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Thread: DarthMod Napoleon v1.7 +(beta Launcher)+(beta v1.8 PACK UPDATE2)

  1. #1

    Default DarthMod Napoleon v1.7 +(beta Launcher)+(beta v1.8 PACK UPDATE2)

    DarthMod Napoleon v1.7

    The popular mod series now for Napoleon: Total War!
    Play realistic napoleonic battles against a challenging AI.
    The gameplay is vastly improved, the arcade feeling of the official game is removed and not only that...
    You will witness the full power of the new DarthMod Formations, which make the Battle AI to attack you without hesitations and weak plans.
    Join the Dark Side and you will be crushed! Satisfaction -> Guaranteed!


    Main Features

    DarthMod Napoleon Features (Will be updated.... more are included)

    These are the key elements of the mod that make it better than the official game (vanilla) and unique among others.


    Land Battles


    • The more realistic movement rates and acceleration for the troops together with the more realistic physics effects provide more natural visuals
    • Melees are more cinematic and charges more powerful especially those of cavalry who go deep into formations and provoke havoc
    • Musket fire more realistic based truly on the accuracy of the unit and the characteristics of the weapon (in vanilla muskets target with heat seaking ability and for compensation the developers have added a “deflector shield” for the units as there is in all modern and childish RTS games)
    • Artillery units fire with more realistic trajectories and have bigger range so now their impact is historically powerful
    • Morale effects are more dynamic forcing the AI to re-mobilise its forces continuously during the battle to gain the best possible position and formation and not think (wrongly) that it can win while being flanked
    • Fatigue effects are more realistic so now for example the troops get tired quickly after running but can also rest more quickly
    • Various changes in the unit statistics provide a better and more realistic battle experience, for example Line Infantry have increased numbers and Lancers have anti-cavalry bonus or Grenadiers use heavy body model etc.
    • The units are not “perfectly” formed as in vanilla so that their formations look more real and not gameish
    • Experience rises quickly enough to make a unit realistically useful according to the battle it fights
    • The useless “Fire and Advance” replaced by “Fire by Rank”
    • Grenades have been removed because it is insane that they have limitless ammo and also because they are unhistorical this time period

      The new AI formations in land battles

      The new Darth Formations encourage AI battalion type attacks (reserve system) and also:

      • The AI attacks now in full unison
      • The AI lethally flanks
      • The AI light infantry is more dangerous
      • The AI artillery is located in a single powerful battery which unleashes devastating concentrated barrages to the human player
      • AI general is always careful and not suicidal
      • Cavalry attacks are better coordinated
      • No big gaps between units (now they create one long thin line of musketry per group and per formation)
      • Attack and defend offsets are improved so that the AI properly times the assault and muskets more
      • The AI siege and river battles play better


    Naval Battles

    • The ships statistics have been totally revamped so that the arcade feel of naval battles is totally removed, for example now ships turn and maneuver much slower like real wooden vessels or cannon shots do not “heat seek” but follow realistic trajectories
    • Naval morale is more dynamic and favours the circumstance of a ship to surrender when it is in very bad shape than fight to the bitter end and sink
    • Magazine hit points increased so that the ships do not blow up so insanely frequently (but blow ups can still occur)
    • Naval solid cannons create more damage to the crew and can be devastating in close range
    • Chain shots have less range but more power so that they can be used only in a moment of a difficult decision: “to fire solid shots and surely damage or try to disable the ship with less probability?”

      The new AI formations in naval battles

      There have been slight changes to the Naval formations so their attack begins with different offset favouring the AI to “cross the T”.

    Campaign

    • The Campaign AI has been totally re-innovated so that the AI considers better when and where to invade, when to defend, when to naval assault, when to retreat, when to support allies etc. to develop faster and to wage powerful “big stack” armies.
    • Because of the new CAI the original many many AI handicaps whose purpose was to offer challenge to the human player by a super cheating AI have been removed and have been kept only the upkeep and income bonuses per difficulty level (to simulate an effective AI economic management)
    • The AI raises quality armies with sufficient capacity of line infantry, cannons and cavalry
    • Autocalc has been fine tuned to be more reasonable and the AI bonuses per difficulty level have been removed.
    • Terrains are more hilly to offer more tactical interest for the land battles
    • France is no longer the “Uber Faction” so that the campaign does not feel scripted (any nation now can be powerful enough to offer challenge as an adversary)
    • Ships have much more movement points to favour naval invasions and make fleets more useful
    • Traits increase more frequently so that generals can get bonuses or penalties more often according to your actions
    • Diplomacy is more reasonable and your allies will not backstab without reason as in vanilla and they will support you much more
    • Government types have more differences between them and give more bonuses and penalties
    • Ministers have more bonuses per star rating so that they contribute sufficiently to the overall nation development

    The above mentioned together with hundreds of other micro adjustments and balances make DarthMod Napoleon the right choice if you want to play Napoleon: Total War as it should have been released from the start… with realistic features and challenge without overwhelming cheats.

    In addition, DarthMod Napoleon comes with a launcher to help you set the unit sizes to big (2X) or normal (1X) and to enable submods with one click. More submods will be added in the future to offer a richer experience which will be adapted, if needed, to fit in the mod.
    DarthMod Napoleon can be disabled any time to play vanilla or another mod.


    Changelog

    Version 1.7

    • Fixed script to enable all the 40 Unit Army saves (Two were not enabled).
    • Made the CAI to be mobile and not prefer to camp into the settlements. The war action is now UNLEASHED.
    • Reduced the building time of all units so that the human player and the AI can recruit more quickly their forces and move into the battlefield. The CAI is affected very positively by this because now it raises Armies and Fleets to conquer and defend within due time.
    • Made cavalry to be even more penetrating against infantry and for compensation the bayonet equipped infantry have slightly more "pushing" bonus so that the only good defense against cavalry is to form squares on time and not at the last time.
    • Increased the population cost to 2000 per unit so when you raise a big army to have impact in the growth and prosperity of a City.

    Version 1.6

    • Fixed bug that prevented Spain Campaigns to work properly.
    • Included some map files for All Factions Campaigns that show victory conditions in startup map screen.
    • Made Ministers and Faction leaders to have more diplomacy bonuses or penalties according to their star rating (Finetuned CAI aggressiveness for this).
    • Replaced every 40Unit save campaign with a new one with working 2X unit size! (Some minor factions saves were removed because of less interest).
    • Included the Increased Deployment Zone mod of Albtraum23 that is included in this mod Albtraum23Mod mit 40 Units per Army V.0.9. This mod is useful for 40 Unit Campaigns and can be enabled/disabled from the submod options.
    • Militia can now fire by rank.


    Version 1.5+ (HotFix)

    • Finetuned the CAI to be more aggressive as it should be (maybe this fix will affect your ongoing campaign negatively or provoke a CTD but it is necessary).
    • Repaired the cannon balls not able to pass through multiple bodies.
    • Blunderbuss musket balanced better.
    • 40 unit saves games repaired to work (five were not enabled correctly).
    • Repaired the Vanilla Coalition Campaigns not working (Thanks to Moranimator for the feedback)
    • Repaired the Multiplayer not working.

    Version 1.5

    • Buildings have more hitpoints to be more useful.
    • Minor nations will now try to expand as well and the bigger nations will be more aggressive to conquer. As a result, the campaign game becomes more interesting and random.
    • Fine tuned musketry and melee mechanics for more realistic aiming and effects.
    • Cdir unit qualities balanced a little better as per advice of The Hedge Knight so that some elite units will be favoured more to be recruited by the AI.
    • Some unit balances issues resolved.
    • Several units not having rank by fire and other abilities repaired (Updated the Radius Fire by Rank mod which had this bugs).
    • Fire and Advance re-inserted and together with Fire-by-Rank now there are several options for musketry warfare (In Napoleon Total War the Fire and Advance skill is not preferred so much from the AI so everything works great).
    • Gameplay challenge reworked to make the battles much more difficult.
    • Carcass & Quicklime damage balanced better.
    • New cinematic effects (optional) which offer thick smoke, better explosions, Blood, more realistic visuals but without creating excessive lag. I thank The Hedge Knight for his very helpful tutorial and riktherek for his effects mod (Whiff of Sulphur) from which I used only the artillery effects as a base. The effects I created are highly recommended for the best battle experience.
    • 122 New Land Units + 14 New Naval Units (work by Swiss Halberdier, Sacrebleu!, md1453).
    • Options to toggle projectile tracers on/off.
    • husserlTW adapted his great Napoleon Total Factions mod to be included in DarthMod (it works inside the mod) and now you have the options to play with many new countries in all campaigns.
    • husserlTW has created 31 special saves exclusively for DarthMod which offer starting campaign conditions for up to 40 units in a single army!
    • The launcher has been redesigned to include all the many new features and is pretty self explanatory on how to use it.

    Version 1.4

    • Infantry and Cavalry movements now are more realistic than before (previously they had too much acceleration). This affects in a positive way the melees and musketry as well.
    • Made some adjustments to formations so that AI artillery does not maneuver so much when the AI attacks and provides a constant barrage (this is a common vanilla error).

    Version 1.35

    • Brigs and sloops increased movement points corrected.
    • Ships broadside damage fine tuned.
    • Some adjustments in the hills movement rates have been corrected (Thanks to Hedge Knight for the feedback).

    Version 1.3

    • Ships movement points increased to favour naval invasions.
    • Grenadiers have now heavy body entity model as they should.
    • Character traits appear now more often.
    • Moral system made more dynamic to create more realistic battlefields (units under heavy bombardment and musketry will not stupidly stay but will retreat to a better position, so this way they protect themselves automatically ).
    • Melees more penetrating.

    Version 1.2

    • Research effects not showing in Peninsular Campaign corrected (Thanks to Ridcully for the feedback).
    • Mod Version Number shows now in the left right corner above official patch version (Thanks to T.C. for his excellent mod http://www.twcenter.net/forums/showthread.php?t=457207.
    • Projectile system tweaked a little more to have realistic effects according to distance.
    • Melee slightly re-balanced for compensation.
    • Allies now can be even more trustworthy for the human player.
    • Suicidal general issue when in a column or reinforcement army fixed (was vanilla bug).
    • Gifts have more effect in diplomacy.

    Version 1.1

    • Better melees.
    • Better troop reactions & movements.
    • Better BAI, more careful.
    • France should no longer be "Uber faction".
    • Solid cannon shots have a much more devastating concussion ability, and also naval cannons are more effective. Generally the cannons now reflect their realistic purpose much more than in the original game setting.
    • Not so much income for the human player.
    • Minor nations have more income so that they can pose a greater challenge.
    • Musket fire balanced to be a little more randomly effective according to unit accuracy ability.
    • All 3rd Deckers and the Spanish "Santisima Trinidad" have more firepower to reflect their historical awesomeness, except from the British big vessels who are a little faster and have more accurate cannons.
    • Grenades removed.

    Version 1.0
    Read the Main Features above. Generally the gameplay basis of DarthMod Empire has been transferred to DarthMod Napoleon together with unique features due to the improved game engine and also there are new battle formations which make the AI much smarter.
    In a few words:
    DarthMod Napoleon has aim to provide:
    -optimised Land/Naval Battle AI
    -optimised Land/Naval Battle mechanics and realism system
    -optimised campaign AI
    -unequaled challenge for the human player.


    3rd Party Included Submods

    Currently these are the submods that DarthMod Napoleon (DMN) includes:

    Gameplay

    Radious Fire By Rank mod *some adjustments have been made by me*
    NAPOLEON TOTAL FACTIONS *Specially adapted for DarthMod by husserlTW*

    Sounds
    Ultimate Soundmod V3 *UPDATE4* [best Sounds in one pack!] *some adjustments have been made by me*

    Units
    Additional Dutch Units (Batavian Rep) *Specially adapted for DarthMod by me*
    Additional Danish Units *Specially adapted for DarthMod by me*
    Additional Spanish Units (non-DLC) *Specially adapted for DarthMod by me*
    Additional Portuguese Units (non-DLC) *Specially adapted for DarthMod by me*
    Ottoman Units and Spawning Agents *Specially adapted for DarthMod by me*
    ADDITIONAL UNITS MOD - NAPOLEON (AUM-NAP) 2.2 *Specially adapted for DarthMod by me*

    Various

    Mod Version number
    Unit Pack Compatibility Project - Napoleon *Specially adapted for DarthMod by me*
    Albtraum23Mod (The 40Unit Card and Increased Deployment Zones mods)

    I thank their creators below.


    Team:
    DARTH VADER (DarthMod Architect, AI and Gameplay Designer)
    husserlTW (Campaign Master and Artwork Maker)

    Special Thanks:

    Marku for being a grand donator (he has gifted me the game and all DLC).
    husserlTW for his modified Napoleon PFM, his artwork, all his tools as well as his genius new campaigns.
    Radius for his super useful "Rank by Fire" mod.
    LochKopf for his Ultimate Sound Mod.
    (combined work of "sgt_melin, Mech_Donald, Diggy, GeraldDuva, Pdguru")
    taw for his always helpful mod tools and his collaborating spirit.
    The Hedge Knight for helping taw and for all around help.
    LtChampers, Erasmus777, The Vicar for the development of the PFM Tool.
    T.C. for his very helpful version number mod.
    Swiss Halberdier for his perfect AUM_NAP mod and Unit Pack Compatibility Language Project.
    Sacrebleu! for his top quality additional Portugal, Spanish, Danish and Dutch units.
    md1453 for his massive Ottoman Unit Pack mod.
    riktherek for his Whiff of Sulphur mod from which I used as a base the artillery effects.
    Albtraum23 for his very handy 40 unit card and increased deployment mods.
    Julle Cesar for his discovery to enable more than 20 units in an army.


    Download:

    HERE


    Installation & Troubleshooting:
    Spoiler Alert, click show to read: 

    How to install?

    It is important to use your PC as administrator. Then, you just follow the instructions of the installer and install the mod in a few seconds. It is also recommended to UNINSTALL the previous version before installing the new one.

    How to play DarthMod Napoleon?
    When you want to play DarthMod Napoleon you can use the launcher to enable some features and then press the button PLAY. These changes will stay so next time you can use the official game shortcut to play DarthMod Napoleon.

    Why there is a CTD?
    The CTD can be noticed before start, before a custom battle or before a campaign start but this has to do with Steam not liking other files in its folder. So before you press the button PLAY you must have logged in to your Steam Client or restart your Steam Client and try again. Other way to play is to choose your options in the launcher and then start the game with the official shortcut.

    How to revert to Vanilla?
    You press the button DISABLE and then go to the graphics settings of the game and change the "unit size" to something else than it was before. This must be done to manually disable the unit size scripts that DarthMod Napoleon loads before start.

    How to change unit size for DarthMod Napoleon?
    You press either 1X or 2X buttons and you start the game. Nothing else is needed.

    How to play Multiplayer with DarthMod Napoleon?
    Both players must use exactly the same settings. Concerning you do not use other mods, both players must use either the 1X or 2X unit size to be compatible.

    How to play my other mods?
    Unfortunately DarthMod Napoleon uses its own script, therefore it will delete your old mod scripts. Be sure to back up your personal mod script and whenever you want to revert to your old mod, Disable DarthMod Napoleon and enable your own script.

    Can I use other mods with DarthMod Napoleon?
    You can but are not supported. For various reasons, other mods can conflict with DarthMod Napoleon settings and produce a bad gameplay experience. Use only at your own risk. In the future more submods will be added to DarthMod Napoleon to ensure compatibility with a collection of the best graphics and sounds mods of the community.


    Compatibilites:
    It is compatible with all DLC (as I know) and with many visual and sound mods, although you cannot add other gameplay mods or unit packs because they will conflict with DarthMod settings. They may not CTD but they will not work well.
    Use other mods at your own risk.

    DarthMod Napoleon Open Beta (Available a new beta launcher and a Darthmod_Napoleon.pack):
    Spoiler Alert, click show to read: 

    Download from HERE the Beta Launcher

    Download the PACK DarthMod_Napoleon_OpenBeta_1.8_PACK_Update_2.zip and then:
    -unzip
    -Place the DarthMod_Napoleon.pack to the game folder to replace the previous, for example to:
    C:\Program Files (x86)\Steam\steamapps\common\napoleon total war\data

    It includes:
    Open Beta v1.8 Update_2
    -Better, more chaotic melees
    -The CAI should now develop more and also to behave generally better.
    -Cannon Ball Shots should now be much more powerful according to caliber (3 Ottoman cannons will be updated with the full release).
    -Certain changes in morale and Battle mechanics now make the AI more challenging as the AI muskets more and the flanking attacks have much more impact.


    DarthMod Napoleon Screenshots:
    Spoiler Alert, click show to read: 


    DarthMod Napoleon Signatures:

    Spoiler Alert, click show to read: 


    by HusserlTW


    by HusserlTW




  2. #2
    Dark Storm's Avatar saut dans le vide
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    Default Re: DarthMod Napoleon v1.0

    Brilliant!!! +rep

  3. #3
    Tribunus
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    Default Re: DarthMod Napoleon v1.0

    I was wondering when someone else would get involved in Napoleon

  4. #4
    Huberto's Avatar Praepositus
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    Default Re: DarthMod Napoleon v1.0

    Nice one! +rep

    Are you experimenting with 30 and 40 unit stacks in NTW Darth?

  5. #5

    Default Re: DarthMod Napoleon v1.0

    Will play soon and update you on how it plays... thanks again.

  6. #6
    Havoc04's Avatar Tiro
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    Default Re: DarthMod Napoleon v1.0

    Congrats Darth for applying you're talents on Napoleon

    Regards
    Windows 7 64Bit//Intel Core I7 2600k//16 Gig G-Skill 1866 Ram//Galaxy Nvidia GTX780 3gb

  7. #7

    Default Re: DarthMod Napoleon v1.0

    While other mods are in standby or in snail pace, the Empire strikes back. Congratulations Darth.

  8. #8

    Default Re: DarthMod Napoleon v1.0

    Um, is the mod working for anyone else? All I'm getting is a crash. Britain is the only country I can select (which has the wrong flag) and no text.

    Okay nevermind I got it working, had to verify the files... but it seems to be working now.
    Last edited by CoolBreeze-90; December 01, 2011 at 09:34 PM.

  9. #9
    Tired of TWC Arrogance
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    Default Re: DarthMod Napoleon v1.0

    Delighted to see you decided to work on NTW after all!

    I'd like to try it out - but want to be able to install it manually because I have many other files in place. Your installer demands that your files install directly into data folder and I want to put them in a sub folder to begin with. Can you help me with that?

    Thanks!

  10. #10

    Default Re: DarthMod Napoleon v1.0

    Napoleon : Hey, that's my horse!! and my pose!!

  11. #11
    Havoc04's Avatar Tiro
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    Default Re: DarthMod Napoleon v1.0

    Quote Originally Posted by ♔Pdguru♔ View Post
    Delighted to see you decided to work on NTW after all!

    I'd like to try it out - but want to be able to install it manually because I have many other files in place. Your installer demands that your files install directly into data folder and I want to put them in a sub folder to begin with. Can you help me with that?

    Thanks!
    Just create a temp folder on the desktop and copy the Napoleon.exe into it and point the installer to that temp folder. Works for me that way

    Regards
    Windows 7 64Bit//Intel Core I7 2600k//16 Gig G-Skill 1866 Ram//Galaxy Nvidia GTX780 3gb

  12. #12

    Default Re: DarthMod Napoleon v1.0

    Playing just campaign map with this early version for about an hour, I didn't notice really much more challenge over vanilla myself. Seems like armies are still not really building stacks and France is still pretty much rolling through everyone while everyone else doesn't do very much. Granted this is just an hour of play.

    Can't comment on battle AI, as I usually just play the campaign map...
    Last edited by CoolBreeze-90; December 01, 2011 at 10:33 PM.

  13. #13
    Havoc04's Avatar Tiro
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    Default Re: DarthMod Napoleon v1.0

    Darth are you going to individualize each units size? Or just use the generic 2x approach ?

    Regards
    Windows 7 64Bit//Intel Core I7 2600k//16 Gig G-Skill 1866 Ram//Galaxy Nvidia GTX780 3gb

  14. #14
    ToonTotalWar's Avatar Indefinitely Banned
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    Default Re: DarthMod Napoleon v1.0

    Hehehe +rep

  15. #15

    Default Re: DarthMod Napoleon v1.0

    Toon, I am using your all in one, and enjoying it, but this darth BAI tempts me, any chance you guys team up and combine mods or options? shot in the dark.
    18th Century Book about a young Sailor in the Royal Navy, who embarks a great adventure!http://www.amazon.com/Journey-Zacaria-R-Telford/dp/1424142679/ref=sr_1_1?ie=UTF8&qid=1322699110&sr=8-1on

  16. #16
    ToonTotalWar's Avatar Indefinitely Banned
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    Default Re: DarthMod Napoleon v1.0

    Quote Originally Posted by zrtelford View Post
    Toon, I am using your all in one, and enjoying it, but this darth BAI tempts me, any chance you guys team up and combine mods or options? shot in the dark.
    I am sure the Rebel alliance and the Empire will work together.

    I do however have my own AI in "all in one" so no idea how this will work with darth's AI

  17. #17

    Default Re: DarthMod Napoleon v1.0

    I would appreciate feedback about the CAI because, obviously, I had not much time to test myself. Your feedback will help to optimise it. The Battle AI and battle mechanics should be much better and I am eager to hear your opinions about these two.

    @Toon.
    We will talk my rebel friend.

    Are you experimenting with 30 and 40 unit stacks in NTW Darth?
    Not yet... can you point me someone to the relevant mod so to add it?
    I'd like to try it out - but want to be able to install it manually because I have many other files in place. Your installer demands that your files install directly into data folder and I want to put them in a sub folder to begin with. Can you help me with that?
    Havoc has perfectly explained: "Just create a temp folder on the desktop and copy the Napoleon.exe into it and point the installer to that temp folder."

  18. #18
    MorganH.'s Avatar Finis adest rerum
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    Default Re: DarthMod Napoleon v1.0

    Quote Originally Posted by DARTH VADER View Post

    Not yet... can you point me someone to the relevant mod so to add it?
    Here you have it:http://www.twcenter.net/forums/showthread.php?t=454716

    Congratulations on starting on NTW Darth,awesome decision +rep

  19. #19

    Default Re: DarthMod Napoleon v1.0

    Quote Originally Posted by DARTH VADER View Post
    Not yet... can you point me someone to the relevant mod so to add it?
    I'm playing this one, which is solid and really well done
    <> If you think my english is bad, you never heard my japanese
    <> "Ama il prossimo tuo...NON QUESTO! IL PROSSIMO!"
    <> "Non bisogna prendere la vita troppo sul serio! Tanto non se ne esce vivi!!"
    <> "Saru mo ki kara ochiru"

  20. #20

    Default Re: DarthMod Napoleon v1.0

    Darth AI with the Napoleon : Masters of Europe mod and combined with the 20 + stack option would be the perfect mod for me!!!

    Great work as always Darth!

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