View Poll Results: Vote for your favourite parts of DarthMod Empire (Choose more than one)

Voters
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  • The challenging Battle AI

    89 55.97%
  • The challenging Campaign AI

    78 49.06%
  • The realistic naval battles

    45 28.30%
  • The realistic canonry

    64 40.25%
  • The realistic musketry

    82 51.57%
  • The improved research options

    34 21.38%
  • The simulation of Native American strengths & weaknesses

    43 27.04%
  • The increased unit size

    82 51.57%
  • The special formations

    48 30.19%
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Thread: DarthMod Empire 7.0 Feedback

  1. #181
    Ikko-Ikki
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    Default Re: DarthMod Empire 7.0 Feedback

    Quote Originally Posted by ♔Tango12345♔ View Post
    Trade ships are not meant to be recruitable-that is deliberate.

    As for the Huron, what range are you usually firing at? Musketry is more deadly the closer you get.
    Ah sorry I wasn't clear about the trade ship bit, I know they're not meant to be recruitable, I was just using it as the example for showing it is installed properly.

    And for the range, I usually hold fire until they are half way into the maximum range (using Hessian Line Infantry). However, even when one of the Huron units messed up and stood about 10-20 metres away, I was still causing very few casualties (still less than 5 per volley from my unit).

    After playing a few more turns (I lost Rupert's land, no surprise!), and doing a couple of land battles with pirates and now France, the damage musketry cause to each other seems better (similar losses on both sides), so it just seems that the Native Americans are too strong against ranged fire? Maybe for balance it needs to be that way (they might get wiped out as a faction quite soon maybe?), although I'm not sure, as I haven't experimented with different settings for different playthroughs

  2. #182
    Tango12345's Avatar VTW Mod Leader
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    Default Re: DarthMod Empire 7.0 Feedback

    They might be a little too strong yes, however I can't be sure. When you get to a later stage in your campaign, try attacking them again, this time with units with socket bayonets and fire by rank. It may be that the muskets at the very beginning of the game simply cannot deal with them.

  3. #183
    Sukauto
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    May 2009
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    Default Re: DarthMod Empire 7.0 Feedback

    Quote Originally Posted by ♔Tango12345♔ View Post
    They might be a little too strong yes, however I can't be sure. When you get to a later stage in your campaign, try attacking them again, this time with units with socket bayonets and fire by rank. It may be that the muskets at the very beginning of the game simply cannot deal with them.
    Which would be entirely appropriate..

  4. #184
    Nigrinus's Avatar Yari-hei
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    Default Re: DarthMod Empire 7.0 Feedback

    Had a small bug, i dont know if its already known or if it happened to others:
    I could not attack the reinforceing unit of the AI ... simply no option of attacking them.
    Someone experienced this before.
    I also dont know if there was one soldier stuck on the edge of the map. This could explain a lot.

  5. #185
    Ikko-Ikki
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    Default Re: DarthMod Empire 7.0 Feedback

    Recently started playing a 7.0 campaign. Things have improved a lot over earlier DMUCs.

    What I'd really like to see however is a fix for the haywire diplomacy in ETW.

    • AIs value 'their' technology way more than 'your' technology... up to 10x times difference.
    • AIs almost never make peace between themselves (even if they're both landlocked on different continents).
    • Minor AIs require insane amounts of threat + gifts to force them into becoming Protectorates.
    • Protectorates don't follow your diplomacy, so once you declare war on someone and call your allies, you better finish that other party off completely. You can make a seperate peace, but then your former enemy will, in all likelyhood, just kill your protectorate.
    • AIs overvalue non-Capital but long in possession regions. (example.. Poland-Lithuania possessing only Poland and West-Prussia, will refuse to trade West-Prussia for Lithuania + Silesia + random region...; which doesn't make sense.)

    Would it be possible to change the diplomacy logic?

  6. #186
    Tango12345's Avatar VTW Mod Leader
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    Default Re: DarthMod Empire 7.0 Feedback

    THe diplomacy is already far beyond vanilla in quality, but it cannot be fixed completely. Perhaps it can be improved more, I don't know. I'll leave that kind of thing to Darth.

  7. #187
    Ikko-Ikki
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    Nürnberg
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    Default Re: DarthMod Empire 7.0 Feedback

    Hi all.

    I have a little problem with the 7.0 DMUC patch.pack, patch2.pack, patch3.pack etc.
    I want to change some infantry units, some values. I open with patch2.pack
    PackFileManager1.5.9NTW unit_stats_naval and can open them without problems.
    But can not open unit_stats_land, then an error message similar to this at
    Pack File Manager 1.7.7 Shogun
    http://www.flickr.com/photos/3001956...ream/lightbox/

    Please, how do I open the unit_stats_land in DMUC 7.0 without problems?

  8. #188
    Tango12345's Avatar VTW Mod Leader
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    Default Re: DarthMod Empire 7.0 Feedback

    Those are vanilla files, not DMUC ones. Do not edit them.
    You must edit DMUC_Core.pack instead-the unit tables are in there.

  9. #189
    Ikko-Ikki
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    Default Re: DarthMod Empire 7.0 Feedback

    Quote Originally Posted by ♔Tango12345♔ View Post
    Those are vanilla files, not DMUC ones. Do not edit them.
    You must edit DMUC_Core.pack instead-the unit tables are in there.

    I would like to DMUC 7.0 Darthmod Ultimate Campaign edit the Hesse Cassel Grenadier.
    Where exactly do I find the data? I open DMUC_CORE.pack / DB / unit_stats_land_tables
    and search in the data. I can not find the Hesse Cassel Grenadier.
    Where on this data stored?
    Darth_eue_unit_stats_land_tables,
    Darth_unit_stats_land,
    garisson_unit_stats_land_tables ? etc.
    The unit size is 250 men and an accuracy of 45.
    I want to change these values ​​please.

    Please excuse my bad English, I translate from German to English with http://translate.google.com :-)


    I've found the data in ornamentum_v12_unit_stats_land
    Last edited by zwergensepp; January 01, 2012 at 05:15 AM.

  10. #190
    Ishiyumi no shashu
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    Default Re: DarthMod Empire 7.0 Feedback

    I just started a new DMUC7.0 campaign after a long time of no empire. Cannons are 4 turns to recruit for all factions, is this intended or a bug? Couldn't find anything about it in the changelogs, and I dont remember them taking that long to recruit
    I salute those who took the Hungarian Phrasebook simply because of the quote!

  11. #191
    Tango12345's Avatar VTW Mod Leader
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    Default Re: DarthMod Empire 7.0 Feedback

    What kind of cannons? 12 pdr foot recruit in 2 turns in my game. Are you referring to the old demi-cannons?

  12. #192
    Ishiyumi no shashu
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    Default Re: DarthMod Empire 7.0 Feedback

    Quote Originally Posted by ♔Tango12345♔ View Post
    What kind of cannons? 12 pdr foot recruit in 2 turns in my game. Are you referring to the old demi-cannons?
    Yeah, old demi cannons and sakers. Organ guns as well, but that doesn't seem too odd.
    I salute those who took the Hungarian Phrasebook simply because of the quote!

  13. #193
    Tango12345's Avatar VTW Mod Leader
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    Default Re: DarthMod Empire 7.0 Feedback

    Well, I'm guessing its set like that so not many are recruited. I would advise upgrading to newer weapons ASAP-it does your own forces much more good.

  14. #194
    Ishiyumi no shashu
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    Default Re: DarthMod Empire 7.0 Feedback

    Quote Originally Posted by ♔Tango12345♔ View Post
    Well, I'm guessing its set like that so not many are recruited. I would advise upgrading to newer weapons ASAP-it does your own forces much more good.
    I always do that. But I'm just at turn three right now XD

    I'll see if the 12 pounders and stuff are normal
    I salute those who took the Hungarian Phrasebook simply because of the quote!

  15. #195
    IMRAHIL09's Avatar Ikko-Ikki
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    Default Re: DarthMod Empire 7.0 Feedback

    Hey,

    I was wondering if it was possible to implement an option for less movement pionts like Isabelxxx's old sub-mod. It could be a clickable option in the launcher. (1/2, 2/3, OR 1/3 piont reduction for naval and land units on campaign). And likewise have options to reduce campiagn line of sight. I have also seen where some one has totally removed friendly/enemy units from battle radar for more realistic game.

    I enjoy changes like these as they add a challenge to gameplay. Something I'm sure others will enjoy as well.

  16. #196
    Ikko-Ikki
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    Default Re: DarthMod Empire 7.0 Feedback

    Pleas add a vanilla smoke option the the DM

  17. #197
    Tango12345's Avatar VTW Mod Leader
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    Default Re: DarthMod Empire 7.0 Feedback

    Hey,

    I was wondering if it was possible to implement an option for less movement pionts like Isabelxxx's old sub-mod. It could be a clickable option in the launcher. (1/2, 2/3, OR 1/3 piont reduction for naval and land units on campaign). And likewise have options to reduce campiagn line of sight. I have also seen where some one has totally removed friendly/enemy units from battle radar for more realistic game.

    I enjoy changes like these as they add a challenge to gameplay. Something I'm sure others will enjoy as well.
    No, I'm afraid it is far too complicated. Believe me-I looked into doing that.

    Pleas add a vanilla smoke option the the DM
    We don't add any options to DM as a rule.

  18. #198
    Ishiyumi no shashu
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    Default Re: DarthMod Empire 7.0 Feedback

    I'm having a problem with recruiting the Nizam I cedit (is that how you spell it? Damn turks, pick an easier name! )
    In case I horrendously misspelled: The line infantry/cavalry /light infantry you can recruit after researching european doctrine. After determining I was going to be kneedeep in a war with europe with sucky infantry I built as many schools as I could and raced to the tech together with fire by rank.

    However, when I had finally completed the research I couldn't build them anywhere. Even now, five turns later, I can't recruit them. Not even in my capital, which has the next military building (the one you get when you finish researching the tier with european doctrine etc) or anywhere else for that matter. Were they removed from the game or are they bugged or something?

    Using DMUC 7.0+
    I salute those who took the Hungarian Phrasebook simply because of the quote!

  19. #199
    Tango12345's Avatar VTW Mod Leader
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    Default Re: DarthMod Empire 7.0 Feedback

    No idea why that would be-perhaps it was obseleted by a tech. Will look into it for the next version of DMUC.

  20. #200
    Ishiyumi no shashu
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    Default Re: DarthMod Empire 7.0 Feedback

    Quote Originally Posted by ♔Tango12345♔ View Post
    No idea why that would be-perhaps it was obseleted by a tech. Will look into it for the next version of DMUC.
    Doubt they were obseleted: They're the brand new "new Turkish army" and stuff. Besides, like I said, I've researched them 5 turns ago. I doubt they were obseleted. I can use them in custom battles, so I'm pretty sure they weren't deleted. I'll look into it some more.
    I salute those who took the Hungarian Phrasebook simply because of the quote!

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