ZenMod: NTW 7/13 v1.5 (dozens and dozens of new units)
7/13 added dozens of new units (SwissH's AUM, Sacrebleu's additional units, and ProLurker's swedish units), increased fort/building strength, minor tweaks and fixes
INSTRUCTIONS: Drop both ZENloc.pack and ZenModNTW.pack in your Napoleon Total War data folder and add: mod “ZenModNTW.pack”; to the top line of your appdata's user scipt file (or just use my included one).
Well, after learning how to mod Warscape with PFM for Shogun 2 to make my ZenMod for that game, I went back and modded Napoleon to how I've always wanted to. I am probably late to the party here, given how many other mods are already out, but perhaps others will like my changes as well or just want to try something new with the game. Hence, I'm putting it out there for others.
The biggest changes are to make the unit types more distinct. Despite the supposed variety compared to Shogun I find there's really only 5 units in the game in practice: lights, line, light cav, heavy cav, and artillery so I made them more different from each other. Cavalry particularly has been changed considerably as you can see below. Despite that, this is still somewhat of a minimalist mod in other aspects in the sense that while I made many similar changes that other mods have had they are all less drastic than them and more close to vanilla, which I didn't think was too bad really.
Pretty sure the few mods I've used all had open permission but let me know if you're one of the four in here and don't want to be. This should work in all campaigns and for all factions, SP or MP. However, It will not work with mods that alter land unit stats or mechanics. Mods that alter campaign, naval, or audio-visual aspects should be compatible though. Let me know if not and I will perhaps make a compatible version for you. For instance, the realistic explosions mod, while a visual thing, edits the same table I used to edit musket ranges so that will need a special version. Anyway, below is the changelog.
CHANGELOG
Spoiler Alert, click show to read:
-Reorganized all unit types to be more distinct (see tables in README)
-All defenses deployable at any time
-Removed unit limits for all non-unique (i.e. non-numbered regimental) units
-All infantry can hide in buildings
-Added flautists to all line/elite infantry lacking them
-All cavalry can hide in woodland
-General units slighty decreased to 20
-All other unit sizes significantly increased
-General units armor values doubled
-New sapper unit type for major factions, only unit that can use grenades and fougasse (models by md1453)
-Elite infantry, sappers, and dragoons use rank fire
-Line infantry and militia now use dual rank fire
-Non-artillery accuracy decreased by 10 but ammo increased by 10
-Heavy cavalry now have pistols (animations by The Hedge Knight)
-Light cavalry now have carbines
-Dragoons now have muskets (made stronger than carbines) and garrison policing bonus
-Dragoons accuracy and reload skill increased
-Increased range of non-artillery firing weapons
-Lowered reload speeds and damage of all non-artillery firing weapons
-Improved cavalry charges
-More compact formations for line, elite, and sapper infantry
-Firing animation tweaks (by Oby)
-Fire and advance improved
-Grenades improved
-Artillery batteries increased by 1 gun (or two for grand battery) and 10 men
-Increased artillery penetration power a bit
-All unit movement speeds decreased, infantry moreso than cavalry
-Increased distances between and space within deployment zones (by Baron von Beer)
-Fatigue effects increased, but idling fatigure restoration also increased
-Increased morale and fatigue effects of being under fire
-Increased morale effects of being fatigued
-Increased morale effects of column formation (bonus)
-Morale loss effects generally increased, except general death which was lowered, however many morale gain effects increased also (thus morale swings radically more)
-Longer more tactical battles overall due to other various changes to battle mechanics
-Related to above, challenged increased a bit (can't be as passive)
CREDITS
Swiss Halberdier = AUM units
Sacrebleu = various minor faction units
ProLurker = Swedish units
md1453 - Sapper models
The Hedge Knight - mounted pistol animations
Oby - Firing animation tweaks
Baron von Beer - increased deployment distances
Also TROM and NER for some influence of what to change and where in the files to do so.
Last edited by General Malaise; July 17, 2011 at 03:43 AM.
Re: ZenMod: NTW 7/13 v1.5 (dozens and dozens of new units)
7/13 added dozens of new units (SwissH's AUM, Sacrebleu's additional units, and ProLurker's swedish units), increased fort/building strength, minor tweaks and fixes
Re: ZenMod: NTW 7/13 v1.5 (dozens and dozens of new units)
Okay..so for some weird reason with this forum even when I cut old the old link to the TWcenter download and pasted the new mediafire one, clicking on the link still went to TWcenter. Anyone, I fixed it now and it should take you to the correct mediafire link.
Re: ZenMod: NTW 7/13 v1.5 (dozens and dozens of new units)
Excellent mod, General Malaise! Don't know why it doesn't get more attention... its very well balanced and has a nice variety of units. Really top notch stuff!
Re: ZenMod: NTW 7/13 v1.5 (dozens and dozens of new units)
Why are there so few replies/posts? This mod seems great. Will be trying this as soon as a clean install of NTW is finished.
I'll be back with feedback.