I was think more of custom battle than anything, unless I can recuit from any era, lol. x
I'll go dig you up some pics. x
I was think more of custom battle than anything, unless I can recuit from any era, lol. x
I'll go dig you up some pics. x
GIVE CREDIT TO YOUR ENEMY AND LITTLE TO YOURSELF, AS IT MAKES YOUR VICTORY ALL THE GREATER!-Under the influence of medically prescribed drugs, please take much salt with this post, you have been warned!
If you don't like it, it's easy to change with PFM. But I'd rather have a standard version with the main uniform for each period, than allow very uniform for every period. So if you want something more "exotic", you can make your own version. For this, it is not difficult. just replace a "False" by "True" in some columns of the unit tables.
Hmmmmm.... Perhaps so! I need to learn how to mod nappy anyways!
GIVE CREDIT TO YOUR ENEMY AND LITTLE TO YOURSELF, AS IT MAKES YOUR VICTORY ALL THE GREATER!-Under the influence of medically prescribed drugs, please take much salt with this post, you have been warned!
You're going to hate me for this Steph, But I was linked this:
http://napoleonistyka.atspace.com/French_infantry.html
According to this, it wasn't until 1812 that bearskins were officially repealed, with the introduction of the beduin Uniforms, your 1807-1811 uniforms for cabiners and geniders are inaccurate if this is the case, as although shakos were approved for line geniders, the old bearskins were not repealed. So really unless we can assertain which were issued at that time, and I'd guess the bearskins, maybe both should be an option if possible?
Spoiler Alert, click show to read:
GIVE CREDIT TO YOUR ENEMY AND LITTLE TO YOURSELF, AS IT MAKES YOUR VICTORY ALL THE GREATER!-Under the influence of medically prescribed drugs, please take much salt with this post, you have been warned!
The ships are too easily demasted and routed. For example, in a typical battle involving 10 ships on either side, I can demast and route most enemy ships before they ever reach my battle line. So far in my test campaign as UK, I've won every single naval battle with 0 ships lost and captured 95% of all enemy ships.
Then you are a good captain
one little suggestion that always bugged me since vainilla. I made a ship in mecklemburg port (forget the port name sorry >_<), and send it to spanish coast, in order to capture the ivory point in front on them , but the travel takes an impressive time of 24 turns!
that means:
1 turn=2 weeks...24 turns=12 weeks=3 months!!!
that is three times more than first Cristobal Colon journey xD!.
So im not sure about how long could the travel i made take long..but im sure is half the distance (from germany to marocoo is roughly 4000 km and the distance between spain and cuba is 9000 km), i had never been sure why the hell CA decided to balance the naval movements points this way, i mean this doesnt make any sense from logic or strategic point of view:
imagine playing as prussia, and you decided to atack oldemburg via sea, why i should take the time to invade it with a ship when the travel takes roughly 7 turns, if i could easily move from cleves mark...or from bramdenburg itself in almost the same number of turns. Am i the only one who find this mechanic pretty silly and anticlimatic? anyone have any thoughs about this?.
I really believe yo should improve the movement points of ships, also because this is a direct buff to IA,i played a mod that made this change and england became more dangerous because they could try to invade you a bit faster for example...another good example i remember were when i was in war with ottomans and danish were my allies and they send a ship all the way around europe to their mainland,captured one territory and then decided to siege their capital...AND MADE IT!, then a couple of turns later get their ass kicked out of rumelia because ottos send three armies aggainst them xD!....sorry i dont want to take more longer the post, but i just want to say this idea, and i want to hear you opinion, do you have any plan to improve this, or it will remain vainilla?.
Edit: when i said Cristobal Colon, i was refearing to Christopher Columbus (Cristoforo Colombo), you know, the italian guy who "discovered" America.
Last edited by B1ackwolf; April 25, 2015 at 02:41 AM.
24 turns? That's a lot... I'll check the speed, to see if there is an error. What type of ship was it and from what faction? Because I think for the French starting fleet to go to Mecklembourg, it should be around 12 turns. But since I focused mainly on the land side of the campaign recently, I didn't check the ships in details.
I think this could be improved, but we have to be careful
If ships are really fast, it could create issue with the AI and allows exploit. Like ships very difficult to intercept because in one turn you could just "make a very large detour" to avoid a ennemy fleet (which should have move in we were in parallel real time).
May be douybling the speed could be good.
BTW
You said : 1 turn=2 weeks...24 turns=12 weeks=3 months!!!
But: 1 turn = 2 weeks, 24 turns = 24x 2 = 48 weeks = one year....
Last edited by Steph; April 25, 2015 at 04:55 AM.
yeah!, yeah..wait...why the hell i said three months?, sorry pal, it was the hour i think, i needed to sleep xDD, but yeah it was almost that time, i always start my campaing buying one merchant ship, december arrive and the ship wasnt even close of portugal :c.
first was prussia,i tried with two types of ships, first with a merchant ship, later with a sloop of war (one of the fastest ships) just for testing purpouse, and it was like see a race between a turtle and a snail, one was just SLIGHTY more fast that the other xD.
i tried anothers factions and it feels like thats the general speed of the fleets, if this is the case, then any western faction would be in a incredible advantage taking the points, because normally playing as spain for example, you should have two options:
A)spend money in ships and rush all the trade points.
B)spend in the army waiting until english arrive.
but since they start really close to the trade points, and ships take so long in move, they can safely take both options:
-firsts turns spend lot off euros.
-then spend a lot in army.
-became dominant faction in seafare trade.
-get a lot of income,get out of the economical crisis, be the ruler over the eurozone.
- beatt any hater enemy who dares to come close to you.
-???...then profit! you succesfully made spain a prominent nation again :p!.
I like the high risk, high reward plays, but this should also come with some kind of punishment in case you fail, just to make you think more carefully what you should do next .
That's why we want a beta: to get feedback and correct this kind of things .
For tomorrow update, I'll increase the speed of ships, and so you can tell if it is better
steph ,
just an idea , i just installed american civil war 3.6 for empire , dont know if u are known with this mod ? ....there is a good atmosphere of sounds and music when actual battle is on .... feels different , retreat trumpets sound when broken , cavalry own sounds/music ...... would this be possible within NTW ?
maks
maks, that is one great game American civil war 3.6. It still needs some finishing, lack of modders. But they put lots of heart and soul on the mod.
I don't know this mod
Indeed, something is very special about the way they edited the sounds.....it s an experience ....but i cannot explain it ....because ntw is also nice but still different .....they units seem to be more envolved in the action ? .....for example ....if an unit is nearing ....the approaching sound of the unit songs is very realistic....as with ntw you have to get really close to hear the specific tunes with the soundmods.......in acw 3.6 they are noticabe much farther away ....
Are you going to reskin the naval crews?
Maybe later, when all the land units are fully done
I've just tested the cavalry with the update from Sirloin - much better, the cavalry are effective now, but not overpowered; the fatigue is good too.
Still one thing that bothers me is when zooming into a fight the sounds of the men screaming "ARGHH, OHH, ARGHH, OHH" is very loud and there's no way of changing the volume of their speech specifically. Does anyone else agree?
It is possible to modify the volume individually of each part (like selection, attack, death "AAAAARRRRRGHHH", etc). And also from faction to faction (I think for instance, the Russian voices are not loud enough compared to others).
So please list what is too loud / not enough and I can adjust.
This is a little complex, it requires the use of Symphony tool to decompile the sound banks. It generates XML and csv file.
the XML associate "sound event" to "event" and "item" (exemple if "event" = selected, and "item" = "French_Grenadier_Unit", then "sound event" = "French_Grenadier_Selected".
Then in the csv file, for each "sound event" you can define parameters, such as the volume, distance, repetition... and a list of mp3 files.
And once you have modified it, you need to recompile.
And any change in the unit table (to add, remove, rename or reorder units) need a recompilation.
Last edited by Steph; April 29, 2015 at 05:06 AM.