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| DarthMod Empire It was pointless to resist... The DarthMod series of Mods strikes back to destroy all gameplay inconsistencies of the original game and offer you better AI, realistic battles and unequaled challenge. |
| View Poll Results: How do you rate the new Darth campaign AI comparing to default vanilla | |||
| More aggressive and dangerous for the human player. |
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95 | 25.61% |
| More effective overally. |
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204 | 54.99% |
| The same |
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50 | 13.48% |
| Worst |
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22 | 5.93% |
| Voters: 371. You may not vote on this poll | |||
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#1 | |
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DARTIS
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OLD CENTRAL THREAD BEFORE DARTHMOD EMPIRE GETS AN OPERATIONAL FORUM
Spoiler Alert, click show to read: Last edited by DARTH VADER; April 03, 2009 at 07:07 PM. Reason: New DarthMod |
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#2 | |
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Drummer and Fifer
Posts: 111
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NEW USERS:
Please read LazyKnight's Q&A below before posting any questions about the mod and it's installation/compatibility or CTD issues. From LazyKnight: ok, i am doing a quick Q&A so all those questions don't keep getting asked and answered over and over: Question: I am getting a CTD, what can i do? / How do I get a "clean" patch.pack? Answer: Use the Verify Integrity of Game Cache option you find at Steam -> My Games -> ETW/Properties (right click etw Icon) -> Local Files -> Verify... This will update your game files, including the patch.pack. it will not overwrite Darth's Mod 0.2 or any other mods that are not using the patch.pack. If you are using Mod Manager, try Deleting the user.script_empire.txt (the Mod Manager will create a new one next time you launch it) file found at C:\Documents and Settings\<your User Name>\Application Data\The Creative Assembly\Empire\scripts Question: Is this Mod Savegame compatible? Answer: Yes. The Mod only alters AI behaviour and Unit Stats. Question: Is this Mod compatible with my other Mod? Answer: Yes! All Mods (that are in a proper mod-pack) run independently! Depending on the load order you set (using Mod Manager or the user.script_empire.txt file you can choose which mod is loaded first. Later loaded Mods will overwrite any changes they make. Reskins and other Optical Mods will have no effect on Darthmod, Quixotes Combat Overhaul will overwrite many Battle Changes if loaded after Darthmod. Question: Is the Mod compatible with the latest Patch (March 30th 2009) Answer: Yes. Last edited by Lowlander; March 31, 2009 at 05:34 PM. |
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#3 | |
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Grenadier
Posts: 68
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Uhh...the MASTERS creation....testing now
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#4 | |
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Light Infantryman
Posts: 14
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Aaaah, I've been waiting for this for a loooong time. Thanks a lot. Testing.
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#5 | |
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Colour Sergeant
Posts: 391
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hey darth varder
nice work. i want more information though. i can wait since you have no time. |
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#6 | |
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Drum Major
Posts: 531
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guess i shall have to trust the dark side, it hasn't led me astray so far.
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#7 | |
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Quartermaster Sergeant
Posts: 729
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While I trust the end result of your mods, I also have experience with your version control techniques. I shall await documentation to use, but will certainly download per your demand, my lord.
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#8 | |
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Captain
Posts: 1,603
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Eagerly awaiting documentation before download, but I expect good things.
![]() ![]() "I used to eat people, but now I'm full." |
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#9 | |
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Major General
Posts: 4,249
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I can do the first 2 but it's a little hard to give feedback without knowing what exactly you've done, I think I can be patient and wait for a little more info, I'm sure the end result will be pleasing as usual
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#10 | |
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Grenadier
Posts: 56
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battles play much differently, every unit has increased range, including arty. i noticed the AI used their light inf to build stakes quite intelligently around their arty, though maybe ive never seen this until now.
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#11 | |
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Colour Sergeant
Posts: 446
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It would help if I knew the changes this mod made
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#12 | |
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Quartermaster Sergeant
Posts: 729
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I refuse to play any mod that just increases weapon range without ensuring accuracy suffers greatly. I feel with map sizes that it is un-period.
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#13 | ||
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Grenadier
Posts: 68
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Quote:
Darth, you recommended to use your preference settings that comes with the mod. Is there a reason to use the "small unit seize"? Otherwise I'll change it back to Ultra. I believe as well we are suppose to use your pre-set campaign difficulty? Most likely we will have to start a new campaing to fully enjoy it, as you said most of the pressing issues were addresed, of which many were related to the campaign map. E.g. AI handling of strategy and tactics on the campaign map. Otherwise I just plyed a quick battle and noticed quite a lot of enhancements towards the AI movements. Love the Light infantry now properly screening the main body, including placing stakes to the flank and rear when engagement is near at hand!!! |
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#14 | |
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Drum Major
Posts: 531
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I like the changes does with range and formation,
im not sure whats been done but with your preferences but this mod it brings my fps down to ~5 when before i could play everything on ultra at ~15. |
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#15 | |
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Colour Sergeant
Posts: 371
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YES!
downloading tomorrow. just one question: where do i find this patch.pack? thanks for help. NO GODS -NO MASTERS just free minds my brown power ass in your white power face. |
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#16 | |
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Drum Major
Posts: 540
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Lol...I wouldn't install a mod without knowing a single thing about it from too many people...trying it now.
"Do you know, my son, with what little understanding the world is ruled" |
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#17 | ||
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"I agree, bad idea..."
Posts: 3,708
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Quote:
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#18 | ||
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Grenadier
Posts: 59
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Quote:
And I think there is not any change in naval battles (I was hoping real movements of the ships). Anyway, I hope am wrong. |
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#19 | |
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Long live the King
Posts: 5,694
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Hm.. You won't? At least, Good ol' master helmy won't do it. Unless he get's info about things..
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#20 | ||
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"I agree, bad idea..."
Posts: 3,708
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Quote:
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| darth, darthmod |
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