Re: DarthMod Napoleon v2.6 "Epic Edition" Feedback
Hey Darth, thanks for the update, First of all I'd just like to state the positives of the new version so far.
Positives
1.More Varied Garrison: I like how you get lots of different units in siege battles now, makes it both more interesting and more difficult.
2. Trade Ports: All minor factions are now building trading ports which was asked for, and it was a great idea to have them build warships as well which will hopefully bring them into the game more.
3. All battle mechanics/sound mods are good: Almost all the other improvements you have made to the Battle gameplay or campaign seem to work well.
There are however only a few things within the last update that I feel may be steps backwards...
1. More expensive fortifications: In my experience the CAI barely ever build fortifications in the first place. In fact I'm not sure if they ever have. I'm not sure then that making them more expensive was really necessary.
2. Siege defense penalty: I haven't yet been besieged in this newest version of the mod, though I'm not sure why the penalty is necessary. Surely when a province is besieged you already take an economic hit, as you are no longer able to trade through it, and I'm pretty sure you lose its tax income. Historically siege battles will probably have been at least as expensive for the besieger as well as the defender, as you would have had to pay the wages of the besieging armies soldiers and maintain its supply lines. The defenders would be fighting for their lives with whatever they had. I don't understand why it would be so costly just for the defender, so I hope the penalty isn't too much. If it is a lot, I feel it should be either reduced or removed entirely, or a similar penalty for the besiegers too.
In terms of Bugs I have noticed...
1. Disbanding Units: I too have noticed that some units cannot be disbanded in the few different campaigns I have tried recently.
2. Baden Wurtemburg still doesn't become French in certain campaigns: When recently playing as Bavaria Baden became french I think, but when I have tried as other factions Bavaria but not Baden becomes french. As I have said in an earlier post this weakens France in central Germany as Baden is easily defeated, and France misses out on the units it is given by the change.
3. Navy strength bug: Often after naval battles it tells you that your fleet is at full strength when it is in fact often severely damaged.
And then some more general improvements I feel would benefit gameplay, most of which I have mentioned before...
1. All Swedish/Norwegian/Courland and possibly Danish troops should be winter attrition resistant: All these countries should be used to the cold weather they perpetually suffer from and so I feel their armed forces should reflect that. Denmark maybe less so, but their norwegian fusiliers and elite units should definitely be winter resistant.
2.All factions should be able to hire mercenaries: I don't know whether this is an error or a conscious decision on your part, but I feel that no matter which nation you are if you have the cash you should be able to hire mercenaries. It just seems odd for example playing as Russia or Denmark and being powerful and rich enough to wipe out Prussia but not having access to the same troops.
3. The powerful nations NEVER build their 'wonders': I think that they should be built already as it would give the factions a little boost making the game harder slightly, and if the benefits apply to you when you capture capitals its also an incentive to capture them.
4. Gibraltar should start off with a star fort: Or if not a star fort just the first level of fortification. I say this because I feel it is far too easy for Spain or France to conquer when historically, as shown by the great siege, they were never able to do. It would add a more interesting dynamic to the Spain/GB war I think too, perhaps making GB more active if they can actually hold onto it.
5. Give all generals and more units the path seldom trod ability: Or if not all of them have it as a trait for some of them. This way you could have an army of light units all with paths seldom trod able to sneak behind enemy lines led by a competent general wreaking havoc. This was historically how many of the Free or light brigades were supposed to act anyways. It would not be too unfair an advantage either, because the army will not be able to have artillery, as this would negate the hiding ability, making it not a match for more balanced/ heavier armies or well defended provinces, limiting its role to ambush or raiding. I also think more units should have paths seldom trod including all light infantry, all skirmishers, all riflemen, all light cavalry, all mounted infantry (like Russia's mounted riflemen) and all 'light' lancer units (such as cossacks, but obviously not any 'heavy' lancers such as dutch guard lancers). This will mean that all factions will be able to do it.
6. Change Russia/Prussia's victory objectives: One reason I think Prussia and Russia are more likely to stab each other in the back is because they have no victory objectives in France, like Austria has to capture Belgium. Therefore there is less incentive to work together and fight France than there is to fight each other. If both had to capture Paris for example they'd have to work together for a while, making each more active, and then eventually the coalition could break down.
7. All factions should have access to the basic howitzer: Whilst playing as spain I've noticed the only arty they can recruit are 9 and 12 pounders. I feel this limits many factions - it seems a bit pointless that they can all research the technology but not have access to them. I say only the basic howitzer because if you wanted to maintain the 'backwards' theme for some of these nations they can be 'backward' enough to not recruit rockets or experimental howitzers.
8. Make a hardcore mode/submod where every building/technology is already built/researched: With this all out of the way players would be able to focus solely on campaign and battle strategy, with the funds and capacity to build huge armies of the best and most advanced troops. Obviously being a submod it would be optional, so players that dislike the idea could play without it. But I like the idea of the major nations going toe to toe with all the best units they can get from the start. Obviously it may need tweaking, for example Russia has the most provinces and would become the richest, so maybe be a little less developed than the others, but I'm sure a reasonable balance could be struck. Maybe not have forts built straight away though as this would affect the dynamic of early campaign gameplay, preventing any rush strategies from taking place.
9. Units should have the 'guerilla warfare' ability: As proposed by leemyster in the last thread, I think it'd be cool if rifle units or skirmishers in particular and some light cavalry had the guerilla warfare ability. This is in keeping with the skills these units are supposed to embody, sneaking behind enemy lines and ambushing. Certainly for factions that do not have any rifle units such as Russia, I think their basic light infantry should be given this ability, if not indeed all light infantry for all factions. This is in keeping with the methods of warfare used in the period.
Sorry for much of this being a repeat of what I have said before, but I really feel that, and others have expressed support for, these ideas would help enhance gameplay and help Darthmod continue to be the best mod for N:TW. I know you are obviously very busy working on a lot of projects, but it would be great Darth if you could get back to me on my specific ideas and if you feel they are worthy of Darthmod, or even possible to do.
Thanks again,
Retrop Neb.