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Thread: Check and Mate: Battle Mod for ETW

  1. #1

    Default Check and Mate: Battle Mod for ETW

    Check and Mate



    Battle Mod For ETW
    V0.1
    by Jelme and Fedakyn


    This modification's main goal is to make multiplayer and single-player battles more exciting and more balanced. It does not focus on the single-player campaign, but rather on skirmish battles with the AI and more importantly multiplayer battles between players. Though this battle mod can, of course, be used in a campaign.

    General Features-


    *All land unit stats changed

    *Cost adjusted on all units to reflect their relative strength on the battlefield (generally cavalry and line infantry has been decreased in cost while specialty infantry cost has been increased)

    *Range increased for nearly all units, average line infantry range is now 85.

    *Accuracy increased for musketry units in order to make musket fire more deadly

    *Melee - Range balance reworked to prevent all-melee armies (like hordes of pikemen) from winning against a more balanced force.

    *Cavalry charge increased generally across the board; now charges are more effective in order to compensate for the increased infantry defense.

    *Artillery accuracy and range increased to make them more deadly on the battlefield.

    *Artillery balance reworked to decrease the effectiveness of howitzers compared to 12 pounders

    *Unique and distinct line infantry stats and unit count for all major factions

    *New Factions added to provide more options.

    *Unique Line Infantry added for Venice and Denmark

    *All units now take 1 turn to build in the campaign and the unit cost changes are also applied to the campaign.

    A more extensive changelog will be posted by Fedakyn following this post.

    Possible Upcoming Features-

    *New unique unit types for new factions

    *Further balance changes on units as need arises

    *More extensive campaign changes


    For now our primary goal is properly balancing units for multiplayer and single player skirmish land battles. Consequently, this will be our main focus with further updates. Suggestions for balancing are welcomed and will be considered significantly.


    Compatibility with other mods is currently being tested and will be released soon.


    Without further ado, here is the .pack file. Other formats for the mod will be posted soon.


    *New link that works 4-6-2009*

    Check and Mate mod pack

    And here are the individual files if you want to pack it yourself or edit it to your heart's content

    Check and Mate db files

    UPDATE 4-25-2009.
    Here is the new version; Check and Mate 1.1

    The change list is below. Enjoy!


    • Morale optimized, and generally lower than in 1.0; morale is still higher than in vanilla but now units refuses to rout a lot less.
    • Ammo Increased to historical levels, the increased gunfire also required an increase in ammunition for prolonged engagements.
    • Upkeep Reworked. It is now higher than in 1.0 but lower than in vanilla. (around 1/3 unit cost) Larger numbers of armies are still possible, but require more economic development.
    • Provincial Police: Provincial cavalry, Cossacks, and some other select units now fulfill one of their primary historical roles: maintaining public order.
    • Fatigue altered to allow greater variance between morale states. Units now more gradually increase in fatigue and can truly experience all morale states!
    • Base reload speeds altered to refine the musketry system. Matchlock guns now actually fire slower than flintlocks etc…
    • Other minor unit changes to optimize balance, history, and interest (take a look at the Vouix line too)


    New Version, Check and Mate 1.22. A change log will be posted shortly. Enjoy!

    http://www.megaupload.com/?d=MERP8OV3



    Check and mate update!!!!!

    We are now 1.3 patch compatible. Moreover, as a gesture of gratitude towards everyone's patience I have now gone through every statistically relevant land combat file, have done hours of historical research with the intent of making the factions more unique, and then rebalanced everything for the changes. This means a lot of changes, additions and tweaks to hopefully provide the best version of the mod to date, one fully set for historical and multiplayer play. So please download and enjoy check and mate The Complete and Comprehensive land combat mod!

    Download here: http://www.megaupload.com/?d=2RH6EM1Z

    The patch dot pack version (for easy multiplayer use): http://www.megaupload.com/?d=QPLS43DZ
    *note if using the patch.pack file make sure to back-up the original. Also it may also cause multi-mod compatibility issues.

    Next I will be fitting the mod for the recent DLC units, a process that is starting when i finish typing this

    cheers!

    Fedakyn
    Last edited by Jelme; August 04, 2009 at 04:09 PM.

  2. #2

    Default Re: Check and Mate: Battle Mod for ETW

    Check and Mate Change log


    • Fatigue has been reworked. Now running actually makes you tired and resting restores energy. This should make ore a more dynamic use of movement as well as reflect actual fatigue.
    • As with any good tactics game, flanking matters. Here flanking and rear attacks are more devastating and rear attacks cause morale shock.
    • Platoon fire made useful again: Units with this innovative tactic can now fire more effectively than others.
    • Long range fire weaker- At extreme ranges units now miss more. These make for more dynamic unit tactics as well as reflect the historical accuracy of gunpowder units. (at 100 paces a man could only hit a horse sized target 53% of the time)
    • Square formation is now much more effective against cavalry. Historically it WAS meant to defeat cavalry and rarely failed at doing so.
    • Calibration Altered: now howitzers and mortars are more inaccurate, not simply due to unit stats but due to their ability to hit moving targets at range. Try it out and enjoy.
    • Misfire increased to historical level, this is not a major change, but it is reflective of the tools of war used in this game. 4% misfire for flintlock is an example.
    • New faction’s added - (Afghanistan, Cherokee, Courland, Mughal Empire, Iroquois, Denmark, Hungary, Scotland, Venice, Westphalia) Now certain minor factions, including Native American factions, can be played in multiplayer. These new civs can have some fairly unique battle strategies as well.
    • Ranged increased across the board. Now canons can fire at realistic ranges and right from the start of a battle. (600 standard range, 500 for howitzers with range variable based on cannon type). Muskets and rifles also have greater and more historically accurate range averaging a 40% increase and more for rifles.
    • Canister weakened: Canister proved far too often to be the only useful aspect of artillery. Now round-shot is more useful and canister, while still powerful, is not the purpose of said units.
    • Projectile velocity increased very slightly: this was a minor change with little tactical effect, but it does make musket fire look sharper.
    • Unit cost completely re-balanced based on a rather detailed statistical algorithm. This greatly improves game balance and allows battles to be more about strategy and less about knowing which units are better. There is also a notable moderation of unit cost across the board, making spam armies difficult and making near full stacks very possible. (Note that elite units are not overpowered).
    • Grenadiers were the same size as normal battalions historically. Here the unit size is smaller to preserve balance, but their unit size has gone up by 50%. They also did not use grenades, and these silly weapons have been thus eliminated.
    • Lights now have more men to reflect their greater numbers and prevalence in battle; rifles still have low unit size.
    • Unique units are now more distinct and versatile when compared to their vanilla counterparts. EX: British line now reloads faster than French line, but the French have the edge in melee. Try out the possibilities.
    • Morale has been improved slightly. I know this is a controversial move, so allow me to explain. Historically, men did route quickly. However, mass routes are horrible for strategic game play, as a few tricks to make a couple of unit’s route and can end an otherwise tactically interesting battle. Now units will still route when pressure is applied, the army will just not randomly flee in terror.
    • Reload speed has been generally increased. Prussian line could, in 1790, fire 4 round a minute, now they can. In general, reload speeds have been made both faster and more historically accurate.
    • Accuracy slightly increased. This makes units more devastating at point blank fire; remember that they are still weaker at long range.
    • Melee: Charges have been increased so as to be made useful. Defense has also been increased. This, in play-testing, does not make combat much slower in melee than at range. It does, however, allow more time for tactical maneuver and response.
    • Generally: factions units have been made as historical as possible while maintaining balance. EX: Cuirassiers now behave like armored cavalry rather than their more offensive counterparts. Indeed, there are dozens of changes here that can be enjoyed by all.
    • Melee is no longer the God of battle, yes in vanilla pike armies could conquer the world. Now they have their uses, but do not reign supreme. In general balanced armies will win the day. This has been tested and shown true on multiple occasions. If anyone finds an exception it will immediately be rectified, but I do not find such an exception probable.
    • Unit recruitment now takes 1 turn and upkeep is cut to 1/4-1/5 unit cost Now Campaign armies are much easier to sustain and there is a reason to build elite units. This may need to be tweaked after more testing

    Cheers!
    Last edited by Fedakyn; June 20, 2009 at 06:13 AM.

  3. #3

    Default Re: Check and Mate: Battle Mod for ETW

    This mod looks fantastically well balanced. I really encourage people to try it out.

  4. #4

    Default Re: Check and Mate: Battle Mod for ETW

    Been playing with it for about an hour already , so far so good . It really balances the playing field .
    "In the early days he lived life with his eyes un-open ,
    conditioned to always go quietly . One day his father went
    off to war . To fight a war for something that is not worth fighting for .
    A forceful pry at his eyes to see a beautiful world has been taken from you and me .
    'This is killing me', he said to his mother . 'Is this the true face of humanity ?'"
    - Verse , Story Of A Free Man - Chapter 1 : The End Of Innocence

  5. #5
    jnecros's Avatar Miles
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    Default Re: Check and Mate: Battle Mod for ETW

    Looks great thanks!

  6. #6

    Default Re: Check and Mate: Battle Mod for ETW

    do Native americans still go invisible?

  7. #7

    Default Re: Check and Mate: Battle Mod for ETW

    This one sounds good I might give it a try after playing a little more vanilla of the game.

  8. #8

    Default Re: Check and Mate: Battle Mod for ETW

    Quote Originally Posted by misguidedmartyr View Post
    do Native americans still go invisible?

    Nope they work fine. They are visible and playable in skirmish. Glad to hear everyone's liking it so far.

  9. #9

    Default Re: Check and Mate: Battle Mod for ETW

    if grenades are removed from grenadiers, whats their difference with line infantry?

    this mod looks overall good. does this interfere with darthmod?
    Last edited by jumong; April 01, 2009 at 05:14 AM.


  10. #10

    Default Re: Check and Mate: Battle Mod for ETW

    Quote Originally Posted by jumong View Post
    if grenades are removed from grenadiers, whats their difference with line infantry?

    this mod looks overall good. does this interfere with darthmod?
    Historically grenadiers did not carry grenades, they where kind of elite line infantry used a shock troops.

    This mod looks quite interesting (I am a bit unsure about the name though) - but I'm afraid I am mid campaign using the Balance of Power mod so I can't try it out right now. I don't know why you would want to decrease unit cost/upkeep. It is too cheap already in vanilla - there ends up being millions of full stacks running around the campaign map. I like the way Matte has done things in Balance of Power.
    Last edited by Tharros; April 01, 2009 at 07:16 AM.

  11. #11

    Default Re: Check and Mate: Battle Mod for ETW

    i thought the cost is just right but i do welcome lower cost changes. AI doesnt make alot of full stacks mostly just a max of 3 full stacks


  12. #12

    Default Re: Check and Mate: Battle Mod for ETW

    Quote Originally Posted by jumong View Post
    if grenades are removed from grenadiers, whats their difference with line infantry?

    this mod looks overall good. does this interfere with darthmod?
    They were more like Shock Infantry used to break the back of the enemy with in melee. You could only become a Grenadier if you met a certain height and strength requirement.

  13. #13

    Default Re: Check and Mate: Battle Mod for ETW

    i see. thanks kaiser. so the grenadiers in the game just use their muskets now? no stat change?


  14. #14

    Default Re: Check and Mate: Battle Mod for ETW

    Quote Originally Posted by jumong View Post
    i see. thanks kaiser. so the grenadiers in the game just use their muskets now? no stat change?
    Nope they as well have had their stats changed to account for their increased unit count (to 90 men on large I believe) and also received a defense bonus like the line infantry in the game.

  15. #15

    Default Re: Check and Mate: Battle Mod for ETW

    Quote Originally Posted by Fedakyn View Post
    • Grenadiers were the same size as normal battalions historically. Here the unit size is smaller to preserve balance, but their unit size has gone up by 50%. They also did not use grenades, and these silly weapons have been thus eliminated.
    Wow an actual historically accurate mod for a change? Amazing. I can't understand why the "big 2" mods refuse to remove these ridiculous grenades, it's like refusing to remove flaming pigs from RTW.

    I hope they correctly possess higher charge/melee stats than regular line infantry since they were just taller/stronger soldiers selected from normal army ranks. Otherwise looks good, definitely trying this out.
    Last edited by ZKnight; April 01, 2009 at 05:11 PM.
    ETW ship combat with pirate rap:
    http://www.youtube.com/watch?v=4SyN0QdEZyA

  16. #16

    Default Re: Check and Mate: Battle Mod for ETW

    Here are the individual modified files for using this mod with other mods. You simply have to use Lt. Chamber's File Pack Manager to put them in any other mod you are currently using. It has already been tested with Darth Mod and works fine, though it replaces his formations and specific battle stats. His AI and Naval changes work fine however.

    You can get the files here: Check and Mate individual files

    A note on grenadier statistics, just to clarify things: their melee stats have all been increased along with their unit size. Their musketry has been weakened however, along with grenade removal.

    Lastly a note on the campaign cost structure: this is in beta and I am thinking about editing it. any feedback would be appreciated.
    Last edited by Fedakyn; April 01, 2009 at 05:35 PM.

  17. #17

    Default Re: Check and Mate: Battle Mod for ETW

    ahh thanks fedakyn. darthmods AI changes are just those that matter to me.


  18. #18

    Default Re: Check and Mate: Battle Mod for ETW

    Quote Originally Posted by Fedakyn View Post
    • Grenadiers were the same size as normal battalions historically. Here the unit size is smaller to preserve balance, but their unit size has gone up by 50%. They also did not use grenades, and these silly weapons have been thus eliminated.
    • Lights now have more men to reflect their greater numbers and prevalence in battle; rifles still have low unit size.
    Thats odd , my grenadier units still have grenades . Also , both my grenadiers and light infantry are still at 40 men per unit . (Im playing it on medium .)
    "In the early days he lived life with his eyes un-open ,
    conditioned to always go quietly . One day his father went
    off to war . To fight a war for something that is not worth fighting for .
    A forceful pry at his eyes to see a beautiful world has been taken from you and me .
    'This is killing me', he said to his mother . 'Is this the true face of humanity ?'"
    - Verse , Story Of A Free Man - Chapter 1 : The End Of Innocence

  19. #19

    Default Re: Check and Mate: Battle Mod for ETW

    Quote Originally Posted by somerandomMinja View Post
    Thats odd , my grenadier units still have grenades . Also , both my grenadiers and light infantry are still at 40 men per unit . (Im playing it on medium .)
    That's very bizarre. Are you playing it with another mod that changes unit stats? It's possible another mod could be overwriting the files. Another option is to try the core files we uploaded here and pack them into a clean patch.pack.

  20. #20
    gary's Avatar Domesticus
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    Default Re: Check and Mate: Battle Mod for ETW

    does one have to start a new campaign when intalling your mod? sounds very intersting

    this is my mods....i had the same problems with darths everything seemed to be working other than the unit size?
    Last edited by gary; April 26, 2009 at 10:49 AM.
    My Granfather Frederick Avery.Battalion Boxing champion. Regiment.The Kings Own Yorkshire Light Infantry. dorcorated D.C.M. M.M.
    campaigns

    (India.1930) (Norway 1940) (Fontenay le Pesnil) (North-West Europe1944-45) (Argoub Se!lah)
    (Sicily, 1943 Salerno) (Minturno) (Anzio Gemmano Ridge)
    "Burma, 1942"
    My grandfather was a hero, modest, quiet and wounded twice, in hand to hand combat at Casino Italy.

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