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Thread: Empire Realism | Feedback + General Discussion (until incl. 3.7, defunct thread)

  1. #181
    TWmadman's Avatar Senshi
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    Default Re: Empire Realism

    can i use mod manager to play this mod?

  2. #182
    DaVinci's Avatar TW Modder Since 2005
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    Quote Originally Posted by Rozanov View Post
    Herewith a loading screen at 1440 width.

    battle of Poltava

    Attachment 52075


    I've got a couple of other paintings I can also use.

    here's Rubens turks and poles at 1200 width

    Attachment 52076

    and a different view of the Battle of Poltava at 1020 width

    Attachment 52077

    feel free to resize

    let me know of any text changes you want


    Cool work, and thanks a lot.

    They are very cool as loading-screens, but then we would have to exchange all vanilla screens with this style of pictures. If you are up to this task, then go on ... i just don't like a mix of pic-designs (vanilla and yours).

    Quote Originally Posted by TWmadman View Post
    can i use mod manager to play this mod?
    I don't know, but i guess so. I personally just use the user-script file.

    EDIT

    For the ones who don't know it: Here is the forum/thread about the upcoming changes with the follow-up release (extract)
    http://www.modrealms.com/forums/show...96&postcount=5
    Last edited by Astaroth; August 18, 2009 at 12:13 PM. Reason: merged double post
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  3. #183
    Gorrrrrn's Avatar Citizen
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    Default Re: Empire Realism

    Yes you can use mod manager to play this mod.

    It's how I got it started anyway.

    (run mod manager

    uncheck show all pack types - that shows just the mods

    tick emod.

    then click on the Launch icon.))

    re loading screens - how many would you need and at what resolutions?

    I can probably grab a few more battle scenes.

    I'd like to improve the text but I've only got paint.net installed atm.

  4. #184
    DaVinci's Avatar TW Modder Since 2005
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    Default Re: Empire Realism

    Quote Originally Posted by Rozanov View Post
    re loading screens - how many would you need and at what resolutions?

    I can probably grab a few more battle scenes.

    I'd like to improve the text but I've only got paint.net installed atm.
    Rozanov, you are welcome to join our team if you can provide such stuff by yourself. Unfortunately we have no time/capacity to take care of this department.
    So maybe you are willing to learn the whole stuff for such 2d graphics and the implementation into the mod?

    ---

    Additionally i would like to ask for help in the unit-skinning department: We need a team member or freelancer who can provide us early Line Infantry for all factions.
    Just in case, apply this thread: http://www.modrealms.com/forums/showthread.php?t=1262
    Last edited by DaVinci; August 16, 2009 at 09:14 AM.
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  5. #185
    Ikko-Ikki
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    Default Re: Empire Realism

    Hey,

    i started campaign with Prussia, but for some reason i get +10000 gold each turn + the profit i make according to my "balance" (+- 3500 gold)

    is this normal?
    if so how can i "delete" the +10000 gold i get each turn?

  6. #186
    Gorrrrrn's Avatar Citizen
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    Default Re: Empire Realism

    I'll have to leave 2D art and unit skinning to those who know about such things.

    I am limited in what I can do due to disability - I can mange to grab existing images, re-size and apply text,
    but doing original art or image manipulation is beyond my capabilities.

  7. #187
    DaVinci's Avatar TW Modder Since 2005
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    Quote Originally Posted by Vlaanderen Vrij View Post
    Hey,

    i started campaign with Prussia, but for some reason i get +10000 gold each turn + the profit i make according to my "balance" (+- 3500 gold)

    is this normal?
    if so how can i "delete" the +10000 gold i get each turn?
    Lol ... not normal. I assume you have a mix of mods, which messes up your game.
    However, i'll check Prussia soon to take a look if i get as well money-gifts, what is normally only due for the AI

    Quote Originally Posted by Rozanov View Post
    I'll have to leave 2D art and unit skinning to those who know about such things.

    I am limited in what I can do due to disability - I can mange to grab existing images, re-size and apply text,
    but doing original art or image manipulation is beyond my capabilities.
    Ok, you can provide/contribute what and when you like - we'll see how or of we can apply those works in future. Thanks anyways.
    And btw., you can join the team as beta tester if you want, check the according thread on our MR form.
    Last edited by Astaroth; August 18, 2009 at 12:14 PM. Reason: merged double post
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  8. #188
    Ikko-Ikki
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    Default Re: Empire Realism

    Quote Originally Posted by DaVinci View Post
    Lol ... not normal. I assume you have a mix of mods, which messes up your game.
    However, i'll check Prussia soon to take a look if i get as well money-gifts, what is normally only due for the AI
    Thx for the respons, i restarted campaign with prussia and now i dont get the +10000 no more ... strange

    is there any way how i can adjust the tech tree (i want square formation, but no platoon fire)

  9. #189
    Gorrrrrn's Avatar Citizen
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    Default Re: Empire Realism

    Herewith some more Empire Realism screens

    Uses an 18th century style typeface from here:
    http://www.orbitals.com/self/ligature/ligature.htm

    text properly centred on screen.

    images either 1200 or 1440 width

    battlescreens2.7z

  10. #190
    Ikko-Ikki
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    Default Re: Empire Realism

    Since i installed this mod i experience crashes during battles

    i deinstalled it and now i have it too in the vanilla version

    i have to fight every battle 2 times now :p

  11. #191
    DaVinci's Avatar TW Modder Since 2005
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    Default Re: Empire Realism

    Quote Originally Posted by Vlaanderen Vrij View Post
    Since i installed this mod i experience crashes during battles

    i deinstalled it and now i have it too in the vanilla version

    i have to fight every battle 2 times now :p
    I never have crashes, not in the campaign nor in the battle mode. Empire Realism is stable on my pc.

    If you "deinstall" the ER mod, you have simply to adjust your modmanager or the user-script (disable the ermod.pack file), then no ER file is active anymore.
    Plus, of course you have to move out the ermod_text.pack file from the data folder.

    If you then still experience crashes, then they are due to something else, at least not caused by ER files. ER files don't change your Empire vanilla files.

    Anyway, the ER files demand quite some pc-power due to the implemented graphical/audio mod files and the higher troop-number. If you run a low / medium pc, then that might be the cause.

    And, just in case you run any other mods together with ER, i can't say anything if this will mess things up.
    Last edited by DaVinci; August 17, 2009 at 10:29 AM.
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  12. #192
    Cromagnon2's Avatar Kihei
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    Default Re: Empire Realism

    This looks like a great mod, I am very restless that i can't try it out now because i am in the middle of a good vanilla campaign.

    Are you planning to release the 0.70 version after CA releases 1.4 patch so it will be compatible, that would give me a reason to wait.

    thx

  13. #193
    DaVinci's Avatar TW Modder Since 2005
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    Default Re: Empire Realism

    Quote Originally Posted by Cromagnon2 View Post
    This looks like a great mod, I am very restless that i can't try it out now because i am in the middle of a good vanilla campaign.

    Are you planning to release the 0.70 version after CA releases 1.4 patch so it will be compatible, that would give me a reason to wait.

    thx
    Atm., i plan to release a version 0.68 quite soon (perhaps this week), that contains everything that is listed in the changelog of our MR forum thread, unless it is stated as future plan (like early and late Line Inf - there we need a capable skinner to realise it). The later 0.70 version release will contain then the latest development-changes entirely based on 0.68 and its fixes.

    I don't wait on CA's 1.4 patch. Our release is quite independent from CA patches.
    Anyway it will be compatible with the 1.4 patch by CA, unless they have changed the whole code/file system, what i don't expect (i hope so)
    Our mod generally only requires to start a new campaign.
    Last edited by DaVinci; August 17, 2009 at 01:59 PM.
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  14. #194
    Gorrrrrn's Avatar Citizen
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    Default Re: Empire Realism

    Been playing a P-L campaign.

    Noticed that:

    smoke is poorly implemented, inasmuch as there are definite horizontal streaks - more obvious in sea battles.
    (can look good btw but the glitches are a pain)

    cannonballs - have these had their visibility reduced?
    I'm finding far more difficult to spot fall-of-shot, and most often can't spot the cannonballs at all.

    was firing saker and demi-cannon batteries at an ottoman fort - only rarely saw the balls hit the wall (or fly over)
    also in field battle I was firing at a garrisoned house, saw the damage slowly increase but balls saw I none.

  15. #195
    DaVinci's Avatar TW Modder Since 2005
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    Default Re: Empire Realism

    Quote Originally Posted by Rozanov View Post
    Been playing a P-L campaign.

    Noticed that:

    smoke is poorly implemented, inasmuch as there are definite horizontal streaks - more obvious in sea battles.
    (can look good btw but the glitches are a pain)

    cannonballs - have these had their visibility reduced?
    I'm finding far more difficult to spot fall-of-shot, and most often can't spot the cannonballs at all.

    was firing saker and demi-cannon batteries at an ottoman fort - only rarely saw the balls hit the wall (or fly over)
    also in field battle I was firing at a garrisoned house, saw the damage slowly increase but balls saw I none.
    Thanks, we have implemented the Smoke mod, so i assume those things are caused by some certain changes in the concerning smokemod files. Regarding the canon-ball trails, they are reduced via a certain file of the Smoke mod. But i personally can see the balls always when they fly their arc.

    Anyway, atm. we have another development focus than pure visual or audio effects (we'll try to adress such "cosmetics" later) - nonetheless i think compared to vanilla the mod offers already a lot improvements in the visual and audio parts of the game.

    Our main dev focus is to balancing the game around historical-realism aspects.
    Last edited by DaVinci; August 18, 2009 at 12:06 PM.
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  16. #196
    Gorrrrrn's Avatar Citizen
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    Default Re: Empire Realism

    Continuing P-L short campaign (didn't intend playing short campaign, just sort of stumbled into it ...)

    Battles: have muskets been reduced in accuracy? Seems that lines of infantry stand right opposite each other for ages, unable to kill each other.
    After a while I get bored and order a bayonet charge just to finish the battle off.

    Morale - fighting fort battles - can anything be done about the AI filling the rampart opposite human player's forces with infantry -
    1 / 2 units would suffice but you can get 8 or more on one wall.
    If they're on the wall facing artillery it's too easy to shoot out the walls next to the gate and leave the defenders stranded.
    You then send your infantry round the back and over the wall.
    Better the AI spread out its defenders.

    Morale - are defenders supposed to have infinite morale?
    even armed populace stand and fight to the last man.
    (it's unlikely they'd be so fanatical.)

    open field battles.
    I've mentioned elsewhere but can horse artillery be stopped from behaving like heavy cavalry
    - ie charging up to my infantry and trying to fire at point blank range?

    (These may all be vanilla problems btw - but can they be fixed?)

    As for CTDs (not your problem) but I get them after 2-3 hours or during the 3rd or 4th battle.

    I suspect it's a Vista 32-bit 4GB RAM problem. the game engine simply doesn't handle memory properly.
    Even using progs to release memory don't solve the problem,
    the game engine moves stuff or writes to it in the wrong location after a while and the game falls over.

  17. #197
    DaVinci's Avatar TW Modder Since 2005
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    Default Re: Empire Realism

    Continuing P-L short campaign (didn't intend playing short campaign, just sort of stumbled into it ...)

    Battles: have muskets been reduced in accuracy? Seems that lines of infantry stand right opposite each other for ages, unable to kill each other.
    After a while I get bored and order a bayonet charge just to finish the battle off.

    Morale - fighting fort battles - can anything be done about the AI filling the rampart opposite human player's forces with infantry -
    1 / 2 units would suffice but you can get 8 or more on one wall.
    If they're on the wall facing artillery it's too easy to shoot out the walls next to the gate and leave the defenders stranded.
    You then send your infantry round the back and over the wall.
    Better the AI spread out its defenders.

    Morale - are defenders supposed to have infinite morale?
    even armed populace stand and fight to the last man.
    (it's unlikely they'd be so fanatical.)

    open field battles.
    I've mentioned elsewhere but can horse artillery be stopped from behaving like heavy cavalry
    - ie charging up to my infantry and trying to fire at point blank range?
    Are you sure you have installed only ER ? Most points appear unknown to me.

    However i can't remember exactly how 0.66 plays out ... working just all the time on the mod and playtest it.

    Version 0.68 release is due in some minutes.
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  18. #198
    DaVinci's Avatar TW Modder Since 2005
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    Default Re: Empire Realism

    Released: Version 0.68.

    See first post.
    Last edited by DaVinci; August 19, 2009 at 03:20 PM.
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  19. #199
    Gorrrrrn's Avatar Citizen
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    Default Re: Empire Realism

    Cool - have Dl'd.

    any chance we can give Mysore rocket artillery?

    as per http://www.twcenter.net/forums/showt...03#post5809403

    --------------------------------

    Hi

    quick feedback on the first few turns of a P-L campaign. using 0.68 Empire Realism.

    good news is the game installs and plays fine.

    problem is that fort battles are borked.

    Removing grappling hooks from infantry without replacing by scaling ladders means the only way into a fort is by blowing holes in
    the walls. Sadly this basic idea is beyond the AI. It sits there outside the fort for an hour firing at the front gate (which is
    indestructable.) Damage to walls that are destructable is more by accident than design. The fort cannon can't hit anything, and in
    one battle where the Prussians were failing to attack one of my forts they suffered more from friendly fire than by my wall cannon.

    (For some reason, although the Prussians only suffered a total of 13 dead before they withdrew, the after battle screen showed
    them suffering 1472 (approx 2/3 of their army) casualties, evenly distributed among my troops, none of whom had fired a musket
    or left the fort.)

    Attacking on H/H now becomes a nightmare. Even with 2:1 superiority and killing half the garrison with my artillery I still couldn't
    capture Riga - twice. Problem is due to several causes but can be summarised as:

    Due to unit size (large) and pathfinding issues, attacking units cannot deploy inside forts quickly enough to fire at defenders, if
    there's any defenders around. The defenders (correctly) attack and attackers are then forced into melee. The morale bonus from
    fortifications, difficulty level, general nearby, plus being fresh (whereas attackers are often tired) means attacking units rout very
    easily. Defenders it seems will fight to the last man. I also ran out of time twice, due to the time to takes to make some holes in
    the wall and advance to enter the fort, without standing in the open getting shot at. Also with only one side of the fort to defend,
    defenders can ignore the other walls and deploy in the courtyard.

    At least in early stages of campaign when you have only fixed artillery and no grenadiers, (ditto AI factions) the game is not going
    to be much fun. Once you have mobile artillery, grenadiers etc, the game will revert to being more playable. Assuming people are
    willing to wait that long.

    Suggest that in the absence of a workable alternative that grappling hooks be re-instated, so that infantry can attack without
    waiting for the walls to be knocked down.
    Last edited by Gorrrrrn; August 19, 2009 at 08:20 PM. Reason: more info

  20. #200
    DaVinci's Avatar TW Modder Since 2005
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    Default Re: Empire Realism

    on H/H now becomes a nightmare.
    I always play on H/H, and i have always my fun, huge fun.

    Attacking a fortification shall be hard for the AI and the human player, this only seconds the realism - even with all the issues that Empire provides us.

    And btw., i personally don't attack a fortification if i can avoid it, usually i wait until they surrender or formerly attack me

    The AI makes it in the same way, they siege until surrender, and this in fact much more realistic than the wall-climber-battle.

    Actually i don't see the big problems that you have with that design. And imo. everything is better than the grappling hooks applied in this game for the siege situations.

    Probably i will also remove the grap-hooks from the Grenadiers, as they might mess up their situation in the hands of the AI, means waste their lifes entirely.

    However my tip is you should try to play battles in the field than with fortifications
    Last edited by DaVinci; August 19, 2009 at 11:10 PM.
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