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Thread: The Imperial Glory Mod

  1. #61
    m_1512's Avatar Quomodo vales?
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    Default Re: The Imperial Glory Mod

    I have made some change in the units abilities if you are interested.

    Now the infantry will only walk (marching) during a land battle.

    They could still "run", but this will be like walking (almost the same speed and the same fatigue penalty values).

    The results were interesting: still melee bug, but the enemy performed bayonet charge from realistic distance.
    The idea is good.
    Historically, there are 3 main army movements---> Slow March, Quick March and Charge.
    They could still "run", but this will be like walking
    This can be the quick march.


    Another issue will be how much casualties they will suffer, when marching all the time towards my lines...
    In my opinion, the damage done should differ according to whos firing.
    Riflemen/Light Infantry---> snipe down officers first, then infantry.
    Grenadiers---> steady and decent rate of fire and quite good at meele.
    Line Infantry---> good rate of fire and ok in meele.
    Guards Infantry---> ok in delivering volleys and well versed in meele.

    I'd like to know your opinion about this proposed idea...


    Next step will be to disable completely the "melee bug" in Empire: Total War, so no more tendency to melee wars with musket wielding infantry units instead of musket volley fire.
    Good idea again. This would automatically make gameplay more historically realistic.


    The final step will be to modify the unit formations (i found an excellent mod which improves the AI formations in land battle).
    One question here, Is column formation going to be included???


    With Regards...


  2. #62
    Ducenarius
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    Icon4 Re: The Imperial Glory Mod

    Thanks for you feedback m_1512

    Unit formations are stored in groupformations.bin file (i never tried to open it to be honest, because i never wanted to and i don't know how to do that...).


    The movement speed of infantry (and all other units categories) is stored in battle_entities table.
    As i said, i have made some noticeable changes, but the melee vanilla bug is still visible and annoying.


    For now, the enemy unit wouldn't be tired when reaching the player lines (i edited the kv_fatigue table).
    I will experiment with some values to make the unit movement more smoother and realistic.


    The unit is "really running" only when performing a bayonet charge (it is realistic in my opinion).
    The big deal is to discourage to enemy to charging at the beginning of the fight (the enemy AI will need to "think" that firing from distance is "safer" or better or whatever else).

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    Last edited by p.jakub88; December 24, 2010 at 10:34 AM.
    Remember of the Alamo!

  3. #63
    Ducenarius
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    Icon5 Re: The Imperial Glory Mod

    I discovered one thing: it is not possible to set the running speed the same as the moving speed, without making the unit movement bugged a lot.

    I have made the running only a little bit more faster than marching (+ 0,1 compared to walking speed).
    This is more realistic, since the running speed in vanilla was for me not very historical (too fast).
    It looks still like running due to animations, but the results in the unit advance are compared to normal marching.
    So, there is a possibility to make a certain movement type slower or faster.

    ======================================================================================================================
    Last edited by p.jakub88; December 24, 2010 at 10:34 AM.
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  4. #64
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    Icon4 Re: The Imperial Glory Mod

    I opened few new threads those days, related to battle realism and enemy AI in land battle:


    http://www.twcenter.net/forums/showthread.php?t=412521,

    http://www.twcenter.net/forums/showthread.php?t=412675,

    http://www.twcenter.net/forums/showthread.php?t=412054.


    You could look at them m_1512 and decide if you want do change this aspect in future "The Imperial Glory Mod".
    Meantime i will make another custom land battle tests.
    I will wait for your reply m_1512 (i just read your newest PM sent to me).

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    Last edited by p.jakub88; December 24, 2010 at 10:35 AM.
    Remember of the Alamo!

  5. #65
    m_1512's Avatar Quomodo vales?
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    Default Re: The Imperial Glory Mod

    Hi,
    I read your threads,

    1.> The running bug will require changes in animation, of which i have never fooled around in ETW... But i like your idea of making them march...

    2.> "The Meele Bug". I noticed the bug in ETW many times. I would have considered 'banzai' normal in eastern factions, But European Armies doing it??? Personally, the factor that i bought a game to enjoy battles fought with musket volleys and artillery, and all the AI does is to fix their bayonets and charge. I like your proposed mod...

    3.> There is one thing i noticed---> When the AI charge(be it Infantry or Cavalry), just before the Impact/Clash(probably a few metres), They Stop, and then again start running again...
    This problem had persisted from time of M2TW.


    I like the following mini-mods. On the 3rd point, Can you rectify it...


  6. #66
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    Icon4 Re: The Imperial Glory Mod

    Thanks for you reply m_1512!

    I will try to sum up all the changes that i have made and the results of those changes in ETW:


    1) Battle entities --> infantry movement speed changes.


    I have made running a lot slower, because in vanilla ETW i sometimes had problems even to catch running infantry with my fresh cavalry unit...
    The result is still running, but it makes sense now for the infantry unit.
    About the animation: i have ETW set on medium graphics options, so i don't know the effects on better PCs.
    Yes, the running animation is a bit unsmooth, but it is hardly noticeable (only when zooming very close).


    2) Kv fatigue --> land units fatigue changes:


    As the running is slower, i lowered the fatigue penalty for running (3).
    Fatigue treshold: active - i lowered the value, so the units will be "active" faster.
    Shooting and musket reloading fatigue penalty: bigger fatigue penalty for shooting (10) and for musket reloading (10).
    No fatigue penalty when under musket or artillery fire.
    Smaller fatigue recover value when idle (-6).


    3) Kv rules --> other battle mechanics changes:


    No bonuses from charging (this should discourage some units to charging).
    Bigger penalty for attacking square formation by cavalry (to discourage them to do this).


    4) Kv morale --> land units morale changes:


    No morale bonus when charging (the infantry units have already a default bonus in unit_stats_land).
    Extended casualties values set to "0".
    Reworked the morale system by editing other lines (like encourage: flanks secure, etc).


    5) Overall land battle results and noticeable changes in AI behavior:


    Big scale battle is now more realistic, the enemy AI performs better.
    Smaller battles are a bit unrealistic --> the enemy AI is worse.
    Enemy elite infantry behavior (i.e grenadiers) is better, than the behavior of enemy line infantry.
    Only line infantry prefers to charge after few musket volleys, but the melee combat is now more realistic due to changes in fatigue and morale.
    Enemy artillery performs well; they choose targets of opportunity (they even tried to kill my general during the battle).
    When the forces of player and AI are equal, the enemy uses better tactics and defend their position instead of bayonet charging.
    The artillery fire is not very accurate (realistic), so the infantry stay calm under artillery fire until they have taken lots of casualties in short period of time (like 40% or 50%).
    Musket fire at distance is very inaccurate and inefficient (realistic).
    Of course after certain time, the units get rid off ammo , but the casualties number are equal on both sides (when i.e line infantry vs. line infantry).
    The battle is more even when the armies are equal, so the proper use of artillery and cavalry is very important.


    If you would like to implement such changes into your "Imperial Glory Mod", PM me and i will send you those mini-mods.

    ====================================================================================================================
    Last edited by p.jakub88; December 29, 2010 at 09:38 AM.
    Remember of the Alamo!

  7. #67
    Ducenarius
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    Icon4 Re: The Imperial Glory Mod

    My latest changes, that i have made in the Grand Campaign mode for realism purposes (PM me, m_1512 if you are interested):


    ---> i increased all ships movement points on the campaign map (x 1,75 multiplier; when i applied bigger my Grand Campaign crashed when i zoomed-in the campaign map...),

    ---> i increased all land units movement points on the campaign map (x 4 multiplier).


    So, now will be possible i.e to march from Netherlands and reach the east borders of Spain in one turn (6 months).
    Ships movement range was considerably increased and it is noticeable (especially on Atlantic Sea and Indian Ocean).
    I tested those settings and i didn't find any noticeable bugs beside one: small graphic glitches (more system memory needed when selecting fleet or army, less frames per second).

    =====================================================================================================================
    Last edited by p.jakub88; December 26, 2010 at 10:22 AM.
    Remember of the Alamo!

  8. #68
    Flikitos's Avatar Campidoctor
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    Default Re: The Imperial Glory Mod

    Quote Originally Posted by m_1512 View Post
    Hello Flikitos,

    Its quite good idea. I am working on units now--> to be precise, a complete new set of Maratha units...

    The time frame is 1700-1830.(Sorry, I must have typed that by mistake).

    Are the unit models and textures of the units you mentioned already available??(If yes, it would really help me) Anyways, i'll discuss it further with p.jakub88.



    I read it somewhere, the expertise was something like this:-
    France: Artillery
    Britain: Infantry
    Spain: Irregular troops/Guerrillas
    Prussia: Cavalry
    Russia: Guard Troops
    Poland: Lancers etc...
    I may even be wrong. I just remember reading it somewhere.

    Thanks for your Suggestion...
    With Regards...
    Sorry, I did not realize you had responded.

    The units of the French (American) Revolutionary period already exist (See my signature). Now I'm working on the evolution of the uniforms during the Great Campaign.

    I'm looking for new texture in order to change them at my whim!

    Moreover, I don't really like the idea of specialising UK in infantry, in facts they are allready specialised in Navy, nethertheless Prussia had a really great infantry, and so we could specialize Russia in cavalry (regarding the ''Cosacks'')!

  9. #69

    Default Re: The Imperial Glory Mod

    hahaha dead

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