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Thread: DarthMod Empire

  1. #1

    Icon2 DarthMod Empire

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    CURRENT DARTHMOD STATE:
    The first version of the Mod... is away.... Check it out. It uses almost all feedback you have given me. Documentation will follow later.
    ***UPDATE***21/3/2009

    I could not resist.... it was pointless. I have recently bought Empire: Total War and I got enthusiastic with all of its features and the depth of its gameplay. I am more than pleased with this game. Still, I have traced some inconsistencies which happen to annoy me and I will fix them for my own pleasure and sense of realism.

    That means... I will mod... and I will upload my work when I have a good solid version for all of you to play. For the time being, the game cannot be unpacked as in the past and we wait an urgent patch which will fix critical things. After that I expect that the ground will be free for me and other modders to begin working.

    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 incosistencies 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.

    1. 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.
    2. Square formation bugged (Troops do not fire properly) (DARTH VADER) Seems it has been positively affected by the better cohesion of the units.
    3. 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.
    4. Indian units (And generally all the irregulars) act too coherently (DARTH VADER) They are not so coherent now, to their advantage.
    5. 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 lost a lost province at all cost, 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.
    6. The AI does not use naval landings (Aradiel) I have not tested it yet too much but my target was to improve this.
    7. 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.
    8. Some minor states especially Kurland always attack the player (Aradiel)
    9. Protectorates declare war by themselves (Aradiel)
    10. 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.
    11. AI Does not properly invade itself, Austria-Poland deadlock (Aradiel) Everything is altered. Total War is spreading with alliance packs.
    12. Allies hardly ever send assistance (Aradiel) This has to have changed. Testing needed.
    13. AI does not respond to piracy (Aradiel) AI will try to guard trade routes at all costs and energetically try to attack that of the human player.
    14. 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.)
    15. Technology trade is almost impossible, unless you trade land (Aradiel)
    16. 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 affectd by new AI priorities.
    17. Fleets are unbalanced (Aradiel)
    18. Cavalry stopping just before hitting a target (Errabundi)
    19. 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.
    20. 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)
    21. Pathfinding problematic in general, especially on bridges and other narrow passages (Argent Usher)
    22. Friendly Line of Fire not working (Argent Usher)
    23. AI priority of attack seems not to work in some occasions (Against artillery for example) (Argent Usher)
    24. 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)
    25. Unmounted Dragoons which have lost men, cannot remount and get stuck or behave strangely (DARTH VADER, Lord Willy)
    26. 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)
    27. Rakes and Gentlemen rarely increase in skill after successfull duels or missions (Nantok)
    28. Hostile armies in your territory will get stuck there when you declare peace, untill you declare war again (Nantok)
    29. 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)
    30. 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 outshoot much bigger armies as they should do now. The age of musket is brought back to the game. Witness it.
    31. 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)
    32. General needs own abilities, like rally troops (Nantok)
    33. Certain factions refuse to trade or ally with you, regardless of how much they like you (Nantok)
    34. 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?
    35. Pirates gone forever if conquered (RaduAlexandru)
    36. 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.
    37. Ships turning rate too high (DARTH VADER, LordWedggie)
    38. AI seems to get bonuses in hard difficulties resulting to big endurance and premature charges (DARTH VADER, LordWedggie)
    39. Laser bullet, arrow, cannonball trays are annoying and must be eradicated (DARTH VADER)
    40. Religion should play more vital role (kuruption)
    41. Leaders are immune to assasination attempts (kuruption)
    42. Cavalry pathfinding is problematic (kuruption)
    43. There should be better variance of reload times between troop types (Remo)
    44. Ammunition should be lowered to get more critical ???Subject to remove???(Nantok)
    45. 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 devestating as it was historically done.
    46. Crimean tatars use cossack infantry instead of mass of tatar cavalry (InfUA)
    47. Fleet formation gets disorganised for no apparent reason (Alone Elf)
    48. Ships get stuck at edge of map (rebirthofman)
    49. Rain not affecting guns (Marine Hoplite, LEGIO_Desaix)
    50. Peace offers not given by AI (Otherside) It should have changed. Needs testing.
    51. Artillery not protected in battle by AI (aus-rotten)
    52. There is need of a limit of general unit raise number (Xtiaan72)
    53. AI uses almost every time solid shots and seldom or never boards ships (njk)
    54. Artillery crew seems to leave their guns after melee and have to be manually placed there again (Marine Hoplite)
    55. Early artillery unit are wrongly static (pajomife@iol.pt)
    56. AI sees human hidden units (Marine Hoplite)
    57. Artillery stats almost the same (Ziem)
    58. Some units are too weak (DARTH VADER) East, Ottoman, Indian units are now bigger and have lower cost. They can raise large armies who compensate the lack of efficiency with big numbers.
    59. 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.
    Also a lot of other minor adjustments are included. I will continue...

    Δάρτης/Darth
    Featured Posts

    Ahiga
    Spoiler Alert, click show to read: 
    Quote:
    Originally Posted by jnecros
    1.
    Native American factions should all have skirmish and light infantry tactics, like the colonial light infantry has, however no stake placement or mine use obviously. Not sure if the Indian Nations can be given these techs and the units given the skills, but melee, mounted and ranged alike needs to have these, many did fight in formations even before European contact, but some, especially post-musket Native Americans utilized guerilla fighting. This fact was noted by Europeans and they in turn started forming special forces to mimic Amerindian fighting styles, it was an aspect that revolutionized warfare to this day.

    On this topic, I would like to extend it to some of the various Middle Eastern troops which fall under neither Line Infantry (meaning they can receive platoon or rank fire) or Skirmishers/Light Infantry (Which means they can later on spread out, and do not fire by rank). I want them to be classified as Light infantry so that they'll be able to fire individually and not be stuck at "front line only". Specifically, I would recommend this for:

    • east_desert_nomads [the bedouin with muskets]
    • east_ethnic_musketmen_hindu_musketeers (The turbaned unarmored musketeers used by Mughals, Marathi, Mysore) - They currently are Line Infantry and I don't agree with them being classified as such.
    • east_ethnic_musketmen_fellahin_musketeers
    Possibly all the generic middle-east/Indian militiamen as well. While in this case I am much less adamant, I would consider making cossack_infantry also light infantry instead of line infantry.

    I do not have ironclad resources backing up my claim, but my view is:

    • These troops would not have the training, motivation or discipline to stand in rank file. No Bedouin is -ever- going to do that.
    • Their poor stats coupled with being militia (Receiving no improvement on firing type, and being stuck at firing only in the first rank) give them an excessive disadvantage.
    • It feels like common sense that until the Europeans would arrive and train native powers to create disciplined ranks of line infantry, men wouldn't stand in a line and wait for someone up front to die and take his place, but rather fight as irregular light infantry like the Pandours or Native Americans.
    Of course you don't want to suddenly make the Middle East Kings of Light Infantry, so you would then:

    • Main point - Decrease their moral by a good deal. They shouldn't stand up to more than a 2-3 direct volleys of European Line Infantry.
    • Decrease their reloading skills
    • Maintain their accuracy at the same level, or take a minimal hit.
    • Keep the same range as regular line infantry (70, not light infantry's 80)
    • Make Certain they can't get bayonets if possible.
    This way they can't outshoot European Line Infantry in distance, theoretically are going to be slaughtered in a frontal confrontation, and can only fight decently like Ottoman and various non-European irregulars did in broken rugged terrain.

    I really want to see non-european powers place a premium on their more limited and expensive european-trained light infantry (in the far flung future, even requiring they research what the Ottoman's have to research in order to build the Nizam-i-cedid), but I want their cheaper, more plentiful irregulars to have some sort of purpose and not be unfairly gipped.

    Keyser
    Spoiler Alert, click show to read: 
    Quote:
    Originally Posted by jnecros
    1.
    Native American factions should all have skirmish and light infantry tactics, like the colonial light infantry has, however no stake placement or mine use obviously. Not sure if the Indian Nations can be given these techs and the units given the skills, but melee, mounted and ranged alike needs to have these, many did fight in formations even before European contact, but some, especially post-musket Native Americans utilized guerilla fighting. This fact was noted by Europeans and they in turn started forming special forces to mimic Amerindian fighting styles, it was an aspect that revolutionized warfare to this day.


    I agree with that (and what Ahiga added for indian and middle eastern factions), but i have to add that believing that the way indians fought in north america revolutioned warfare is a misconception, because that would imply that the european discovered something, wich wasn't the case.

    The indian way of fighting was well known from the european and was always practiced.

    It was called "petite guerre" in french ("small war(fare)")
    It's true that most european line infantry weren't trained to fight in this way and on the contrary focussed the drill on discipline, reloading speed and staying in formation, but that's because that's how you really win battles.

    The "petite guerre" was mostly done by irregulars forces or specialists troops (jaeger, chasseurs, hussars and dragoons for the mounted part etc).
    It was conducted before a battle, to recon, harass and disrupt ennemy communications. It could be useful on a battlefield too (hence the use of those specialists forces) but had a far more limited impact because on a battlefield, artillery, cavalry, massed volleys and melees were what makes one force winning or loosing, and in this instance, speed of fire and close order were the best way to fight.

    In america, the broken and difficult landscape (forests, few "civilised areas" with open spaces and roads networks), huge distances, small forces involved meant that guerilla style warfare could be far more usefull from both a strategical and tactical point than in europe. Something the europeans with their close order, firing automaton drilled regulars failed to cope with at first (although the french adapted to the new ground a bit faster, possibly because of their close relations with their indians allies and their more limited ressources coming from europe (with line infantry units performing like skirmishers, the indian and trapper way). So in a way, the indian did teach a lesson to the european, that is, warfare in america is different than in europe.
    They were also superior in this kind of warfare because they knew the ground very well, were hunters and were used to move fast.

    But they didn't really teach the european how to wage warfare this way, cause they ALREADY knew it.

    Most french sources i've read about the indian way of doing war aren't really astonished, they simply mention the indian are mostly doing the "petite guerre".

    It can be devastating in an ambush or making life difficult on the frontier because of the difficulty to prevent small bands from raiding, but that can't win a war.

    In the end, the french and indian war was won and lost by regular siege and battles, not guerilla style ambush. Cause that can just harass the ennemy and cause setbacks casualties, not really defeating him, you need to conquer and hold the ground for that.

    Now, maybe the impact and success of this form of warfare made the french and british rethink about the importance of light troops, but they certainly didn't discover them during this occasion.

    MrMerisi
    Spoiler Alert, click show to read: 
    After 30 hours of play, some initial additions to the list:

    Land Battles:

    1) When given a command to take cover behind walls, units stop a few metres short of the destination and have to be micromanaged.
    2) Units in cover behind walls will leave the cover when engaged in melee and won't move back if the attacker withdraws their unit(s) involved in the melee.
    3) Depending on terrain, Artillery should mire in the mud when battle is joined in heavy rain; v slow to move lighter guns, heavier guns even slower.
    4) Heavy Cav tires too quickly even on dry ground and cool weather. Uncertain effects of muddy terrain on Cav.
    5) Plug bayonets are 100% impossible to remove, whereas historically only a certain number would remain jammed in the muzzle. If possible to mod special ability, suggest allowing partial restoration of firepower by removing plug.
    6) Dragoons can never fire guns from horseback. Common sense suggests that, while clearly "dismount and fight" units, they could fire from horseback when necessary? Morale reduction effect could reflect horses panicking?
    7) Dragoons don't seem to be able to garrison buildings in enemy cities when dismounted and instructed to do so.
    8) Pirate units should be in "rabble" formation, fight like light infantry and not massed rank professional soldiers.
    9) Horses don't appear truly scared of camels.
    10) Infantry reloading skill too similar across all land units
    11) Allied AI horrendously bad at sieges. Worse than ever.

    Naval Battles
    1) "Raking" a ship from astern does not have the historical effect (in fact it was devastating and destroyed many guns)
    2) No "lifeboats" even on the bigger ships? Every medium and large ship had rowboats for a variety of purposes, in this case saving some crew and the Admiral would be nice!
    3) Admirals always die if their ship is sunk. No opportunity to designated a ship to save crew from the water (could be a special ability).
    4) Chain-shot received from bow and stern should be more devastating to rigging.
    5) Ships reduced to 20% of crew can still sail effectively and return fire, which cannot be correct.
    6) Right-click Attack assignments to individual ships seriously buggy due to poor pathfinding and other issues.
    7) Firepower stat for Xebec seems way too high
    8) Ships turned hard under full sail in strong wind should run risk of de-masting or capsizing.
    9) Boarding appears seriously bugged, especially when zoomed in. 100% CTD when boarding Fluyts.

    Diplomacy

    1) I was about to write several things I have noticed, but in reality I think it needs a complete overhaul.
    2) State Gifts: How can a thoroughbred horse cost 3 times as much as a 4th Rate battleship? The most expensive stallions in today's comparatively ultra-lucrative horseracing world are worth around $75 million, which would buy you a fraction of a battleship, not 4 destroyers. These all need to be re-balanced, especially compared to region wealth. (e.g. 1712 annual production of wealth in New Granada is 9,600). Can you imagine a horse worth more than 6 months of production from 2 gold mines and 1 silver mine?)

    Strat Map

    1) Fleets should not be able to retreat from attackers who have faster ships; this is really annoying.
    2) Makes no sense that a fleet can run away a distance comparable to its movement points for one turn. Otherwise what's the point in saying they can only physically sail so far in a given time.
    3) Merging 2 or more Fleets, each carrying Armies, is not possible. Attempt it in a port and CTD.
    4) Impossible to move Agents out of ports if they arrive in the same turn. Once you tell them to disembark the Agents tab does not show up in the port.
    5) Gold and Silver is treated as a taxable wealth component of a region instead of a direct resource that can be extracted and brought back to the mother country. IMO this significantly reduces the value of Spain's colonies as less than 50% of region wealth actually makes it to the imperial treasury and you can't attack the gold/silver routes. Even though it is 18thC and not 17thC, this is still important. Suggest boosting the wealth output of Gold and Silver mines as a quick fix.
    6) Mini Trade Routes disappear from resource markers if you split a fleet on the resource marker; once the route disappears the trade ship(s) is permanently stuck and must be scuttled before another trade ship can move onto the marker and re-establish the mini trade route.


    Game Improvements (not AI related or bugs)

    1) Presumably Troop Transports are supposed to be implicit. a) They have no cost, b) there is no tactical implication if you can "escort" transports with 1 Sloop and act tactically without the need to protect these transports. Historically using smaller ships to harass a convoy was an important naval tactic, because protecting a convoy is such a task. Suggest creation of Troop Transport ships as navies can travel in groups corresponding to their zones of control. This also simulates the risk of ships losing contact with each other in transit.
    2) Shallow waters don't appear to be a factor for any fleets.
    3) Ports should be protectable with harbour forts. Are they in the game? It should be possible to defend a port from attack and also to shell a port in a tactical battle.
    4) Privateering should be simulated differently with letters of marquee to designated fleets and identifiable revenue for the faction.
    5) Fleet engagements in coastal areas and shallow waters were a fundamental part of history. Using land and shallows to ones advantage should absolutely be in the game.

    That's it for round 1!

    Clumber
    Spoiler Alert, click show to read: 
    I have noticed a few problems.
    -Units on fire at will mode should not shoot through your own troops. I had artillery that could have fired at enemy units on many sides, but they turned to shoot through my soldiers on one side at enemy units somewhere else.
    -One time I was fighting a battle and I was beginning to lose so I had all of my dragoon units mount up and flee the battle. I had one unit still on the map becaue they were engaged in a melee and would not have been worth saving. All of my dragoons escaped and their portraits were gone, but for some reason a swarm of them came running back across the map, through the enemy lines. They were not selectable and I do not know if their actions caused me to lose any more of them, but it was still weird
    -The AI does not tell you when you are unable to retreat. It annoys me so much when I try to flee a battle highly in the enemies favor or escape from a battle with what troops I can, and then they all die back on the map. Make fleeing a battle or fleeing before a battle unsallectable if it will cause your troops deaths.


    Oh, and just a few general game improvements that aren't really bugs
    -A nation's "true" capitol (their historical and starting capitol) should have more importance to the nation it "should" belong to. Defend it more than other regions, it should have more unrest than normal, it should have greater bearing on negotiations if you are offering them their capitol in return for something else.
    -Destroying nations should not be possible (except for emergent factions). When you destroy a nation, it should become your protectorate and be given back the region that was its "true" capitol
    -Not really modible I guess, but in adition to the thing that tells you how much a nation likes/dislikes you, there should be something for how much a nation fears you. Modifiers to this would include your current military strength, your accomplishments in battle so far, your strength/number of allies, etc.
    -Really a preference issue, but I think that regions should not be able to make unlimited amounts of units. The amount you can recruit should be based upon population and population should be removed from your region to make your army and restored when the army is disbanded.
    -Minor nations are more difficult to defeat than major nations. I let that one small Indian nation with 1 region sit there for a while and it was eventually near impossible to take as it had 3 full stacks of troops
    -When nations like you, they should be willing to make trade agreements and alliances without you needing to pay them something, especially if you are more powerful than them and they can see the benefit
    -More options in diplomatic situations. I liked the "attack <nation>" choice. Also included should be "reinforce <region>" and "attack <region>" This partly adds to my next few points
    -When you allies go to war with you, they hardly ever do anything. I only ever received assistance from an ally once, and that was because I had just bought the region from him and his men were sitting right outside the town still. With the "reinforce/attack region" options in diplomacy, you could direct your allies in how to help you (elaborated in next point)
    -Missions for/from allies. You can diplomatically set a mission or request for your ally by asking them to "reinforce/attack region" or other things. They would be compelled to do it, but wouldn't have to. Also, you wouldn't need to bargain with your ally to do something for you they should be doing in the first place as an ally. If they ask you to do something, assisting them would result in higher likage towards your nation, but failure to do so would result in more hatred.
    -When you have protectorates, you should be able to recruit their units, and/or assign missions for them as stated above. There should also have more options for things to do with them, like tazing their income more, or forcing a certain religion on them; both of which could result in them rebelling
    -When conquering regions that were previously controlled by your allies, (say france took a territory from my ally Britain and then I take it back from France) the territory should autmatically be returned to your ally, or you could refuse to do so which would result in major dislikage from the ally (-50 to -100) and an end to the alliance

  2. #2
    Marku's Avatar Domesticus
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    Default Re: DarthMod Empire

    i will report back to you darth when the patch has been released. im hoping alot of major issues will be fixed with this one.

    "It's not always possible to do what we want to do, but it's important to believe in something before you actually do it"

  3. #3

    Default Re: DarthMod Empire

    1.The AI does not use naval landings.

    2. AI refuses to take reasonable offers while beeing in no position to challange the player.

    3. Some minor states especially Kurland always attack the player

    4. Protectorates declare war by themself

    5. AI is hording armys in citys, does not respond properly to invasions.

    6. Does not properly invade itself, Austria-Poland deadlock.

    7. Allies hardly ever send assistance

    8. AI does not respond to piracy

    9. Artillery is completly ineffective unless you alter the unitsize to 240+

    10. Technologytrade is almost impossible, unless you trade land.

    11. AI is repeating to offer the same deal over and over, or AI is offering to trade 2 or even 3! provinces for 1.

    12. Fleets are unbalanced

  4. #4
    Errabundi's Avatar Miles
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    Default Re: DarthMod Empire

    Darth! That's a great news! Indeed!!!

    1. The thing I've noticed was cavalry stopping just before hitting a target.
    2. General died without any prompt (view my thread: http://www.twcenter.net/forums/showthread.php?t=235137)
    3. On VH/VH playing Poland Prussia always offers a deal "Koenigsberg for Gdańsk", which is extremally silly as it's their core province. I found it also playing on N/N. Probably happens on other levels.
    4. Austria also offers stupid deals like Breslau for Lwów; I really don't get it as Silesia is wealthier than Galicia.
    5. Landbridges: you've got them between Finland and Ingria, Britain and Irland, etc., but none on Pas de Calais. (better none for me).
    6. Agents sometimes stuck in a location they performed an action (on Road to Independence campaign).
    7. The AI seldom signs a peace treaty with the other AI. It's especially frustrating once you sign a peace with a country that agreed to become your protectorate and your other protectorate still fights with the new one.
    8. No ceasefire option (should be possible at least after few turns of war without skirmish).
    9. Muskets too accurate. In 1700's it were the maneuvers which mattered, not the weapons (just tell me how could you hit something in such a cloud of smoke?).

    Once I find more I'll adjust this post.
    Last edited by Errabundi; March 21, 2009 at 11:08 AM. Reason: New findings.
    So finally I bought Total War: Rome 2. Regarding I payed 7.5$ for it, it's not a bad game at all!

  5. #5

    Default Re: DarthMod Empire

    Good news indeed.

    Battle AI. I find it too easy most of the time even though the AI sometimes surprises me
    "we're way way pre-alpha and what that means is there is loads of features not just in terms of the graphics but also in terms of the combat and animations that actually aren't in the game yet.So the final game is actually gonna look way way better than this!” - James Russell, CA
    Just like the elephant animation, this Carthage scenario is actually in the game, it just has a small percantage factor for showing up, that's all...

    Beware of scoundrels



  6. #6

    Default Re: DarthMod Empire

    Nice ... very well done and I agree Aradiel. Waiting for more from all of you.

    Missed some posts while writing

    Thanks added as well.

    Try to be more specific in reporting and brief so to add more easily (spanish_emperor)

  7. #7

    Icon10 Re: DarthMod Empire

    Darth is back and I love it baby!...
    I knew you wouldnt resist to the dark side of a total war game...
    Much less one called...Empire

    I was planing on waiting till the first patch was released to buy the game but now my new buy point will be the darth mod release.

    Expecting nothing less than the total darth war mayhem you make the ai do with your black programin' magic...

    Dont ofuscate yourself! It's pointless to resist . . .


  8. #8

    Icon13 Re: DarthMod Empire

    Something that would be great and not require much modification is making column the prefered mode of movement when you need to go somewhere quick... Sort of like how it should be, heh.

    And on the topic of speed, limitations to the max movement speed of units? When turning formations or jumping walls they sometimes go into ultra-run mode. Dunno if its possible, it just look like crap.

  9. #9
    helmersen's Avatar Praepositus
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    Default Re: DarthMod Empire

    Great Darth! Ok, I have one: 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!
    Interested in how Attila and the new LONGBEARDS DLC plays?

    Check out my Total War Attila: Jutes Let's Play: http://youtu.be/rFyxh4mj1pQ
    Check out my Total War Attila: The Langobards Let's Play: http://youtu.be/lMiHXVvVbCE
    Total War: Attila with ERE vs Sassanids GEM at max settings:
    http://youtu.be/jFYENvVpwIs
    Total War: Rome II Medieval Kingdoms Mod Gameplay: http://youtu.be/qrqGUYaLVzk

  10. #10

    Default Re: DarthMod Empire

    Good to hear that you'll be modding Empire.

  11. #11
    Argent Usher's Avatar [sɪθlɔ:d]
    Join Date
    Jun 2007
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    Berlin/Germany
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    1,240

    Default Re: DarthMod Empire

    Have you recharged your lightsaber and are you ready for a duel.


    Here are some AI behaviors for fixing:


    • Pathfinding in general and especially on bridges and other narrow passages.
    • In a battle the AI artillery (RtI; Quebec) shot constant the direct fire line but they destroyed by this his own fortress.
    • In another battle the enemy ignores several minutes my own artillery fire (stand alone, was already damaged/wounded) some of the enemy units were already almost in the melee with the unit but the unit doesn't count as worthy for an attack. (next is similiar)
    • In my last battle i thought "Wow the AI is clever..." because all of the enemy units retreat from the starting position and took cover behind a wall. Well i moved my army straight forward in some smaller groups, then the AI made two silly counterattacks with 2 inf units and i killed the inf with my cav easily. I moved my cav in the back of the enemy army and because i had for my first time a dragoner unit i wanted to test the unit. I saddled from the horses and moved the unit closer to the enemy - AI no reaction. I came in range of fire - AI no reaction. I killed the first men with a volley - AI no reaction. I shoot completely out of ammo - AI no reaction. The AI is so *****. The dragoons got 2 exp levels in the battle.


    Good to see you back my ol'master. A.U.
    Those who dream by day are cognizant of many things that escape those who dream only at night.” Edgar Allan Poe

  12. #12

    Default Re: DarthMod Empire

    Adding new ones. I simply say it again.... Despite the list of incosistencies, which start to become more and more, the game looks, feels and plays wonderfully.... overally. I suggest you all go out, buy and play it and do not hear the grumbles. This is a game legacy which we must defend. No other game company has offered something of this magnitude. All these years I expected someone.... no one.

    I do not have any profit in this and those who know me more and as well of the situation of my long modding absence, can verify it.


    ---edit @Argent Usher

    Yes my lightsaber is ready ... but not for dueling... I will open new gameplay doors (Like in the movies).

  13. #13
    Remo's Avatar Campidoctor
    Join Date
    Nov 2006
    Location
    Texas
    Posts
    1,603

    Default Re: DarthMod Empire

    ALL hail Darth Vader!!!

    Our one and only master!

    Can't freaking wait for a super balanced ETW via Darth mod.

  14. #14
    AnthoniusII's Avatar Μέγαc Δομέστικοc
    Join Date
    Feb 2007
    Location
    Thessalonike Greece
    Posts
    19,055

    Default Re: DarthMod Empire

    And so...the master of realistic battles is back!!!!!
    A long waited action...that was!
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  15. #15

    Default Re: DarthMod Empire

    Hey Darth its Great to have you back!
    I dont now if this problem can be resolved ot it could be called a "bug" , but if you Loose some dragoon Men , The Horses, also if they are Without someone who drive them , They charge , jump, and fling like if there is a driver .....
    Hope that you understand ...

    Greetings
    Lord Willy

  16. #16

  17. #17

    Default Re: DarthMod Empire

    1. Rakes and Gentlemen rarely increase in skill after successfull duels or missions.
    2. Hostile armies in your territory will get stuck there when you declare peace, untill you declare war again.
    3. 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
    4. Artilliry seems too inaccurate.
    5. Muskets range is very short.
    6. Attacking with a wide formation seem to cause only the men in the middle to fight, while the men on the flanks stand idly.
    7. General needs own abilities, like rally troops
    8. Certain factions refuse to trade or ally with you, regardless of how much they like you.

  18. #18
    RaduAlexandru's Avatar Civis
    Join Date
    Apr 2008
    Location
    Bucharest ` Romania
    Posts
    171

    Default Re: DarthMod Empire

    I can't signal any major problem with the AI besides those already mentioned but I do feel frustrated about the ability to capture a whole province by taking only the capital. I think a much more realistic aproach would be to capture all towns in a province plus all it's forts and ports in order to be able to control that province. I hope something on this lines will be included into your mod.

    Also another fact - the pirates - if you take out their homeland as I did they are gone - forever - this I think is a major problem and should also be adressed. There simply is no point in having more than 1 single fleet to shuttle troups if you do blitz wars and could resist a naval blockade for 2-4 turns on your trade routes by others.

    edit: ah no- I do remember one major problem with the ai and the battle formations - the curent ones simply can't take advantage of the star forts as they should at least that's my opinion and some new formations plus the expansion of the "frontline" to include the bastions should also be made
    Last edited by RaduAlexandru; March 10, 2009 at 09:13 AM.

  19. #19
    GTFO. Jamie's Avatar Decanus
    Join Date
    Jan 2009
    Location
    Oxford, UK
    Posts
    584

    Default Re: DarthMod Empire

    AI wont use formations.

    They will start off in a line, but continiously reorganise their forum and normally just march off in a big random formation in your general direction.

  20. #20

    Default Re: DarthMod Empire

    Cannot say about the last. Seems not random to me but ineffective in some occasions.

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