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Thread: Empire Realism | Previews + Changelogs (pre version 1.0) - Outdated

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    Default Empire Realism | Previews + Changelogs (pre version 1.0) - Outdated

    Here we will give frequently development infos and/or content descriptions of upcoming releases or published versions.

    ---

    Single Preview threads:

    # Complete new Georgian units by vonPeretz (ER-forum on ModRealms): http://www.modrealms.com/forums/showthread.php?t=1535

    ---

    Preview extract of our Masterplan: Content goals for ER version 1.0

    # Early and Late Line Infantry, perhaps here and there extended to other unit classes.

    # A complete revised recruitment and unit system for the land and naval warfare.

    # The successive addition of some extra units per faction.

    # The modification of the startpos file (start map) to support the historical realism goals of the project.

    Those changes are longterm main goals of our project.

    ---

    Changelog lists available below:

    Modpacks provided by DaVinci: (ETW 1.3 based versions)
    # Published versions 0.1-0.60
    # Published version 0.66
    # Published version 0.68/0.70
    # Published version 0.72
    Modpack remastered by JaM: (ETW 1.5 compatible version)
    # Published version 0.73

    ---

    Changelogs:

    Version 0.1-0.60
    Spoiler Alert, click show to read: 
    Outdated, but kept for mod history.
    The ER modifications started on Darthmod Empire v2.1/2.2 as sourcebase with sucessively more added files from the vanilla patch.pack.
    # Version 0.1 - 0.3
    - Technologies changed: research points, requirements.
    - Building costs and construction times changed.
    - Slight religion convert-changes, especially native american rates.
    - Nearly all cavalry units need 2 turns.
    - All artillery units need 2 turns.
    - All elite units need 2 turns.
    - Nearly all ships need at least 2 turns, except sloop and similar.
    - Differences between the theaters, example: Colonial Line needs 2 turns, while Euro Line needs 1 turn.
    - Changed the Native American training times to stop the unrealistic unit-spam their steamrolling ability.
    - Land units, increased or decreased costs/upkeep.
    - Naval units, increased some costs and upkeep.
    # Update version 0.4
    - Elite (DLC units) recruitment limitation up'ed from 1 to 2.
    - Diverse recruitment limitations, especially ships clear limited: example 1st Rate max. 2, etc..
    # Update version 0.5/0.55
    - Recruitment capabilities changed. Examples: Euro Line from on encampment, Cavalry removed from encampment, Native American Canon removed, Native American Mounted Musketeers removed, eastern types Musketeers removed from encampment, Colonial Army units harder to recruit. Some effects: all factions can recruit Line Infantry if have an encampment in settlement (without to research the bajonet requirement for the next barracks level), less early cavalry, eastern factions spread slight later musketeer units, unrealistic native american units removed, more realistic recruitment in colonies.
    - Some building costs and construction times adjusted.
    - Some unit cost/upkeep and training times adjusted.
    # Update version 0.60
    - NavalWarfareMod v0.1 by Naimad was added with internal v0.56 (as base for some further own naval changes).
    - A vast enhancement+change for the naval part of the game by JaM, see this post (in TWC thread).
    - Plus sloops and briggs removed from the naval-war-ports (only available via trade and fishing ports). Max number of these both ship types limited to 18/20.
    - A lot changes again for the research/tech tree to support the historical timeline (inventions etc.).
    - Some construction times and costs again adjusted.
    - Some unit cost adjustments again.
    - Some land unit combat stat changed to support the realism aspects.
    - Some minor changes in different files to support the intended campaign gameplay.


    Version 0.66
    Spoiler Alert, click show to read: 
    Third Party Content
    - 7 community mods implemented, see separate sections or credits
    - 2 files from Darthmod 2.4 added, see credits
    Strategy Aspects
    - unrealistic units non-recruitable (native american canon, native american mounted musketeers, puckle gun, household cavalry, myselim)
    - troop numbers revised (partially lowered, ie. max 400 on ultra)
    - formerly increased upkeep revised (decreased)
    - recruit costs adjusted
    - cavalry, elites, canons need 2 turns
    - line infantry in 1st tier barracks for the main theaters
    - cavalry, canons from on 2nd tier barracks
    - research tree changes (structure, requirements, time)
    - building tree changes (costs, constr. times, requirements)
    - boni/penalty adjusted (ie. less penalty)
    - religious conversion harder (minus rates increased)
    - some CAI file changes (ie. agressiveness slightly lowered and other things to support the gameplay goals)
    Tactical Aspects
    - accuracy adjusted (mainly slightly lowered)
    - ammo partially increased
    - reload speed adjusted
    - fire-drills revised (more historically based)
    - melee system adjusted (ie. cavalry stronger)
    - morale system adjusted
    - stamina adjusted (ie. increased for cavalry)
    - start-experience adjusted
    Naval System (with very unique features)
    - naval aspects reworked (JaM)


    Version 0.68
    Spoiler Alert, click show to read: 

    - CAI files adjusted with the goal to support better strategical/diplomatic AI behaviour
    - Morale system anew adjusted to reflect still more the realism on the battlefield
    - Dragoons got mass-fire ability to increase their effectiveness
    - Swedish Line Inf got mass-fire ability (along JaM's warfare expertise)
    - Besides Grenadiers and Guard elite troops, some other units like ie. Scots have mass-fire ability.
    - Grappling hooks ability removed from all units except for the grenadiers class (thanks to alpaca here, twc workshop)
    - Research things in general slightly adjusted again
    - Global balance got a lot tweaks to support historical outcome, or work vs. unhistorical outcome
    - Some building boni adjustments
    - Accuracy / reload / fire-drill things adjusted again
    - Recruitment corrections (fixes) and general adjustments
    - Enable some elites/special troops in earlier recruit-tiers
    - Mortar one tier earlier available, 12 iber canons stay recruitable (no replacement)
    - More differences between the canon effectiveness
    - Some general and special unit stat corrections
    - Native americans once more adjusted to reduce their still available steam-roller tendency and avoid the odd early US emergence
    - Some cost/upkeep stat adjustments again
    - Removed square formation from all units for the battle mode (to protect the AI from odd battle behaviour)
    - Removed wooden stakes (to protect the AI from odd battle behaviour)
    - Some more upkeep penalties removed from research tree
    - Diverse unhistorical recruitment options removed (example: Prussia cannot recruit units in the Americas or India anymore)
    - Guard units now available from on royal palace tier (added: parallel to the late barracks tier recruitment), means, main factions have those units available from the start, if they have the royal palace tier already
    - Unit spacing adjusted to fix the odd line-spreading/overlapping, when Line Inf prepares itself for battle
    - A lot of changes for the economy system / cash flow done (examples: certain buildings now provide tax income, and now also the war-ports give a basic income for the region)
    Resumed: (along playtest results)
    - Finally the native amercan steamroller behaviour is actually fixed, now the 13 Colonies high probably won't loose their regions and even Florida has high chances to remain spanish (as England player, you might need to subjugate Georgia asap to reduce the probability that the Cherokee will capture Florida, as the spanish AI is just retarded, sometimes is moving out of Florida with their units "to offer the Cherokee a way into Florida")
    - Further on that means that the ahistorical US emergence is finally reduced to a small probability (ie. also the Iroquois high probably won't capture a 13 Colonies region to enable the US emergence)
    - Maratha steamroller is fixed, means, now the Mughal Empire will show their correct historical power
    - And, of course, a lot new changes in the naval aspects by JaM.


    Version 0.70 (v0.70.95)
    Spoiler Alert, click show to read: 
    Diverse tweaks have been done in a lot important aspects, extract:
    - Ottoman recruitment fixed (2 units were disabled for no obvious reason for the campaign-mode, these are enabled now, and the whole recruitment-structure is adjusted anew for them regarding the infantry)
    - A new reload bonus (hidden) for all musket units added with socket bayonet research (steel ramrod, a text change might be added later)
    - Diverse tax + cashflow + building tweaks
    - Diverse unit/recruitment adjustments
    - Diverse research requirement adjustments
    - The structure (and challenge) to recruit proper troops in the colonies is once more tweaked
    - Diverse naval aspects modified (by JaM), see extra naval changelog thread
    - Ornamentum unit/skinpack release 2 implemented and customised (again plus 10 new units)
    - Naval units, reminder: removed were rocket ships and bomb ketch and steam ships were removed already in earlier versions (unrealistic ships). Further on trade ports have partly better ship recruitment available, especially valid for Spain
    - Recruit cost of some cavalry, some elites and of all canons is slightly increased (just to make their key roles more valuable)
    - Unit spacing of native americans is increased (after all they didn't bother about formations)
    - Changed the landbattle canons to a more historical correct design (calibers, ranges, efficience etc.)
    - The Irish Legion unit is only available if France becomes a republic
    - Late canons (horse artillery) is dependent on a late research now
    - Zone of recruitment system (ZoR) is expanded (example: no home Line Inf in foreign regions, but the lower-morale Provincial Line Inf is possible then in certain buildings as a kind of AoR unit, a re-added unit)
    - Some other unit spacing adjusted (ie. light units less tight)
    - Campaign AI files adjusted again, the AI will act far smarter in all instances with regards to the historical-realism design
    - Grapling hooks are put back into the game for all infantry units, for now. However that might have an impact on the global outcome balance, as factions can high probably far quicker assault a settlement than to have grapling hooks removed.


    Naval changes, extra changelog (until incl. v0.70)
    Spoiler Alert, click show to read: 

    - complete renaming of all ships - they no longer all use rating system of Royal Navy.
    - Hull resistance and hitpoints significantly increased (+cca 100% over original values)
    - completely changed naval guns damage potential - now 32pdr does almost 2x damage as 18pdr, 24pdr 2x more than 12 pdr... round shots can also damage masts, again depends on caliber.
    - 1-rate / 100+ gun ships are now always admiral ships. only few were built even by RN and always served as admiral flagships.
    - 2-rate / 80-90 gun ships are also admiral flagships, 3-rate is no loner used as a flagship for major factions (Britain, France, Spain), but small nations that were not able to afford bigger ships are able to built 74gun flagships.
    - there are two models of 3-rate /70-74 gun ships now for major factions - early model represent ships built in early 18.century -for example British used 3-rate 70gun SOL which was smaller than French or Spanish counterparts.
    Spanish ships are larger (more hitpoints), faster, but slightly underarmed (larger caliber was 24 pdr, where British used 32 prd and French 36pdr)
    Later 3-rate/74 gun SOL represents models built in the middle of 18.century - those ships are larger than earlier versions, and much heavilly armed - French and Spanish 74gun ships use 36/24/9pdrs, British use 32/18/9pdrs
    - with 4-rates there are now 2 models - 60 gun 4-rate and 50 gun 4-rate. Both ships have 24pdrs on lower deck. They are good for escort duty, but have no chance against stronger ships. 24 pdrs give them enough of firepower to take down any early Frigate or pirate ship. Former Galleon is also rated as a 60 gun 4-rate and is only used by Spain (so no pirate with such powerfull ships).
    - 5-rate Frigates are completly changed. standard 5-rate is 32 gun single decker armed with 12pdr guns. Only France has access to much larger type of ship - 44 gun Frigate. Frigates have no chance in duel against anything stronger, as their 12pdrs are just not enough to do significant damage to SOLs. but their huge benefit is their campaign map speed, where they are almost 2x faster. They are ideal for attacking trade of enemy, or protecting own trade lines from pirates.
    - 6-rate is 24 gun Frigate armed also with 12 pdrs. same benefits , its just weaker than as 5-rate.
    - Carronade Frigates are now doubledeckers with 48 guns ,18pdrs on lower deck and 32pdr carronades on upper deck. They are almost a match for 4-rates, but faster. but at least they are worth the investment into carronade research..
    - as mentioned before, campaign movement is different based on ship class:
    SOLs have 65 movement points, Frigates and Small ships 120. Indiamans 80, 4-rate SOLs 70. Galleys 50 (they never sailed far from shore) That makes Fleet of strong SOLs very bad chaser, so Frigates are needed for antipiracy duty. SOLs are good for blocades and major fighting.
    - there are some compromises done in regards to number of guns - because we are not able to add guns to ship model, certain ships had less guns than their description says. (French 2-class 80 gun doubledecker has only 74 guns) This is slightly adjusted by adding more gunners to the ship (so instead of 148 gunners 80gunner had 160 gunners), and also those ships have stronger hulls and more hitpoints.
    - Reloading attribute is based on size of ship (how much space gun crew had to reload the gun) and faction expertise - so British ships are slightly faster in reloading than French crews ( often stated that British crews were able to outshoot French crews 3:2)
    - morale effect reworked - now the most effective way is to shoot into enemy stern - even strong ships will surrender if you hit them with few broadsides from close range (but not from small ships - small guns have much weaker effect)
    - short range fire does about 2x more damage than fire from medium distances, long range fire does 2x less damage.
    - Indiaman is now 38 gun doubledecker, so it can partially defend itself, but it is no match for any military ship as Indiamans never had experienced gunners on board.


    Version 0.72
    Spoiler Alert, click show to read: 
    The main content changes are:
    DaVinci's departments:
    - Some recruitment changes (for a better deployment-mixture), especially in the american colonies
    - Cavalry melee stats toned down (attack, charge, defence)
    - Some other small but effective balancing tweaks here and there
    - Changed native american mounted bodyguard and lancers into foot troops (those elite foot lancers though carry pitchforks now, hope we can solve that soon)
    - Implemented the Headwear mod by Ahiga, what will also change the militia class recruitment/unit structure (edit: a custom solution was planned, but atm. provides issues with the Proper Militia mod, which is disabled for now for the foot militia units, so using atm. the standard militia with the enhanced headmodels/tricorn)
    JaM's departments:
    - Land artillery projectile changes: canister slightly improved, but has now higher dispersion, projectile speeds reduced so shots bounce more
    - Naval, Sloops now different for major countries: British have Brig-Sloop, French have Corvette, US have Frigate-Sloop of War
    - Naval, battery adjustments for early 3-rates: British 70 gun 3-rate have now 24pdr main battery, but is cheaper. Spanish early 74-gun SOL has also 24pdr main battery, but instead of 12 pdr have 18pdrs on upper decks. French 74-gun SOL have 36/18/9pdrs
    - KV-rules changes to naval and land arty, effective ranges
    - and some other smaller different improvements.

    ---

    Preview aspects, post 0.72:

    The plan is to have a more complete version 0.75. Here we will also have most probable some more unit additions (and reskins) implemented.

    Ie. reskins and additional units from (ETW mods hosted on TWC):
    # United Provinces skin mod (hopefully the full version with the new units)
    # a selection from Toon's AWI mod (20 units are already prepared by Toon for us), listed here: http://www.twcenter.net/forums/showt...94#post5973794
    # Gary's new Prussian units
    # diverse new units from Preussen Gloria's Sweden and Austria mod
    # some selected units from Sir Caesars reskins
    # and some of Remo's reskins
    # plus (if done then already) danova's new units from planned Ornamentum 1.3.
    All those units will be completely implemented and the new units customised (stats etc., and partly its usage and perhaps its names) to make them fitting to ER's design.
    VonPeretz is working on this and as well his complete new units (ie. Georgia, Russia ... is in work).


    Version 0.73 (ER remastered for ETW 1.5 by JaM)
    Spoiler Alert, click show to read: 
    Change-list for 0.73:
    1. Unit stats reworked, more faction and unit type specific
    2. removed Platoon Fire and Mass Fire Drills from all units
    3. New default Mass Volley Fire drill (soldiers fire a salvo, then fire at will)
    4. Fire by Rank is renamed to Fire Discipline.
    5. Military Tech Tree reworked, bonuses increased (what is the point to have a +1% decrease in price of unit???)
    6. Grenadiers have "scares enemies" trait, now they are true assault/shock troops best used as a decisive force in attack.
    7. Experience bonuses reworked - accuracy gain is smaller, reload bonus is greater(+5 per level)
    8. Musket accuracy decreased - long range shots will produce low casualties, short range volleys are lethal.now its better to move troops closer to enemy, than fire from long distance. also timing of your salvo is important. (AI has no problem with that...)
    9. 24 gun Frigate changed to 28 gun Frigate.
    10. Armament of early SoLs was altered. Late 74 gun SOLs available from "copper plating" research
    11. Accuracy and reload of all ships reworked - bigger is the ship, more accuracy it has (more stable firing platform, better gunners, etc) Also faction specific bonuses applied
    12. Effect of naval guns slightly lowered. Hull resistance increased.
    13. Speed of ships slightly increased for SoLs.
    and many small fixes.


    ---
    End thread
    Last edited by DaVinci; October 25, 2009 at 12:30 AM.
    #Anthropocene #not just Global Warming but Global Disaster, NASA #Deforestation #Plastic Emission #The Blob #Uninhabitable Earth #Savest Place On Earth #AMOC #ICAN #MIT study "Falsehoods Win" #Engineers of Chaos
    #"there can be no doubt about it: the enemy stands on the Right!" 1922, by Joseph Wirth.
    Rightwingers, like in the past the epitome of incompetence, except for evilness where they own the mastership.
    Iirc., already 2013 i spoke of "Renaissance of Fascism", it was accurate.
    #"Humanity is in ‘final exam’ as to whether or not it qualifies for continuance in universe." Buckminster Fuller
    Any chance for this exam? Very low, the established Anthropocentrism destroys the basis of existence.
    #My Modding #The Witcher 3: Lore Friendly Tweaks (LFT)
    #End, A diary of the Third World War (A.-A. Guha, 1983) - now, it started on 24th February 2022.

  2. #2

    Default Re: Empire Realism | General Preview Infos + Changelogs

    Plans for next version:

    - new artillery structure - light (3-4pdr),field (6-8pdr) and heavy (12pdr+) batteries
    - new faction specific naval guns for French/Spain 8pdrs (long/short), 12pdrs(long/short), 18 pdrs, 24 pdrs and 36pdrs - they are more powerful (French pound was 0.49kg; British 0.45kg) but slower to reload
    - added 18pdr and 42pdr carronades. Carronade Frigates (British, Spanish and US) rearmed with 42pdr carronade instead of 32 pdr carronades
    - balancing unit stats (anticavalry bonus to pikes, bayonets, negative bonus for units without effective anticav weapon - also heavy cavalry and cavalry with lances gets an anticavalry bonus)
    - rebalanced naval gun ranges, altered some gun types for ships - SOLs carry long 6-12pdrs on upper deck, smaller ships have shorter versions of those guns
    - rebalanced campaign naval movement - more faction and ship type specific.
    - Rebalanced campaign land unit movement - light cavalry is very fast (hussars are 30-32), heavy artillery very slow(18), Militia (20-22), Line infantry (23-25) etc... Prussian Infantry units get +1 bonus (so they have 25-26)
    - changed spotting values to 25 35 50 - thanks Darth!
    - melee infantry gets mobs formation, so they no longer stand in perfect lines..
    - morale penalties increased for being attacked from front,flank or rear (-2,-6,-9)
    - unit formation updated, all musket equipped "line" units have tighter formations, paramilitary unit use only loose formations, and light infantry thanks to light inf. behavior can switch between those two. Melee units have deeper formations, especially obsolete Indian and African units, and also melee Natives.
    - increased differences between musket types - matchlock now 2x slower than flintlock, but has higher damage (old matchlocks had bigger caliber), light infantry muskets are fast to reload. Rifles are still the slowest.
    - increased failure probability for flintlock musket to 20%, matchlock musket at 15% (if match burns, it will almost never fail to ignite the powder, where flint was failing once per 5-6 attempts...)
    - Late 3-rates (British, French and Spanish) now requires "improved coppering" so they are available slightly later
    - British Late 6-Rate with 28 guns and 6 18pdr carronades added ( requires Improved coppering and carronade research)

    ---

    Updates:

    Version 0.74 beta and 0.75 beta, released: See here the changelog(s).

    ---
    Last edited by DaVinci; March 06, 2010 at 12:11 PM.

  3. #3
    DaVinci's Avatar TW Modder 2005-2016
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    Default Sneakpeek Previews

    Just to give the ER fans a slight idea of Early Infantry units, created by vonPeretz (VP), coming soon to you.
    Posted by him internally ( just thought, they need a little show )

    Attention: Heavy picture loading


    Officer, standart bearer, drummer, dragoons, grenadiers.
    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Close up.
    Spoiler Alert, click show to read: 


    P.S. Ignore the text's windows - they listed unit from which there is a show.
    Last edited by DaVinci; January 27, 2010 at 10:52 AM.
    #Anthropocene #not just Global Warming but Global Disaster, NASA #Deforestation #Plastic Emission #The Blob #Uninhabitable Earth #Savest Place On Earth #AMOC #ICAN #MIT study "Falsehoods Win" #Engineers of Chaos
    #"there can be no doubt about it: the enemy stands on the Right!" 1922, by Joseph Wirth.
    Rightwingers, like in the past the epitome of incompetence, except for evilness where they own the mastership.
    Iirc., already 2013 i spoke of "Renaissance of Fascism", it was accurate.
    #"Humanity is in ‘final exam’ as to whether or not it qualifies for continuance in universe." Buckminster Fuller
    Any chance for this exam? Very low, the established Anthropocentrism destroys the basis of existence.
    #My Modding #The Witcher 3: Lore Friendly Tweaks (LFT)
    #End, A diary of the Third World War (A.-A. Guha, 1983) - now, it started on 24th February 2022.

  4. #4
    DaVinci's Avatar TW Modder 2005-2016
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    Default Re: Sneakpeek 1 - Unit Preview

    Newest example of VP's work on unit icons for the new early period units.

    Spoiler Alert, click show to read: 
    Last edited by DaVinci; January 27, 2010 at 10:54 AM.
    #Anthropocene #not just Global Warming but Global Disaster, NASA #Deforestation #Plastic Emission #The Blob #Uninhabitable Earth #Savest Place On Earth #AMOC #ICAN #MIT study "Falsehoods Win" #Engineers of Chaos
    #"there can be no doubt about it: the enemy stands on the Right!" 1922, by Joseph Wirth.
    Rightwingers, like in the past the epitome of incompetence, except for evilness where they own the mastership.
    Iirc., already 2013 i spoke of "Renaissance of Fascism", it was accurate.
    #"Humanity is in ‘final exam’ as to whether or not it qualifies for continuance in universe." Buckminster Fuller
    Any chance for this exam? Very low, the established Anthropocentrism destroys the basis of existence.
    #My Modding #The Witcher 3: Lore Friendly Tweaks (LFT)
    #End, A diary of the Third World War (A.-A. Guha, 1983) - now, it started on 24th February 2022.

  5. #5
    DaVinci's Avatar TW Modder 2005-2016
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    Default Re: Empire Realism | General Preview Infos + Changelogs

    Follow-up thread: From on ER 1.0

    [Keep this thread closed and unchanged/unused - it's just still a mod history thread]
    Last edited by DaVinci; April 13, 2011 at 11:54 AM.
    #Anthropocene #not just Global Warming but Global Disaster, NASA #Deforestation #Plastic Emission #The Blob #Uninhabitable Earth #Savest Place On Earth #AMOC #ICAN #MIT study "Falsehoods Win" #Engineers of Chaos
    #"there can be no doubt about it: the enemy stands on the Right!" 1922, by Joseph Wirth.
    Rightwingers, like in the past the epitome of incompetence, except for evilness where they own the mastership.
    Iirc., already 2013 i spoke of "Renaissance of Fascism", it was accurate.
    #"Humanity is in ‘final exam’ as to whether or not it qualifies for continuance in universe." Buckminster Fuller
    Any chance for this exam? Very low, the established Anthropocentrism destroys the basis of existence.
    #My Modding #The Witcher 3: Lore Friendly Tweaks (LFT)
    #End, A diary of the Third World War (A.-A. Guha, 1983) - now, it started on 24th February 2022.

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