades, then I'll add it back.

- removed the „fire_and_advance“ and platoon_fire_grouped drills from all custom units. (the later ability "improved_platoon_fire_grouped" is still available)

The new patch didn't improve this two firing drills and the AI behavior is much better
without.

- removed "fire_volley" and replaced it with "mass_fire".

Installation
Spoiler Alert, click show to read: 

- You can play AUM with several other mods available.


- aum_mod.pack is the "standalone" version for playing "vanilla standard ETW 1.2" or all other mods than the three major mods below.

- aum_mod_dm.pack is fully compatible with “DarthMod 1.9"

- aum_mod_is.pack is fully compatible with “Imperial Splendor 1.0781"

- aum_mod_proper.pack is fully compatible with “A Proper Empire:Terra Incognita 1.0.1"

- patch_aum_graphics.pack is the graphic pack for ALL versions which includes optional graphics by REMO. Just put this file in your ETW data directory and it loads automatically like your language file. It is fully optional and AUM works without as well.

- The stats for each version are based on the corresponding "major mod". The "standalone" version is based on the "vanilla standard ETW" stats. (unit size, stats, recruitment and upkeep costs)

1. Download your prefered version of AUM (aum_mod_***.pack) below in the post.

The other four files are containing the “localisation.loc” which is available in two language versions. In this files are the unit names and descriptions included.

2. Download the “patch_aum_en_loc.zip” for an English version.

Download the “
patch_aum_ge_loc.zip” for a German version.

Download the “patch_aum_en_loc_ape_ti.zip” for an English version of "A Proper Empire:Terra Incognita" (this language file is required to enable all new units from AUM and APE:TI)

Important note if you use the "A Proper Empire:Terra Incognita" version of AUM:
Spoiler Alert, click show to read: 

If you use "A Proper Empire:Terra Incognita" be sure to download the "patch_aum_en_loc_ape_ti.zip and load AUM at the bottom of the "Mod Manager" or put it at the end of the "script" file. AUM has to be loaded after APE.

You have to delete the "AProperEmpireTerraIncognita-Localisation.pack" in your ETW data directory, because there can't be two language packs at the same time. If you downloaded an earlier version of AUM:APE, then you have to delete the old "patch_aum_en_loc_proper.pack" too.

The "Giants" are disabled in the "A Proper Empire:Terra Incognita" version because this unit is already included by L33tl4m3r

If you want to use AUM with other "UNIT PACKS" please read this:
Spoiler Alert, click show to read: 
- Download the "patch_aum_en_loc_all.pack" which has included all unit names of the following mods together.

- AUM 2.1
- A Proper Empire 1.3.1 (I'm working to include APE:TI 1.0.1)
- Sharpe 1.6
- Great Spirit 1.1
- Ancien Regime unit pack - version 1.1
- plus earlier versions of lego-pack
- M653 unit texture mod v4.1/5.2
- Continental, British, Hessian, Spanish, French and Indian Armies mods

This means that you can play now all "Unit Pack Mods" together. But there is a limit how many units are shown in the recruitment queue. Please read this: "*** UNIT LIMIT IN THE UI RECRUITMENT QUEUE ***"

Here is the link to the "Unit Pack Compatibility Project (UPC)" started by applelover.

It is important that you only use one language file at the same time. Be sure that no other language packs from other mods are loaded.
The "Lordz-Map Pack" has an integrated language file and does conflict AUM.

3. Unzip the the files using a program such as WinRar or WinZIP

4. Copy the „aum_mod***.pack“ + “patch_aum_**_loc***.pack” + "patch_aum_graphics.pack" to your ETW „data“ directory.

The graphics pack is fully optional.


You could also directly unzip the file into the ETW “data” directory.


5. Use the "Mod Manager" from „LtChambers“ to activate the "aum_mod***"


or you can add one line below to the end of your "user.empire_script.txt"
mod aum_mod.pack; for "standalone vanilla standard ETW" version

mod aum_mod_dm.pack; for "Darthmod" version

mod aum_mod_is.pack; for "Imperial Splendor" version

mod aum_mod_proper.pack; for "A Proper Empire:Terra Incognita" version

The location for the script is:
XP C:\Documents and Settings\(Your User Name Here)\Application Data\The Creative Assembly\Empire\scripts


VISTA C:\Users\USER NAME\AppData\Roaming\The Creative Assembly\Empire\scripts

The language and the graphic pack file don't need to be activated with the “Mod Manager” or added to the user script. They are in a “patch” format which is loaded automatically.

If you want to try other mods you can rename the downloaded language file to "patch_aum_en_loc****.pack_disabled" in your ETW "data" directory and then it isn't loaded automatically.

For people having problems with the mod manager:
Make sure if you're using multiple mods, that the ones that aren't checked are moved to the bottom of the queue. Otherwise the manager attempts to load them and any mod placed after them doesn't get loaded.
>>> now you can start Empire and play

Go to the "custom battle" screen to check if AUM loads correctly and shows the unit names.

- The file “aum_mod***.packdoes not change, replace or delete any „vanilla standard ETW“ or other mod-files.

- All tables are just added with the prefix „aum_“ and no records are overwritten.

- The file “patch_aum_**_loc***.pack“ does replace the “localisation.loc” to display the unit names and descriptions.

Deinstallation of AUM and the language file
Spoiler Alert, click show to read: 
- If you activate AUM with the "Mod Manager" then you only have to delete the three files and then it's done.

- If you edited your "script" file to load AUM, then you have to delete the AUM entry in this file too.

Read this if you have problems to see the unit names and descriptions
Spoiler Alert, click show to read: 

If you have another mod which replaces the “localisation.loc”, then you have several options: (but before... BACKUP now the file you want to edit)

1. Disable the other mod and use only the files of AUM:
The new units of AUM are available and you can see the unit names and descriptions.

2. Don't use the “patch_aum_**_loc***.pack“ from AUM:
The new units from AUM are available, but the names aren't visible. The other mod works fine and adds his own unit names to the game.

3. Export, import and merge both files. This is by far the most complicated way to do, because until now it isn't possible to simply add new lines into the language file without importing the whole file.

- open the “patch_aum_**_loc***.pack
- open the “text” directory
- click on “localisation.loc” and on the right side does appear the content in a table with three columns
- click on “Export TSV” to create an exported “TSV” file and save it to a new folder.
You can call it: “aum_loc.tsv

- open your other mod file
- open the “text” directory
- click on “localisation.loc
- click on “Export TSV” to create an exported “TSV” file and save it to the same folder as above. You can call it: “name_ of_ mod_loc.tsv

- open the “aum_loc.tsv” and go to the end of the file. Then copy all AUM entries.
- open the “name_of_mod_loc.tsv” and paste it under the existing rows. Don't overwrite the other entries and don't change the spacings in this file.
- save the “name_of_mod_loc.tsv

- now copy your downloaded patch_aum_**_loc***.pack" and rename it for example to "patch_aum_**_loc_NEW.pack" (you can call this file how you want, but it is important that you use the prefix "patch_****")

- open the new created patch_aum_**_loc_NEW.pack mod file
- open the “text” directory
- click on “localisation.loc
- click on “Import TSV” and add “name_of_mod_loc.tsv” to the pack file. Then save and copy the new created pack file to your ETW “data” directory.

After this whole process you can see the unit names from both mods.

FAQ
Because a lot of people asked me how they can "add / change / remove" something in AUM, I've created here a little FAQ for you all. Please create a backup before you edit the "pack file" in case that it doesn't load anymore after you changed it. All changes made to AUM are on your own risk.
Spoiler Alert, click show to read: 

Link to the "Pack File Manager 1.11b" by Alpaca.

How to add "grenades" back to Grenadiers:
Open the downloaded "pack" file with the "Pack File Manager" from LtChambers.
> open the "db" directory and then go to the table "unit_stats_land_tables/aum_units_stats_land". Scroll to the right until you see a column called "Can throw grenades". There you can change "false" to "true". After that save the pack-file.

How to change the limit of an unit:
Open the downloaded "pack" file with the "PFM"
> open the "db" directory and then go to the table "units_tables/aum_units". Scroll to the right until you see a column called "Unit Limit" (16th). There you can change the "1" or "2" to "10". If you change this to "0", then you have unlimited units. After that save the pack-file.

How to remove the required technology of an unit:
Open the downloaded "pack" file with the "PFM"
> open the "db" directory and then go to the table "unit_required_technology_junctions_tables/aum_unit_required_technology_junction".

There you can delete the entry for your unit. Then the unit doesn't require the technology anymore. After that save the pack-file.

How to add an unit to a group of factions:
Open the downloaded "pack" file with the "PFM"
> open the "db" directory and then go to the table
"units_to_groupings_military_permissions_tables/aum_units_to_groupings_military_permissions"
Then add a new row with the button. Edit the two new columns like this:
1. column = euro_marines_elite / 2. column = austria_group

After that save the pack-file and the Austrian faction groups can recruit "Marines" too.

How to add an unit to a specific faction:
Open the downloaded "pack" file with the "PFM"
> open the "db" directory and then go to the table
"units_to_exlusive_faction_permissions/aum_units_to_exlusive_faction_permissions"
Then add a new row with the button. Edit the three new columns like this:
1. column = euro_elite_light_infantry_windbuchse_jagers / 2. column = prussia / 3. column = true

After that save the pack-file and the Prussians can recruit the "Windbüchse Jaegers" from Austria in the "austria_home_regions" too.

How to remove an unit from game:
Open the downloaded "pack" file with the "PFM"
> open the "db" directory and then go to the table
"units_to_groupings_military_permissions_tables/aum_units_to_groupings_military_permissions"
for example: spain_conquistadores_cavalry
Search the unit and delete the whole row.
After that save the pack-file and the "Spanish Conquistadores" are removed from game.

How to change the "recruitment region" of an unit:
Open the downloaded "pack" file with the "PFM"
> open the "db" directory and then go to the table "units_tables/aum_units". Scroll to the right until you see the eight column called "Region IDRef". There you can change the region to "global, europe, middle_east" and others. After that save the pack-file.

How to change the "melee weapon" from "sword" to "bayonet":
Open the downloaded "pack" file with the "PFM"
> open the "db" directory and then go to the table "unit_stats_land_tables/aum_units_stats_land".
- scroll to the column "Animation table" and replace "man_musket_sabre" with "man_musket"
- change the "Warscape equipment theme" from "x_euro_musket_sabre" to "x_euro_musket"
- change the "Melee weapon" from "sword" to "plug_bayonet"
- from the column "Melee weapon" go five columns to the right where the column is called "unknown" and change there "foot_sword" to "foot_bayonet"
After that save the pack-file and the unit uses the bayonet instead of a sword.

How to change the "model/texture" of an unit:
Open the downloaded "pack" file with the "PFM"
> open the "db" directory and then go to the table "unit_stats_land_tables/aum_units_stats_land". Scroll to the column nr. 8 which is called "model". There you can change the existing models for every unit. Be sure that you change it to an already included model otherwise you get CTDs. After that save the pack-file.

How to add "rank_fire" to an unit or remove "platoon_fire":
Open the downloaded "pack" file with the "PFM"
> open the "db" directory and then go to the table
"unit_to_unit_abilities_junction_tables/aum_unit_to_unit_abilities_junction"

There you can see which unit has which abilities. Several units have "rank_fire" already activated.

> add a new row with the button. Edit the two columns like this:
1. column = UNIT_ID / 2. column = rank_fire

If an unit can use "platoon_fire_grouped" and/or "improved_platoon_fire_grouped", then the unit will use this two firing drills instead of "rank_fire".

If you want to be sure that your unit only uses "rank_fire", then you have to delete all rows where the firing drill "platoon..." and "improved_platoon..." are related to this unit. After that save the pack-file.

How to change the name of an unit:
Open my "patch_aum_**_loc***.pack" and go to the bottom of the table. For every unit there are three rows included > 1. names / 2. short description / 3. long description

1. units_on_screen_name_UNIT_ID
2. unit_description_texts_description_text_UNIT_ID
3. unit_description_texts_long_description_text_UNIT_ID

Don't change anything in the first column! In the second column you can enter your new custom text.

Changelog
Spoiler Alert, click show to read: 

27. Mai 2009 - ADDITIONAL UNITS MOD (AUM) 2.1 has been released
Spoiler Alert, click show to read: 
- all unit stats are balanced to the corresponding major Mod (DarthMod / A Proper Empire / Imperial Splendor / standalone = vanilla standard ETW balanced stats)

- updated all language files to "patch_aum_en_loc.pack" (English) + "patch_aum_en_loc_proper.pack" (English APE) + "patch_aum_ge_loc.pack"(German)

- updated all unit names of several "Unit Pack Mods" together in the "patch_aum_en_loc_all.pack"
Spoiler Alert, click show to read: 
- AUM 2.1
- A Proper Empire 1.3.1
- Sharpe 1.6
- Great Spirit 1.1
- Ancien Regime unit pack - version 1.1
- plus earlier versions of lego pack
- M653 unit texture mod v4.1/5.2
- Continental, British, Hessian, Spanish, French and Indian Armies mods

This means that you can play now all "Unit Pack Mods" together. But there is a limit how many units are shown in the recruitment queue. Please read this: "*** UNIT LIMIT IN THE UI RECRUITMENT QUEUE ***"

Here is the link to the "Unit Pack Compatibility Project (UPC)" started by applelover.

- the unit limit has been decreased for several units
- the recruitment costs of all "Mercenaries" has been deacreased
- added the ability to recruit "Marines" in the latest naval building of the "United Provinces" (prest_unitedprovinces_kweekschool)
- slightly balanced the firepower and cannons of all custom ships
- removed the required technology for the "War Galleon" + "War Fluyt"

- changed the recruitment of the "Prussian Giants Grenadiers". They are now only available at the army_staff_college and the ultimate army building of Prussia (Brandenburg Gate). Changed the melee weapon from "sword" to "bayonet" to increase their melee capabilities.

- added the following already included units to several factions:
> Irish Brigade > now available for all major European factions in France (custom battle = early)
> Grenzers > now available for the faction groups of "Austria" and "Prussia" in the original region (custom battle = late)
> Barbets > now available for all major European "protestantic" factions in the "Italian_Alps" region (custom battle not available)

- added one new custom cavalry unit:
> "Light Cavalry Sharpshooters - Berittene Scharfschützen" - They are elite light cavalry sharpshooters.
custom battle = late / available for all major European factions in Europe / recruitable at the four latest barracks and the ultimate army buildings of Prussia/France/Poland / required technology "military_army_light_infantry_doctrine"

- added one new custom infantry unit:
> "Blunderbuss Shotgunners - Schrotflintenschützen" - They are elite soldiers who use a heavy short-range blunderguss shotgun with devasting firepower and fight in melee with a sword.
custom battle = late / available for all major European factions in Europe / recruitable at the four latest barracks and the ultimate army buildings of Prussia/France/Poland / no required technology

- added seven new custom ships:
> "Heavy Frigate - Schwere Fregatte" - This frigate is a heavy war ship which has more firepower, hull strength and marines than normal frigates have.
custom battle = late / available for all major European factions globally / buildable at the drydock, naval_hospital, steam_drydock / required technology "military_navy_carronades"

> "Spanish Heavy War Galleon - Spanische Schwere Kriegsgaleone" - This "Heavy War Galleon" has more firepower, hull strength and marines than normal "War Galleons" have.
custom battle = early/late / only available for Spain globally / buildable at the dockyard, drydock, naval_hospital, steam_drydock / no required technology

> Spanish Over 1st Rate "Santisima Trinidad" - Spanische Schwere 1. Klasse "Santisima Trinidad" - This heavy "Over 1st Rate" is one of the biggest and most powerful "Ship of the Line" which was every built.
custom battle = late / only available for Spain in their home region / buildable only at the steam_drydock / required technology "military_navy_improved_coppering"

> British 1st Rate "HMS Royal Sovereign" - Britische 1. Klasse "HMS Royal Sovereign" - This 1st Rate "Ship of the Line" has more firepower, hull strength and marines than normal 1st rate ships have.
custom battle = late / only available for Great Britain in their "britain_home_regions" / buildable only at the steam_drydock / required technology "military_navy_improved_coppering"

> British 1st Rate "HMS Britannia" - Britische 1. Klasse "HMS Britannia" - This 1st Rate "Ship of the Line" has more firepower, hull strength and marines than normal 1st rate ships have.
custom battle = late / only available for Great Britain in their "britain_home_regions" / buildable only at the steam_drydock / required technology "military_navy_improved_coppering"

> British 1st Rate "HMS Neptune" - Britische 1. Klasse "HMS Neptune" - This 1st Rate "Ship of the Line" has more firepower, hull strength and marines than normal 1st rate ships have.
custom battle = late / only available for Great Britain in their "britain_home_regions" / buildable only at the steam_drydock / required technology "military_navy_improved_coppering"

> French 2nd Rate "Bucentaure" - Französische 2. Klasse "Bucentaure" - This 2nd Rate "Ship of the Line" has more firepower, hull strength and marines than normal 2nd rate ships have.
custom battle = late / only available for France in the "france" region / buildable at the drydock, naval_hospital, steam_drydock / required technology "military_navy_improved_coppering"

> REMO made two new textures for my custom units "Engineers" and "Light Cavalry Sharpshooters". Both are included in the "aum_mod_***.pack".

> new included "Austrian Line Infantry" texture available from REMO in the fully optional "patch_aum_graphics.pack".

This is the last version of AUM before the next official patch 1.3 will be released.

17. Mai 2009 - ADDITIONAL UNITS MOD (AUM) 2.0 has been released
Spoiler Alert, click show to read: 

- all unit stats are balanced to the corresponding major Mod (DarthMod / A Proper Empire / Imperial Splendor / standalone = vanilla balanced stats)
- updated all language files to "patch_aum_en_loc.pack" (English) + "patch_aum_en_loc_proper.pack" (English APE) + "patch_aum_en_loc_all.pack" (Unit Compatibility Pack) + "patch_aum_ge_loc.pack"(German)

- fixed the model of the "Prussian Giants Grenadiers" for the APE + IS + vanilla versions

- changed several unit names in both language versions and removed the "Elite" suffix from various units
- unit limit decreased for several units and now the AI doesn't spam "elite" units anymore (there is a "how-to" change the limit in my FAQ)
- Prussia has now access to "Marines"
- The faction group "USA" has now access to several custom units (you still have to recruit them in their original regions)

- changed the recruitment of the "Marines" that they can only be recruited at coastal shores globally:
they need one of the following "naval" buildings: admirality, naval_board, naval_college (each level gets +1 experience)

- changed the recruitment of the four "Mercenaries" (West+East European, Indian, African) and the three "Swiss Units" (Guards, Pikemen, Mountain Jaegers):
They need one of the following "pleasure" buildings: coaching_inn, bawdy_house, theatre, pleasure_gardens (each level gets +1 experience)
(later I will add a special "mercenary recruitment building")

- added one new custom cavalry unit:
> "Polish Hussar Guards - Polnische Hussaren Garde" - They are elite light cavalry guards of Poland.
custom battle = late / only available for Poland in "polish_home_regions" / recruitable at the three latest barracks and the ultimate army building of Poland / required technology "military_army_wedge_formation"

- added one new custom artillery unit:
> "24lbs Heavy Horse Artillery Guards - 24lbs Berittene Schwere Gardeartillerie" - This heavy horse artillery is very powerful but this comes at the cost of speed and prize.
custom battle = late / available for all major European factions in Europe / recruitable at the gunnery_school, ordonance_board, engineer_school / required technology "military_ordonance_explosive_shells"

- added five new custom ships:
> "War Galleon - Kriegsgaleone" - This galleon is a heavy war ship which has more firepower, hull strength and marines than normal galleons have. But this comes at the prize of speed. The "trading ability" is removed.
custom battle = early/late / available for all major European factions globally / recruitable at the dockyard, drydock, naval_hospital, steam_drydock / required technology "military_navy_copper_bottoms"

> "War Fluyt - Kriegsfleute" - This fluyt is a heavy war ship which has more firepower, hull strength and marines than normal fluyts have. But this comes at the prize of speed. The "trading ability" is removed.
custom battle = early/late / available only for the "united_provinces" globally / recruitable at the dockyard, drydock, naval_hospital, steam_drydock / required technology "military_navy_copper_bottoms"

> "Brig of War - Kriegsbrigg" - This "Brig of War" has more firepower, hull strength and marines than normal brigs have. But this comes at the prize of speed.
custom battle = early/late / available for all major factions globally / recruitable at the shipyard, dockyard, drydock, naval_hospital, steam_drydock / no required technology

> "Sloop of War - Kriegsschaluppe" - This "Sloop of War" has more firepower, hull strength and marines than normal sloops have. But this comes at the prize of speed.
custom battle = early/late / available for all major factions globally / recruitable at the shipyard, dockyard, drydock, naval_hospital, steam_drydock / no required technology

> "East Indiaman (improved) - Ost-Indienfahrer (verbessert)" - This East Indian Merchant ship has slightly more firepower, hull strength, speed and marines than normal Indiaman have. But it is more expensive to build and to maintain. But therefore are the goods much saver than without defense.
custom battle = late / available for all major European factions globally / recruitable at all docks and harbors except "fishing harbors" / required technology "military_navy_longitude_watch"

- added the following already included five ships to several factions:
Razee > available for all major European factions globally (custom battle = late / only buildable in the steam_drydock)

24lbs Heavy Frigate > available for all major European factions globally (custom battle = late / only buildable in the drydock, naval_hospital and steam_drydock)

Galleon > available for all major European factions globally (custom battle = early+late / buildable in all docks and harbors)

Galleon Race Built > available for all major European factions globally (custom battle = early+late / buildable in all docks and harbors)

Galleon Fluyt > available for all major European factions globally (custom battle = early+late / buildable in all docks and harbors)

- changed the recruitment of the following units:
Pandours > now available for all major European factions and the faction group "Ottomans" in the "Balkans" region too. (custom battle not available)

East Pikemen Zamindari > now available for the faction groups of Ottoman / Maratha / Mughal in India. (custom battle = early)

East Missile Cavalry Zamindari > now available for the faction groups of Ottoman / Maratha / Mughal factions in India. (custom battle = early)

- added the following already included thirteen units to the faction groups of "Ottoman / Maratha / Mughal". They can be recruited by all three faction groups in their original regions:
East Guard Cavalry Ahadis > available for the faction groups of Ottoman / Maratha / Mughal globally. (custom battle = late)

East Lancers > available for the faction groups of Ottoman / Maratha / Mughal globally. (custom battle = early+late)

East Light Cavalry Qizilbashi > available for the faction groups of Ottoman / Maratha / Mughal in India. (custom battle = early+late)

East Irregular Cavalry Pindari > available for the faction groups of Ottoman / Maratha / Mughal in India. (custom battle = early+late)

East Islamic Swordsmen > available for the faction groups of Ottoman / Maratha / Mughal in the "Islam" regions. (custom battle = early+late)

East Dervishes Warriors > available for the faction groups of Ottoman / Maratha / Mughal in India. (custom battle = early+late)

East Isarelys Musketmen > available for the faction groups of Ottoman / Maratha / Mughal in the "Middle-East" regions. (custom battle = early+late)

East Fellahin Musketeers > available for the faction groups of Ottoman / Maratha / Mughal in the "Middle-East" regions. (custom battle = not available)

East Fellahin Swordsmen > available for the faction groups of Ottoman / Maratha / Mughal in the "Middle-East" regions. (custom battle = not available)

East Hindu Musketeers > available for the faction groups of Ottoman / Maratha / Mughal in the "Hindu" regions. (custom battle = early+late)

East Hindu Warriors Swordsmen > available for the faction groups of Ottoman / Maratha / Mughal in the "Hindu" regions. (custom battle = early+late)

East Sikh Infantry Musketeers > available for the faction groups of Ottoman / Maratha / Mughal in the "Sikh" regions. (custom battle = early+late)

East Sikh Warriors Swordsmen > available for the faction groups of Ottoman / Maratha / Mughal in the "Sikh" regions. (custom battle = early+late)

> HELLFELL made one new texture for my custom unit "Fusiliers"
> REMO made one new texture for my custom unit "Royal Janissary Guards"
Both are included in the "aum_mod_***.pack"

The "patch_aum_graphics.pack" hasn't changed and you don't need to download it if you already got it.


I had to shorten the changelog because the page has quite reached the character limit.

11. Mai 2009 - ADDITIONAL UNITS MOD (AUM) 1.9 has been released
5. Mai 2009 - ADDITIONAL UNITS MOD (AUM) 1.8 has been released
1. Mai 2009 - ADDITIONAL UNITS MOD (AUM) 1.7 has been released
27. April 2009 - ADDITIONAL UNITS MOD (AUM) 1.6 has been released
24. April 2009 - ADDITIONAL UNITS MOD (AUM) 1.5 has been released
21. April 2009 - ADDITIONAL UNITS MOD (AUM) 1.4 has been released
18. April 2009 - ADDITIONAL UNITS MOD (AUM) 1.3a has been released
18. April 2009 - ADDITIONAL UNITS MOD (AUM) 1.3 has been released
17. April 2009 - ADDITIONAL UNITS MOD (AUM) 1.2 has been released
16. April 2009 - ADDITIONAL UNITS MOD (AUM) 1.0 has been released

Progress and what's coming next
Spoiler Alert, click show to read: 

  • AUM 2.1 is the last version before the next official patch 1.3 will be released
  • updating and balancing the stats to the next version of “DarthMod” + "Imperial Splendor" + "A Proper Empire"
  • adding more units to the game
  • including new textures from "Proper Militia Mod 1.0" by SPANKY and HRIMFARs "Sweden Line Infantry"
  • adding more units which are already in the game for several factions
  • including new full descriptions (started)
  • optimizing the balance with the help of your feedback
Modders
Everybody can use my mod for her/his personal or released mod. Please send me a PM with the link of your mod to ask for permission. All you have to do is to give me credits in your mod thread.

If you are a skinner/modeler who wants to give me his textures, then I will include it into my mod. If you are the creator of a major mod who wants that I make a "special unit stats balanced AUM version" for his mod, then please send me a PM.

Credits
AUM Team
Takeda Shingen for his great work as my beta-tester, researcher and for answering questions on this thread while I was away. He has made the German "AUM" site on "TWzone.de" and the English "AUM" site on the "official CA forum" too.

The creators of the hosted major mods:

Darth Vader for his awesome „
DarthMod“ from which my units stats are based on and I'm playing since the first release. He inspired me to release my mod and it's really great that he returned to optimize ETW with his improvements!

L33tl4m3r + Alpaca (A Proper Empire:Terra Incognita) and Quixote (Imperial Splendor) for their wonderful major mods which inspired me a lot and I'm having much fun to play with. L33tl4m3r > thanks for your idea of the "Marines" and "Mercenary" recruitment.

Thank you all that you allow me to do a special "AUM" version for your awesome major mods!

New textures by:
REMO made four textures for my custom units. He made eight new "Line Infantry" textures for Austria, Britain, France, Prussia, Russia, Spain, United Provinces and the United States too. (+ musician and drummer of Russia)

SPANKY
(Frederic Anklin) made ten new "Militia" textures for the following major factions: Austria, Britain, Denmark, France, Prussia, Russia, Spain, Sweden, United Provinces, United States and a new generic texture for the remaining factions based on faction colors. These textures are taken from his "Proper Militia Mod 1.0". A preview is available above in the "Textures" section.

HELLFELL made four textures for my custom units.

HRIMFAR made one new "Line Infantry" texture for Sweden

Thank you very much that you all allowed me to include your wonderful new textures!

applelover for his great help in the "Unit Pack Compatibility Project (UPC)".

RstyBloodnok for inspiring me to create the "blunderbuss" and the "increased naval crews".

Lord Nova (Lethal: Gods and Generals) - He integrated a special version of AUM in his "Lethal Mod".

LtChambers
and Alpaca for their two masterpiece tools (Pack File Manager and Mod Manager)
.

The Phenom, MrThib and Power Wizard for their great tutorials and guides.

The whole "Total War Center Team and Administrators" for hosting the best site about „Total War Games“ and allowing us to share our passion with others.

The outstanding "Total War Community" for all the infos, discussions, resources and awesome mods available.

Comments, suggestions, problems and balancing issues
If you have any comments, suggestions or problems you can give me feedback here in this thread.

Please write which AUM "mod-version" and "language" file do you use.

There are four versions of AUM available each with different stats which are balanced to the related "major mod" or "vanilla standard ETW". It is important for me to know if they are balanced right. If you see any major balancing problem please report your used version and give me some feedback.

The last thing I have to note: English isn’t my mother language and I’m still learning. ;-)

I hope that you're having fun playing my mod and thank you for downloading it! If you like it you could +rep me

Downloads
> Latest releases available: all files are updated to AUM 2.1

> Each "mod" file contains an additional "
AUM 2.1 - user.empire_script.txt" as an example

1. aum_mod.zip = standalone standard ETW version with small unit sizes and can be used with other mods than DM, IS and APE. (unit size, costs and stats are from vanilla)

2. aum_mod_dm.zip = unit size, costs and stats are updated to "DarthMod 1.9"

3. aum_mod_is.zip = unit size, costs and stats are updated to "Imperial Splendor 1.0781"

4. aum_mod_proper.zip = unit size, costs and stats are updated to "A Proper Empire:Terra Incognita 1.0.1"

These language files below are important to display the unit names and descriptions in game:

> Each "language" file contains an additional "AUM 2.1 Localisation Language.txt" which describes the content

> patch_aum_en_loc.zip = the English "localisation.loc"

>
patch_aum_en_loc_ape_ti.zip = the special English "localisation.loc" which enables all units of "A Proper Empire:Terra Incognita" and "AUM".

>
patch_aum_en_loc_all.zip = the English "localisation.loc" of all unit names from several "Unit Pack Mods" together.
Spoiler Alert, click show to read: 
- AUM 2.1
- A Proper Empire 1.3.1
- Sharpe 1.6
- Great Spirit 1.1
- Ancien Regime unit pack - version 1.1
- plus earlier versions of lego pack
- M653 unit texture mod v4.1/5.2
- Continental, British, Hessian, Spanish, French and Indian Armies mods

This means that you can play now all "Unit Pack Mods" together. But there is a limit how many units are shown in the recruitment queue. Please read this: "*** UNIT LIMIT IN THE UI RECRUITMENT QUEUE ***"

Here is the link to the "Unit Pack Compatibility Project (UPC)" started by applelover.

> patch_aum_ge_loc.zip = the German "localisation.loc"

> patch_aum_graphics.zip is the graphics pack for ALL versions which includes optional graphics by REMO. Just put this file in your ETW data directory and it loads automatically like the language file. The graphics pack is fully optional and AUM works without as well.

Alternate download site:
http://hosted.filefront.com/SwissHalberdier

Link to my three "AUM Albums" with screenshots of all included units.
Attached Files
File Type: zip aum_mod.zip (15.89 MB, 509 views)
File Type: zip aum_mod_dm.zip (15.89 MB, 334 views)
File Type: zip aum_mod_is.zip (15.89 MB, 227 views)
File Type: zip aum_mod_proper.zip (15.89 MB, 209 views)
File Type: zip patch_aum_en_loc.zip (1.11 MB, 283 views)
File Type: zip patch_aum_en_loc_all.zip (898.3 KB, 117 views)
File Type: zip patch_aum_ge_loc.zip (1.01 MB, 138 views)
File Type: zip patch_aum_graphics.zip (7.99 MB, 438 views)
File Type: zip patch_aum_en_loc_ape_ti.zip (986.6 KB, 18 views)
Rome + Barbarian Invasion > Europa Barbarorum 1.2 / DarthMod 8.1
Medieval 2 + Kingdoms > Deus lo Vult 6.1 / Broken Crescent 1.1 / DarthMod 1.4d / Third Age 1.1
Empire Special Forces Edition > DarthMod 1.9 / Imperial Splendor 1.0781
A proper Empire: Terra Incognita / Smoke&Blood&Weapons 3.1 / Better Firing Arc

My "Additional Units Mod 2.1"
for Empire (DarthMod + APE + IS + vanilla)

Last edited by Swiss Halberdier; Yesterday at 06:01 PM.
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