i had one battle where i peppered Galleon with my 50gun 4-rate and 5-rate ( i renamed them in my files, so 5-rate is former 6-rate, and former 5-rate is 50 gun 4-rate.. just dont want to confuse you..) from max range, and i did only relative damage to it (few sail hits, some hull hits, but ship was still green/white), then i closed in, dimasted it with chainshots and then fired broadside into rear. Galleon surrendered. I find that behavior (surrender) quite realistic - if you cant move and enemy is behind and fired into your back, and is ready to fire again, every captain in the world would surrender. (So I also vote for bigger morale penalty when fired from back, with high dispersion, it would be not possible to rout enemy by fire at back from long range, because only very few shots will hit to cause enough of damage/panic, but if you fire from close range... its a different story...)
Last edited by JaM; June 03, 2009 at 10:34 AM.
here is that exported file:
i really enjoy that increased disperion for artilery (from 50 to 100). Cavalry is now slightly more survivable, at least its not that easy bombard them into dust on long range.. (i spend few minutes firing at native mounted gunmen at almost max range with my 12pdrs after maybe 10-15 salvos i managed only one hit killing aobut 5-6 horsemen)
whole artilery fire is littlebit wierd - cannons are instantly aimed at running target hitting them precisely - if such hit happens to cavalry trying to flank you, cannonball will almost everytime kill whole one rank... and with small dispersion, other shots will hit pretty close killing the rest of unit..
v1.40 is ready. This should take care of all remaining compatibility issues with ETW 1.3 patch.
Note that because of the changes in ETW v1.3 patch and in the latest TROM updates, it is recommended that you start a new campaign after installing TROM. Campaigns that were started with older versions should not result in game crashes, but will contain unit recruitment inconsistencies.
That's right. They use the generic infantry model. You'll find that, with few exceptions, AOR units can only be recruited by major nations. This was a necessary step to avoid inconsistencies (e.g. when a new nation arises it would still recruit the old nation's units instead of its own). You won't really notice the difference unless you look into the db files
On a sidenote the standard line infantry units minor nations now use are much weaker then the AOR line infantry version of that nation. This makes minor nations a bit weaker. Maybe some adjustments here?
I thought making minor nations "weaker" is a good thing. They are already stronger than vanilla: they can all recruit heavy cav and grenadiers. In the past I felt there were too many "Reserve units" from the minor nations. Also, some nations like Courland and the emerging minors only had "Reserve units". This is gone now. We'll see how it goes, but I am hoping that we'll see major nations expanding more.
For the submod it shouldn't make much difference. They still use the same skins. If you're adding more units, just make sure that e.g. when Hessen arises it doesn't keep recruiting Westphalian regiments.
Anyway, I'll check the unit stats but the difference should be minimal (they are using the old "Reserve unit" stats).
Until we make separate units for all nations (including emergents), this is the best way to do it I think.
So wait what?
What would the Knights of St. John get if they conquered say, Austria proper or Bavaria?
I'm holding off playing a new game until the minor factions submod gets updated so I can play that faction to see how they handle.
I have a minor concern - closed in spoiler tags as I find it makes the naval battles a little too easy.
Spoiler Alert, click show to read:
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