Yes, the Special Forces units are not actually in the box. Instead, you get a code to unlock a special DLC from Steam. The game requires Steam to run.
Yes, the Special Forces units are not actually in the box. Instead, you get a code to unlock a special DLC from Steam. The game requires Steam to run.
"Romanes Eunt Domus"
- Brian of Nazareth
"We always have been, we are, and I hope we always shall be, detested in France."
- Arthur Wellesly
In fact, correct me if im wrong, I got two codes. I got one code on a small a5 piece of paper with the pictures of the SF units (organ gun etc), and I got a code on a little unit card for an addition unit (USS constituion?) was like the pre-order unit but I didnt pre-order just store bought. I think there is an easy test - arn't the units sposed to appear in the custom battle list or something? Someone will know what is the simplist way to see if you have the SF. Anyway when I start steam it shows I have 3 product activated under the ETW game launcher. Basically to activate the SF you click activate product in steam and enter the code and it will add it to your ETW file.
normally lord yunson what store people will do is they will order in a bunch of these hyped up games, and then they will get in the same amount of these pre order special cards. now what can happen is someone might cancel their pre order or they order more than they sell, so you walk in the store and there is a special forces edition for sale and you get it and pay for it and they give you an extra little piece of paper (I had to fight for mine because the store staff were daffy lol (and I preordered!)) and that USS Constitution was the bonus pre order unit for the special forces edition for gamestop or some other chain I can't remember, anyway basically you got lucky, a rather nice staff person remembered they had the little cards left and you got one for free
not that I'm sure how useful the USS constitution is but hey, free unit
I ordered mine at GAME, and got the Prussian Death's Head Hussar. I have to say though it seems a bit sad to give away these exclusive units considering that not everyone got them, so these little units that someone spent time on are only sitting on a few machines where as all the other units run around happily on everyones machines that got empire.
I play Custom Campaign Mod with 1.2!
My guide on the Family Tree - https://forums.totalwar.org/vb/showthread.php?t=87794
Kobal2fr's guides on training chars to be
Governors - https://forums.totalwar.org/vb/showthread.php?t=86130
Generals - https://forums.totalwar.org/vb/showthread.php?t=87740
Blue's guide to char development - https://forums.totalwar.org/vb/showthread.php?t=87579
This is probably another stupid question, but how do you change you government to constitional monarchy. I've been playing as Russia, and i've been trying to read up on how to do this. So far i've only been able to change to a republic which doesn't really suit my needs for the time being, as i would still like to keep more control over my lands. Can someone tell me how? I'm a vertern player, playing CA games as far back as Shogan all the way up to Empire so i feel stupid asking simple questions.
If you are already a republic just make the upper class angry in your capital and side with the rebels.
It goes:
AM upper class revolt -> AM
AM lower class revolt -> R
R upper class revolt -> CM
R lower class revolt -> R
CM upper class revolt -> AM
CM lower class revolt -> R
So in order to go from absolute to constitutional monarchy you need to first become a republic.
And in CM, if you need to change your head of state you need to become a republic and then CM again...![]()
Alphonse la Hire - Veteran of many battles seeking new employment
Spoiler Alert, click show to read:
it certainly turns your factions civil war into quite a fiasco when you need so many revolutions just to change the head of state... what happened to good old asassinations? or something, some way od making it easier to change the monarch in a constitutional monarchy would be nice,
hehehe, while I appreciate the offer lord yunson I am quite happy with my deaths head hussar unit ^^ I must say the US warship one while enticing for americans (on their preorder) rather confuses me because I don't remember doing too much shipbuilding in the RTI campaign which makes it seem a bit of a waste
Last edited by Durallan; 08-11-2009 at 09:11.
I play Custom Campaign Mod with 1.2!
My guide on the Family Tree - https://forums.totalwar.org/vb/showthread.php?t=87794
Kobal2fr's guides on training chars to be
Governors - https://forums.totalwar.org/vb/showthread.php?t=86130
Generals - https://forums.totalwar.org/vb/showthread.php?t=87740
Blue's guide to char development - https://forums.totalwar.org/vb/showthread.php?t=87579
Thank you very much for this!=)
Yeh Yay for me, I didnt even know I had it, till my wife said she wasnt going to throw away the reciept cause it had a little card attached to it, and it might be important and then I saw the card - good wife
I agree - I wanted the death head husars too - but I guess because they are a pre order unit it wouldnt be fair to give them out now - this whole thing suxorz balls when you think about it.
Ill swap you my crap US warship for your cool Hussars
Psyc Empire: dont feel bad - I dont know either I just play all my games never changing government - its not like it really makes any difference to the game
I think you have to research it first ???? Hey least you figured out how to change government!!!
Thanks everyone for the help, sorry it's taken me so long to get back.
The customer service were pretty helpful - got me to send a photo of my game box, manuals and the like to prove I wasn't trying it on, then sent me a game code for the extra units. Obviously leaves me without the campaign map, but not too bothered about that.
I have some other daft questions which I'd love answers too, although I'm still scanning through the forum to see if they exist anywhere else:
1) Why do some region capitals have 4 contruction sites, but others only one? Is it population based?
2) I have a fleet of ships stuck in port at London. Every time I try to order them out, a apatronising voice tells me that ships can't travel over land. I'm also unable to send another ship into the port. Just a bug?
3) What difference do bayonets make? Is it just a charge bonus? Or an increase in melee?
I have to say, the manual with this iteration of the series is pretty disappointing. Questions 1 and 3 above are things which I think would have been fully covered in previous game manuals. Another example is pikemen. I can guess what the different formations do, but there's nothing which actually tells you. Trade theatres you only find out about by seeing AI in them and looking into them yourself. That';s another wuestions actually:
4) Is it worthwhile making up trade fleets and anchoring them in the trade theatres? Make much money?
Not really sure what you mean. Region capitals all have the same potential build tree, which is limited primarily by technology, enlightenment and the money available to pay for buildings.
Sounds like it. London is not a port, therefore there should not be any ships there at all. The nearest port to London is Greenwich, and it should be possible to construct and move ships in and out without any problems.
Should be both, but personally I don't use melee tactic's so I haven't given it much attention.
This is a complicated question to answer.
Moving a trade fleet to a trade port will provide your nation with the potential to import trade goods from that trade theatre. Whether you actually do so depends on whether can keep the trade lanes from that trade theatre to your home ports open. If you can you will receive a regular quantity of Ivory(a.k.a. Slaves), Sugar or Spices.
However, these are worth nothing unless you can sell them, and so importing them is pointless unless you also have trade partners willing to buy them. If you have trade partners and your trade lanes are open then the imported goods will be re-routed to them and you will receive a price for them equal to the current market rate, which varies according to the amount of goods being offered on the world market. The more of a commodity that is being imported the less money that commodity earns.
Generally, speaking this trade is very lucrative, provided you have the navy available to protect your trade routes. Madagascar is the best trade theatre to develop, Ivory coast comes a close second, followed by the East Indies and Brazil is the least lucrative of the four.
Last edited by Didz; 09-24-2009 at 15:29.
Didz
Fortis balore et armis
1)Some regions are 'richer' than others. Population has something to do with it but not everything. Some regions will never have as much cities as others.
2) A bug, sadly
3) Bayonets make a lot of difference. They provide, as you guessed, an increase in melee and charge stats. Think of it as giving your men short spears instead of clubs.
4) Yes, it's worth it but be prepared to spend a hefty amount on it to protect your investment.
Last edited by Peasant Phill; 09-24-2009 at 15:33.
Originally Posted by Drone
Originally Posted by TinCow
Thanks guys - perhaps I didn't explain the region thing properly.
In the actual 'city' of each region, you have construction sites, right?
So, in London I have one site for a barracks type building, another for cannon foundry, another for a parliament and anothe for a pleasure type (I think), plus the 'walls' construction site.
But in Georgia, I only have the option for the barracks type, no others.
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