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"Kampagnengeschichten / AAR's" sind ab sofort in einem Subforum unter "Total War - Serie / Allgemein" zusammengefasst...
Date of registration: Feb 14th 2009
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This post has been edited 5 times, last edit by "Jackson" (Mar 31st 2009, 3:13pm)
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Quoted
Original von Lord Rocksten
nach allem was ich entziffern konnte hört sich das ja schonmal recht gut an....wäre jemand vllt willens eine deutsche Übersetzung anzufertigen??![]()
Date of registration: Feb 14th 2009
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Quoted
Original von Disposer
@Jackson
Hast denn mod schon drauf,wenn ja dann könntest du ja mal kurz zusammenfassen was sich geändert hatt.
Quoted
Originally posted by Jackson
Awesome painting suggestion by General A. Skywalker, awesome quote found by cherryfunk
Name changed due to conflict (for what is it, the 5th time now?) New name inspired by Enarion!
Formerly Quixote's Combat Overhaul and Quixote's Campaign AI
I started modding for Empire Total War because it wasn't the game that I wanted to play. Eventually that grew, and I kept modding Empire Total War because it wasn't the game that you guys wanted to play. Imperial Splendor (IS) is the culmination of those efforts.
The mod is attached at the bottom of this post. (Mods, if this isn't okay, just let me know and I'll rehost in on other servers, that was just becoming a real pain to keep up)
AI Changes:
The AI has been reworked nearly completely. It was redesigned to provide a sustainable challenge to the player. My goal is for the late game in Empire Total War to be just as fun and challenging as the early game.
To achieve that, I've reconfigured how the AI develops it's economy. It now has a much greater emphasis on constructing economic builds and educational buildings. You can bet that in the late game the AI will be swimming in as much cash as you are.
I've tried to capture the feeling of 18th century military and diplomatic give and take with the AI. If you want to maintain peace, you must use diplomacy to ensure that international relations remain strong. If you neglect this aspect of Empire Total War you will pay the price in countless lives as you struggle to stay alive during constant war.
I've also reworked how the AI develops and utilizes it's armies and navies. The AI will actively try to cripple your economy with it's navy through raiding trade routes and most of all blockading ports. The AI will exploit any chink in your armor, any weakness in your empire. If you leave a frontier province without a garrison or any sort of protection, the AI will seize the chance and try and take it from you. Similarly, it will exploit any other conflict you might be in for their own benefit.
It's not all doom and gloom. All of these changes will work for you, as well, because I've drastically changed how the AI aids it's allies. The ancient greeks specialized in a formation of spearmen called a phalanx. In that formation, you didn't guard yourself with your shield, you guarded the man next to you. So on down the length of the army. The AI will now be that man standing next to you, protecting you where you are weak, and striking where your collective enemies are vulnerable.
Naval Changes:
Unit Cost Changes
- Upkeep on Naval units remains the same, with the exception of trading vessels (All trading vessels now have 50 upkeep, though the proportional cost of Galleons and fluyts is much higher)
- Recruitment costs have been drastically increased. Currently recruitment costs are twenty times the upkeep cost of a vessel.
Quote:
You should build up your Navy over time, instead of recruiting it all at once like an Army. Capturing ships is a very viable tactic now, especially with the other changes you're about to read about.
- Galleys and Light Galleys have had their firepower dramatically reduced
- Xebecs have twice the crew they previously had
Quote:
Traditionally Xebecs were fantastic pirate vessels because they sailed well into the wind compared to square rigged vessels, and they had a very large crew size for their gun poundage. With the increase in their crew size, they are now great boarders. Their low slung silhouette prevents a lot of damage when you board, and with the increased crew size you can "punch up" in boarding combat against heavier enemies.
- Ships who lose 60% of their men are considered combat ineffective (not enough men left to sail the ship) and surrender
- Ships will route closer to 40% hull damage instead of 70%+
- Ship hull strength has been increased by 50%. Trading vessels and specialist ships (rocket ships and bomb ketches) have not had their hull strength increase.
- Carronade Frigates now use 64 pound Carronades
- Grapeshot and Improved Grapeshot has been increased in effectiveness.
- Chain shot has received a minor increase in effectiveness.
- Galleons and Fluyts now have a lower top speed
- Sloops and Xebecs are now noticably better going into the wind (approximately 35 degrees in either direction from the source of the wind) than other vessels
- Being shot astern has a larger morale penalty
- Ships can no longer turn in any reasonable time while stationary (Thanks DarthVader for working out the headings in the naval_stats file!)
- Ships turn much slower at low speeds
- Sailing into the wind is much slower
Quote:
The combination of those effects means that you DO NOT WANT to turn into the wind unless you're a galley, steamship, or you've built up a lot of speed and the momentum will carry you to your next tack. Big ships now FEEL big and heavy. Smaller ships now actually have a role in fleet engagements, because with these changes their manueverability and acceleration blows the big ships out of the water. You now need a balance of ship types to have an effective fleet. Not just as many 3rd rates as you can crank out.
- Decreased top speed for all ships 5th rate and up
Land Changes:
Unit Cost Changes
I've reworked all unit purchase prices and upkeep costs. You'll find overall that maintaining an army isn't economically straining. Keeping an army at full strength when it's actually fighting is going to cost a lot more money.
It breaks down as follows
I've doubled the cost of every unit, and the upkeep is roughly 15% of that price. For artillery the upkeep is roughly 10% and for cavalry it's roughly 25%
Infantry
- Squares are more effective against cavalry
- Infantry are more effective in melee against cavalry in general
- Infantry have had their accuracy in close ranges increased, with long range accuracy much worse than vanilla
- Double Barreled musket (grenzer) has had it's reload time increased. It'll take twice as long to reload as a regular musket, but it will still have twice the punch.
- Muskets have had their range increased to 100, rifles now have a maximum range of 175. Light Infantry are at 125. Though accuracy at these long ranges is terrible.
- Line Infantry has been standardized.
- Grenadier units (not grenade launcher units) are the same size as a regular unit of line infantry. They shoot as well as regular line infantry, poorer than a Guard unit. They shouldn't be wasted on a fire line - they should be there to punch a hole in the enemy lines with superior melee.
- Grenades are now less effective
- Sikh and Bargir musketeers are considered Trained. Sikh Musketeers have improved melee stats. Bargir have improved melee defense (they are wearing actual armor, after all).
- Light Infantry units are 50% larger. With the accuracy changes at longer ranges, they need more weight of fire per volley
- Melee units have had their stats increased. Sikh Warriors now have an inspiring aura to compensate for Marathas' lack of elite infantry.
- All matchlock armed citizenry now have the stats of Militia. Hopefully now blitzing won't work as well. (Thanks very much to Matte979 for this)
- All melee infantry units are now at least as large as Line Infantry
- Increased cost of Grenadiers and Elites
- I couldn't find a way to make a recruit cap for just England and France, so the unique Elite Infantry that these two factions get do not have the Inspiring Aura.
- Added Mountain Troops AKA Norwegian Ski Troops to the Swedish Roster
- Added unit limit for Sikh Warriors
- Removed Inspiring Aura from elite cavalry (hate to do this, but in late game some factions were just unbreakable in combat)
- Grenadiers can no longer Platoon Fire
- Grenadiers are now more expensive
- Elite infantry is now more expensive
- Light infantry is now more expensive
- Line infantry (and units that were the same size as line infantry) are now 25% larger
- Russian units have been decreased in size. They are now 20% larger than regular infantry units, and their stats have been changed to compensate.
Cavalry
- Cavalry have been reduced in size to 40% of a line infantry unit
- Dragoons maintain their large unit size
- Light Dragoons are slightly larger than regular cavalry units
- Cavalry costs have been increased across the board
- Cavalry stats (excepting Dragoons) have been increased to compensate for unit size loss
- Sword wielding cavalry are now exceptional melee combatants, but they charge poorly
- Lance wielding cavalry have a devastating charge, but are poor melee combatants
- Dragoons now have infantry levels of upkeep. Dragoons are poor cavalry, they truly are mobile infantry now.
Quote:
Traditionally, if infantry DID stand against a cavalry charge, the charge failed. Cavalry charges were only fatal when the infantry broke and tried to run. With the changes in morale, using cavalry to flank formations is much more valuable.
- General units are much smaller. The power of their inspirational aura has been increased, but they are too fragile to be used except in the most dire of combat situations.
- Dragoons have a much lower cavalry charge bonus. They are still a versatile unit, but they cannot charge like dedicated melee cavalry. Still excellent flankers, point guards, and at chasing down routing units. Dragoons also have slightly larger units.
Artillery
- Cannon Accuracy has been increased. They were responsible for more than 50% of the casualties back in the day, hopefully now they'll pull their weight a bit better.
- Decreased accuracy of Mortars significantly
- Decreased accuracy of Howitzers moderately
- Increased range of Howitzers and Cannons by 100, for a total of 500
- Artillery recruitment costs have been increased across the board. Upkeep costs remain the same
- Increased artillery unit size by 50%
- Cannister has increased in effectiveness and range
Universal
- Integration of Tighter Formations Mod, with many many thanks to lesterthenerd
- Morale has been standardized based on level of training a unit has. Elite units have high morale, 11. Well Trained units have 8. Trained units have 5. Poorly trained units have 3. Artillery still has low morale. Dedicated melee units are two steps higher on the training scale for morale. IE: A poorly trained melee unit has 8 morale.
Quote:
It's going to be very difficult to keep a poorly trained unit fighting. As was the case during this time period historically, many armies simply would not fight. They'd fire a volley, recieve a volley, and simply flee. Good use of your general is going to be key to keeping your army fighting. I'd especially like feed back about this change
- Ammunition capacity has been doubled for all units.
- Movement speed for all units have been decreased. You'll really notice moving through rough terrain, like woods, and you'll really notice it when it starts to rain
- Morale has been reworked. Units will route closer to 50% casualties lost instead of 80%+. Units will gain more benefit from nearby inspirational units, flank protection, and terrain. Units recieve a bigger penalty for being attacked in the rear or sides.
The new name is thanks to ColdFire for his excellent suggestion!
Due to the morale changes, I do not recommend setting the battle difficulty above Medium
Installation Instructions
Will all thanks going to Rammstein!
Put the .pack file in your data folder
C:\Program Files (x86)\Steam\steamapps\common\empire total war\data is the default directory
Put the text file in one of the following directories
Windows Vista
C:\Users\(Your User Name Here)\AppData\Roaming\The Creative Assembly\Empire\scripts
Click here if you can't find the folder
Windows XP
C:\Documents and Settings\(Your User Name Here)\Application Data\The Creative Assembly\Empire\scripts
Click here if you can't find the folder
What's To Come:
I have a few more things I'd like to add to this mod. Unfortunately, they can't be done right now. I'm holding out for the official modding tools. When they arrive, here's what to expect -
- Campaign movement ranges will increase dramatically while in friendly territory and decrease dramatically while in enemy territory
- Diplomacy will be reworked to the same extent that every other aspect of the game has been reworked.
- Increased use for the Rake and the Gentleman (Hopefully, though this may be hardcoded and impossible to change)
- Battle AI will be reworked heavily
- The tech tree will be adjusted, with 4 new lines. Each line will increase a pair of stats for Line Infantry (reloading skill and ammo capacity, accuracy, melee skill and charge, and melee defense and morale). The starting stats of all line infantry will be lowered. This creates more unit variety (something Empire is lacking), and it gives more strategic choices to the player. There might also be a naval version of this change.
Download:
http://www.twcenter.net/forums/attachmen…18&d=1238433306
Orginal von Quixote07.



This post has been edited 9 times, last edit by "Malkiot" (Mar 31st 2009, 4:41pm)
Quoted
Originally posted by Jackson
AI Changes:
The AI has been reworked nearly completely.

This post has been edited 1 times, last edit by "YassirX" (Mar 31st 2009, 7:26pm)
Date of registration: Feb 14th 2009
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Quoted
Original von YassirX
Ich mag seine Veränderungen an den Werten der spezifischen Einheiten nicht... Grenadiere sind mit diesem Mod total overpowered... keine Ahnung was er sich dabei gedacht hat...
Linieninfanterie verliert total an bedeutung.. das einzige was ich unterstütze sind seine Marine Änderungen... die gefallen mir sehr...
Dazu kommt das er alle Einheiten Nations-Übergreifend von den Werten gleich gemacht hat... so verliert jede Nation ihr bisschen Individualismus.
Jede Linieninfanterie besitzt mit dieser Mod die selben Werte
Solange es keine Marine-Landungen gibt, und solange es noch keinen Zugang zu den Hard Coded Files gibt kann man derzeit sowieso nichts machen als Script Zahlen ändern und mit Photoshop rumspielen...
Alles was bis jetzt rauskahm sind keine Mods... da kann mir einer erzählen was er will... das sind zwar modified Scripts Files... aber das ist keine MOD...![]()
Date of registration: Apr 12th 2008
Gender: male
Location: Herzogtum Pfalz-Zweibrücken
).
Quoted
Original von YassirX
Ich mag seine Veränderungen an den Werten der spezifischen Einheiten nicht... Grenadiere sind mit diesem Mod total overpowered... keine Ahnung was er sich dabei gedacht hat...
Linieninfanterie verliert total an bedeutung.. das einzige was ich unterstütze sind seine Marine Änderungen... die gefallen mir sehr...
Dazu kommt das er alle Einheiten Nations-Übergreifend von den Werten gleich gemacht hat... so verliert jede Nation ihr bisschen Individualismus.
Jede Linieninfanterie besitzt mit dieser Mod die selben Werte
Solange es keine Marine-Landungen gibt, und solange es noch keinen Zugang zu den Hard Coded Files gibt kann man derzeit sowieso nichts machen als Script Zahlen ändern und mit Photoshop rumspielen...
Alles was bis jetzt rauskahm sind keine Mods... da kann mir einer erzählen was er will... das sind zwar modified Scripts Files... aber das ist keine MOD...![]()
This post has been edited 1 times, last edit by "DerAlteFritz" (Mar 31st 2009, 8:22pm)
Quoted
Original von alpaca
Was ist denn für euch ein "richtiges" mod? Für mich ist jede Veränderung der Spieldateien die man dann veröffentlich ein mod, einige sind halt kleiner als andere.
Naja.... finde er hat schon Recht, gerade kann man nicht von "richtigen" Mods sprechen weil CA einfach noch nicht die Möglichkeiten dazu gibt. Im Vergleich zu Rome oder MTW2 kann man kaum große Veränderungen vornehmen.
Ich gib dir in den Punkt recht, das wir uns auf große Mods -> Die hoffentlich das ganze Spiel (Grade in historischer Korrektheit) verändern noch gedulden müssen.
Quoted
Original von Warlord
Wird mit der Mod auch endlich die KI so verändert das sie Schiffe benutzt um Landeinheiten zu transportieren oder bleiben Inseln immernoch uneinnehmbare Festungen für die KI ??

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