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

  1. #141
    MorganH.'s Avatar Finis adest rerum
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    Default Re: Empire Realism

    Mighty interesting,ill be checking this out for sure!
    +rep
    greetings

  2. #142
    fireship4's Avatar Shashu
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    Default Re: Empire Realism

    Was looking forward to this... started my new campaign and having great fun. The naval battles are especially good.

    Funny I was waiting for access to this and somethign else and both came along at the same time!
    "Can't waste a day when the night brings a hearse
    So make a move and plead the fifth 'cause you can't plead the first."
    RATM

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    excreta evulsum

  3. #143
    TWmadman's Avatar Senshi
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    Default Re: Empire Realism

    is it possible to make a version with YOUR changes only and one version with your changes + ALL PACKS like ornamentum, sound, smoke, flag etc...
    because i personnaly use non commander edition and it is not compatible if i take ornamentum as a simple exemple. moreover, the 0.66 version contains a version of ornamentum with some units which get "fire and advance" and we all know that it is been a long time since darth removed it.
    the problem with ornamentum pack, is that it s not only a skin pack, it gives new units.

  4. #144
    DaVinci's Avatar TW Modder Since 2005
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    Default Re: Empire Realism

    Well, the third party mods are integrated, and customised partly to match our design and file structure. However you can remove the ornamentum-parts by yourself with the PFM tool, as those are separate files in the pack (with ornamentum in the file-names). We create/offer a one-way-installation, there won't be different versions produced by us.

    Anyway if i understand you right, you wanna play Darthmod Non-Commander (vanilla troop numbers), but his content is different from our modfiles in the whole (every Darthmod base file is changed, with every release-version more, and a lot db files are added, except 2 files integrated from Darthmod 2.4, which are exact his codes - see the first post to get the background-info) - so i don't understand your approach really. To install our mod on Darthmod Non-Commander makes no sense at all, as you overwrite completely his mod, and vice versa it wouldn't make sense as well, because then it makes more sense to add all third party single mods into the data folder and run the usual user-script file for these mods. Generally, there is even no compatiblity between Darthmod and our mod file structure.

    On the other side, you can just open our mod with the PFM tool, and go into the db file unit_stats_land_tables ("with the next release the stats file will be even separated from the naval units" edit: ... no here i meant another file: units) and customise it to vanilla troop numbers - it's really easy if you have the vanilla troop numbers aware, it's just the first column in the file ("unit size").

    And, regarding the troop number theme: If you play our mod on Large unit size, then you have something between vanilla Ultra unit size and Darthmod Large/Ultra (the troop numbers are customised in our mod).

    As for the fire-and-advance attribute, we work on it to have it an effective drill (it is already more effective than in vanilla), no need really to have it removed. Historically, it was the drill of the french troops already at the start of the century, and they were very effective (in a future version, we plan to have it nearly from the start for the french professional troops - as real effective drill).
    Last edited by DaVinci; August 06, 2009 at 07:59 AM.
    TWC Wiki: List of TW Modding Contributions 2005-2011
    Release 12.2012: Third Age TW Realism+
    Release 04.2013: Rise of the Samurai Realism+


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  5. #145
    loet66's Avatar Kihei
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    Default Re: Empire Realism

    Hi Davinci,

    It seems that your mod will become really important.

    This is good news because I like your work.

    I'll try that.

  6. #146
    TWmadman's Avatar Senshi
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    Default Re: Empire Realism

    sorry i tought u still made your work as a darth mod sub mod.
    my bad

  7. #147
    GIMJ's Avatar Yari-hei
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    Default Re: Empire Realism

    This looks really interesting, I may give it a try in a few days. Good job! +rep

  8. #148
    ulsterbrit's Avatar Yari-hei
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    Default Re: Empire Realism

    this addon looks great tho i cant use it as when i do i lose the names of my units from AUM. is there anyway to fix this? thanks in advance

  9. #149
    DaVinci's Avatar TW Modder Since 2005
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    Default Re: Empire Realism

    Quote Originally Posted by ulsterbrit View Post
    this addon looks great tho i cant use it as when i do i lose the names of my units from AUM. is there anyway to fix this? thanks in advance
    You can "fix" this if you play without the AUM. Just change the user-script file accordingly, and move out the AUM text file from the data folder. This just if you wanna play the Empire Realism mod. If you wanna play AUM, just revert everything back - voila.
    TWC Wiki: List of TW Modding Contributions 2005-2011
    Release 12.2012: Third Age TW Realism+
    Release 04.2013: Rise of the Samurai Realism+


    Support: Greenpeace
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  10. #150
    DaVinci's Avatar TW Modder Since 2005
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    Default Re: Empire Realism

    Quote Originally Posted by loet66 View Post
    Hi Davinci,

    It seems that your mod will become really important.

    This is good news because I like your work.

    I'll try that.
    Hello, wait until we'll have the final version
    But even the next follow-up will have again more significant gameplay improvements etc.
    TWC Wiki: List of TW Modding Contributions 2005-2011
    Release 12.2012: Third Age TW Realism+
    Release 04.2013: Rise of the Samurai Realism+


    Support: Greenpeace
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    What's really more disappointing than dis-information and non-education?
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  11. #151
    loet66's Avatar Kihei
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    Default Re: Empire Realism

    Hi,

    I play actually France : amazing campaign !

    Simply the best mod I have ever played on ETW.
    I particularly like the changes on the tree search and the new muskets's sounds.
    Last edited by Ishan; November 23, 2010 at 05:09 AM. Reason: *ahem

  12. #152
    DaVinci's Avatar TW Modder Since 2005
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    Default Re: Empire Realism

    Well thanks on behalf of the ER team and everybody who is listed in the credits ... 0.66 has quite some things which need a fix ... we work on it (not real bugs, just a looot stuff that needs urgently improvements). For example in the meantime (internal) we have fixed the caribic pirateship mass-production, that bugged me since i started to play ETW, they won't have anymore unrealistic big warships to recruit.

    Btw., when i playtest the internal versions (while our lists of ToDo's grows always), i can't stop to play (to my luck i'm a free lancer).
    Last edited by DaVinci; August 06, 2009 at 06:40 AM.
    TWC Wiki: List of TW Modding Contributions 2005-2011
    Release 12.2012: Third Age TW Realism+
    Release 04.2013: Rise of the Samurai Realism+


    Support: Greenpeace
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  13. #153
    GIMJ's Avatar Yari-hei
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    Default Re: Empire Realism

    I was looking at the tools section and they seem to have the model converter almost up and running. So I was wondering, do you guys plan to creat custom models for this mod or will you only be doing some reskinning?

  14. #154
    Murakawa
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    Default Re: Empire Realism

    This mod is GREAT. i love how the battles feel, it amazing. any plan to add a limit to cannon ammo? i dont mind unlimited ammo for cannons but it would be good to decide to save your canister shot for right time in the battle etc, and would make it so that a whole fort cannot be destroyed by 4 cannon.

  15. #155
    TWmadman's Avatar Senshi
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    Default Re: Empire Realism

    if i wanna play your mod, should i uninstall darth mod?
    is naval warefare mod is compatible? which mod are compatibles?
    do you plan to do something like APE TI manpower/supply system?

  16. #156
    TWmadman's Avatar Senshi
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    Default Re: Empire Realism

    someone?

  17. #157
    DaVinci's Avatar TW Modder Since 2005
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    Default Re: Empire Realism

    Quote Originally Posted by TWmadman View Post
    if i wanna play your mod, should i uninstall darth mod?
    is naval warefare mod is compatible? which mod are compatibles?
    do you plan to do something like APE TI manpower/supply system?
    Re 1: You would only need to change your user-script file, means, you disable darthmod there, or alternative you exchange your user-script file with the one that comes with our modfile. Or analog process, if you use the modmanager-tool.
    Re 2: You can enable the Naval Warefare mod from Naimad technically, yes, just via the user-script file. Analog you can enable other mods, too. If it is senseful is another question, just depends, of course you change the gameplay with every mod that changes the db files, just unless other enabled mods do only change graphical or sound effects.
    And, especially for the naval part, our mod comes with its own featured naval warfare mod, and i have no idea if Naimad's mod is actually compatible, ie. in regard of certain db files and the text.pack file (ship unit names). I recommend to use Naimad's naval mod only on other major mods.
    Re 3: APR TI manpower/supply content is no theme atm., might become an aspect in future.

    All in all, my recommendation: Just proceed the installation along the instructions, play. And later you can still decide what you add or not, of other mods.
    What you cannot do is to add or mix major mods, as this makes no sense at all and could produce trouble with the loading of files (compatibility, errors).
    Last edited by DaVinci; August 07, 2009 at 04:29 AM.
    TWC Wiki: List of TW Modding Contributions 2005-2011
    Release 12.2012: Third Age TW Realism+
    Release 04.2013: Rise of the Samurai Realism+


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  18. #158
    Shaggy1973's Avatar Sōkō no yari
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    Default Re: Empire Realism

    Hi DaVinci, I played your mod a little and liked it. I invaded India around 1708 as GB, won a battle and then got my arse handed to me in the next battle - was fun.

    I have a couple of suggestions:-

    1) Remove the citizenry rabble, and the ability to recruit militia and have militia spawn when a region is invaded instead of the armed citizenry (for European counties anyway). If militia were used to defend their homes it would seem a logical change. I would also question the militia's stats. These guys have a real reason to fight, and I'm sure by the latter stages of C18 many of them could shoot pretty damn well, especially the Americans. Why not give them very low upkeep, make them unrecruitable but give them only slightly worse accuracy and moral stats than line infantry. They should, however, have worse reload and melee skills. I think militia with a few battles under their belt should be good troops, and I think they featured pretty heavily in some of the battles on the period?

    The knock on effect of these changes means we would see it harder to expand for both Ai and player. I'm also thinking that home regions (Paris, Amsterdam, Madrid) with their large allocation of armed citizenry slots would become much harder to take. I hate seeing Spain or France get conquered early. Is it possible to mod what units spawn when sieged, might be nice to stick a mortar unit in for capitals?

    TROM also made some changes to ranges. Militia have higher range of shooting than line, this models their lack of discipline as they try and shoot out of their range, whereas line infantry shoot at closer ranges when it is more effective. have you thought about reducing the amount of amunition to more realistic levels? I never get close to running out. Might add some extra stratgic depth.

    2) Some of the unit caps in the game are so large they are redundant. Does anyone know how many regiments each nation actually had at this time. If not do we know how many armies each nation had? I think a limit of 90 line regiments means you could easily field about 10 full stacks? Unit limits of elites is great, but as a consequence could we buff the elite units a little more?

    I'd also like to see greater restrictions on units in colonies. Clearly Britian was stronger than USA C18, but the distance from Europe made it hard for GB. Can this be replicated more?

    I've also read it is possible to remove the reinforce button. I feel this would prevent problems of reinforcing European line infantry from regions they cannot be recruited from. Make the player merge units, and utilise reserve regiments more. This will handicap the player and make them plan invasions more.

    3) Has anyone looked at reload times? I rememer Darth seemed to have increased reload rates over vanilla, and I'm sure vanilla relaod rates were probably faster than reality.

    4) Dragoons don't seem to have a battle role. If we had lines armies of 60000, dragoons may be better at getting firepower to key locations fast, but we don't so I feel they need a role creating for them?

    Cavalry still seem a little weak in ETW I'd be careful trying to balance them using moral as moral fluctuates so much in TW games due to general, inspiring units and experience.

    5) Sea trade is a little too profitable compared to land. I think if we reduced sea and increased land slightly (income from land trade, but more importanly buff mining/weavers etc. we might find the AI a little better able to compete (as they can't seem to defend their ports properly).

    6) Can you modify the startpos.esf so we don't have undersized units floating around at the start?

    Anyway, enough rambling. Hope you can find a couple of ideas of merit in the above. I'll keep feeding back as I play more

    Keep up the good work.
    Last edited by Shaggy1973; August 07, 2009 at 08:18 AM.

  19. #159
    DaVinci's Avatar TW Modder Since 2005
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    Default Re: Empire Realism

    Hello and thanks for the thoughts.

    As for the Militia disabling from recruitment suggestion: The answer is no, because that would weaken the minor AI factions drastically, which have not Line Infantry from the start available, and i'm against an option to enable Line Inf with the gov buildings. Another thing is to think about their stats again to adjust values, of course all unit stats are wip. The role of the capable american militia is the Minuteman, who have far better stats, and also they have the quite effective Longrifleman (might be that in 0.66 they are still too weak, but it is recently adjusted).
    As for still more unit-stat/recruitment differences for the american theater (or east colonies) vs. europe, well, it makes sense for the human player challenge, but it wouldn't help the AI, that's the thing where you have to look at. But there might be some small adjustments with update versions.
    And regarding the ammo: It is recently increased in 0.66 vs. former versions, because in fact it helps to reflect the battles in the timeframe. Melee/close combat was according to our warfare-historian JaM only the very last answer in the battles of the 18 C.

    Take a look at our forum, there you can find the thread about content changes per version/planned release, although they are general described and have no detail-descriptions, as this would require a full-day job: ER on ModRealms
    Last edited by DaVinci; August 07, 2009 at 09:39 AM.
    TWC Wiki: List of TW Modding Contributions 2005-2011
    Release 12.2012: Third Age TW Realism+
    Release 04.2013: Rise of the Samurai Realism+


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    What's really more disappointing than dis-information and non-education?
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  20. #160
    Shaggy1973's Avatar Sōkō no yari
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    Default Re: Empire Realism

    Quote Originally Posted by DaVinci View Post
    Hello and thanks for the thoughts.

    As for the Militia disabling from recruitment suggestion: The answer is no, because that would weaken the minor AI factions drastically, which have not Line Infantry from the start available, and i'm against an option to enable Line Inf with the gov buildings. Another thing is to think about their stats again to adjust values, of course all unit stats are wip. The role of the capable american militia is the Minuteman, who have far better stats, and also they have the quite effective Longrifleman (might be that in 0.66 they are still too weak, but it is recently adjusted).
    I see your point. Should minor nations not start with a barracks then perhaps? Surely all armies could recruit basic infantry? I'm also a little annoyed how nations like Netherlands and Portugal don't have access to naval units - these were world naval powers at the time. Are there any plans to change ship recruitment? Perhaps it would be a good idea to recruit ships from any port uo to say the third rate and above? I get tired of fighting against ships that would never have featured in a naval battle of the period.

    I've downloaded 0.66 - I was using 0.6 when I made my observations. Looking forward to 0.7

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