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Thread: Ultimate MP Compatible Mod

  1. #1

    Default Ultimate MP Compatible Mod

    Maybe someone's already made one of these, but I'm pleased to present my MP Compatible Mod. What does it do?

    -Improves sounds: music, unit voices, cannons, muskets, etc.

    -Balances game: makes some factions stronger, others weaker (ex: Maratha Confed), reduces number of forts that get built, changes unit limits and recruitment requirements

    -Corrected unit equipment: Ex:Tirailleurs and Cazadores are now equipped with regular muskets instead of rifles (cosmetic change only)

    -Adds tons of new units

    -5 new fully playable and fully fleshed out factions, each with their own unit rosters, and faction descriptions: Safavid Empire, Barbary States, Electorate of Brunswick-Luneburg, Republic of Venice, and Kingdom of Portugal

    -Updated/corrected unit names

    -Updated/corrected faction names

    -All rakes can now sabotage armies

    -Updated/corrected startpos for better realism and balance

    and of course...

    -Multiplayer compatible, no file switching required

    If you have any questions, ask away!

    Notes: don't try using the additional units in an mp battle, it will desynch. If I failed to credit you, or credited you incorrectly, shoot me a message.

    Installation: open the .rar file, then extract the "data" folder into your "Empire: Total War" folder then hit "yes to all" when asked if you wish to replace files.
    Last edited by Kumelowski; February 16, 2016 at 04:39 PM.

  2. #2
    Alwyn's Avatar Frothy Goodness
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    Default Re: Ultimate MP Compatible Mod

    This sounds like impressive modding work, thank you for making this mod available. I wonder if you are willing to provide more information on the new factions and their new units. I'd also be interested to read about the changes you made to the startpos for better realism and balance - what changes did you make?

    The installation instructions including clicking 'yes to all' to allow the computer to replace vanilla (unmodified) game files with modified files. If a player replaced vanilla files with modified files, then is it possible to uninstall the mod without completely un-installing and re-installing Empire Total War? Would it be possible to edit the installation instructions, to identify the files which are replaced by your mod? If you do that, then players could create a 'vanilla files' sub-folder of their 'data' folder. They could cut and paste the files which your mod replaces into that folder. Then, if players want to uninstall the mod, then it should be possible to do that without re-installing the whole game.

  3. #3

    Default Re: Ultimate MP Compatible Mod

    Quote Originally Posted by Alwyn View Post
    This sounds like impressive modding work, thank you for making this mod available. I wonder if you are willing to provide more information on the new factions and their new units. I'd also be interested to read about the changes you made to the startpos for better realism and balance - what changes did you make?

    The installation instructions including clicking 'yes to all' to allow the computer to replace vanilla (unmodified) game files with modified files. If a player replaced vanilla files with modified files, then is it possible to uninstall the mod without completely un-installing and re-installing Empire Total War? Would it be possible to edit the installation instructions, to identify the files which are replaced by your mod? If you do that, then players could create a 'vanilla files' sub-folder of their 'data' folder. They could cut and paste the files which your mod replaces into that folder. Then, if players want to uninstall the mod, then it should be possible to do that without re-installing the whole game.
    -Balance
    -Marathas now have playing field stacked against them: Britain is stronger and present in India, Portugal is stronger and present in India, Mughals are wealthier and have a better roster, Maratha funding is reduced greatly

    -Pirates now are stronger: better exploit some of their plantation based commodities at the start, slightly improved land unit roster, slightly improved naval roster

    -Barbary States are now a fighting force that can put up a fight (especially on the seas)

    -Unit recruitment requirements and benefits are improved. Russian Infantry garner more XP from being recruited from Staff Colleges than Prussian Line Inf

    -Native Americans buffed

    -Realism

    -Units are now more likely to carry correct equipment in the field; Tirailleurs and Cazadores carry regular muskets, Long Rifle Men carry regular muskets, Heavy Dragoons carry medium length muskets and straight swords, Armed Citizenry doesn't wear backpacks, Green Jackets have been stripped of their ability to make their bayonets levitate and now carry full length muskets (more aesthetic.) Lancers now use pikes, which, while not perfect, is an improvement over their old toothpicks. Charges look spectacular!

    -Unit recruitment requirements are corrected. Heavy Dragoons who'd fight dismounted would be unlikely to use carbines and would use...

    https://cavalrytales.files.wordpress...on-carbine.jpg

    Long Rifle Men previously didn't need rifle tech to be recruited. It wasn't balanced, or realistic. The same applied to the excessive tech requirements for Chasseurs Brittaniques who aren't very good but are spectacularly difficult to recruit. Tech requirements on some of the unique dragoons were reduced from improved carbines to regular carbines, and tech requirements for units like Royal Deux Ponts, Welch Fusiliers, Hessian Grenadiers, and so on were scrapped altogether. Finally, unit names were corrected and made more proper. Hessian Grenadiers are now Erbprinz Regiment, Grenadierekompanie, Royal Welch Fusiliers are now 23rd Regiment of Foot, Grenadier Company, Brunswicker Dragoons are now Dragoner Regiment von Prinz Ludwig, and many faction's unit's names have been altered to be in the faction's language. For example, the new French 18 Pounder Foot Artillery is 18 Livre Artillerie a Pied.

    Currently that's all I can think of, but I can virtually guarantee I'm missing stuff there. If you'd like to inquire about any specific factions I could probably give you a more in depth answer. Regarding the installation process, there's not much I can do. I'm good at PFM, and ESF but anything outside of that is foreign territory to me. I'll keep you posted if I think of anything else important.

  4. #4

    Default Re: Ultimate MP Compatible Mod

    Just to correct "Heavy Dragoons who'd fight dismounted would be unlikely to use carbines." The carbines portrayed in ETW were simply too damn short for Heavy Dragoons and have been replaced by a more medium length musket.

  5. #5
    Alwyn's Avatar Frothy Goodness
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    Default Re: Ultimate MP Compatible Mod

    Thanks for the helpful information, it sounds like you're aiming for a more historically accurate and more challenging campaign.

    Regarding the installation process, I think there is one thing you can do - provide a list of the names of the files which have the same names as vanilla game files. If you don't know which files in the Empire Total War/data folder are vanilla files, here's a list:

    Vanilla ETW files

    all_scripted_lua
    anim.pack
    battle_scripted.lua
    battlepresets.pack
    battleterrain.pack
    boot.pack
    checksum
    groupformations.pack
    language.txt
    local_en.pack (the name of this file will be different if your game is not an English-language version)
    main.pack
    models.pack
    movies.pack
    patch.pack
    patch_en.pack (the name of this file could be different if your game is not an English-language version)
    patch_media.pack
    patch2.pack
    patch3.pack
    patch4.pack
    patch5.pack
    seasurfaces.pack
    sounds_non_wavefile_data.pack
    sounds.pack
    sounds_animination_triggers.pack
    sounds_campaign.pack
    sounds_music.pack
    sounds_other.oack
    sounds_placeholder.pack
    sounds_sfx.pack
    subtitles.pack
    supertexture.pack
    terrain_templates.pack
    testdata.pack
    ui.pack
    ui_movies.pack
    voices.pack


    If people know which vanilla files your mod will replace, then they can move those unmodified files into a sub-directory of Empire Total War/data. That would enable them to uninstall your mod, if they want to do that, without re-installing the whole game.
    Last edited by Alwyn; January 30, 2016 at 01:46 AM.

  6. #6

    Default Re: Ultimate MP Compatible Mod

    Well, the mod changes the following folders within the data folder...

    campaigns/main/startpos.esf
    campaigns/main_2/startpos.esf
    patch.pack
    patch_en.pack
    patch2.pack
    patch5.pack
    sounds_music.pack
    sounds_sfx.pack
    voices.pack

  7. #7

    Default Re: Ultimate MP Compatible Mod

    oh and...

    ui/cursors

  8. #8
    Alwyn's Avatar Frothy Goodness
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    Default Re: Ultimate MP Compatible Mod

    Thanks

  9. #9

    Default Re: Ultimate MP Compatible Mod

    Wish there was a way I could edit my original post...I know it says this is a final version, but I constantly find myself going "oh wait, I missed that."

  10. #10

    Default Re: Ultimate MP Compatible Mod

    A

  11. #11

    Default Re: Ultimate MP Compatible Mod

    Sorry for the "A" -missclick

    It sounds like you are going to expand this mod more and more, if so what are you next goals with this mod? Will there be any changes on the AI or any diplomatic changes? Looks like you are the only person who gives a about the multiplayer campaign.

  12. #12
    Alwyn's Avatar Frothy Goodness
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    Default Re: Ultimate MP Compatible Mod

    Quote Originally Posted by Kumelowski View Post
    Wish there was a way I could edit my original post...I know it says this is a final version, but I constantly find myself going "oh wait, I missed that."
    Now that you have 29 posts, it should be possible for you to edit your own posts. Look along the brown bar at the bottom of one of your posts - in addition to the 'Reply' and 'Reply with Quote' options, there should be an 'Edit Post' option.

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