View Poll Results: Should I change the cost of military units ? Since the factions earn more money in general ; they tend to recruit much larger armies than vanilla ETW.

Voters
2. You may not vote on this poll
  • Yes, higher upkeep and recruitement prices.

    1 50.00%
  • Yes, lower upkeep and recruitement prices.

    0 0%
  • Yes, higher upkeep.

    1 50.00%
  • Yes, higher recruitement price.

    0 0%
  • Yes, lower recruitement price.

    0 0%
  • Yes, lower upkeep.

    0 0%
  • No need for change.

    0 0%
Page 1 of 8 12345678 LastLast
Results 1 to 20 of 156

Thread: OLD - Main Thread

  1. #1
    Goutlard's Avatar Janissary
    Join Date
    Dec 2010
    Location
    France / Turkey
    Posts
    818

    Default OLD - Main Thread

    Ottoman Total Overhaul Mod :
    (continuation of the Ottoman Realism Mod)

    Links :
    http://www.moddb.com/mods/ottoman-total-overhaul-mod/downloads

    How to install :

    1) Download the last version of the Ottoman Total Overhaul Mod following the link and extract it.
    2) Put the contents of the [OTO 2.5.2/data] folder in the [C:/Program Files (x86)/Steam/steamapps/common/Empire Total War/Data] folder.
    3) Go to :[%appdata%] - and open [(...)/The Creative Assembly/Empire/Scripts].
    4) Choose in the[OTO 2.5.2/User Script] (Realistic/Default/Gameplay morale) user.empire_script and put it in the [(...)/Empire/Scripts] folder.

    Now you have installed the mod. It was rather easy huh ?

    Kurulum Bilgisi :

    1) Ottoman Total Overhaul modunun son versiyonunu yukarıdaki link’ten indir.
    2) [OTO 2.5.2/data] dosyasının içindeki belgeleri [C:/Program Files (x86)/Steam/steamapps/common/Empire Total War/Data] dosyasına koy.
    3) Başlat Windows'ta ara [%appdata%] yaz ve sonra [(...)/The Creative Assembly/Empire/Scripts]'e gir.
    4) [OTO 2.5.52/User Script] dosyasindaki user.empire_scripts’lerden birini seç (Realistic = Gerçekçi Moral/Default = Normal Moral/Gameplay = Önerilen morale ayarı) ve user.empire_script’i [(...)/Empire/Scripts] dosyasına koy.






    Major announcement - RECRUTEMENT and Total War Turkiye (Ottoman Realism Mod) :

    A while ago (since I was taking exams, couldn't work since December)..
    Mod's link in Total War Turkiye forums : http://totalwar-turkiye.com/twforum/...een#msg1426804

    After discussing with Nizam, leader of Turkiye Total War Team, and the Ottoman Realizm Mod, he requested my mod to be the official continuation of the Ottoman Realism Mod. Therefore, I hereby declare the Ottoman Total Overhaul mod the continuation of the Ottoman Realism mod. Once again, I shall remind the users that this work could not be possible without the help of Nizam, Amir Timur, Ramses, Darnova, Goutlard, SirDigby Chicken Ceasar, Ahiga, Erasmus777, HusserlTW, Mech_Donald, LtChambers, KnightErrant, somerandomninja, Emre Kocasu, Darth Vader, Bran Mac Born, Sirlion, Bavarian Grenadier, Taw and BraselC5048.

    Special thanks to the Ottoman Realism Mod Team.


    Example of musics and images :

    Spoiler Alert, click show to read: 




    Last edited by Goutlard; January 30, 2017 at 06:47 AM.
    Wind from the East's Awards :

  2. #2
    Goutlard's Avatar Janissary
    Join Date
    Dec 2010
    Location
    France / Turkey
    Posts
    818

    Default Re: Coming Soon - Ottoman Total Overhaul Mod : (based on Ottoman Realism – Darthmod AI and G-Overhaul Gameplay)

    Military Overhaul :



    Ottoman Overhaul :


    16 new units and all Ottoman Units rebalanced, renamed and recruitment conditions edited accordingly to match history. No units are deleted, only rebalanced or edited. Despite the short list down there, in fact each "unit" presented here is fully represented by at 1 to 3 units differentiating in region, famous regiments, different weapon types.


    All factions got several new units enabled to the late era. Just look into late custom battles, you will indeed notice many more units.
    The full military system of the Ottoman Empire is represented :

    The Eyalet Army :

    The Eyalet Army is the local army. It is the main army of the Ottoman Empire. It is composed of the Serhat kulu and the Yerli kulu.

    Yerlikulu Units :
    It is the lowest quality soldiers. Militia and Conscripts. It is composed of :

    Azaps : Conscripts, Musketeers, Archers, Melee soldiers, all are represented.
    Müsellems : Provincial Cavalry


    Serhatkulu Units :
    The true main army, composed of decent soldiers :

    Deli : Irregular Cavalry known for fighting bravely, even foolishly.
    Gönüllü : Volontary Soldiers, might be Infantry or Cavalry. Represented as cavalry to not create too many units.
    Besli : Paid Regular Soldiers, either Infantry and Cavalry. Represented as infantry to complement the Gönüllü represented as cavalry.

    The Elite Army :

    The Kapikulu Army :

    The Kapikulu Army is the elite army. It is composed of the elite of the elite :

    Janissaries : Two kinds of Janissaries. The True Janissaries, composed of the Aga and Sekban Janissaries, and the False/Corrupted Janisaries composed of the Yaya Janissaries. The True Janissaries are of excellent quality but indeed fight in a very old fashioned way.

    Kapikulu Sipahis: Elite bodyguard heavy cavalry unit, using armour, chainmail.


    The Feudal Army :

    The Ottoman Empire was still in it's feudal period indeed. It had as nobles (the Timarli Sipahis), who served as knights and gave Cebellü soldiers to the Sultan with a tax for exchange for the land.

    Timarli Sipahis : Timarli Sipahis are the knights of the Ottoman Empire. Highly old fashioned indeed, fighting as armoured knights, but they are a force to be reckoned with.

    Cebelü : Cebellüs are feudal cavalry levies by the Timarli Sipahis, low-average quality cavalry neither too decent or too bad.

    The Nizam-I Cedit Army :

    The Ottoman Empire can modernize it's military and be given european-style units. Those are good units, superior quality; and cost-efficient. Despite being inferior to Janissaries in men-to-men, their firing drills and grouped combat makes them better in regiment.

    I did not touch the stats of any of those units. They stay as they were balanced by the Ottoman Realism Team. You can expect future modifications if feedback finds them overpowered/too weak.


    Bonus :


    The Marines :

    For once I can affirm the Creative Assembly and the Total War Studios did an awesome job. Indeed, the Janissary Beylik Musketeers model was perfect. Not for a Janissary unit, it was the perfect marine unit for the Ottoman Empire, historically accurate and dressed the right way, and it does now serve as marines on the boats.




    Barbary States and Persian Overhaul :


    `


    Persian Overhaul :

    Persia has many new historically accurate units, as well as the innacurate units deleted (the Mughal units whom Persia wouldn't use, especially).

    Units :

    Tofangchi : They were the main line of musketeers of the Safavid Army, regionnal musketeers that were trained to perform like line infantry. The previous historically innacurate unit has been removed and this unit replaces it ! They are now decent line infantry that can hold it's own instead of a mob of peasants with guns.

    Savar Cavalrymen : They are the most feared cavalrymen of the Safavid Army, well-trained, heavily armored, and they will be represented in the military as Heavy Lancers and Horse Archers !

    Sarbaz Infantry : One of the basic types of Persian infantry, fighting in the old fashioned style. They were armed with the famous scimitiar, and pistols. They are similar in many ways to the Basibozuk, even the uniforms were historically made of a turban and red clothes ! Expect them to charge ever so foolishly, and if they manage to get close enough - deal important amounts of damage with their pistols and be proeficient at close quarters !

    Ghulam : The Ghulam were the persian equivalent of the Janissaries. Trained since childhood, there were professionnal highly trained and very proeficient soldiers. Equiped in the finest of ways, with the finest equipement, yet fighting in a slightly old fashioned way in the very same way the Janissaries did. They are declined as high-quality Musketeers and Swordsmen !

    Qurchi : They were the bodyguards of the Shah and the best trained unit in the Safavid Dynasty. Loyal to their bows, and very proeficient both with them, and in close quarters, with a very strong morale. They are a force to be reckoned with, and shall never be underestimated.

    Dragon Suwaruh : The Safavid army utilized dragons quite effectively, as mounted tofangchi.

    The Kizilbas army : The Kizilbas formed one of the oldest, yet most effective units in the Safavid army and are still as represented as they used to be.

    Other units : Pacerni, Zulfagar, Avshar Light Infantry

    Barbary States Overhaul :

    The Barbary States was overhauled as to have more historically accurate units, replacing the innacurate default placeholder units it had.

    Army :

    Janissary Army :
    They are the cream of the Barbary army and the elite units composing their army. Thought a little old fashioned, they are excellent soldiers.

    Berber Units :
    The Zwawi, and Moors, two of the most important berber populations in the Barbary states accounted for large parts of their armies that had an ethnic organization. Berbers were often used as cavalrymen or musketeers.

    Fellahin Units :
    The Fellah, or arab population is another important population of the Barbary States and is represented.

    Timar Units :
    The Barbary states uses the Ottoman Timar System therefore has access to Sipahi, and Cebelu Horsemen.

    Particular Units
    :
    The barbary states also has some particularities and specific units like the Barbary Pirates.




    New Battle Gameplay :




    More Realistic yet Entertaining Battle System :


    Units do now stand in close formation instead of the huge unrealistic formations in Empire Total War. This looks better visually and is really perfectly historically accurate. Soldiers stood at quite close formations up to very close formations in Empire Total War era. This make cannons more powerful, yet not overpowered as they are mainly based (even on vanilla Empire Total War) to hit morale until canister shot begins.

    Fall back ! Morale is now much more important and will move faster. The Morale is now more unstable and likely to move around ! Routing units are also much more likely to rally.


    Make ready, take AIM, Fire ! Unrealistic bonuses given by firing drills is now deleted. Indeed units had a huge amount of bonus if they had firing drills which is heavily unbalanced, unrealistic and is now deleted. The PlatoonFire drill is removed, and the technology gives another bonus as it is a terrible firing drill, not working properly.

    The firing drill is very different in this mod. Every soldier that can fire does fire now !

    The bullet is a mad thing, only the bayonet knows what it is about. They are now less accurate but reload significantly faster. It's accuracy was too high in Empire Total War and reload time was too slow. It is now balanced to a more realistic level.Missfires were increased to a realistic level, indeed realistic musket would be about 5% chances to hit a target, and with this mod you have between 3% (innacurate peasants) to 15% (best riflemen).

    Cannons, the last arguments of kings. Those are now more realistic. Indeed now cannonball sizes are taken into consideration so larger cannons will damage on a larger area. Hidden bonuses are tweaked to have a clearer view of how projectiles behave.

    How can you get tired from running 20 meters ? Fatigue is toned down as the AI does not take it into account. Indeed fatigue was a factor that always destroyed Empire Total War's AI that does not take into consideration it's existence. It is only toned down so that units tire later, it is not removed but this gives the BAI a great advantage and is sympathetic gameplay-wise.

    Veterant soldiers, living legends. Experience is now gained faster to compensate the lower casualties (as experience is based on the amount of kills/deaths). Units gain significant experience at their first battles (1/2 or even 3 ranks) ; after those early ranks leveling is significantly harder.

    Armour does matter (Health & Armor System) ! Indeed, now armour works in a realistic way, giving protection against musket fire. Cuirassiers are less vulnerable to musket fire than light cavalry but they are not invincible and will take huge casualties if too exposed ! But the armour will give them around 1/3 more chances to survive musket fire when wounded, and does now count in close combat. Units with normal cloth are now given 0 armour and their costs are balanced according to it.

    Yee scurvy sea dog ! Naval battles are remade. Ships have more realistic crew. Large ships no more have blind artillerymen that do not know how to AIM. The larger the ship, the larger the firepower. Now large ships destroy small ships ; as historically ; but small ships are MUCH less expensive and can defeat larger ships if handled by an able captain.
    The larger the ship, the higher the morale : indeed small ships should flee more than large ships as they are more mobile so falling back is easier for due to higher speed them. This is very significant in very large and slow ships.Privateer and Escort class ships now work as privateers. They have no upkeep cost but are significantly weaker than larger S-O-The-Line. Yet they are cost-efficient from the raiding and escorting point of view. Galleons are enabled for all major european powers. Those ships were indeed in use way before the 1700s !

    Chaaarge ! Those charges are now more enjoyable; units start charging further away and do always charge in the right direction unlike the failed charges in Empire Total War. Units have proper collisions, indeed men cannot stand into each other or wall trough each other as in vanilla where very strange behavious resulted of this.

    A first in Empire Total War history : Hybrid unit : This unit adds the Hasseki Guards, the Palace Artillery Janissaries as Janissary Artillery. They are the first hybrid line infantry/artillery unit in Empire Total War !

    Battlefield Ambiance : The battlefields are much more alive. Gunfire and cannon fire has a more realistic sound, soldiers shout, speak with each other and scream when they are hurt. Hand to hand combat makes sound. Generally, battles are much better to listen to and louder, rather than the infamous peaceful silence of default Empire : Total War.

    Graphic Improvement : The textures of all european units are improved ; and shaders and filters equivalent to the quality of Napoleon : Total War and even newer instalments are used !





    Three different Morale settings :

    Gameplay (Recommended) :

    The Gameplay setting is the recommended one for most players. It makes units rout quite late (50-70% losses) but allows the ennemi AI to provide a much better challenge on the battlefield ! If you use this setting, battles will be significantly more interesting and the AI will seem less dumb than usual !

    Default :

    The Default setting is similar to vanilla Empire Total War, units rout at about 40-50% losses. This setting is good if you want to get the vanilla routs feeling. The AI however performs better on the battlefield with the Gameplay setting. However, this one is more realistic-ish.

    Realistic :

    The Realistic setting is the one causing the earliest routs. Units may rout as low as 20-40% losses ! This setting is the most realistic, and historically accurate one. However, the AI is not too well adapted to it, so this one is not recommended.
    Last edited by Goutlard; January 21, 2017 at 08:39 AM.
    Wind from the East's Awards :

  3. #3
    Goutlard's Avatar Janissary
    Join Date
    Dec 2010
    Location
    France / Turkey
    Posts
    818

    Default Re: Coming Soon - Ottoman Total Overhaul Mod : (based on Ottoman Realism – Darthmod AI and G-Overhaul Gameplay)

    Campaign Overhaul :




    Ottoman Empire Gameplay :

    The Ottoman Empire's Gameplay was fully remade. Indeed the Ottoman Empire is no more a fully declining and extremely poor with stupid soldiers. It's military is quite good in the early game (representing Kara Mustafa, Ali Pasa, Mustafa II and Mehmet Pasa's historical and successful early campaigns); decent soldiers, rather cost-efficient. The economy is fine. Regions such as Egypt, Mesopotamia, Syria, Rumelia and Greece are no more very poor ; they are rather wealthy but their wealth is at full decline. People get poorer and poorer because of the poor leaders and Viziers of the Ottomans. Not only that, but despite wealthy regions, the Ottoman Empire uses them poorly. The feudal system highly decentralized the power, and caused very high tax inefficiency which is represented.

    Getting a rid of the feudal system is a job you should begin early. It takes time, not too much as it is an early technology (it began in 1702 historically). But it causes high unhappiness in the upper classes ; caused by their loss of power. Nobles become commoners. Meanwhile, the dissolution of the feudal system would make the lower classes happy. The modernisation implied very large social progress. Even abolition of slavery was historically made with the modernisation process.

    Those are represented by :

    Richer regions. Regionsare no more very poor and instead are decently rich. Rumelia is nomore a very poor place for example.

    Three new technologies :

    - Millet System (Pre-researched. It represents theOttoman Empire's policies toward different religions. Religion wasfree, and you were judged accordingly to your religion instead ofMuslim religion in exchange for a tax).
    - Ottoman Feudal System (Pre-researched. It represents the bad and the good sides of the Ottoman Feudal System. It gives the opportunity to rise men at a cheaper price and lower upkeep. It makes the upper classes happy but in exchange the lower classes are unhappy and there is a terribly high tax unneficiency that causes very low finance income).
    - Nizam-I Cedit Social Reforms (representing the reforms leading to the abolition of the Feudal System)

    Historically Accurate names : The Ottoman Units all have historically accurate names on a mix of Ottoman Turkish and English. The Viziers will no more be called "Vizier of the Army" but will be given their true historical name.

    Persia : Persian Viziers have historically accurate names too.

    Eastern Music : Thanks to a compilation made by Nizam (all credits to him) of the Ottoman Realism team of royalty free music, the Ottomans and eastern factions will have better musics coming from traditionnal Ottoman and Turkish music !





    Rebalanced Campaign System for All Factions :

    More Factions : Portugal, the Mughal Empire, Persia, the Crimean Khanate are now fully playable with absolutely no FOV issues and even specific victory conditions !

    Less money appears from nowhere : All factions have less"Others" income, coming from nowhere and resulting from very strange behaviours such as the poorest region on earth fielding a huge army alone. Bonuses based on difficulty levels are edited, getting a rid of unrealistic gameplay bonuses (armies recruited/raised faster/nearly unlimited money for very poor regions)

    The same goes for trade, the "background commodity" that appears from nowhere has been significantly decreased.

    Smarter AI (Darthmod AI) with reduced AI bonuses : Now the bonuses given to the AI are reduced. Those are mainly research and low-scale income bonus (no more than 30% bonus compared to the tremendously high income and low costs that were given to the AI in vanilla Empire Total War). Research because the AI is generally too slow at advancing technologically and that it gives the player often a too high advantage. Now there is a real race for technology. There are no more obvious bonuses such as +3 units recruitable ; -50% upkeep cost, +15% movement points : those are too straightforward and just.. Dumb.. and removed.

    Religious Wars : Religion is a major factor now. Conversion of populations is faster generally, yet churches, mosques, religious establishments as a whole are more useful buildings, also including education related growth since they were also used to educate a clergy class ; albeit less than schools. A region without a religious establishment may be converted at around 5% per turn, which significantly decreases as the % increases. Therefore, getting religious unrest is easier and you should always have some agents to be able to keep external influences from forming influential minorities in your regions ; hence causing un rest.

    A whole new economy : Investing in the economy in the short run is much more costly. It may even seem like a waste of money ; yet in reality the investment is more interesting in the long run due to the increased growth ; and represented economical effects of all buildings. The AI also manages economy much better ; steadily keeping a high enough growth on par with an average human player ! So, actually be careful not to fall behind in the economy in the early era of industrialization !

    Wars are now a major factor for political stability. Your capital region has now patriotism that is very represented and winning or loosing wars is a major factor for happiness there. If you loose too many battles your risk revolts or even revolutions ; the people or the nobility overthrowing an unsuccessful government ! If you win people will be very happy. This means that defeat in war will cause political loss of stability leading to even riots or attempts to overthrow the current government !

    There is now a system of manpower. Nothing major ; but you cannot recruit men at very low population regions ; as recruitment now costs men. It means that in some America regions, you will no more be able to recruit and field huge armies for regions that cannot supply or do not have enough manpower to support such an army. Despite that, it only affects a minority of regions and Europe is not concerned at all.









    Many people wanted me to incorporate the Darthmod AI in my mod. Now it is made, thanks to Darth Vader and his kindness you will have all it's features concerning the AI and it's smart in campaign battles ! All credits go to Darth Vader for this feature. By Vader's own word :


    More aggressive CAI as you requested.

    • Better CAI money management and more reasonable diplomacy.
    • CAI should stay around its ports more often so to defend them more effectively.
    • CAI should make more global invasions.
    • CAI should develop and research more efficiently.
    • CAI Land Auto-Calculation Improved (it should be more difficult to win sieges by autocalc and generally the losses seem more logical).
    • Better Naval battles auto-calc.
    • Several double entries in CAI handicaps have been erased. Probably this bug caused/enhanced the Turn Delay in late campaign and also some CAI handicaps may have been overridden by zero, such as research bonuses, so now research should be more rapid for the AI.
    • CAI army and navy composition even better. All the special and elite units are preferred by the AI more.
    • CAI should repair ships much more frequently.
    • CAI should calculate correctly the necessary army size to counter the human player in the campaign open fields and sieges (Prepare to take heavy losses in the battlefield.
    • CAI should disrupt and raid trade routes more.
    • Major nations should now try more to make distant colonies and not to conquer bordering provinces. It was the age of colonization so they should do that.
    • Major nations like Russia should focus on military & conquering more.
    • Fleets canceling naval invasions and remaining idle should be fixed.
    • Some very important diplomacy fixes which resulted in wrong (opposite) bonuses/penalties for alliance/trade breaks.
    • The Native Americans and Minor nations support their allies more.
    • CAI should evaluate more aggressively the inter-faction relationships in the mid-game and should try invasions than peace.
    • CAI should send bigger stacks to capture a settlement.


    • Diplomacy even more reasonable with Factions considering more the inter-faction relationships according to CAI type.
    • Money should now affect more the CAI diplomacy.
    • CAI will be more mobile across the campaign map and also this should affect positively the known Ottoman turn lag.
    Last edited by Goutlard; January 27, 2017 at 05:03 AM. Reason: and
    Wind from the East's Awards :

  4. #4
    Goutlard's Avatar Janissary
    Join Date
    Dec 2010
    Location
    France / Turkey
    Posts
    818

    Default Re: Coming Soon - Ottoman Total Overhaul Mod : (based on Ottoman Realism – Darthmod AI and G-Overhaul Gameplay)

    Credits to :

    The Ottoman Realism Team for the awesome units and complete Ottoman Roster retexture, the Ottoman Units balance. [All units retextured based on historical research].

    For Austrian and Prussian skins to Remo.
    For skin of Albanian militias to Danova and his Ornamentum skinpack mod.
    For some models and skins to SirDigby Chicken Ceasar and his Kaiser, Tsar, Kayser and Ghaysar mod.
    For his support and willingness for helping to Ahiga.
    For answering to mass of questions to Erasmus777.
    For startpos file to HusserlTW.
    For the blood mod to Mech_Donald.
    For great pack file manager and dbeditor to LtChambers.
    For great mesh conventer to KnightErrant.
    For cavalry standard bearers to somerandomninja.
    For some models and skins to Emre Kocasu and his Dawn of The Turks mod for M&B.

    • For the very smart Darthmod AI to Darth Vader.
    To Goutlard for the scripting (campaign variables/combat system/campaign startpos/gunfire effects) and the G-Overhaul mod's gameplay.
    • To Bran Mac Born for the NTW Graphics for ETW mod.
    • To Sirlion for the Battle Chaos mod, the sounds and battle ambiance.
    • To Bavarian Grenadier for the retexture of all European Units.
    • To BraselC504 for the Diplomacy almost completely fixed mod, as well as the town wealth fix mod ; and Taw for discovering how to fix the diplomacy.
    • Special Thanks to Amir Timur, Ramses and Nizam.



    Other :

    This mod is compatible with many mods. All mods that edit Smoke Effects, or Game UI, add new textures and improve visuals, or edit the European Factions Skins do work with it ! So if you want to have better French Units, and better Smoke effects, and the Baroque Interface combined with this mod you can !

    Use this to combine your favorite and the best mods out there and get the perfect Empire Total War Experience possible !
    This mod is not compatible with Major Overhauls such as Darthmod and Imperial Splendour, as it has all the Gameplay and AI, Projectile System, Morale, Wealth modifications Major Overhauls have, with only less graphical overhaul !
    Last edited by Goutlard; January 27, 2017 at 04:59 AM.
    Wind from the East's Awards :

  5. #5

    Default Re: Coming Soon - Ottoman Total Overhaul Mod : (based on Ottoman Realism – Darthmod AI and G-Overhaul Gameplay)

    Very good...

  6. #6

    Default Re: Coming Soon - Ottoman Total Overhaul Mod : (based on Ottoman Realism – Darthmod AI and G-Overhaul Gameplay)

    Hi! good luck with this project!

  7. #7
    Goutlard's Avatar Janissary
    Join Date
    Dec 2010
    Location
    France / Turkey
    Posts
    818

    Default Re: Coming Soon - Ottoman Total Overhaul Mod : (based on Ottoman Realism – Darthmod AI and G-Overhaul Gameplay)

    It is finished, I am in late beta-testing time, expect release today/even tomorrow !
    Wind from the East's Awards :

  8. #8

    Default Re: Coming Soon - Ottoman Total Overhaul Mod : (based on Ottoman Realism – Darthmod AI and G-Overhaul Gameplay)

    Do not have a of preview...

  9. #9
    Goutlard's Avatar Janissary
    Join Date
    Dec 2010
    Location
    France / Turkey
    Posts
    818

    Default Re: Ottoman Total Overhaul Mod : (based on Ottoman Realism – Darthmod AI and G-Overhaul Gameplay)

    Released !
    Wind from the East's Awards :

  10. #10
    wangrin's Avatar Unguibus et Rostro
    Patrician Artifex

    Join Date
    Feb 2005
    Location
    France
    Posts
    4,397

    Default Re: Ottoman Total Overhaul Mod : (based on Ottoman Realism – Darthmod AI and G-Overhaul Gameplay)

    Congratulation for this mod.
    You're welcome to do the same for I.S ^^


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  11. #11
    Goutlard's Avatar Janissary
    Join Date
    Dec 2010
    Location
    France / Turkey
    Posts
    818

    Default Re: Ottoman Total Overhaul Mod : (based on Ottoman Realism – Darthmod AI and G-Overhaul Gameplay)

    I will finalize/balance the units for this mod (as they are currently on Ottoman Realism Stats) and then port once this version is finalized port it to I.S.
    Wind from the East's Awards :

  12. #12
    wangrin's Avatar Unguibus et Rostro
    Patrician Artifex

    Join Date
    Feb 2005
    Location
    France
    Posts
    4,397

    Default Re: Ottoman Total Overhaul Mod : (based on Ottoman Realism – Darthmod AI and G-Overhaul Gameplay)

    Excellent news


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  13. #13
    TuranianGhazi's Avatar Biarchus
    Join Date
    Jan 2012
    Location
    Seattle, WA
    Posts
    614

    Default Re: Ottoman Total Overhaul Mod : (based on Ottoman Realism – Darthmod AI and G-Overhaul Gameplay)

    Woa Sublime Work here Goutlard! Monumental job! I know how tough and time-consuming this can be! Can't wait to try it out.

    This prompts me to finish my Crimean Khanate Realism mod (over 15+ custom modelled, textured units). Awesome!




  14. #14
    Lordsith's Avatar Artifex
    Patrician

    Join Date
    Oct 2010
    Location
    Bishkek
    Posts
    1,125

    Default Re: Ottoman Total Overhaul Mod : (based on Ottoman Realism – Darthmod AI and G-Overhaul Gameplay)

    Congratulations for this mod ! Good luck in further))

  15. #15
    Goutlard's Avatar Janissary
    Join Date
    Dec 2010
    Location
    France / Turkey
    Posts
    818

    Default Re: Ottoman Total Overhaul Mod : (based on Ottoman Realism – Darthmod AI and G-Overhaul Gameplay)

    Quote Originally Posted by TuranianGhazi View Post
    Woa Sublime Work here Goutlard! Monumental job! I know how tough and time-consuming this can be! Can't wait to try it out.

    This prompts me to finish my Crimean Khanate Realism mod (over 15+ custom modelled, textured units). Awesome!
    That can be good, I'm really looking forward for a such mod !
    Wind from the East's Awards :

  16. #16

    Default Re: Ottoman Total Overhaul Mod : (based on Ottoman Realism – Darthmod AI and G-Overhaul Gameplay)

    Goultard,
    Looks great...Ive been after something like this. Im currenty playing vanilla with the graphical overhaul mod 1.7 and some western unit reskins. Will this be compatible ?

  17. #17
    Goutlard's Avatar Janissary
    Join Date
    Dec 2010
    Location
    France / Turkey
    Posts
    818

    Default Re: Ottoman Total Overhaul Mod : (based on Ottoman Realism – Darthmod AI and G-Overhaul Gameplay)

    Indeed, if you load my mod after Graphical Overhaul Mod 1.7 otherwise conflicts will create problems. Just load my mod after (by putting the lines included in the user.empire_script after the ones you already have)
    Wind from the East's Awards :

  18. #18
    Goutlard's Avatar Janissary
    Join Date
    Dec 2010
    Location
    France / Turkey
    Posts
    818

    Default Re: Ottoman Total Overhaul Mod : (based on Ottoman Realism – Darthmod AI and G-Overhaul Gameplay)

    Update with the new features coming in next version :

    Proper descriptions for most unlocked factions

    The first Hybrid Unit Ever ? , Line Infantry / Artillery created : Janissary Artillery. This unit represents the Hasseki Janissaries, the elite artillery division. It is only available in the highest tier artillery buildings and is both Artillery and Line Infantry. Indeed if they give up their gun, the 80 Janissaries can fight as line infantry, despite being disadvantaged by their low numbers.

    Fully rebalanced naval combat

    Armors properly represented. Indeed now wearing clothes give 0 or 1 armour. The only armour stats will be given by leather (low armor) mail (medium) plate (high)/full plate (very high)
    Wind from the East's Awards :

  19. #19

    Default Re: Ottoman Total Overhaul Mod : (based on Ottoman Realism – Darthmod AI and G-Overhaul Gameplay)

    Can this overhaul work with the Ottoman Realism Mod?
    “No human race is superior; no religious faith is inferior. All collective judgments are wrong. Only racists make them” ― Elie Wiesel
    "No nationality or race is preferred over another in any way in the Eyes of the Almighty" - Mufti Ismail Menk
    “What's unnatural is homophobia. Homo sapiens is the only species in all of nature that responds with hate to homosexuality.” ― Alex Sanchez
    “Remember, remember always, that all of us, and you and I especially, are descended from immigrants and revolutionists.” ― Franklin D. Roosevelt
    “Nationalism is an infantile thing. It is the measles of mankind.” ― Albert Einstein

  20. #20
    Goutlard's Avatar Janissary
    Join Date
    Dec 2010
    Location
    France / Turkey
    Posts
    818

    Default Re: Ottoman Total Overhaul Mod : (based on Ottoman Realism – Darthmod AI and G-Overhaul Gameplay)

    Quote Originally Posted by napoleon boneaparte View Post
    Can this overhaul work with the Ottoman Realism Mod?
    It has everything the Ottoman Realism mod has, as it is based on the Ottoman Realism Mod combined with Darthmod Empire AI and G-Overhaul Gameplay. All the units present in Ottoman Realism Mod are present (under modified names to fit even more historically the structure of the Ottoman Army)
    Wind from the East's Awards :

Page 1 of 8 12345678 LastLast

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •