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  1. #1
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    Some of the new features in the mod.

    Mamluk Khassaki finally lokk like supposed to



    Russian feudal cavalry in longcoats



    here in confused comabt with Polish husaria.






    New Polish infantry from late XVIIth century




    Bavarian cavalry prepared to caracole



    and charging Finnish light horse



    Ottoman assault infantry using granades


  2. #2
    Spirit King Senior Member seireikhaan's Avatar
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    Default Re: XVI -XVII mod

    Very nice, Ceg! I particularly like the Mamluk Khassaki.
    It is better to conquer yourself than to win a thousand battles. Then, the victory is yours. It cannot be taken from you, not by angels or by demons, heaven or hell.

  3. #3
    Member Member SkyElf's Avatar
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    Exclamation Re: XVI -XVII mod

    Cegorach, I would leave the grenades and regimental cannons up to you since you indicated there are limits to how many units in a scenario or campaign! More great pic's keep up the great work we do appreciate your dedication! I known my self right now I'm working 10 hour days for over a year now at least for 5 days during the week and Saturday 4-8 hours most weekends a few times on Sunday. Been follow forum post put not participating much in the chatting.
    Field Marshal SkyElf at your service. A Born Gamer.

  4. #4
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    I have BROKEN the limits - at least most of them, so don't worry.


    He greatest thing is that the granades and regimental cannons HAVE DIFFERENT RANGE because they use different PROJECTILE lines.

  5. #5

    Default Re: XVI -XVII mod

    I love those regimental cannons because it's great fun to blast holes in pike formations.

  6. #6
    Member Member William Waller's Avatar
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    Default Re: XVI -XVII mod

    Any idea when beta testing will begin?

  7. #7
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    Any hour or in three days. If all fails I will have to reload some backups...


    The only good thing is that when I am too much frustrated I tend to add new things to the mod which I am sure will not cause such problems.

  8. #8
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    Good news !


    The larger obstacles have been annihilated !



    For next days I will try to eliminate any other errors I can find and make sure the beta release and install itself are working well.


    You will receive those when I feel secure enough to release that to the testers.

    The testing must last more than twoo week and because I want to release the mod in the first week of March you will get a nice advantage over ordinary 'customers'.


    In the meantime here are the Sun King's Ambition start positions:

    Naples was given to the French to recreate short lived Naples Republic under their protection and hopefully it will add to the tension between the Spanish and the French who will face an immininet invasion from the Spanish army in the Papal States.


  9. #9
    Member Member ElectricEel's Avatar
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    Default Re: XVI -XVII mod

    I'm looking forward to this. Here's hoping the testing goes smoothly.

  10. #10
    Member Member SkyElf's Avatar
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    Exclamation Re: XVI -XVII mod

    Cegorach, Would love to be a Beta Teaster but no time I hope things go well.
    Great News and again thanks for the hard work and dedication to a project you love!
    Field Marshal SkyElf at your service. A Born Gamer.

  11. #11

    Default Re: XVI -XVII mod

    Very nice Ceg!

  12. #12
    Crusading historian Member cegorach's Avatar
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    Default Re: XVI -XVII mod

    A minor issue to resolve.


    This seems to be the most spiteful little error in the mod.

    Honestly I cannot figure out what is causing the thing to appear and I believe I have already checked everything.

    You know that from 1.5, but in 2.0 it will be even more visable since a number of castles are IMPOSSIBLE to build (and demolish).



    My solution is to eliminate the flags altogether and use only the faction colours for the castles.

    Battlefield flags will remain the same of course.


    ANY thoughts ?

  13. #13
    Member Member William Waller's Avatar
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    Default Re: XVI -XVII mod

    If the best option is to ditch the flags do so. We can tell
    the faction from the castle colour.

    Thats my view.

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