Is this compatible with the older version? I havnt bothered to upgrade in a while.
Is this compatible with the older version? I havnt bothered to upgrade in a while.
I was actually watching my conscripts firing on pirates.. and I can attest to this 8 - 12.. plus or minus. Which frankly at close range any trained monkey should be able to shoot straight enough to kill one man standing in a line 3 deep. What I am saying is I think it is actually low at that rate or kills (for close combat ie within 100 yards). Having fired rifles on and off for 15 years.. and blackpowder muskets and repeating rifles.. You have to be a bad shot to not kill or wound a man standing in a line of men 100 long x 3 deep. the only real factor you should have against you is the other 300 men firing at you and yours. But if you are stationary and the enemy charges into range then 1) he should be a fool. Because you have 300 men ready to shoot, who have time to aim, calm themselves and are safe in the knowledge that atleast for one cycle of the line they have the advantage. But, I don't think there is anyway to grant a bonus to first line to fire.
Edit: Something I found that may be of use to you APE guys: LINK
Exerts from:Certainly there was no systematic training exercise in life fire, but rather shooting competitions. Napoleon's Grande Armee had target matches, bands played and prizes being given to the winners. The target shooting competitions for the entire army were not low cost affairs.
Marshal Berthier (Napoleon's Chief-of-Staff) wrote that the conscripts should "fire a few rounds so that they would know which eye to use in aiming." The target was 5.5' x 21" (French) at ranges of 50, 100, 150 and 200 toises. In Dec 1806 Napoleon wrote to Eugene: "Give them target practice; it is not sufficient that a soldier knows how to shoot, he should shoot straight." In 1809 the Young Guard fired at targets 3 times per week.
Target pracice was an annual affair where few rounds were fired "so the soldier could learn not to be afraid of the tremendous kick of his musket." (Nafziger - "Imperial Bayonets" p 30)
"Training remained rudimentary. The new conscript might receive 2 or 3 weeks of basic instruction at the depot, but he would fire on average only 2 musket shots a year in practice." (Chandler - "Dictionary of the Napoleonic Wars" pp 207-208)
There were lead allowance for yearly exercises in life fire training.
- British 'Rifles' - 60 rounds and 60 blanks per man
- Prussian jägers and schützen (riflemen) - 60 rounds per man (in 1811-1812)
- British light infantry - 50 rounds and 60 blanks
- British line infantry and Prussian fusiliers (light infantry) - 30 rounds
- Austrian line infantry - 10 rounds (in 1809)
- Austrian line infantry - 6 rounds (in 1805)
- Russian infantry - 6 and less rounds
Britain was the wealthiest country with relatively small army. Excellent state of coffers enabled the British goverment to finance training of the troops (practice shooting) to a level the larger and poorer European armies were unable to reach. Austria and Russia were big countries, with massive armies, and with not so strong economies. Such were the shortages of ammunition in Russia that some line infantry battalions were trained to fire with clay bullets. By today's standards, muskets are not very accurate due to the windage (gap) between the projectile and the barrel. Depending on the type and calibre, it could hit a man's torso at up to 200-300 paces, though it was only reliably accurate to about 50-100 paces.
- In 1755 two companies of Prussian grenadiers fired at a target 10 paces broad and 10 feet high. At 300 paces they scored approx. 12.5 % hits and at 150 paces 46 %.
- In another test out of 720 French infantry, 52 hit the target of 3m x 100 m. At 200 m there were only 18 hits.
- At 160 and 320 yards out of 200 rounds fired at a large target, approximating the size of a formed infantry company, the following number of hits was obtained (Nafziger's "Imperial Bayonets" published by
160 yards 320 yards
Old Prussian 1782 musket 64 42
New Prussian 1809 musket 113 42
British musket 116 55
French musket 1777 99 55
Last edited by Subuatai de Bodemloze; January 11, 2010 at 07:00 PM.
I've been playing Darthmod for a bit, and although he is an excellent modder, I really feel that his AI is a little overrated and comes with quite a few 'quirks' of its own (yes, I understand there are limits on what can be done), and so I've been looking around for something new and I found this.
That said, before I download, I wanted to know if APE:TI allows the AI to hold formation and fire in a 'line of battle?'
The main weakness I find with the AI has is that it doesn't function in coherent formations, which leads to 'globbing' or just mindless 'reforming' and odd firing angels which invariably leads to its units to geting shot up while they 'reform' and 'glob' etc..
Does the AI in APE let the AI maintain formation?
Last edited by Thoragoros; January 12, 2010 at 01:10 PM.
Founder of The Great War - A WWI Mod, Creator of Thorized - Napoleon: Total Combat
Where Gods Walk Among MenThe Line of ThorPatron of: Bethencourt, Hip63, m_1512
Under the Patronage of Captain Blackadder, Member of the Legion of Rahl.
The install and unistall for the mod are pretty straight forward -- I always recommend playing a campaign and seeing what kind of battles you have.
I rarely have issues with the AI bunching in melee but that is because on the campaign battlefields I am usually doing something and the AI responds as well as it can.
As in all cases, the fundemental bug that CA needs to patch in order to correct still exists but it is rarely seen in any of my campaign battles so far! I can make a few short videos if you are interested in seeing the kind of reactions I am talking about!
Hope that helps!
Um i dont know if others have reported this or experienced it.... But two problems Ive found from 1.09.
1. Cant promote generals/admirals etc from units (not a biggy to be honest lol)
2. Battles wont end when all enemy is routed.... As in the battle will keep running.... As in all enemy will run off the entire map and your left sitting there, luckily I play with a time limit so I just put it on fast forward and go get a drink etc... but would suck if im attacking (as yet I havent lol)
Cheers
It could be a save game issue l33t... Ill check tonight with a fresh start.
Does Ape:TI use any Battle A.I. mods like Darths AI mod etc?
Or...
Does APE:TI change the Battle A.I. in the game itself through the APE mod? I ask because I have seen and played Darths Mod DMUC and also TROM's mod with Yarkis's BAI and both Darths and Yarkis's BAI mod make the BAI so much more likely to engage in fire combat.
I ask because I've not played APE since 1.5 came out and I don't see any threads suggesting the BAI has been changed from vanilla 1.5 in APE:TI.
This question has been asked and answered, in multiple threads multiple times across multiple topics!
Like here;
http://www.twcenter.net/forums/showt...71#post6620471
and;
http://www.twcenter.net/forums/showt...97#post6585297
Play a campaign game to see the changes to combat in action -- the AI cannot be changed by the modding community.
Hope that helps!
Last edited by l33tl4m3r; January 18, 2010 at 09:57 PM.
Sorry, l33tl4m3r, I had looked for a bit and didn't find it. But thank you for the info and the thread direction. Very helpful to my question.
Thanks
Run the shortcut after this page I encounter. why?
Spoiler Alert, click show to read:
important:
i dont have steam and setup in empire folder. and my version empire is 1.0! There impact? Implement this mode, updates to the Empire?
Last edited by cyrus_empire; January 25, 2010 at 09:59 AM.
I'm returned again...
Have the 13 colonies, New Spain and Louisiana been removed? - Actually they have been (obviously) so what I'm really asking is WHY were they removed.... Those colonial campaigns were a blast - I really enjoyed fighting Natives and turning small time powers into world wide big shots, and men were very hard to come by... I haven't played this game since the 1.4 patch came out (CTD at introductory screen) but i got it fixed, and the latest version (1.9) is missing my colonial favorites. Were they removed for historical value? Gameplay reasons? Stability purposes? I have not had a CTD in my current game (200 turns), and the entire mod is much faster than it used to be - so if stability was the issue, that at least is very much improved!
Second question - I have not lost a battle in my current game. I am about 50 and 0 with battles, and I don't remember winning that much before. Have any changes been made that weakened the battle a.i.? Should I just play on a harder battle setting? Am I military genius- a reborn Napoleon perhaps? J/K - I really am asking if there is a change that explains that, or if it is just unique to my current campaign as Venice...
Good Job on the mod - it remains my favorite, and I will vote for this team in the favorite "mod/modder for empire" categories...
They were removed due the the script being set to hand the protectorates over to their parent nation by default at turn 1.
We may make them available in the next version but you'll need to adjust the TI_Prefs.lua to keep from having the protectorates handed over.
There have been indirect results in the past that pointed to crashes due to the protectorates but it was never confirmed. When the next version goes out, please feel free to test them and let us know how well they work.
Well, CA really botched the BAI post-v1.3 and I think that is part of the problem.
Most of the battle changes in APE: TI have been mostly the same since v1.0.7 or so.
How far into your campaign are you? You'll see the AI armies increase in experience as time goes and that will also give you tougher battles.
Thanks! I love the mod and love playing it but the support and downloads from the playerbase it what makes it worth it!
I've decided to reinstall APE, i ended up deleting the CA from Docs and settings, and reinstalling a new copy of ETW. Downloaded the mod, and then restarted the computer. I started up the game again, and when i was picking factions ( i notice stutters and lag ) i get an auto cd once it finishes loading
What has i done wrong my cylon overlord?
20,284 Officers Lost in the Line of Duty as of 2010-12 this month- 124 this year
Red: Suspect inflicted: Blue Accident
Officer Christopher A Wilson: End of Watch 10/27/10: San Diego PD, CA
Lt. Jose A Cordova Montaez: End of Watch 10/26/10: Pureto Rico PD
Cpt. George Green: End of Watch 10/26/10: Oklahoma Highway PD
Deputy Sheriff Odelle McDuffle Jr. 10/25/10: Liberty Country SD, Texas
Officer John Abraham: End of Watch 10/25/10: Teaneck PD New Jersey
Sgt. Timothy Prunty: End of Watch 10/24/10: Shreveport PD. Louisiana
Are you using v1.0.9? That might explain the stutter lag because that startpos file has not been remade as the BETA has; if you do try the BETA let us know if you see a difference.
It crashes to desktop when you start the game? Do you get any screens or does it crash immediately? Have you looked at the install thread to see what ModManager and your Empire Total War\Data folder should look like?
20,284 Officers Lost in the Line of Duty as of 2010-12 this month- 124 this year
Red: Suspect inflicted: Blue Accident
Officer Christopher A Wilson: End of Watch 10/27/10: San Diego PD, CA
Lt. Jose A Cordova Montaez: End of Watch 10/26/10: Pureto Rico PD
Cpt. George Green: End of Watch 10/26/10: Oklahoma Highway PD
Deputy Sheriff Odelle McDuffle Jr. 10/25/10: Liberty Country SD, Texas
Officer John Abraham: End of Watch 10/25/10: Teaneck PD New Jersey
Sgt. Timothy Prunty: End of Watch 10/24/10: Shreveport PD. Louisiana
@l33tl4m3r
no! i dont have steam and not update. this mod run with steam only?Are you using Steam and letting Empire get all its updates?
Last edited by cyrus_empire; January 25, 2010 at 11:53 PM.
I'm returned again...