Think I finally made the naval part of this game completely enjoyable. Epic. The difference is enermous. Won't even describe it. And it had mistakes that put it lower than ETW naval.
Ships sale slower, turn slower, increased morale and changed fire pattern and damages. Much longer fights, damage adjusted to that.
Cannon sounds replaced and enhanced so that at last there is a real sound and battle roar. Even too loud ... And you can hear the sound of steam propeller ships very well. Kind of added machine feeling ..
Swinging of ships visible and dependant on current wind (calm,breeze,gale etc). Removed calm weather even surface (is now gale).
Created mass ship production. Will be full of 20unit stacks after the few first tirns. However some factions had bad unit roster in vanilla game (lacked ships). That wasn't changed because other mods do it and not to conflict. For example you can load this mod atop of Grand Fleet mod and will have these and the bigger ship variety per faction, all, it's compatible.
Was tried on a game having the Peninsular campaign, I presume goes for all campaigns. Wasn't tried on a game without the additionary campaigns. If it crashes with these, report here.
Guess the english will make me Roi d'Angleterre for this mod ...
Next stage: Assigning diff sounds for each steam ship. If someone wishes to help in that will be welcome !
Video: https://www.youtube.com/watch?v=v6mD2b_vVrg
New version 17.12.2014. Enhanced Campaign AI recruitment and behaviour. I present you, the Bourbon English Fleet. Note that, first, there are 3 fleets who guard Porthsmouth, they don't move frantically but stay there and guard. Also in the other ports are stationed 20 units fleets with the same purpose. Second, the recruitment slots at the moment of the test were still recruiting, in full capacity. Third , the fleet composition is varied, evident in the ones, tested near Gibraltar. Guess there hasn't been anything like that in this game so far:
https://www.youtube.com/watch?v=Isit...ature=youtu.be
version 4 removed
WARNING: TO AVOID CRASHES IN BATTLE GIVE LESS COMMANDS IN THE HEAT OF BATTLE, OR TOWARDS THE END OF IT. CONSTANT CHANGING ORDERS WILL CONFUSE THE ENGINE AND THE SOUND AND WILL RESULT IN CRASH. LIKEWISE AVOID SELECTING UNIT CARDS WITHOUT BREAK.
Additional Smoke, Dust, Blood, Particles, Efects, not my work; recommended:
Download link: http://dfiles.eu/files/iufyyuqos
NEW VERSION of 03.07.2015
Further improved campaign stats. AI was tested in ETW where Britain had the task to send overseas both armies and fleets to guard its american colonies. Because I wasn't satisfied to see a colony receive support just from the neighbouring region, since it's an Empire, the centre had to actually care for everything to be well maintained and militarily supplied. This will not be so well noticed in NTW but I think there are the results too.
Make a test whether the mod is loaded well. You have to check ship cost, turns recruitment and tenslotsrecruitment for all ports on the campaign in any port. Ship cost unlike in ETW is not lower, however upkeep is, 10 times lower. So remember the upkeep of a certain ship original value and see if on the campaign map is one zero less. If yes, there is to that zero turns recruitment for smallest ships and the ten slots recruitment for all ports is on, the mod is loaded correctly. Also check battle performance if ships turn slower that is indicative enough mod is loaded well. If some of these is not present, the mod is loaded partially some of its parts being overrided by other mods or vanilla files. In such case you'll have to do a double loading - both as a mod and movie pack, that is - clone the mod in Pack File Manager in movie format and paste this and the mod file in data/. Only the mod version needs however activation in user.script.
More info in files readme.
DOWNLOAD LINK: http://dfiles.eu/files/l4rjf2843
upd oct2015
use the mod with the Economy Boost mod and other stuff from here:
http://depositfiles.com/files/qnh3fq4po
NEW VERSION 9 of 22.V.2016:
http://depositfiles.com/files/6x3x971dp