[Download DarthMod Empire 3,9 ]
File Name:
DarthMod Empire 3,9 (85.25 MB)
Author:
DARTH VADER (Uploaded by DARTH VADER )
Date Added:
March 24, 2009
Downloads:
152679
Grade:
A+
Description
Summary of features
-It is compatible with the latest CA Patch 1.5, all DLC, including the WarPath campaign.
-It has increased unit sizes which varies per faction and unit type, creating a challenge for a true Strategist , as the game becomes a real battle simulation with thousands of troops!
-It includes:
Optimized Land battle system (Musket lethal in short range but not in long range, extra balance for all units per faction, more difficult AI by indirect methods etc.)
Optimized Naval battle system (Ships turn and handle realistically, each faction has a special battle character, realistic tactical battle AI from indirect methods etc.)
Better Campaign AI (More reasonable diplomacy, energetic usage of armies and fleets and generally more challenge)
also it includes the following:
Screenshots of actual gameplay
Download versions
DarthMod Empire Commander
This is the original full version of DarthMod Empire (Recommended for Multiplayer ).
DarthMod Empire Commander Lite
This is the original full version of DarthMod Empire with no extra 3rd party mods (Smoke, Graphics, Sounds) and it is ideal for those with slow PCs (Recommended for Multiplayer ).
DarthMod Empire Ultimate Commander
This is the original full version of DarthMod Empire + many extra mods + powerful installer/unistaller created by hip63 .
Installation instructions
Instructions for DarthMod Empire Commander
The easiest way to understand that you have DarthMod installed watch a line infantry to have 110 range (And that the unit size is larger than Vanilla).
If your PC cannot handle the thousands of troops of DarthMod Empire Commander lower your settings (Normal = approximately Ultra of Vanilla version)
History of changes
1.5 Patch Time Period
Spoiler Alert, click show to read:
Special New in version 3.9
-Finalized the whole system. The roles that will be used from the AI to the formations are transcoded to the following:
Line Infantry, Grenadiers, Elite Infantry -> Melee Infantry (This role is used excellently by the AI to musket come close, musket again,charge, reform etc. and also you will notice that it is triggered a semi-fire and advance for the human player sometimes (try to melee attack with line infantry an enemy and watch that if it is too far away they will reform and musket in a good distance)
Light Infantry and other rifle types -> Skirmish Infantry (This role is excellent for them, they do not stop shooting and also never charge, or attack at unfavourable odds.
Militia Infantry is given to many citizen type units (This role is ideal for defending a city when there are many units of this type)
-Updated for adaptation a lot other parameters in lethality of muskets and melee physics.
This time... you will not be disappointed. Videos will follow.
Special New in version 3.8
-The endeavor of the melee bug fix and the increase of AI musket firing continues. A drastic solution is activated... zero to the mysterious xhold parameters of the kv_rules files. Death to them for a better AI. I have seen results. There are other things, changed but the idea that has started from 3.6 is preserved. Keep in mind that I cannot make the whole game ideal, because I have no mod tools. But DarthMod Empire optimizes it and it is obvious. Videos will follow.
Special New in version 3.7
-A very urgent hotfix to correct problems in 3.6 (I had corrupted installation files). Hopefully now you will see a large proportion of the improvements I planned to offer. Your feedback will help me to optimize the system.
Special New in version 3.6
-Reduced the reload and accuracy stats of some overpowered Indian units.
-Campaign variables no longer overriden by vanilla (For example, you should see more reasonable Campaign AI and not so fast religion conversion.)
-Updated the melee physics (More violence and penetrations of charges).
-Found and eradicated a critical bug of CA which created melee bug. This is the correction methodology:
*I have favoured in the fatigue db file the shooting and reloading fatigue penalties.
*I have used a specific value system which "came" to me empirically to the "xholds parameters". I propose the exact values I have to all modders.
*In the battle_entities db file I increased one specific parameter which, it seems to me, it affects a lot the targeting system of AI (watch where I have the value 180).
*The most Important one! The following classes: Infantry_Elite, Light_Infantry are used by a bugged formation created by CA (I say), and because I cannot mod the formations, I excluded these classes (from the unit_tables db file) and replaced them with similar classes that are used well by the AI (Grenadiers, Skirmishers and to some I gave Infantry_Militia instead of Line_Infantry for the same reason). Also, Line_Infantry class is replaced by Grenadier Class. Now you will notice so much musketing that your ears will hurt and also AI will no longer square itself endlessly... what a bug was this? How did it pass from beta testing?
What you see, with of course many other things implemented in DarthMod, a far better BAI behaviour in terms of musketing.
Known side effects of my above mentioned indirect methodology to affect the AI:
*In custom battles you will see the notification of some units not to be exact, for example Line Infantry to be acknowledged as "Grenadiers". Close your eyes in this... it is worth the effort!
*Line Infantry and Elite Infantry will no longer start the battle with guard mode on.
Special New in version 3.5
DarthMod Empire has gone to a new level with this version. Everything concerning land battles and AI has been updated to create the best tension and challenge feeling ever seen in DarthMod. This version will be synchronized fully with the DarthMod Empire Ultimate Commander Edition Mod of hip63.
In summary:
-Melees + Penetrations + Charges are very much closer to reality and epic feeling. Especially to those who play WarPath you will notice how different are the battles against the firepower of the Europeans.
-AI determination, approach and musketing has been enhanced (Various methodologies: Firing+targening arcs, attack direction factoring, AI unit roles in unit_tables files changed to press the AI to use them right (Needs testing from modders... it seems to me that it affects the AI), new melee offsets, melee + firing synchronization updated etc.)
Note to all modders who adapt the unit stats of their mods to the core settings of DarthMod: You have to lower the reload ability of skirmishers units or other who "mass fire" to 1/3 approximately ) .
-Included the updated UP retexture project of jarnomiedema .
-WarPath low-level Indians got melee bonus, similarly as DarthMod has for the native Americans in the Grand Campaign (They were real fighters, not peasant fodder).
-Starting postions updated (and included).
-Grenadier unit recruitment level=12.
-BSM 4.0 Light incorporated fully and internally to the darthmod.pack.
-Changed cannon types for many ships.
Special New in version 3.4
-Urgent hotfixes included for some naval cannonade, reported by the feedback of Mr Frost .
-Changed some cannons for some ships to another type.
Special New in version 3.3
-New garrison units for all factions available. European and Americans have militia, Native Americans have warriors and archers, Eastern and Indians have a mixture of musketeers and swordsmen. All these are added automatically in case of a siege with internal probability. It is better this way, instead of having to fight only peasant fodder.
-Fixed a CTD issue with american pioneers and also corrected the unit number for native american chieftains.
-Balanced the musketry better again (Close range even more lethal, long range not so accurate).
-Infantry squares have less bonus against cavalry.
-Cannon power increased a little in very long ranges.
-I modded the "spot parameters" which seem to bug the AI thinking. I noticed that, after CA has announced an increase in this values, the problems of over maneuvering of AI was more existent. I have a new balance for them, which seems to me that increases 100% the musket behaviour of AI. Yes, it muskets far more, flanks, fires and charges... all that. Modders and DarthMod feedbackers have to test and tell me if this is improving a lot the gameplay.
-Added the new textures for the Swedish superior line infantry of Ftmch.
Special New in version 3.2 (Thanks to minehe for his urgent fix to DBEditor which helped me to mod) .
-Full Adaptation for the new patch 1.5 (All new Indian models have been Darthed).
-Corrected a minor bug in the crew size of 3rd rates which became always -1 less after deployment.
-Indian Artillery became very expensive (I do not like Indians with artillery). If they want it they must buy it with a lot of money.
1.4 Patch Time Period
1.3 Patch Time Period
Spoiler Alert, click show to read:
Special New in version 2.9
-Very important musket targeting system update which makes the musketry more decisive (It was good but if a unit had low accuracy was too inaccurate before and the AI was also not able to come closer for the muskets to become really dangerous. Also in this way the behaviour of the AI is better.)
-Isarelys campaign cost reduced to help the Ottomans grow larger armies
-Azzars unit size made 180
-I added scimitar weapon to desert and nomad warriors to affect their good melee skill
-Several units got chain mail armour as their graphics show
-I replaced the smoke to be as the light version of BSM (as per popular request)
Special New in version 2.85
-Several new mechanics for better indirect AI and melee mechanics
-Musketry and effectiveness of musket men in the battlefield are enhanced
-Corrected the militia texture bug which existed for the Dutch
Special New in version 2.8
-Balanced the grenade launcher units
Special New in version 2.75
-
Very urgent hotfixes included (version 2,7 had bugs in the 3d model behaviour creating weird animation and lag, weak melees and musket fire). This was created due to my efforts to enhance the melee system, mass and charge penetration. In this version all seem OK after a lot of tweaks in various files. Finally you get a lot of violence in the battle system and not passiveness or "peaceful" melees which were sometimes odd.
-Cohesion of many units have been improved (Especially the mob type big units e.g Ottoman, Desert Warriors etc.)
-Azzars unit size reduced from 500 to 300 (It was too powerful with mass fire)
-Galleys, Dhows, Xebecs have a better chance to hit targets and they are more useful
Special New in version 2.7
-Included the secret
re-texture project for Sweden of
Ftmch (Exclusive graphic work for DarthMod)
-Extreme Cavalry penetration effects and a new "Havoc" system of melee (You will not be able to hold formation so easily now and chaos will be created)
-Fixed the vanilla problem of quick Religion transformation (needs testing)
-New cost balance for special Grenadier units of DLC
-Carcass made more powerful
-Cannon trails reduced to be less visible (Increase in FPS as well)
-Prussian & Sweden Line Infantry melee parameters updated
-Bows made more effective (slightly) from last version
Special New in version 2.6
-Some unit cost balance (Sikh Musketeers and some others)
-Balance of Line Infantry has been re-worked
-Yankee doodle music march is out
-Bow fire damage increased slightly
-Tomahawk damage decreased slightly
-Diplomacy Gifts made more effective
-Acceleration of ships made realistic
-Chain-cannon fire has been more effective
-Howitzer and Mortar solid shot made more effective
-Solid Naval Cannon Balls made more effective
-New things in balance of battles (Melees more cinematic and enduring and generally more challenge)
-Added the
United Provinces Retexture Project - Light Edition (v2.1: July 5th) of
jarnomiedema and all his teamwork:
Jarnomiedema (historical research and texture artist)
Van Diemen (unit creator for Full Edition and texture artist)
KindredBrujah (texture artist).
Special New in version 2.5
It was time to make the next step now that the mod looks more polished than ever:
The mod from now on will evolute to a bigger, more self dependent state but will also try to allow other mod compatibility (Which means that mods which change the db files or units or other similar factors will not be included but will be compatible to add on top of DarthMod).
-Added the first graphic work which is the
Proper militia mod of
Spanky (no more silly beret hats militia) .
http://www.twcenter.net/forums/showthread.php?t=265032
-Added the
Smoke and Blood Mod of
Mech_Donald (spectacular sound, smoke and blood effects) .
http://www.twcenter.net/forums/showthread.php?t=237457
-Updated the radius and some speed factors of troops (which creates more decisive close range musket fire, better melees, slightly more effective long range artillery hits, better penetrations and charges).
-American militia unit size reduced from 500 to 400.
-Arrow damage made less powerful for compensation to the new settings.
-Various changes in file spacing of some units.
-Galleons hitpoints reduced significantly (They were too powerful).
-Mortar targeting calibration improved.
-Grenadier cost increased 10%.
-Fatigue effects balanced better (no more extaordinary penalties which caused units to move like turtles).
CAI
-Technology rates made 30% less in cost so that the AI is no more finding difficulties to develop.
-Region town development will be more frequent.
-Trade income increased.
-Several new improvements in CAI which creates a situation where the AI uses far greater its navy (patrols, blockades, defends, attacks and hopefully invades more), its army (Bigger stacks), and its attitude between the nations (better diplomacy, more resilient alliances, more decisive war efforts).
I suggest to play Hard campaign difficulty which was the setting I tested .
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Special New in version 2.4
-Updated the fatigue system (Exhaustion will not occur so soon and also other).
-Movement speeds + acceleration of units updated and improved.
-Hitpoints of Elephants increased.
-Hitpoints of artillery pieces reduced (The patch has made them immune, thanks zowrath for reporting this problem).
Special New in version 2.35
-Urgent hotfixes requested in some unit balance sectors (minor morale issues in some units + Line infantry balance of Turks and Sweden changes)
-I have updated the speed of units (They now rout more effectively + not too slow)
Special New in version 2.3
Battle Balance
-Morale of Native American Indians decreased in some elite units who were too powerful.
-Morale base of land units increased +2.
-Morale base naval units increased +1.
-Reload rate of smaller ships increased a little.
-Balanced some units as requested.
-Arrow power lowered.
-Recruit limit for many special units increased.
-Ammo limits for crap units like citizens and peasants increased as also their morale (and have been made mob drills also some).
-Fatigue levels balanced so that exhaustion is not so often and also some other effects for a more dynamic battlefield.
-Radius of infantry troops increased slightly (I have them lower in DarthMod) for more lethal musket volleys and melee physics.
-Unit movement speeds balanced a little better.
CAI (
DarthMod Empire CAI chapterIII )
-Reverted to vanilia file of "campaign ai manager behaviour junctions". This file seems to do something different than priority system.
-Diplomacy gifts values increased to strengthen the bargain power of functions.
-Autoresolve battles have been tweaked.
-Diplomacy hostility thresholds made even more higher to make the AI back off easier. In normal difficulty level it may seem more passive.
-Tax efficiency increased.
Special New in version 2.2
-Added the latest
DarthMod Empire CAI chapterII .
-Probability of explosion of ships has been made minimal = zero and also raised the hit points of the magazine load.
-Targeting calibration of naval guns is being tweaked so that it actually resembles a more realistic firing arc and heavy sea tide misfire effects.
-Morale of Native American Indians increased.
-Normalised even better the battlemap movement rates according to terrain.
-No reason to use a "pack" type for multiplayer, so it is removed.
Special New in version 2.1
-Added Multiplayer support (Use the darthmod.pack of "For MP" folder).
-Added hot fixes (Cossack unit number fixed, balanced the musketry).
Special New in version 2.0
-Compatible with the latest CA Patch 1.3.
-Adapted almost everything but also changed a lot in the balance of units comparing to past DarthMod so that to keep the new ideas of CA. (Where I did not agree there were a lot of changes).... you will get the Darth Feeling.
-I have not modded the CAI because I want to test how is the new CA balance in this.
-There are some files there that are unmodded for future use.
OLD ARCHIVE of Updates
Spoiler Alert, click show to read:
Special New in version 1.9
-I have removed everything interfering with CAI. It seems there are hidden incompatibilities which I cannot risk keeping in the mod. I will find a way to rework on it later. Until then enjoy DarthMod with Vanilla CAI, with its goods and bads.
Special New in version 1.85
-Made a change in 2 db files to certify that they are adapted to the new patch (Thanks zowrath for the tip, although I have seen that the files are 1.0 version, which means OK, not needing special actions) Despite that I did it and I hope CAI is improved.
-Increased probability to recruit naval units, to adapt to the new patch... which is starting to get in my nerves.
Special New in version 1.8
-Full adaptation for the new patch (Thanks Alpaca for the prompt modification of Pack Extractor).
-I removed the formations of the new patch. Somehow it seemed to me this bin file was causing a large proportion of the suicidal melee charges. I use the formation file of the old patch. Tell me by testing if you see much better AI behaviour as I have noticed (Not miracles because there are other hard coded parameters which I cannot mod).
-Changed a lot of melee parameters in KV rules to create a cinematic endurance of melees.
-Jaegers have light muskets instead of rifles (as corrected in the patch).
-Platoon fire removed (Nice, fancy but... useless as Fire and advance).
-Made CAI to defend more its provinces as requested (hopefully).
Special New in version 1.7
-Adaptation phase 1 for the new patch (tax Fix, some other parameters in KV_Rules such as the melee intervals etc.)
-Reworked the artillery ranges and time reloads.
-Fixed the explosion probability of ships.
-Included a version without the Darth CAI parameters so that you play only pure vanilla CAI (It will be more passive).
Special New in version 1.6
-Ship speeds lowered and now better.
-Ship damage model more realistic (1-2 mistakes in maneuvering and the ship sustains critical damages from the better position of the opposition).
-Naval moral balanced for new effects.
Special New in version 1.5
-Improved the time intervals between attack/defence animations. You will notice: Better individual self defense per soldier and unit, swifter time intervals between volley fires in fire by rank system, better responses.... a general better efficiency which affects also the AI which becomes more dangerous also this way.
-Lowered the penalties for flank/rear exposure.
-Balanced morale system for the new effects.
-Improved naval morale system for easier surrenders.
-Increased the radius of chain shots.
Special New in version 1.4
-New Musket Balance based on Feedback of Bythesword and Naimad (Accuracy system became more fragile but the lethality is increased to creat the proper devastation from close range).
-Moral system changed to balance the new effects.
-Also Naval cannons will do more damage from afar.
-Trying my best to show some Naval Invasion to the game by triggering priorities (I do not guarantee anything but I will need your feedback).
-English Line Infantry got better melee and less defence from the base balance given in previous versions.
-Ammo has been reduced so that it is more important during a long battle
Special New in version 1.3
-Chainshot range decreased.
-Experience will level up slower from level 3 and up.
-Moral system updated (General Unit will inspire more, Flank and rear exposure will not be tolerated and also it helps Ai to cover itself better, Musket volleys will have devastating effects).
-CAI updated (Allied packs will fight together, You will watch AI to help each other and also the Human player, AI will not tolerate enemy in its lands and will respond aggressively by attacking or placing armies to strategic points of the map)... The CAI seems very good now... ready for the Naval Invasion plugin of CA!
Special New in version 1.2
-Carronade frigates more powerful (64lb cannons).
-Lowered the probability of explosion of some ships (hopefully).
-Campaign AI improvements. (AI will use better region siege tactics, raids and attacks far better, AI Military technology favoured etc.).
-Corrected 2-3 unit size imbalances.
-Fatigue system updated.
-Melee system greatly enhanced (More lively 1vs1 combat and formation penetration effects)
Special New in version 1.1
-Improved the melee mechanics (You will see a lot of cinematic animations as you have correctly asked and an improved and challenging overall battle system)
-I changed the darthcom.pack to darthmod2.pack due to being renamed by antivirus checkers.
Special New in version 1.0
-Corrected the bug of fatigue in my mod. The file unit_stats_land_experience_bonuses is bugged if you import it directly to a mod. You have to put 3 zeros to the table, or else it destroys the game, affecting fatigue(!!!) and other parameters. All modders should be alerted and correct accordingly. This is a proof that you cannot use too many mods without knowing what you add to your game. As of now.... I have no responsibility if you use other mods with my mod. Strange things can happen (like this) and no one takes notice. As I progress I will add other mods, only when I have fully tested them to trust them.
-Created dynamic fatigue system (Units get tired more easily but rest faster).
-New dynamic experience system (Units that gain experience are having a significant advantage from rookies. Experience can be gained realistically after every battle in DarthMod and not after .... ages as in Vanilla).
-Increased costs per cannon type to balance their firepower value.
-New musket lethality which improves the previous version, making the game far better.
-New general balance unit tweaks (A battle will show what I mean... sorry end of talking... time for you to play!).
Special New in version 0,95
-Grenadiers have more upkeep cost. Some more cost of recruitment.
-Rocket ships have much more cost to make them less desirable.
-Made AI to volley from closer range (Test) and revamped the whole battle system through various techniques of morale and other attributes settings. That goes for naval battles too.
-Close range Musket lethality is increased and now everything seems set (Try it).
-Turkish units have even less upkeep to help them grow Huge armies.
-Fatigue files are removed from mod... something is wrong with these files (They seem bugged from vanilla and I removed them for now).
-Grenadiers have Square Formation ability.
-Russian Line Infantry costs even less, so that the Russians can wage even more armies. Some other units too.
-Cavalry balance reworked a lot (Hussars became a defensive skirmish cavalry, Lancers real chargers, Uhlans something in the middle, Cuirassiers a good all around cavalry and also other).
Special New in version 0,9
-Grenadiers will not be able to throw grenades (Until there is a fix to be able to change their ammunition)
-More devastating close range musket fire (The way it was requested)
-Cannon trails will be those of the great mod of scivian
Special New in version 0,85
-Removed Population cost for armies (Only 200 instead of 2000 which was set in previous version)
-Made the rank distance in units a little higher
-Re-inserted the cannon trails (Laser muskets are out permanently)
-Ferguson and green jackets will have variance (propose)
-Infantry morale has greater shock penalty against extended missile fire
-New fatigue alterations
-Campaign AI work out (Should be better, needs testing)
-Land experience will be gained differently in accuracy and reload rates
-Modified the charge distance (A new parameter I have found) to create a true battle experience and better AI
Special New in version 0,8
-Improved the Campaign AI (Hopefully).
-New Musket Balance = Devastating close range fire. Harder Battles.
-Removed the laser bullet-ion cannon trails of vanilla (I needed them for calibration... off they go now).
-New Land Unit Balance (Melee Units are very dangerous when they are close, Line Infantry get new special character=very large Defence, low Melee= The battle mechanics makes them to keep formation like the Last of the Mohican movie)
-Balanced Cannons= Special shells have lower range and higher reload penalty, adjusted their universal accuracy)
-Naval Cannons have special reload rates each. (Each Ship is now even more important due to the special realistic balance there is already)
Special New in version 0,8
-Balanced the grenade launcher units.
Special New in version 0,75
-I removed the "fire and advance" ability. AI gets lethal without it.
-Increased the ammo.
-Optimized the accuracy and the aiming system of the muskets to feel realistic.
-Made Absolute Monarchy to have better bonus in recruiting troops.
-Many minor adjustments that were requested.
ANCIENT ARCHIVE
Spoiler Alert, click show to read:
This is a list of what is mainly included, according to the feedback I had from the community and my own experience:
Because I have no energetic forum (yet) for Empire Total War, I would like everybody who know my work to come also here and report any inconsistencies they trace. Gameplay inconsistencies, AI mishappens, balance issues ... no bugs and graphics issues. These will be used later to target specific areas of the open code and then hopefully destroy them.
I report here mine and I will add later yours:
I make as BOLD these of Top Priority .
Those in RED means that are fixed according to my claim.
Those in RED BOLD mean that are fixed according to the Community.
First wave of fixes are done comparing to Vanilla:
Indians (Native Americans) misbalanced (melee weak+missile strong) (DARTH VADER) Bows and throwing axes + Damage balanced realistically, Melee Increased a little, Speed is better than any other foot unit. Still cannot win easily because the general musket range is increased and they lose too many men by the new Darth efficiency of the musket. In DarthMod Empire 0,2 they are even more historically correct. They try to use hit and run tactics using the woods. I have changed the missile covering parameters and the AI responded. This applies to all units of course. New better balance in DarthMod Empire 0,4 .
Square formation bugged (Troops do not fire properly) (DARTH VADER) Seems it has been positively affected by the better cohesion of the units. In DarthMod Empire 0,2 and above I altered the bonus so that cavalry wil not charge at them blindly as before and stop. New responses in DarthMod Empire 0,5 make them even better.
Naval Units endure too much (Some lose completely their wood and do not sink!) (DARTH VADER) Hull strength of ships balanced better. Now critical hits play large role and smaller ships can take bigger part in the battle, by exploiting their advantages of speed and manoeuvrability. In DarthMod Empire 0,2 The Naval Battles are excellent. Try them. There is a penaly for large ranges and a bonus in close ranges so that smaller ships can become real hunters, which can hit the right moment and sink bigger vessels. Of course the bigger ships are powerful as they should but they have their weaknesses. In DarthMod Empire 0,3 the ships have normalised speeds. In DarthMod Empire 0,4 everything feels perfect try it! I have not only normalised the turning rates but also the variance between identical units so that there is a character. Enhanced a little more with DarthMod Empire 0,5 . In DarthMod Empire 0,6 you will witness the best naval battles you have seen so far in the game. Using the new number values I discovered I created realism and character for all ships according to their type and the country too. The russians will have less morale, slow and unmanouverable ships but powerful, with strong hull and more crew. The british will have better reload, morale and sailing abilities but lighter hull. The Spanish will have overally strong ships which handle well at low winds but not very quick. The French will achieve easier maximum speed. The Americans will have slightly better accuracy but lighter ships with less maneuverability. A lot to tell here... Play and see!
Indian units (And generally all the irregulars) act too coherently (DARTH VADER) They are not so coherent now, to their advantage.
Nations are kind of passive in normal difficulty and do not attack often (except with navy) (DARTH VADER) This has greatly changed. AI uses too many new priority addons of mine. It will support allied assaults, try to retake a lost province at all costs, fortify to towns and forts, guard the borders, wage wars, raid, blockade.... everything is more lively in the normal difficulty and I would like someone to test to harder ones.
The AI does not use naval landings (Aradiel) I have not tested it yet too much but my target was to improve this. In DarthMod Empire 0,2 and now in DarthMod Empire 0,4 , the AI will use its navy much more aggressively but I cannot do anymore... it seems hard coded. You have to test with many turns. Maybe you see some in DarthMod Empire 0,6 ...
AI refuses to take reasonable offers while beeing in no position to challenge the player (Aradiel, kuruption) It should have changed indirectly because of bigger priorities in military strength weight and so a powerful nation can threaten others more easily.
Some minor states especially Kurland always attack the player (Aradiel) As you see this is a bug from vanilla. The Minor states seem more aggressive.
Protectorates declare war by themselves (Aradiel)
AI is hording armys in cities, does not respond properly to invasions (Aradiel) This is changed a lot as mentioned above. AI will still guard capitals but will sally out in an opportunity, defend or if it calculates it cannot win it will stay to use the bonus of militia. Only then. In DarthMod Empire 0,2 , the AI will use all the means of war to destroy the human player, but without cheating. In DarthMod Empire 0,5 the AI will defend better their capitals (OK). In DarthMod Empire 0,6 the AI will be aggressive as much as it is rational (needs testing).
AI Does not properly invade itself, Austria-Poland deadlock (Aradiel) Everything is altered. Total War is spreading with alliance packs. In DarthMod Empire 0,4 and above I made the AI slighly less aggressive. In DarthMod Empire 0,6 allies should be better in helping (needs testing).
Allies hardly ever send assistance (Aradiel) This should have changed. Testing needed. I tried to alter it again in DarthMod Empire 0,4 check it.
AI does not respond to piracy (Aradiel) AI will try to guard trade routes at all costs and energetically try to attack those of the human player. More enhanced in DarthMod Empire 0,2 and above .
Artillery is completely ineffective/inaccurate unless you alter the unitsize to 240+ (Aradiel, Nantok) Artillery range is increased and balanced realistically. Static artillery will still be able to fire across the critical points of a map. Mortars can be shot down. Fort artillery has 100 better range than most artillery so that they can counterfire enemy artillery attack, Only mortars can outshoot them by 50 meters. The game of siege is a far more difficult process now. Remember the siege scene of the "Last of the Mohicans with Daniel Day lewis"... artillery will play the biggest part of it.) Artillery is very effective now and balanced.
Technology trade is almost impossible, unless you trade land (Aradiel)
AI is repeating to offer the same deal over and over, or AI is offering to trade 2 or even 3! provinces for 1 (Aradiel) Seems it has been affected by new AI priorities.
Fleets are unbalanced (Aradiel)
Cavalry stopping just before hitting a target (Errabundi)
When turning formations or jumping walls units sometimes go into ultra-run mode (merka) All infantry speeds have been normalised to realistic levels and according to unit. New normalisations of speed in DarthMod Empire 0,2 and DarthMod Empire 0,4 ....perfect. I need one certain AI file in my hands to optimise it completely, but it is locked.
The "surrender" button when sieging a town is useless. No matter how many units you have and no matter how few they have, they never give up! (helmersen)
Pathfinding problematic in general, especially on bridges and other narrow passages (Argent Usher)
Friendly Line of Fire not working (Argent Usher)
AI priority of attack seems not to work in some occasions (Against artillery for example) (Argent Usher) Everything seems better in DarthMod Empire 0,2 and above due to many balance techniques.
Sometimes AI formations maneuver until they reach 1-2 mtrs ahead of Human Formation and then charge (Normal Difficulty, 1.5 multiplier unit size). (DARTH VADER) Use 1,5 multiplier at your own risk... it messes the AI
Unmounted Dragoons which have lost men, cannot remount and get stuck or behave strangely (DARTH VADER, Lord Willy)
When a special character dies in campaign map (Spy, Gentleman, Priest), he dies endlessly with an annoying sound until you click on the character. Then the message of his death pops up and the tormenting sound stops. (Seems hard coded but I noticed) (DARTH VADER)
Rakes and Gentlemen rarely increase in skill after successfull duels or missions (Nantok)
Hostile armies in your territory will get stuck there when you declare peace, untill you declare war again (Nantok)
AI prioritises your general too highly in battles. Their army will stop what they were doing and run around in circles after him completly oblivious of your army killing them (Nantok) I have not seen this in the end.
Muskets range is very short (DARTH VADER, Nantok) This has changed significantly and realistically. 50%-60% increase of range of all guns is what was needed. Accuracy is affected by distance and it did not need alteration. Units with experience, better accuracy and good reload rate, can now outshoot much bigger armies as they should do. The age of musket is brought back to the game. Witness it. In DarthMod Empire 0,2 I changed completely the battle system. Accuracy is lowered and I added some reload bonuses and penalties. In mix... everything looks realistic. If you liked DarthMod Empire 0,1 then you will be amazed with DarthMod Empire 0,2 and above .
Attacking with a wide formation seem to cause only the men in the middle to fight, while the men on the flanks stand idly (Nantok)
General needs own abilities, like rally troops (Nantok)
Certain factions refuse to trade or ally with you, regardless of how much they like you (Nantok)
Conquering Provinces should be more difficult, not only by taking the capital. (RaduAlexandru) Religion and unrest takes a much bigger part in a province pacification. In my test I finally took France (I played with Britain). How? I sieged it for 4 turns. They attacked with all the militia inside. I won but they still had new militia regenerated! New siege and new battle to win with a lot of casualties. The city is ruined with many damages. My income is depleted and I face bankruptcy. I do not have money to recruit new units and repair my losses. A relieveing french army enters the border. A rebel force is generated at the outskirts of the city. I decide to take an empty star fort outside of the town and abandon the city. Paris is easily taken and the remnant of my forces are sieged by a big and united french army to destroy me completely.... you want more? New enhancements in DarthMod Empire 0,4 . New Campaign AI in DarthMod Empire 0,5 .
Pirates gone forever if conquered (RaduAlexandru) Not true... Proven False
Troop Units move too fast (DARTH VADER, LordWedggie) As I said above, Speed of units is normalised to realistic levels. This creates not only a better feel but a new challenge for a battle. Optimised in DarthMod Empire 0,2 . In DarthMod Empire 0,4 cavalry speed is also normalised.
Ships turning rate too high (DARTH VADER, LordWedggie) In DarthMod Empire 0,4 everything normalised. It was hidden in stats with a very complex way. Try a Naval battle in DarthMod and you will understand....
AI seems to get bonuses in hard difficulties resulting to big endurance and premature charges (DARTH VADER, LordWedggie)
Laser bullet, arrow, cannonball trays are annoying and must be eradicated (DARTH VADER) I leave them for now because they help me to observe the trajectories of the bullets and mod the guns better.
Religion should play more vital role (kuruption)
Leaders are immune to assasination attempts (kuruption)
Cavalry pathfinding is problematic (kuruption)
There should be better variance of reload times between troop types (Remo) I have done this for many troop types and will do more later. For example native americans cannot reload too fast. In DarthMod Empire 0,4 this has been addressed and optimised.
Ammunition should be lowered to get more critical. (Nantok) Not a chance...DarthMod Empire is based on musket fire and ammo is very crucial as it is now.
Troops delay to fire too much (Angel) It has changed due to better cohesion of Line infantry. The concentration of firepower is easily calculated and is devastating as it was historically. In DarthMod Empire 0,5 I altered the delays of troops. I am not sure 100% if this is done but everything seems right... check it!
Crimean tatars use cossack infantry instead of mass of tatar cavalry (InfUA)
Fleet formation gets disorganised for no apparent reason (Alone Elf) This should have beein fixed a lot in DarthMod Empire 0,4 due to new speeds and turning rates of ships.
Ships get stuck at edge of map (rebirthofman) I have not seen this... too rare
Rain not affecting guns (Marine Hoplite, LEGIO_Desaix)
Peace offers not given by AI (Otherside) It should have changed. Needs testing.
Artillery not protected in battle by AI (aus-rotten) This has changed a lot in DarthMod Empire 0,3 and above by side effects.
There is need of a limit of general unit raise number (Xtiaan72) There is already.
AI uses almost every time solid shots and seldom or never boards ships (njk) In DarthMod Empire 0,4 you will notice energetic naval AI boarding.
Artillery crew seems to leave their guns after melee and have to be manually placed there again (Marine Hoplite)
Early artillery unit are wrongly static ( pajomife@iol.pt )
AI sees human hidden units (Marine Hoplite)
Artillery stats almost the same (Ziem) Artillery has different range according to ammo in DarthMod Empire 0,4 . Howitzer and Mortar ranges altered as well (thanks to feedback of the mega thread).
Some units are too weak (DARTH VADER) East, Ottoman, Russian Indian units are now bigger and have lower cost. They can raise large armies who compensate the lack of efficiency with big numbers.
Flanking not clearly a better battle option (DARTH VADER) Now any kind of rear or flank attack will have a devastating effect, to a realistic level. A good general from a bad one can finally be distinguished. In DarthMod Empire 0,4 it is slightly more enhanced.
Units should gain experience a little bit faster. At the moment it is nearly impossible to get +6 level units. (herb0815) This has been addressed indirectly. In DarthMod Empire 0,5 I made it easier to gain experience. I think it was too high in demand after 3 chevrons.
Units have some imbalance (DARTH VADER) In DarthMod Empire 0,3 I have started to work in this in some sectors. In DarthMod Empire 0,4 all line infantry are special according to faction. Not too much but enough to give a character. Many other balance stat modifications have occured. In DarthMod Empire 0,45 I made a slight balance change to 3-4 units (Hessian Infantry, American Infantry and some dragoons).
Galleys are ruidiculously powerful (MrMeris) I will correct it in next version as per Lowlander's suggestion... thanks! Corrected in DarthMod Empire 0,4 .
Auto calculation of map battles needs to be balanced better (I lost him in this gigantic thread...sorry I just remembered)
Campaign difficulty handicaps cause unrest to the TW community (DARTH VADER) In DarthMod Empire 0,4 all handicaps are eliminated. Still the difficulty seems to vary.
Reload is too high in late technology (Zowrath) Fixed in DarthMod Empire 0,5 .
Ships must not be able to sail against the wind (Thomas_Kenobi&Tanyrhiew) Fixed in DarthMod Empire 0,6. I understood how to change this according to degrees. (this and the the ship turning rates numbers must be reported to LtChampers to fix the rows in the unpacker... I have no time but I will inform him later)
Chain and Grape Shots must become more effective (Anbar) Fixed in DarthMod Empire 0,6
BAI often interesects its units in the center (Various) improved in DarthMod Empire 0,6 (Needs testing)
Fluyt hull strength must be decreased to be lower than an average frigate (JaM) Fixed in DarthMod Empire 0,6
Morale penalties for each shot (Naval battles) should last longer (Thomas_Kenobi)
Also a lot of other minor adjustments are included. I will continue... Δάρτης/Darth
Credits
Lee Cowen "Creative Assembly Senior Games Programmer" for giving me valuable tips.
LtChampers ,
Alpaca and all who have helped him to create his masterpiece tool.
hip63 for the ultimated commander edition he created specifically for DarthMod.
erasmus777 , for his excellent ESF Editor tool.
Mech_Donald, Spanky ,
jarnomiedema ,
Ftmch for allowing me to include their mods.
Argent Usher general artist of DarthMod.
Tharoth for maintaining the sub mod section of DarthMod Empire.
Naimad, Zowrath for general advices.
Zowrath, Don of Atheos , for helping me to moderate my forum (
Anbar ,
Rammstein are idle at the moment but thanks).
YD23, Pizza de Oveza for creating DarthMod signatures.
NogaOsibisa for giving me the idea to create the Commander Edition of DarthMod.
I-R-Cannonfodder & JCR for the research they have offered me about wind speed and sail degrees (then I implemented to the mod).
billydilly ,
JFC for the forum screen splash screens (Yes I know... it was unavoidable).
akvilonn ,
diadok for the nice screens of the Commander Edition (And of course all the others who keep feeding with nice screenshots).
"Legio clan" for helping me to mod the fatigue effects.
Midknight for helping me to optimize the reload rates of the mod.
Bythesword and
Naimad for helping me to balance the Musket Lethality.
scivian for his realistic trail mod used for the cannon fire in DarthMod. (I removed it for the time being, sorry)
You ...the fans who give me all the feedback I need.
Some extra things:
Images
None
[Download DarthMod Empire 3,9 ]
Comments (please report bad comments by PM to an administrator)
DARTH VADER March 25, 2009 at 05:40 AM
Ejay March 25, 2009 at 11:50 AM
Very Nice!
Maximus_54 March 25, 2009 at 06:50 PM
RAR files dont work for me (Dont know why), can you please convert to zip or something else?
Andy18706 March 25, 2009 at 08:00 PM
I just installed it and I'm not sure If I did it right, is there any way positive way I can identify that its unpacked right?
kungfuserge March 26, 2009 at 02:58 AM
I am using DarthMod Empire 0,2 working well , Thanks to the Sith Lord
I don't get it about Upgrading to DarthMod Empire 0,3 ; I have DarthMod.pack inside -> Empire Total War\data and the script well in place -> Application Data\The Creative Assembly\Empire\scripts
How should I place the new 0,3 (600 ko ) , without overwriting the 0,2 (40 mo ) : Same name
Condottiere SOG March 27, 2009 at 01:39 PM
So when are you going tell us what you have changed?
RomaVictor6969 March 27, 2009 at 04:56 PM
I dont think I have installed this right would somebody give me their installation path cause i dont see any changes x.x
tomitas March 28, 2009 at 04:23 AM
hi. i need help. where to get darthmod Empire 0.2? i cant find it. and i have some problemos with steam dir. for egzample. when i install steam there is C:\Program Files\Steam\steamapps\ and thats it. where is common folder? do i have to create on my own? how to validate files throug steam?
tomitas March 28, 2009 at 04:25 AM
VISTA C:\Users\ USER NAME \AppData\Roaming\The Creative Assembly\Empire\scripts and even when i put the script there empire total war doesnt load at all. i get an error.
Michelet March 28, 2009 at 06:09 AM
Tomitas i have same problem and im Xp user- when i put the sricpt into right catalog i got a error , please fix this
evildeathmonkey March 29, 2009 at 07:44 AM
hey, great mod, thanks for doing this iv'e got a suggestion, maybe rework some of the dutch unit names? or maybe even make a unique one? because the dutch dont have any unique units and it makes playing them really boring!
elmo March 29, 2009 at 05:41 PM
Ottoman's units now are too strong
USMC RABBI March 29, 2009 at 07:37 PM
Hello, I need help. I’m use to just downloading the mods and installing them. I have never gone into folders and copy and pasted and what not. Can anyone out there that knows what they are doing possibly message me instructions that are simple to follow so I can get this mod up and running? Also will this mod work with the new blood and smoke mods. I don’t have them either but I was just wondering .
Axe Battler March 30, 2009 at 01:02 AM
To Darth, Greatest modder in total war history. Honestly.
kungfuserge March 30, 2009 at 03:55 AM
Drydock construction in Portsmouth still unavailable : means no HMS VICTORY
Marku March 30, 2009 at 07:36 AM
good job darth m8!
Faris_Elghoul April 01, 2009 at 06:22 AM
the mod is just 48,5 kb? Is it justme or do i need to use the older versions first.
LawL_LawL April 03, 2009 at 01:16 AM
Ah, I just posted some slightly negative on one of the 3 mods of empire, and feel bad for the mod maker as well as feel bored because no new empire TW based material. But now that I see this, you just made my day/night .
DerfelCadarn85 April 03, 2009 at 01:26 AM
all hail darth
'
occer April 03, 2009 at 10:10 PM
Another daily update
To all that can't open .rar, get WinRar or 7zip.
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