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Thread: Empire Realism 3.5 Preview

  1. #1
    JaM's Avatar Empire Realism
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    Nov 2004
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    Default Empire Realism 3.5 Preview

    After long wait new version of Empire Realism is about to be released. It will bring several radical changes to game play, introducing improved realistic battle system for land and naval combat and enhanced versions of ETW main and Road to Independence campaigns.



    Major changes:


    Fully implemented Experience system previously seen in Napoleon Empire Realism mod. Units now have starting experience based on level of training and status.

    Improved Combat system with realistic musketry effect, dangerous but realistic cavalry charges and artillery (with 2 canister rounds available). Improved firing and melee animations and realistic movement speeds for all units.

    Complete Unit stats overhaul based on unit effectivity and weapons used, as well as received training. Overhaul works closely with new Experience system.

    I
    mproved technology Tree
    with lots of meaningful technologies which provide important and historically correct bonuses.

    New time scale with 3 turns per year for all campaigns, with 2 summer turns and one winter. One turn now represents 4 months.

    Improved Campaign AI system based on Darthmod AI (bit thanks goes to Darth for allowing me to implement his excellent work)

    Several essential submods incorporated, like TC's replenishment mod, Spanky's proper militia mod,Lordsith's firing animations,Hedge Knight's formation mod,Primergy's large Flags, Battlefield Smoke mod by Mech_Donald etc. (full credits in release thread)



    And many more changes and fixes which will be described in full mod change log. Download will be available soon.
    Last edited by JaM; November 26, 2012 at 06:57 AM.

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