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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.

 
 
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DARTH VADER
Old April 03, 2009, 08:04 PM / >>Download<< DarthMod Empire Commander 5.3   #1
 
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DARTIS
 
Posts: 4,517
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Summary of features
-It is compatible with the latest CA Patch 1.5, all DLC, including the WarPath campaign.
-It has increased unit sizes which varies per faction and unit type, creating a challenge for a true Strategist, as the game becomes a real battle simulation with thousands of troops!
-It includes:
  • Optimized Land battle system (Musket lethal in short range but not in long range, extra balance for all units per faction, more difficult AI by indirect methods etc.)
  • Optimized Naval battle system (Ships turn and handle realistically, each faction has a special battle character, realistic tactical battle AI from indirect methods etc.)
  • Better Campaign AI (More reasonable diplomacy, energetic usage of armies and fleets and generally more challenge)
also it includes the following:

What is Darthmod?
Users said:

Spoiler Alert, click show to read: 

Ftmch
Darthmod strives to make Empire: Total War a more challenging, realistic and epic game than before, as well as making it a more visually appealing experience, while still finding a good balance between realism and entertainment. This includes:
  • A more challenging and interesting AI, both in battles and in the grand campaign.
  • Muskets, artillery, ships and units behaving in a more realistic fashion, with longer range for muskets and artillery, intense melee fights and more realistic ship-behaviour.
  • New sounds, smoke effects as well as new textures for certain factions, made by some of the great members of this community.
  • And last but not least, increased unit-sizes to create an epic feeling where thousands of soldiers battle each other for victory.
freelancerX
Darthmod is the definitive total war game-play experience. Period.
Battles that actually work.
Campaign AI that actually helps.
Large armies that are satisfying to command.

hip63
I can do it in 2 words:
FRAKKIN' AWESOME! or how about in pictures:ETW without DarthMod = ETW with DarthMod =

Ryo
Darthmod Empire is...
No,the question is another...
What is Empire without Darthmod Empire?

Damius
Darthmod saved my ETW game from gathering dust on a forgotten shelve.

Darth Evil
Darthmod a realistic improvement it is, without it your hate towards ETW leads to the dark side which = not a good game. The apprentice of Darthmod you must become.

SaintPatrick
-Fantastic AI
-Historical accuracy
-Star Wars. Nuff said.


Screenshots of actual gameplay
Spoiler Alert, click show to read: 






















































Download versions
DarthMod Empire Commander
This is the original full version of DarthMod Empire.
Download also the campaign starting positions.
You will need the latest UPC language pack hosted on Swiss Halbedier's mod thread to see some missing unit description names.

DarthMod Empire Commander Lite
This is the original full version of DarthMod Empire with no extra 3rd party mods (Smoke, Graphics, Sounds) and it is ideal for those with slow PCs.
Download also the campaign starting positions.
You will need the latest UPC language pack hosted onSwiss Halbedier's mod thread to see some missing unit description names.

DarthMod Empire Ultimate Commander
This is the original full version of DarthMod Empire + campaign starting positions + many extra mods + powerful installer/unistaller created by hip63. Everything is included and more!

Recommended gameplay difficulty by DARTH VADER:
Hard Battle (More dynamic morale thresholds and killing rates for both sides AI+Human)
Hard Campaign (Good balance between AI aggression and Diplomacy pacification)


Installation instructions
Instructions for DarthMod Empire Commander
Spoiler Alert, click show to read: 

-Open DarthMod Empire Commander Edition file
-Copy darthmod.pack and Paste to C:\...\Steam\SteamApps\common\empire total war\data
-Copy user.empire_script.txt and Paste to :
VISTA and Windows 7 C:\Users\(Your User Name Here)\AppData\Roaming\The Creative Assembly\Empire\scripts
XP C:\Documents and Settings\(Your User Name Here)\Application Data\The Creative Assembly\Empire\scripts
Warning! If you do not see the above mentioned folders (AppData or Application Data), enable Windows to show hidden folders or type in the run dialog box of Windows %appdata% so that you go there automatically.
Easy way to find appdata on systems Vista and 7):
Start->Go to Search tab and type "run"-> Find "run" at the list and click on it->Type %appdata%
-Recommended optional installation: The included campaign starting positions.

Notes:
-The instructions for the Lite Edition are similar.
-The instructions for the Ultimate Edition are straightforward and available to the special download thread.
  • The easiest way to understand that you have DarthMod installed watch a line infantry to have 110 range (And that the unit size is larger than Vanilla).
  • If your PC cannot handle the thousands of troops of DarthMod Empire Commander lower your settings (Normal = approximately Ultra of Vanilla version)


History of changes
1.5 Patch Time Period
Spoiler Alert, click show to read: 


Special new in version 5,3
-Adaptation for the new DLC "Elite Units of the East". The new Units have been "Darthed" so that they are balanced with DarthMod's melee bug fix. Those who have not bought the DLC can still play DarthMod.
You will need the latest UPC language pack hosted on Swiss Halbedier's mod thread to see the unit description names (as many names of new units in DarthMod such as the garisson units). The DMUC will have it included as always.

Special new in version 5,25 (Hotfix)

-I reverted the vanilla values of the recruitment of generals (They were correct). They work different as they seem to. The max = the general_units allowed per army/navy, the min=the general_units allowed generally across theater. There is a second percentage filter for that also. The previous values also would create campaign CTDs in later turns. So I corrected it.
-Also I optimized the autoresolve.
-Also again, I forced the AI to repair its navy more.


Special new in version 5,2

-New technology tree plan, implemented exclusively by Isabelxxx. (The obsolete fire and advance, platoon, grenades etc. technologies give now some good benefits and there is also general balance around all other technologies).
-Some unit limits have been lowered (Grenadiers mainly).
-6 lb naval cannons replaced by 6lb lr or 9lb because they gave very large firepower values and bugged the autoresolve (Thanks to Myshkin, Isabelxxx for the feedback).
-Government bonuses and penalties changed to make each government even more unique and to encourage more late turn clamour for reforms and change of government.
-Autoresolve issues that were reported hopefully solved (More casualties than normal in easy battles).
-Corrected a bug of vanilla that made AI not to recruit many generals (CA had put the opposite values...in campaign AI_personalities_tables (min/max of navy/military admirals/generals).
-Modded the CAI to have better balance of navies.


Special new in version 5,1
-New musket balance fix (In DMUC there will a button to revert to old).
-Reverted cavalry and camels hitpoints to 1 (from 2) and Elephants to 8 (Was 9).
-For compensation increased the defense +5 all cavalry and camels (Elephants unchanged). Tested and is better from proportional increase which causes unbalance.
-Morale suffers more from combined musket volleys or successful melee charges and the elite units will show now their real value.
-CAI updated and it shows: Acceptance and desires for Peace Treaties, Naval Invasions Across Theater more, Better handling of alliance packs and support (In DMUC there will a button to revert to old).

-New updated Starting Position modded exclusively by Isabelxxx:
Spoiler Alert, click show to read: 

Victory conditions added to:

EUROPE, AMERICA & INDIA (in the 2 versions)

-Russia (revised, more influence in Europe)
-Britain (revised, more influence in Europe, Asia, Arabia, Mediterranean isles )
-Ottomans (revised, more influence in Mediterranean isles )
-France (revised, more influence in Europe, Asia, Arabia, England )
-Prussia (revised)
-Austria (revised)
-Netherlands (revised, more influence in America)
-Sweden (revised, more influence in Europe, America,Asia)
-Spain (revised, more influence in Europe, Asia, Arabia, Mediterranean isles, Scotland )

AI (alternative version & recommended):


-Denmark: FULL & continental_progressive
-Portugal: FULL
-Sweden: '' & continental_progressive

They work for EUA DLC & non DLC


Special New in version 5.0

AI Melee bug is eradicated!

-Acceleration and responses of infantry balanced to make the AI musket even more and hide the AI melee bug even more...
-Musket damage in long range slightly increased.
-360 degree fire angles for infantry dropped to 140 degrees.
-New Breakthrough! New campaign terrain type modifiers. You will notice realistic variance between hills and flat terrain now. The objective is to create more strategic field of battles. Watch the terrain how different it is also in the campaign map, with hills and strategic points to hold. Also the step-like hills of vanilla... are eradicated as well and AI no longer has pathfinding issues with the better terrain.
-New campaign starting positions modded by Isabelxxx included in the download folder which encourage the AI naval invasion to India. They are also available as a separate download in the download thread.

Special New in version 4.9
5
-Hotfix. Previous testing version which was wrongly uploaded had increased the hit points of the infantry which was wrong. The correct version is this.

Special New in version 4.9

-A serious gameplay enhancement proposed by the ultimate commander hip63. Deployed ranks per unit became 6 for all units except light infantry making them more thick and less wide. This setting is ideal for ultra settings,the proposed for DarthMod, and may not seem so good in lower unit size settings. The impact in the gameplay is huge. AI steers less, takes strange angles in less probability, lasts longer in melee and musketry and generally behaves better. Other modders should try to adapt to this with lower settings according to the base unit size of their mods.
-Mounts got more hit points (battle entities db file, last column). Result: Still can be murdered by musket fire but they last longer in melees and battles. A real challenge to face AI cavalry now and fun to use cavalry units by the human player.
-Garrison line infantry units are now not available in custom and mp battles (Their names still not show up but this requires extra work that can be done in the future or by a 3rd party submod).
-Euro cavalry musket units have now the straight sword instead of sabre, as it is more historic. Fix proposed and explained by Fencible.
-The welsh fusiliers now use fire by rank. Bug traced by Ftmch (The other 2 reports were not bugs but features of the game).

Special New in version 4.8

-New Garrison Line infantry gained abilities rank fire and square
-Included the re-texture of european firelock armed-citizenry of Sir Digby Chicken Caesar # (So ugly they were these clochards)
-Included a fix, as proposed by Isabelxxx, which will help those who have not bought the EUA DLC and had CTDs at startup with DarthMod

Special New in version 4.7
-New unit limits for the native Americans (To build more melee infantry)
-Throwing axes ammo limited to 1 (Also for chakkar) to encourage the units to charge and melee
-Garrison units included = Line Infantry and others (Was requested many times)
-Morale penalty for infantry vs cavalry increased a lot (Charges of cavalry should break low quality infantry easily)
-Change to model+melee mechanics for cavalry and infantry results now to better charge penetrations and more effective cavalry
-(Experimental but it should work well...) increased the help distance for AI allied factions, hoping (had no time to test) to create a more dynamic theater of war and (maybe) AI invasions to India! Please feedback after many turns of campaigning. This is very important!

Special New in version 4.6
-The final tuning, the indirect correction of melee bug is now finished (together with all so many other).
I have changed in the battle entities db file:
*The column "Run2" in the db editor which I have played with it quite some months and I am convinced that it does something else, or indirectly it affects how quickly and tidy can the unit deploy/maneuver. Small values make it completely intidy (try values 0,1,2...) and larger more tidy and 18th Century look like. I increased the values very much, hoping to either "hit" the internal maximums or vary the results as I want them.
*The internal model of infantry (column unknown6) changed from circle to ellipse, making it, I think, a thinner obstacle for units, and so creating better melees and less desire to "untouch", the common problem of AI units.
*Sync Column "unknown12" tweaked so artillery units not so slow (as reported) to react to movements and deployments, but not so fast to cause "power booms" (Artillery fires in semi-salvos). This has been done to other units as well. Naval cannons remain to the value 10, which creates very realistic cannon fire release.

After that... you tell me first that it works... then spread the news to our gaming world!
note: The problem of AI units trying too much to avoid each other still exists but is lowered by at least 80%!

Special New in version 4.5
-The change of infantry classes which indirectly controls the formation system is updated to the final stage, after many new extra tweaks to other files:
All musket armed infantry ->Skirmish class (Missilie cavalry class is obsolete now)
The side effect in this is that human player cannot separately select light infantry with double click. The benefit is a long infantry line which muskets hell!
Melee infantry stays for melee infantry, cavalry stays as it is etc.
This is now very simple for every modder to implement.
-Sync of infantry optimized again to allow also realistic musket salvos and melee mechanics and also effective and without too much delay deployment.
-More moral penalty for infantry when fighting cavalry (-1).
-Some new tweaks in kv_rules to favour musketing for AI (Defense projectile divisors), and there has been careful balance in melee and musket lethality for compensation.
-hn_bonuses nullified... a bugged stat I am afraid: enhances the melee bug and makes melees look more idle due to a sphere of control which creates.

Special New in version 4.45
-Research technology bug fix for WarPath Campaign
-Unit recruit limit for some more units (Native Americans Auxiliary because AI spams them)

Special New in version 4.4
Urgent hotfix version which includes:
-Inserted again the darthmodformation.pack (old vanilla formations) which generally improves the gameplay and musketing.
-The infantry troop synchronization parameter which makes troop fire and fight in realistic syncs is increased to 15 (This parameter is in battle_entities db file, the 2nd from the last column), because below 10 creates more trouble than optimization of visuals.
-Changed the skirmisher class to cavalry_missile class to force the light infantry to deploy in the flanks or far behind the center... a hilarious but rather good technique to avoid the melee problems which can occur.
-Spotting parameters values updated. The previous low values were implemented to force the AI not to turn around all the time. Now that the 360 targeting system is used in DarthMod the bigger values work way better, and result to even more successful musketry and proper AI strategy thinking, which becomes obvious even during custom battles. The following values are used:
General infantry (Line, Melee, Grenadiers etc.): 200-300-400
Light Infantry/Skirmishers/Cavalry/All Native Americans units: 400-500-600
Artillery: 400-600-800
Generals: 800-1000-1200

Special New in version 4.3
-Lots of new land and naval recruit limits for units to allow less spamming in the campaign for AI.
-Dahomey amazons unit size reduced.
-360 degree system implemented for mounted troops also (those arguing about this must understand that the AI gets a lot benefit from the increased targeting arcs).
-Synchronization of musketing fire and deployment optimized better (sometimes the human player waited a lot for the unit to get ready).
-Mass penetrations optimized for the new targeting system.
-Cavalry effectiveness increased for balance.
-Reduced unit size of minutemen due to their light infantry behaviour.
-DLC Elite Units of America adapted.
-Extra formations removed because I noticed that AI cavalry is not used correctly.

Special New in version 4.2
-Made the naval technology to progress even more faster to help the AI develop in this area.
-Class light infantry (skirmishers in DarthMod) gained role of riflemen (unknowncolumn4 in DB Editor of unit_tables db file). As I have said, I suspect that this column affects the way that units fight.
-Efficiency of fighting and musketing of infantry increased by giving them 360 degrees targeting. Now the AI will not turn all the time to attack and will keep formation. Human player units are less dependent in micromanagement as they can fire in all directions of threat although they have to turn to gain maximum firepower, which AI does know that.
-Synchronization of musketing and attack is more realistic (For example, watch how fire by rank shoots now... not all at the same time and the targeting is more dynamic which creates more lethal volleys).
-Melee lethality increased to create more decisive momentums.

Special New in version 4.1
-Corrected the charge distance problem (Now charges do not need micromanagement and make it always and ferociously to the end)
-I have seen that the research bonuses I have modded were overridden by vanilla (So many weak AI did not manage to build new kind of troops and ships because DarthMod has no economic handicaps for AI)... renamed the file and it is corrected.

Special New in version 4.0
-New BSM light incorporated inside DarthMod (DMUC allready has it)
-Charge distance problem that was reported for the human player optimized but not fully corrected to preserve the current settings for the AI.
-Mass radius changed a little to create more penetrations in melee.
-Religion conversion became even more difficult.
-Added DarthModformation.pack (Older state vanilla formations unmodded) which improves the AI.

Special New in version 3.9
-Finalized the whole system. The roles that will be used from the AI to the formations are transcoded to the following:
Line Infantry, Grenadiers, Elite Infantry -> Melee Infantry (This role is used excellently by the AI to musket come close, musket again,charge, reform etc. and also you will notice that it is triggered a semi-fire and advance for the human player sometimes (try to melee attack with line infantry an enemy and watch that if it is too far away they will reform and musket in a good distance)
Light Infantry and other rifle types -> Skirmish Infantry (This role is excellent for them, they do not stop shooting and also never charge, or attack at unfavourable odds.
Militia Infantry is given to many citizen type units (This role is ideal for defending a city when there are many units of this type)
-Updated for adaptation a lot other parameters in lethality of muskets and melee physics.
This time... you will not be disappointed. Videos will follow.

Special New in version 3.8
-The endeavor of the melee bug fix and the increase of AI musket firing continues. A drastic solution is activated... zero to the mysterious xhold parameters of the kv_rules files. Death to them for a better AI. I have seen results. There are other things, changed but the idea that has started from 3.6 is preserved. Keep in mind that I cannot make the whole game ideal, because I have no mod tools. But DarthMod Empire optimizes it and it is obvious. Videos will follow.

Special New in version 3.7
-A very urgent hotfix to correct problems in 3.6 (I had corrupted installation files). Hopefully now you will see a large proportion of the improvements I planned to offer. Your feedback will help me to optimize the system.

Special New in version 3.6
-Reduced the reload and accuracy stats of some overpowered Indian units.
-Campaign variables no longer overriden by vanilla (For example, you should see more reasonable Campaign AI and not so fast religion conversion.)
-Updated the melee physics (More violence and penetrations of charges).
-Found and eradicated a critical bug of CA which created melee bug. This is the correction methodology:
*I have favoured in the fatigue db file the shooting and reloading fatigue penalties.
*I have used a specific value system which "came" to me empirically to the "xholds parameters". I propose the exact values I have to all modders.
*In the battle_entities db file I increased one specific parameter which, it seems to me, it affects a lot the targeting system of AI (watch where I have the value 180).
*The most Important one! The following classes: Infantry_Elite, Light_Infantry are used by a bugged formation created by CA (I say), and because I cannot mod the formations, I excluded these classes (from the unit_tables db file) and replaced them with similar classes that are used well by the AI (Grenadiers, Skirmishers and to some I gave Infantry_Militia instead of Line_Infantry for the same reason). Also, Line_Infantry class is replaced by Grenadier Class. Now you will notice so much musketing that your ears will hurt and also AI will no longer square itself endlessly... what a bug was this? How did it pass from beta testing?

What you see, with of course many other things implemented in DarthMod, a far better BAI behaviour in terms of musketing.
Known side effects of my above mentioned indirect methodology to affect the AI:
*In custom battles you will see the notification of some units not to be exact, for example Line Infantry to be acknowledged as "Grenadiers". Close your eyes in this... it is worth the effort!
*Line Infantry and Elite Infantry will no longer start the battle with guard mode on.

Special New in version 3.5
DarthMod Empire has gone to a new level with this version. Everything concerning land battles and AI has been updated to create the best tension and challenge feeling ever seen in DarthMod. This version will be synchronized fully with the DarthMod Empire Ultimate Commander Edition Mod of hip63.
In summary:
-Melees + Penetrations + Charges are very much closer to reality and epic feeling. Especially to those who play WarPath you will notice how different are the battles against the firepower of the Europeans.
-AI determination, approach and musketing has been enhanced (Various methodologies: Firing+targening arcs, attack direction factoring, AI unit roles in unit_tables files changed to press the AI to use them right (Needs testing from modders... it seems to me that it affects the AI), new melee offsets, melee + firing synchronization updated etc.)
Note to all modders who adapt the unit stats of their mods to the core settings of DarthMod: You have to lower the reload ability of skirmishers units or other who "mass fire" to 1/3 approximately).
-Included the updated UP retexture project of jarnomiedema.
-WarPath low-level Indians got melee bonus, similarly as DarthMod has for the native Americans in the Grand Campaign (They were real fighters, not peasant fodder).
-Starting postions updated (and included).
-Grenadier unit recruitment level=12.
-BSM 4.0 Light incorporated fully and internally to the darthmod.pack.
-Changed cannon types for many ships.

Special New in version 3.4
-Urgent hotfixes included for some naval cannonade, reported by the feedback of Mr Frost.
-Changed some cannons for some ships to another type.

Special New in version 3.3
-New garrison units for all factions available. European and Americans have militia, Native Americans have warriors and archers, Eastern and Indians have a mixture of musketeers and swordsmen. All these are added automatically in case of a siege with internal probability. It is better this way, instead of having to fight only peasant fodder.
-Fixed a CTD issue with american pioneers and also corrected the unit number for native american chieftains.
-Balanced the musketry better again (Close range even more lethal, long range not so accurate).
-Infantry squares have less bonus against cavalry.
-Cannon power increased a little in very long ranges.
-I modded the "spot parameters" which seem to bug the AI thinking. I noticed that, after CA has announced an increase in this values, the problems of over maneuvering of AI was more existent. I have a new balance for them, which seems to me that increases 100% the musket behaviour of AI. Yes, it muskets far more, flanks, fires and charges... all that. Modders and DarthMod feedbackers have to test and tell me if this is improving a lot the gameplay.
-Added the new textures for the Swedish superior line infantry of Ftmch.

Special New in version 3.2 (Thanks to minehe for his urgent fix to DBEditor which helped me to mod).
-Full Adaptation for the new patch 1.5 (All new Indian models have been Darthed).
-Corrected a minor bug in the crew size of 3rd rates which became always -1 less after deployment.
-Indian Artillery became very expensive (I do not like Indians with artillery). If they want it they must buy it with a lot of money.


1.4 Patch Time Period
Spoiler Alert, click show to read: 

Special New in version 3.1
-State gifts balanced better.
-Naval deck crews increased almost to the limit of the game for each ship (There is something about a "mod4 relevance" between crew types which prevents more variation).
-Ship hulls values normalized (weird CA numbers...), Great Britain has slightly less hull values (Lighter more agile ships), Russians more hull (slower and less agile ships).
-The updated DB Editor allowed me to adapt some small changes in the unit_tables db file (MP unit limits and highlanders icons).

Special New in version 3.0
-Various modifications to adapt to the latest patch 1.4. New columns, some new values in db files etc.
-Musket Lethality is significantly weaker in large range, comparing to last version, but still very large at close range.


1.3 Patch Time Period
Spoiler Alert, click show to read: 
Special New in version 2.9
-Very important musket targeting system update which makes the musketry more decisive (It was good but if a unit had low accuracy was too inaccurate before and the AI was also not able to come closer for the muskets to become really dangerous. Also in this way the behaviour of the AI is better.)
-Isarelys campaign cost reduced to help the Ottomans grow larger armies
-Azzars unit size made 180
-I added scimitar weapon to desert and nomad warriors to affect their good melee skill
-Several units got chain mail armour as their graphics show
-I replaced the smoke to be as the light version of BSM (as per popular request)

Special New in version 2.85
-Several new mechanics for better indirect AI and melee mechanics
-Musketry and effectiveness of musket men in the battlefield are enhanced
-Corrected the militia texture bug which existed for the Dutch

Special New in version 2.8
-Balanced the grenade launcher units

Special New in version 2.75
-Very urgent hotfixes included (version 2,7 had bugs in the 3d model behaviour creating weird animation and lag, weak melees and musket fire). This was created due to my efforts to enhance the melee system, mass and charge penetration. In this version all seem OK after a lot of tweaks in various files. Finally you get a lot of violence in the battle system and not passiveness or "peaceful" melees which were sometimes odd.
-Cohesion of many units have been improved (Especially the mob type big units e.g Ottoman, Desert Warriors etc.)
-Azzars unit size reduced from 500 to 300 (It was too powerful with mass fire)
-Galleys, Dhows, Xebecs have a better chance to hit targets and they are more useful

Special New in version 2.7
-Included the secret re-texture project for Sweden of Ftmch (Exclusive graphic work for DarthMod)
-Extreme Cavalry penetration effects and a new "Havoc" system of melee (You will not be able to hold formation so easily now and chaos will be created)
-Fixed the vanilla problem of quick Religion transformation (needs testing)
-New cost balance for special Grenadier units of DLC
-Carcass made more powerful
-Cannon trails reduced to be less visible (Increase in FPS as well)
-Prussian & Sweden Line Infantry melee parameters updated
-Bows made more effective (slightly) from last version

Special New in version 2.6
-Some unit cost balance (Sikh Musketeers and some others)
-Balance of Line Infantry has been re-worked
-Yankee doodle music march is out
-Bow fire damage increased slightly
-Tomahawk damage decreased slightly
-Diplomacy Gifts made more effective
-Acceleration of ships made realistic
-Chain-cannon fire has been more effective
-Howitzer and Mortar solid shot made more effective
-Solid Naval Cannon Balls made more effective
-New things in balance of battles (Melees more cinematic and enduring and generally more challenge)
-Added the United Provinces Retexture Project - Light Edition (v2.1: July 5th) of jarnomiedema and all his teamwork:
Jarnomiedema (historical research and texture artist)
Van Diemen (unit creator for Full Edition and texture artist)
KindredBrujah (texture artist).

Special New in version 2.5
It was time to make the next step now that the mod looks more polished than ever:
The mod from now on will evolute to a bigger, more self dependent state but will also try to allow other mod compatibility (Which means that mods which change the db files or units or other similar factors will not be included but will be compatible to add on top of DarthMod).

-Added the first graphic work which is the Proper militia mod of Spanky (no more silly beret hats militia).
http://www.twcenter.net/forums/showthread.php?t=265032
-Added the Smoke and Blood Mod of Mech_Donald (spectacular sound, smoke and blood effects).
http://www.twcenter.net/forums/showthread.php?t=237457
-Updated the radius and some speed factors of troops (which creates more decisive close range musket fire, better melees, slightly more effective long range artillery hits, better penetrations and charges).
-American militia unit size reduced from 500 to 400.
-Arrow damage made less powerful for compensation to the new settings.
-Various changes in file spacing of some units.
-Galleons hitpoints reduced significantly (They were too powerful).
-Mortar targeting calibration improved.
-Grenadier cost increased 10%.
-Fatigue effects balanced better (no more extaordinary penalties which caused units to move like turtles).

CAI
-Technology rates made 30% less in cost so that the AI is no more finding difficulties to develop.
-Region town development will be more frequent.
-Trade income increased.
-Several new improvements in CAI which creates a situation where the AI uses far greater its navy (patrols, blockades, defends, attacks and hopefully invades more), its army (Bigger stacks), and its attitude between the nations (better diplomacy, more resilient alliances, more decisive war efforts). I suggest to play Hard campaign difficulty which was the setting I tested.
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Special New in version 2.4
-Updated the fatigue system (Exhaustion will not occur so soon and also other).
-Movement speeds + acceleration of units updated and improved.
-Hitpoints of Elephants increased.
-Hitpoints of artillery pieces reduced (The patch has made them immune, thanks zowrath for reporting this problem).

Special New in version 2.35
-Urgent hotfixes requested in some unit balance sectors (minor morale issues in some units + Line infantry balance of Turks and Sweden changes)
-I have updated the speed of units (They now rout more effectively + not too slow)

Special New in version 2.3
Battle Balance
-Morale of Native American Indians decreased in some elite units who were too powerful.
-Morale base of land units increased +2.
-Morale base naval units increased +1.
-Reload rate of smaller ships increased a little.
-Balanced some units as requested.
-Arrow power lowered.
-Recruit limit for many special units increased.
-Ammo limits for crap units like citizens and peasants increased as also their morale (and have been made mob drills also some).
-Fatigue levels balanced so that exhaustion is not so often and also some other effects for a more dynamic battlefield.
-Radius of infantry troops increased slightly (I have them lower in DarthMod) for more lethal musket volleys and melee physics.
-Unit movement speeds balanced a little better.

CAI (DarthMod Empire CAI chapterIII)
-Reverted to vanilia file of "campaign ai manager behaviour junctions". This file seems to do something different than priority system.
-Diplomacy gifts values increased to strengthen the bargain power of functions.
-Autoresolve battles have been tweaked.
-Diplomacy hostility thresholds made even more higher to make the AI back off easier. In normal difficulty level it may seem more passive.
-Tax efficiency increased.

Special New in version 2.2
-Added the latest DarthMod Empire CAI chapterII.
-Probability of explosion of ships has been made minimal = zero and also raised the hit points of the magazine load.
-Targeting calibration of naval guns is being tweaked so that it actually resembles a more realistic firing arc and heavy sea tide misfire effects.
-Morale of Native American Indians increased.
-Normalised even better the battlemap movement rates according to terrain.
-No reason to use a "pack" type for multiplayer, so it is removed.

Special New in version 2.1
-Added Multiplayer support (Use the darthmod.pack of "For MP" folder).
-Added hot fixes (Cossack unit number fixed, balanced the musketry).

Special New in version 2.0
-Compatible with the latest CA Patch 1.3.
-Adapted almost everything but also changed a lot in the balance of units comparing to past DarthMod so that to keep the new ideas of CA. (Where I did not agree there were a lot of changes).... you will get the Darth Feeling.
-I have not modded the CAI because I want to test how is the new CA balance in this.
-There are some files there that are unmodded for future use.


OLD ARCHIVE of Updates
Spoiler Alert, click show to read: 

Special New in version 1.9
-I have removed everything interfering with CAI. It seems there are hidden incompatibilities which I cannot risk keeping in the mod. I will find a way to rework on it later. Until then enjoy DarthMod with Vanilla CAI, with its goods and bads.

Special New in version 1.85
-Made a change in 2 db files to certify that they are adapted to the new patch (Thanks zowrath for the tip, although I have seen that the files are 1.0 version, which means OK, not needing special actions) Despite that I did it and I hope CAI is improved.
-Increased probability to recruit naval units, to adapt to the new patch... which is starting to get in my nerves.

Special New in version 1.8
-Full adaptation for the new patch (Thanks Alpaca for the prompt modification of Pack Extractor).
-I removed the formations of the new patch. Somehow it seemed to me this bin file was causing a large proportion of the suicidal melee charges. I use the formation file of the old patch. Tell me by testing if you see much better AI behaviour as I have noticed (Not miracles because there are other hard coded parameters which I cannot mod).
-Changed a lot of melee parameters in KV rules to create a cinematic endurance of melees.
-Jaegers have light muskets instead of rifles (as corrected in the patch).
-Platoon fire removed (Nice, fancy but... useless as Fire and advance).
-Made CAI to defend more its provinces as requested (hopefully).

Special New in version 1.7
-Adaptation phase 1 for the new patch (tax Fix, some other parameters in KV_Rules such as the melee intervals etc.)
-Reworked the artillery ranges and time reloads.
-Fixed the explosion probability of ships.
-Included a version without the Darth CAI parameters so that you play only pure vanilla CAI (It will be more passive).

Special New in version 1.6
-Ship speeds lowered and now better.
-Ship damage model more realistic (1-2 mistakes in maneuvering and the ship sustains critical damages from the better position of the opposition).
-Naval moral balanced for new effects.

Special New in version 1.5
-Improved the time intervals between attack/defence animations. You will notice: Better individual self defense per soldier and unit, swifter time intervals between volley fires in fire by rank system, better responses.... a general better efficiency which affects also the AI which becomes more dangerous also this way.
-Lowered the penalties for flank/rear exposure.
-Balanced morale system for the new effects.
-Improved naval morale system for easier surrenders.
-Increased the radius of chain shots.

Special New in version 1.4
-New Musket Balance based on Feedback of Bythesword and Naimad (Accuracy system became more fragile but the lethality is increased to creat the proper devastation from close range).
-Moral system changed to balance the new effects.
-Also Naval cannons will do more damage from afar.
-Trying my best to show some Naval Invasion to the game by triggering priorities (I do not guarantee anything but I will need your feedback).
-English Line Infantry got better melee and less defence from the base balance given in previous versions.
-Ammo has been reduced so that it is more important during a long battle

Special New in version 1.3
-Chainshot range decreased.
-Experience will level up slower from level 3 and up.
-Moral system updated (General Unit will inspire more, Flank and rear exposure will not be tolerated and also it helps Ai to cover itself better, Musket volleys will have devastating effects).
-CAI updated (Allied packs will fight together, You will watch AI to help each other and also the Human player, AI will not tolerate enemy in its lands and will respond aggressively by attacking or placing armies to strategic points of the map)... The CAI seems very good now... ready for the Naval Invasion plugin of CA!

Special New in version 1.2
-Carronade frigates more powerful (64lb cannons).
-Lowered the probability of explosion of some ships (hopefully).
-Campaign AI improvements. (AI will use better region siege tactics, raids and attacks far better, AI Military technology favoured etc.).
-Corrected 2-3 unit size imbalances.
-Fatigue system updated.
-Melee system greatly enhanced (More lively 1vs1 combat and formation penetration effects)

Special New in version 1.1
-Improved the melee mechanics (You will see a lot of cinematic animations as you have correctly asked and an improved and challenging overall battle system)
-I changed the darthcom.pack to darthmod2.pack due to being renamed by antivirus checkers.

Special New in version 1.0
-Corrected the bug of fatigue in my mod. The file unit_stats_land_experience_bonuses is bugged if you import it directly to a mod. You have to put 3 zeros to the table, or else it destroys the game, affecting fatigue(!!!) and other parameters. All modders should be alerted and correct accordingly. This is a proof that you cannot use too many mods without knowing what you add to your game. As of now.... I have no responsibility if you use other mods with my mod. Strange things can happen (like this) and no one takes notice. As I progress I will add other mods, only when I have fully tested them to trust them.
-Created dynamic fatigue system (Units get tired more easily but rest faster).
-New dynamic experience system (Units that gain experience are having a significant advantage from rookies. Experience can be gained realistically after every battle in DarthMod and not after .... ages as in Vanilla).
-Increased costs per cannon type to balance their firepower value.
-New musket lethality which improves the previous version, making the game far better.
-New general balance unit tweaks (A battle will show what I mean... sorry end of talking... time for you to play!).

Special New in version 0,95
-Grenadiers have more upkeep cost. Some more cost of recruitment.
-Rocket ships have much more cost to make them less desirable.
-Made AI to volley from closer range (Test) and revamped the whole battle system through various techniques of morale and other attributes settings. That goes for naval battles too.
-Close range Musket lethality is increased and now everything seems set (Try it).
-Turkish units have even less upkeep to help them grow Huge armies.
-Fatigue files are removed from mod... something is wrong with these files (They seem bugged from vanilla and I removed them for now).
-Grenadiers have Square Formation ability.
-Russian Line Infantry costs even less, so that the Russians can wage even more armies. Some other units too.
-Cavalry balance reworked a lot (Hussars became a defensive skirmish cavalry, Lancers real chargers, Uhlans something in the middle, Cuirassiers a good all around cavalry and also other).

Special New in version 0,9
-Grenadiers will not be able to throw grenades (Until there is a fix to be able to change their ammunition)
-More devastating close range musket fire (The way it was requested)
-Cannon trails will be those of the great mod of scivian

Special New in version 0,85
-Removed Population cost for armies (Only 200 instead of 2000 which was set in previous version)
-Made the rank distance in units a little higher
-Re-inserted the cannon trails (Laser muskets are out permanently)
-Ferguson and green jackets will have variance (propose)
-Infantry morale has greater shock penalty against extended missile fire
-New fatigue alterations
-Campaign AI work out (Should be better, needs testing)
-Land experience will be gained differently in accuracy and reload rates
-Modified the charge distance (A new parameter I have found) to create a true battle experience and better AI

Special New in version 0,8
-Improved the Campaign AI (Hopefully).
-New Musket Balance = Devastating close range fire. Harder Battles.
-Removed the laser bullet-ion cannon trails of vanilla (I needed them for calibration... off they go now).
-New Land Unit Balance (Melee Units are very dangerous when they are close, Line Infantry get new special character=very large Defence, low Melee= The battle mechanics makes them to keep formation like the Last of the Mohican movie)
-Balanced Cannons= Special shells have lower range and higher reload penalty, adjusted their universal accuracy)
-Naval Cannons have special reload rates each. (Each Ship is now even more important due to the special realistic balance there is already)

Special New in version 0,8
-Balanced the grenade launcher units.

Special New in version 0,75
-I removed the "fire and advance" ability. AI gets lethal without it.
-Increased the ammo.
-Optimized the accuracy and the aiming system of the muskets to feel realistic.
-Made Absolute Monarchy to have better bonus in recruiting troops.
-Many minor adjustments that were requested.


ANCIENT ARCHIVE
Spoiler Alert, click show to read: 

This is a list of what is mainly included, according to the feedback I had from the community and my own experience:
Because I have no energetic forum (yet) for Empire Total War, I would like everybody who know my work to come also here and report any inconsistencies they trace. Gameplay inconsistencies, AI mishappens, balance issues ... no bugs and graphics issues. These will be used later to target specific areas of the open code and then hopefully destroy them.

I report here mine and I will add later yours:
I make as BOLD these of Top Priority.
Those in RED means that are fixed according to my claim.
Those in RED BOLD mean that are fixed according to the Community.

First wave of fixes are done comparing to Vanilla:







  1. Indians (Native Americans) misbalanced (melee weak+missile strong) (DARTH VADER) Bows and throwing axes + Damage balanced realistically, Melee Increased a little, Speed is better than any other foot unit. Still cannot win easily because the general musket range is increased and they lose too many men by the new Darth efficiency of the musket. In DarthMod Empire 0,2 they are even more historically correct. They try to use hit and run tactics using the woods. I have changed the missile covering parameters and the AI responded. This applies to all units of course. New better balance in DarthMod Empire 0,4.
  2. Square formation bugged (Troops do not fire properly) (DARTH VADER) Seems it has been positively affected by the better cohesion of the units. In DarthMod Empire 0,2 and above I altered the bonus so that cavalry wil not charge at them blindly as before and stop. New responses in DarthMod Empire 0,5 make them even better.
  3. Naval Units endure too much (Some lose completely their wood and do not sink!) (DARTH VADER) Hull strength of ships balanced better. Now critical hits play large role and smaller ships can take bigger part in the battle, by exploiting their advantages of speed and manoeuvrability. In DarthMod Empire 0,2 The Naval Battles are excellent. Try them. There is a penaly for large ranges and a bonus in close ranges so that smaller ships can become real hunters, which can hit the right moment and sink bigger vessels. Of course the bigger ships are powerful as they should but they have their weaknesses. In DarthMod Empire 0,3 the ships have normalised speeds. In DarthMod Empire 0,4 everything feels perfect try it! I have not only normalised the turning rates but also the variance between identical units so that there is a character. Enhanced a little more with DarthMod Empire 0,5. In DarthMod Empire 0,6 you will witness the best naval battles you have seen so far in the game. Using the new number values I discovered I created realism and character for all ships according to their type and the country too. The russians will have less morale, slow and unmanouverable ships but powerful, with strong hull and more crew. The british will have better reload, morale and sailing abilities but lighter hull. The Spanish will have overally strong ships which handle well at low winds but not very quick. The French will achieve easier maximum speed. The Americans will have slightly better accuracy but lighter ships with less maneuverability. A lot to tell here... Play and see!
  4. Indian units (And generally all the irregulars) act too coherently (DARTH VADER) They are not so coherent now, to their advantage.
  5. Nations are kind of passive in normal difficulty and do not attack often (except with navy) (DARTH VADER) This has greatly changed. AI uses too many new priority addons of mine. It will support allied assaults, try to retake a lost province at all costs, fortify to towns and forts, guard the borders, wage wars, raid, blockade.... everything is more lively in the normal difficulty and I would like someone to test to harder ones.
  6. The AI does not use naval landings (Aradiel) I have not tested it yet too much but my target was to improve this. In DarthMod Empire 0,2 and now in DarthMod Empire 0,4, the AI will use its navy much more aggressively but I cannot do anymore... it seems hard coded. You have to test with many turns. Maybe you see some in DarthMod Empire 0,6...
  7. AI refuses to take reasonable offers while beeing in no position to challenge the player (Aradiel, kuruption) It should have changed indirectly because of bigger priorities in military strength weight and so a powerful nation can threaten others more easily.
  8. Some minor states especially Kurland always attack the player (Aradiel) As you see this is a bug from vanilla. The Minor states seem more aggressive.
  9. Protectorates declare war by themselves (Aradiel)
  10. AI is hording armys in cities, does not respond properly to invasions (Aradiel) This is changed a lot as mentioned above. AI will still guard capitals but will sally out in an opportunity, defend or if it calculates it cannot win it will stay to use the bonus of militia. Only then. In DarthMod Empire 0,2, the AI will use all the means of war to destroy the human player, but without cheating. In DarthMod Empire 0,5 the AI will defend better their capitals (OK). In DarthMod Empire 0,6 the AI will be aggressive as much as it is rational (needs testin
  11. AI Does not properly invade itself, Austria-Poland deadlock (Aradiel) Everything is altered. Total War is spreading with alliance packs. In DarthMod Empire 0,4 and above I made the AI slighly less aggressive.In DarthMod Empire 0,6 allies should be better in helping (needs testing)
  12. Allies hardly ever send assistance (Aradiel) This should have changed. Testing needed. I tried to alter it again in DarthMod Empire 0,4 check it.
  13. AI does not respond to piracy (Aradiel) AI will try to guard trade routes at all costs and energetically try to attack those of the human player. More enhanced in DarthMod Empire 0,2 and above.
  14. Artillery is completely ineffective/inaccurate unless you alter the unitsize to 240+ (Aradiel, Nantok) Artillery range is increased and balanced realistically. Static artillery will still be able to fire across the critical points of a map. Mortars can be shot down. Fort artillery has 100 better range than most artillery so that they can counterfire enemy artillery attack, Only mortars can outshoot them by 50 meters. The game of siege is a far more difficult process now. Remember the siege scene of the "Last of the Mohicans with Daniel Day lewis"... artillery will play the biggest part of it.) Artillery is very effective now and balanced.
  15. Technology trade is almost impossible, unless you trade land (Aradiel)
  16. AI is repeating to offer the same deal over and over, or AI is offering to trade 2 or even 3! provinces for 1 (Aradiel) Seems it has been affected by new AI priorities.
  17. Fleets are unbalanced (Aradiel)
  18. Cavalry stopping just before hitting a target (Errabundi)
  19. When turning formations or jumping walls units sometimes go into ultra-run mode (merka) All infantry speeds have been normalised to realistic levels and according to unit. New normalisations of speed in DarthMod Empire 0,2 and DarthMod Empire 0,4....perfect. I need one certain AI file in my hands to optimise it completely, but it is locked.
  20. The "surrender" button when sieging a town is useless. No matter how many units you have and no matter how few they have, they never give up! (helmersen)
  21. Pathfinding problematic in general, especially on bridges and other narrow passages (Argent Usher)
  22. Friendly Line of Fire not working (Argent Usher)
  23. AI priority of attack seems not to work in some occasions (Against artillery for example) (Argent Usher) Everything seems better in DarthMod Empire 0,2 and above due to many balance techniques.
  24. Sometimes AI formations maneuver until they reach 1-2 mtrs ahead of Human Formation and then charge (Normal Difficulty, 1.5 multiplier unit size). (DARTH VADER) Use 1,5 multiplier at your own risk... it messes the AI
  25. Unmounted Dragoons which have lost men, cannot remount and get stuck or behave strangely (DARTH VADER, Lord Willy)
  26. When a special character dies in campaign map (Spy, Gentleman, Priest), he dies endlessly with an annoying sound until you click on the character. Then the message of his death pops up and the tormenting sound stops. (Seems hard coded but I noticed) (DARTH VADER)
  27. Rakes and Gentlemen rarely increase in skill after successfull duels or missions (Nantok)
  28. Hostile armies in your territory will get stuck there when you declare peace, untill you declare war again (Nantok)
  29. AI prioritises your general too highly in battles. Their army will stop what they were doing and run around in circles after him completly oblivious of your army killing them (Nantok) I have not seen this in the end.
  30. Muskets range is very short (DARTH VADER, Nantok) This has changed significantly and realistically. 50%-60% increase of range of all guns is what was needed. Accuracy is affected by distance and it did not need alteration. Units with experience, better accuracy and good reload rate, can now outshoot much bigger armies as they should do. The age of musket is brought back to the game. Witness it. In DarthMod Empire 0,2 I changed completely the battle system. Accuracy is lowered and I added some reload bonuses and penalties. In mix... everything looks realistic. If you liked DarthMod Empire 0,1 then you will be amazed with DarthMod Empire 0,2 and above.
  31. Attacking with a wide formation seem to cause only the men in the middle to fight, while the men on the flanks stand idly (Nantok)
  32. General needs own abilities, like rally troops (Nantok)
  33. Certain factions refuse to trade or ally with you, regardless of how much they like you (Nantok)
  34. Conquering Provinces should be more difficult, not only by taking the capital. (RaduAlexandru) Religion and unrest takes a much bigger part in a province pacification. In my test I finally took France (I played with Britain). How? I sieged it for 4 turns. They attacked with all the militia inside. I won but they still had new militia regenerated! New siege and new battle to win with a lot of casualties. The city is ruined with many damages. My income is depleted and I face bankruptcy. I do not have money to recruit new units and repair my losses. A relieveing french army enters the border. A rebel force is generated at the outskirts of the city. I decide to take an empty star fort outside of the town and abandon the city. Paris is easily taken and the remnant of my forces are sieged by a big and united french army to destroy me completely.... you want more? New enhancements in DarthMod Empire 0,4. New Campaign AI in DarthMod Empire 0,5.
  35. Pirates gone forever if conquered (RaduAlexandru) Not true... Proven False
  36. Troop Units move too fast (DARTH VADER, LordWedggie) As I said above, Speed of units is normalised to realistic levels. This creates not only a better feel but a new challenge for a battle. Optimised in DarthMod Empire 0,2. In DarthMod Empire 0,4 cavalry speed is also normalised.
  37. Ships turning rate too high (DARTH VADER, LordWedggie) In DarthMod Empire 0,4 everything normalised. It was hidden in stats with a very complex way. Try a Naval battle in DarthMod and you will understand....
  38. AI seems to get bonuses in hard difficulties resulting to big endurance and premature charges (DARTH VADER, LordWedggie)
  39. Laser bullet, arrow, cannonball trays are annoying and must be eradicated (DARTH VADER) I leave them for now because they help me to observe the trajectories of the bullets and mod the guns better.
  40. Religion should play more vital role (kuruption)
  41. Leaders are immune to assasination attempts (kuruption)
  42. Cavalry pathfinding is problematic (kuruption)
  43. There should be better variance of reload times between troop types (Remo) I have done this for many troop types and will do more later. For example native americans cannot reload too fast. In DarthMod Empire 0,4 this has been addressed and optimised.
  44. Ammunition should be lowered to get more critical. (Nantok) Not a chance...DarthMod Empire is based on musket fire and ammo is very crucial as it is now.
  45. Troops delay to fire too much (Angel) It has changed due to better cohesion of Line infantry. The concentration of firepower is easily calculated and is devastating as it was historically. In DarthMod Empire 0,5 I altered the delays of troops. I am not sure 100% if this is done but everything seems right... check it!
  46. Crimean tatars use cossack infantry instead of mass of tatar cavalry (InfUA)
  47. Fleet formation gets disorganised for no apparent reason (Alone Elf) This should have beein fixed a lot in DarthMod Empire 0,4 due to new speeds and turning rates of ships.
  48. Ships get stuck at edge of map (rebirthofman) I have not seen this... too rare
  49. Rain not affecting guns (Marine Hoplite, LEGIO_Desaix)
  50. Peace offers not given by AI (Otherside) It should have changed. Needs testing.
  51. Artillery not protected in battle by AI (aus-rotten) This has changed a lot in DarthMod Empire 0,3 and above by side effects.
  52. There is need of a limit of general unit raise number (Xtiaan72) There is already.
  53. AI uses almost every time solid shots and seldom or never boards ships (njk) In DarthMod Empire 0,4 you will notice energetic naval AI boarding.
  54. Artillery crew seems to leave their guns after melee and have to be manually placed there again (Marine Hoplite)
  55. Early artillery unit are wrongly static (pajomife@iol.pt)
  56. AI sees human hidden units (Marine Hoplite)
  57. Artillery stats almost the same (Ziem) Artillery has different range according to ammo in DarthMod Empire 0,4. Howitzer and Mortar ranges altered as well (thanks to feedback of the mega thread).
  58. Some units are too weak (DARTH VADER) East, Ottoman, Russian Indian units are now bigger and have lower cost. They can raise large armies who compensate the lack of efficiency with big numbers.
  59. Flanking not clearly a better battle option (DARTH VADER) Now any kind of rear or flank attack will have a devastating effect, to a realistic level. A good general from a bad one can finally be distinguished. In DarthMod Empire 0,4 it is slightly more enhanced.
  60. Units should gain experience a little bit faster. At the moment it is nearly impossible to get +6 level units. (herb0815) This has been addressed indirectly. In DarthMod Empire 0,5 I made it easier to gain experience. I think it was too high in demand after 3 chevrons.
  61. Units have some imbalance (DARTH VADER) In DarthMod Empire 0,3 I have started to work in this in some sectors. In DarthMod Empire 0,4 all line infantry are special according to faction. Not too much but enough to give a character. Many other balance stat modifications have occured. In DarthMod Empire 0,45 I made a slight balance change to 3-4 units (Hessian Infantry, American Infantry and some dragoons).
  62. Galleys are ruidiculously powerful (MrMeris) I will correct it in next version as per Lowlander's suggestion... thanks! Corrected in DarthMod Empire 0,4.
  63. Auto calculation of map battles needs to be balanced better (I lost him in this gigantic thread...sorry I just remembered)
  64. Campaign difficulty handicaps cause unrest to the TW community (DARTH VADER) In DarthMod Empire 0,4 all handicaps are eliminated. Still the difficulty seems to vary.
  65. Reload is too high in late technology (Zowrath) Fixed in DarthMod Empire 0,5.
  66. Ships must not be able to sail against the wind (Thomas_Kenobi&Tanyrhiew) Fixed in DarthMod Empire 0,6. I understood how to change this according to degrees. (this and the the ship turning rates numbers must be reported to LtChampers to fix the rows in the unpacker... I have no time but I will inform him late
  67. Chain and Grape Shots must become more effective (Anbar) Fixed in DarthMod Empire 0,6
  68. BAI often interesects its units in the center (Various) improved in DarthMod Empire 0,6 (Needs testing)
  69. Fluyt hull strength must be decreased to be lower than an average frigate (JaM) Fixed in DarthMod Empire 0,6
  70. Morale penalties for each shot (Naval battles) should last longer (Thomas_Kenobi)




Credits
Lee Cowen "Creative Assembly Senior Games Programmer" for giving me valuable tips.
hip63 for the excellent collaboration and the creation of DMUC.
LtChampers, Alpaca and all who have helped him to create his masterpiece tool.
All the contributing modders of the DMUC project mentioned by hip63's special forum of DMUC.
Mech_Donald, Spanky, jarnomiedema, Ftmch, Sir Digby Chicken Caesar #
for their graphics & sounds mods included in DarthMod Empire.
Argent Usher general artist of DarthMod, creator of the official artwork.
Voice of Treason continuously evolving artist of DarthMod.
Isabelxxx for the modded starting positions which encourage AI invasions to India, the technology tree and the all around good help.
Tharoth for maintaining the sub mod section of DarthMod Empire.
Zowrath, Don of Atheos, for helping me to moderate my forum (Anbar, Rammstein are idle at the moment but thanks).
La♔De♔Da♔Brigadier Graham, for the all around collaboration and true support for my modding efforts.
yelowdogg23, Pizza de Oveja for creating extra DarthMod signatures.
NogaOsibisa for giving me the idea to create the Commander Edition of DarthMod.
I-R-Cannonfodder & JCR for the research they have offered me about wind speed and sail degrees (then I implemented to the mod).
billydilly, JFC for some forum screen splash screens (Yes I know... it was unavoidable).
akvilonn, diadok for the nice screens of the Commander Edition (And of course all the others who keep feeding with nice screenshots).
Midknight for helping me to optimize the reload rates of the mod.
Bythesword, Naimad for helping me to balance the Musket Lethality.
You ...the fans who give me all the feedback I need.

Special thanks to:
Syntax, No0dle, Jevon for being there, helping us and the fans of DarthMod forum by answering their questions when they need it.
Attached Files
File Type: 7z DM Starting Positions 24-1-2010.7z (20.26 MB, 2122 views)
File Type: rar DarthMod Empire Lite 5,3.rar (76.1 KB, 138 views)

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