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Imperial Splendour Imperial Splendour attempts to create the best Empire: Total War experience possible without destroying the essence of the game, with an eye towards expanding and enriching the experience, while adding to the game's realism whenever possible.

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Lazy Knight
Old September 30, 2009, 08:42 AM / >>>>>Imperial Splendour Overview<<<<<   #1
 
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Last edited by Lazy Knight; October 12, 2009 at 10:08 AM.
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Old October 12, 2009, 08:38 AM / Latest Version and Installation   #2
 
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Latest Version

The latest Version is version 2.1 of 12th Octobre 2009.

You can find the Changelog and Download here


Installation

You can find detailled Installation Instructions here


Technical Help

We're covering technical issues in this thread


Last edited by Lazy Knight; October 12, 2009 at 01:40 PM.
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Old October 12, 2009, 08:44 AM / Content Overview   #3
 
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Military Aspects


Combat Mechanics

Since the first beginnings, a rework of combat mechanics is a main goal of this mod. This takes place mostly in the projectiles tables. Here is a summary of the projectiles we use, that make up most of combat. The accuracy and Reload stats of a unit mean different things depending on spread and base reload. E.g. a unit with Base Reload 30 and 10 Reload Skill will fire faster than a unit with Base Reload 45 and Reload Skill 40, and a unit with Accuracy 60 and a high spread may still be less accurate than a unit with 20 accuracy and a low spread. The only way to tell the projectile from the unit stats is the range

This is currently only my Imagination and does not reflect the modded-reality!
  • Flintlock Muskets, used by European Line Infantry: Range 100, high spread. base reload 30s
  • Light Infantry Flintlock Muskets, used by European and Eastern Light Infantry: Range 150, low spread, base reload 45s
  • Rifles, used by Riflemen: Range 350, very low spread, Base Reload 60s
  • Matchlock Muskets, used by Eastern Irregulars and European Citizenry: Range 130, medium spread, base reload 40s
  • Jezails, used by some Eastern Skirmishers: Range 350, low spread, base reload 60s
  • Pistols, used by Cavalry, espacially Hussars. The low base reload (with low ammo) represents several loaded pistol they carry into battle. Range 40, medium spread, base Reload 5s

Faction Diversification

It is the main aspect of Imperial Splendour to offer unique gameplay for each faction.

An summary of each faction's strengths and weaknesses can now be found in the Faction Discussion Forum. The first post of the Gameplay Discussion Thread contains up-to-date information about our interpretation of the Faction. You can find links to them all in the gameplay parts of this thread


Naval Combat


Imperial Splendour contains a reworked Naval System. We're trying to provide a more realistical experience, but not overly boring and time-consuming. The goals which we are aiming for are
  • Stronger Hulls - Ships of the line usually don't sink
  • Realistic Maneuverability - Ships don't have a brake. They can not turn 90° on the spot. Ship maneuverability has been changed, while keeping large differences between the different ship sizes
  • Useful Ammunition - Each shot-type shall have its uses, yet not be overpowered. Round shot is the most accurate, yet only really effective against hull and cannons. Chain shot hurts the sails, but is very inaccurate. Grape shot decimates the crew, but can only be used at short range
  • Fitting Morale - In order to make sure ships not sink so easily, they must surrender before they sink. Morale has been fitted to this.


Non-Military Gameplay Aspects

AI, Economy, Unrest and Research fall in this category.

Currently only economy is modified. We are shifting the army costs towards high recruit, low upkeep. This allows to field large armies, but fighting with them and retraining them is costly. Every battle counts.

Graphical Aspects

Many Artists of TWC have agreed to include their skins in our mod. Some are even specifically designing units for us, such as HellFell and Sir Digby Chicken Caesar #. You can find the included skins with previews of many in the graphics part of this thread


Last edited by Lazy Knight; October 12, 2009 at 09:42 AM.
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Bucefalo
Old October 12, 2009, 09:15 AM / Traducción al castellano   #4
 
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Podéis encontrar la traducción al castellano, así como la discusión en español al respecto en este tópico.

You can find a castillian translation, as well as disussion in spanish in this thread

Last edited by Lazy Knight; October 12, 2009 at 09:54 AM.
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Old October 12, 2009, 09:31 AM / Deutsche Übersetzung   #5
 
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Eine deutsche Übersetzung und Diskussion auf Deutsch gibt es in diesem Thread

You can find a german translation as well as discussion in german in this thread


Last edited by Lazy Knight; October 12, 2009 at 09:54 AM.
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Old October 12, 2009, 09:53 AM / Additional Content   #6
 
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We are providing a some extra content compatible with this mod

Blood and Smoke Mod

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Old October 12, 2009, 10:02 AM / Credits   #7
 
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The Imperial Splendour 2.0 Team
  • Ahiga - Lead Creative Designer
  • The Vicar - Creative Designer and explosives expert
  • Lazy Knight - Administration and bugfixing
  • Dogmeat - FX, mod-architecture
  • gomer_pyle - artworks and mapping

Contributors

  • HellFell: Russians, Spanish
  • Erasmus777: Danish
  • Sir Caesar: Moroccans, Persians Barbary Pirates, Hajduks, Hungarian Line, Grenzers, British Rangers, KTKG units
  • Danova/Ornamentum: Hungarian Hussars, Albanian Warriors (Bashi Bazouks), French Colonial Marines, Spanish Carabineros, Hungarian Grenadiers, Trabant Guard, Spanish Marines
  • Spanky: Proper Militia (used for our levy line grade troops & Minutemen)
  • Jarnomiedema: Dutch
  • ToonTotalWar Team: ToonTotalWar (Creator), gary, kave-In, Officerpuppy, Newman55f9, MorganH, Major, tiyafeh, carricanta, nigelnire:
    2nd Catalonians & British Royal American Line
  • Ottoman Total Realism Team: Cairo Janissaries & Sekban Janissaries


thanks to our betatesters
  • Gomer_Pyle
  • Cinnead
  • Bucefalo
  • Notees
  • Lucan
  • Society
  • Tariq


Special thanks to
Quixote07

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Old October 12, 2009, 10:05 AM / Version 2.04   #8
 
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Version 2.04
Spoiler Alert, click show to read: 




Download Link for the Impatient Ones (2.04)

Download Link for the other Impatient Ones who also Need their DLC (2.04)

MAJOR HOTFIX 2.04 includes:
  • The latest AI changes
  • Prussian Dragoons no longer spread out to fire
  • Prussian Frei-Korps and Jager have swapped places
  • Minor graphical changes to some Russian units
  • Other small things


MAJOR HOTFIX 2.03 includes:
  • Now 100% DLC compatible
  • NOTE: If you try to run the DLC-enabled version without first purchasing the DLC, you will CTD during battle load
  • Fixed Localization. No more """"""""""" bug
  • Updated faction descriptions for Venice, Portugal, Morocco, Denmark, and Persia
  • Fixed the issue with dismountable Polish cavalry spreading too far when firing
  • Movement speed changes in battle
  • Naval changes to Sloops and Brigs
  • Some other minor things here and there
  • Should be save-game compatible, but I'm not 100% sure about that


MAJOR HOTFIX 2.02 Just includes the Startpos


MAJOR HOTFIX Hotfix 2.01 includes:
  • Artillery localisation fixed.
  • New Campaign description for Portugal
  • Danish Militia fixed (Musket & sword armed now)
  • Danish Naval Ships should work now
  • Few other minor tweaks.
  • Should be save game compatible.


Hotfix #1 The user.empire_script.txt file was refering to a wrong file. Here is a right version
The only change is the removal of "_" so the line is now mod "Imperial Splendour.pack"; intead of mod "Imperal_Splendour.pack";
This is not needed if you use Mod Manager
Summary Imperial Splendour 2.0 is probably the most complete overhaul of Empire Total war there is. We have exchanged each and every unit with our own interpretation, created unique rosters and units for each faction, added a new AOR system for the colonies and tweaked campaign AI, combat rules and economy to present this Modification.


Warning
  • We recommend Normal Campaign and Battle Difficulty. (There are some thing we cannot control leading to unreasonable levels of agression on higher difficulties)
  • The stats of a unit do not say everything about it. Projectile qualities, formation spread and other abilities are not evident from the unit Card. Test all units before you judge them, some are better than others though the stats may hint the other way.
  • There are some localisation bugs I introduced in the latest version. Some Artillery techs and guns have no names. This will be fixed As soon as possible.

Overview Unit Roster Revamps
As seen in the release announcement, we have reworked every major (and some minor) nations roster to feature a unique and complete set of units, based on the historic reality. Including the existing Vanilla major states the following factions have unique rosters: the Mughal Empire, Portugal, the Italian Powers, Safavid Persia and Morocco. Check out the details here.
Denmark is supplied by the Sons of the Danbrog Team, thanks to Erasmus777 for this.
Using the Vanilla models, we applied different stats to all units, and made many new units:
Spoiler Alert, click show to read: 
Kurds


Tufecki Mounted Infantry


Prussian Line Infantry



Artillery
The Vicar has supplied a diverse artillery like infantry and cavalry have gotten. Gun damage, reload time and range are based on calibre, and so is the number of pellets in a Cannister or Shrapnel Projectile. The most spectacular change is probably the new Cannister Shot, which does no longer appear to be shot by a catapult
Spoiler Alert, click show to read: 

This is an extreme example, as you can see a batallion of the biggest Indian guns fire.

More on northern America
Warfare in Northern America was very different to Europe. There were much less units involved, and the warfare was more guerilla based than the combat lines known in Europe. We reflect this by making some Northern America fight in loose formation, without combat order, like Light Infantry. Regular European style units are capped and only available at the east coast.
The roster contains generic units available to all factions divided into 4 Areas of Recruitment:
The north American frontier, the north American Colonies, South America and the Caribbean.
Several faction have acces to special colonial units, like the French Marines, Coureur de Bois, the British Queens Royal Rangers, or the Spanish Rangers of Catalonia.
Spoiler Alert, click show to read: 
The Northern Colonial Militia awaiting an army of Natives

Non combat changes
We reworked the Campaign AI and the Economics. Each building should repay itself in a set number of turns and provides some interesting Bonusses.
Spoiler Alert, click show to read: 


The new campaign AI does some unexpected things. It has undergone many sleepless hours of testing. Thanks Dogmeat.




A list of the economics changes and the math behind them is here
Spoiler Alert, click show to read: 
List of Buildings:

Farms:
Farms also add population growth (for settlement development) and a max-population modifier (no use atm). This makes them vital for development, so their Economical Value will be limited.

Wheat, Rice, Corn:

Wheat and Corn are Identical and have 5 levels: peasant farms, tenated farms, clearances, great estates, great royal palace. Rice has three levels which will behave like being 1.3, 2.7 and 4th level. I aim at an amortisation time of 10/25/40/55/70 turns at a cost structure of 1/2/3/4/5
Cost: 500(450) resulting in(obviously) 1000/1500/2000/2500 and for rice 800/1750/2450
resulting additional Wealth: 150/120/115/110/105 resulting in a final value of 600(300) and for rice 190/160/140 resulting in a final value of 490(200)

Sheep:
For sheep I will simply cut the wealth and pop effects by half, and add a bonus to textile industry wealth of 0.1/0.2/0.3/0.4/0.5 (if possible)

Wine:

Wine has the same effects as wheat, yet only 3 levels and is pretty rare. I aim thus aiming at an amortisation time of 18/22.5/28 at a cost structure of 1/1.75/2.5
Cost: 750(Quixote) resulting in 1300/1875
resulting additional wealth: 125/175/200 resulting in a final value of 500(500)



Wood:

Pretty easy calculations as well, no tech to take into account. As it is a rather rare ressource I am aiming for an amortisation time of 15/20, at a cost structure of 1/2 with a naval recruitment cost decrease of 1/2%.
Cost: 1200(Quixote) resulting in 2400
resulting additional Wealth: 240/360 resulting in a final wealth of 600(600)



Mines:
Silver, Gold, Gems:
The higher level add 1/2 industrialisation unhappiness. Gems should be the most effective, then Gold, hen Silver. I aim at a amortise time of 18/22.5/28 for silver, 16/20/25 for gold and 12/ 18 for gems, at a cost of 1 / 1.75 / 2.5
Cost: 1800, 2400 (from Q) resulting in: 3150/4500, 4200/6000
resulting additional Wealth: 300/420/480 , 480/ 630/ 720 resulting in a final wealth of 1200 (1400), 1830 (1600)
and for Gems:
Cost: 2400(2700) resulting in: 4200
resulting additional Wealth: 600/700 resulting in a final wealth of 1300 (1000)

Iron:
I will add a small Increase (0.5/1% if .5 is possible, else 1/2%) to Metal Industry Wealth to balance the relatively high amortisation times. As the other mines the Higher levels add 1/2 industrialisation unhappiness. I aim at a amortisation time of 20/25/30 at the same cost scheme
Cost: 1500(Q) resulting in: 2625/3750
raW: 225/315/375 resulting in a total final wealth of 915 (900)


Ports:
Fisheries:
Are in theory like farms, except for two things: You have an alternative you can build (Major) and they add limited Naval recruitment (Minor). The existing alternative makes a pretty high efficiency reasonable.
I am going for 16/20/25 amortisation time with a Growth component of 2/4/6 and a cost structure of 1/2/3.
Cost: 1500 (750) resulting in 3000/4500. Those are necessary to make them competitive without totally killing Trade Ports efficiency
resulting additional Wealth:250/410/490 resulting in a final value of 1150(400)

Trade Ports:
My aim on trade ports is to make them less effective than fishing ports unless you use them to trade.
As a result they will get at their cost structure of 1/2/4/8(latest only home region) a growth of 1/3/5/7 (3/5/7/9) and a Wealth of 200/400/700/1000 (400/600/800/1000) (additional wealth 200/200/300/300)

Shipyards:
Solve a recruitment purpose, and with having a new great opponent, they will also get a small economical Value of 200/400/600/800 (additional Wealth, 200/200/200/200) The amortisation time is negligible.


Industry:

Weavers:

The technological abilities leading to up to 46% increase in growth are very powerful considering the current growth values of 6/10/14/18. Also considering that most other changes mostly hit the early game, i think i will cut the growth of these buildings by a large amount and compensate with region wealth, to hit the late game. I am aiming at a amortisation time of 15/22.5/30/37.5 turns (without techs) at 3/5/7/9 growth and a cost structure of 1/2/3.5/6 (1/2/4/8). I also add a recruitment cost modifier of 0.1/0.2/0.3/0.4%
Cost: 1500(Q) resulting in 3000/5250/9000
resulting additional Wealth:255/355/465/625 resulting in a total value of 1700(1200)

Ironworks:
They are getting the same treatment as weavers cottages for growth. This results in higher Wealth. They also get an artillery recruitment bonus of 0.25/0.5/0.75/1%
The amortisation time is 15/22.5/30/37.5 at a growth of 3/4/5/6 and a cost structure of 1/2/3.5/6
Cost: 1500(Q) resulting in 3000/5250/9000
raW: 260/380/500/660 resulting in a total value of 1800(1300)

Potterie:

Are the same as Ironworks, except for the bonus.
Roads:
Also provide Movement Speed. At the current cost structure of 1/2/4 I am aiming for an amortisation time of 20/30/40
Cost: 1125/2250/4500
resulting additional Growth: 3/2/2

We also added a Menu Picture to easily make sure the mod loaded properly.

Future Plans
Imperial Splendour 2.0 was "just" finishing the plan Quixote developed, that every major faction should have their own roster. During the process of accomplishing this we found that there was much to do after that. For once, most minor factions are now a clone of the nearest major faction. We plan to give the Minor nations a share of the attention the Majors have received, and feature them in our next updates. High on the list here are Venice and Italy, Hannover and Westphalia, and Georgia.

The next big goal for us is to further understand the Combat mechanics. They are still largely done by Quixote, we will try and understand the exact influence of projectiles and other stats. The Combat mechanics of His Combat Overhaul is what got most of us here i think.

Also the Naval Side of warfare will see more attention in the future.

On the horizon is that we may offer skins for all the units we feature, at least to an extent that we have no need for same skins for different units.

We want to make sure we will be the mod to go with now and in the future.

Installation Preparations
It is recommended that you run steams "Verify integrity of game cache" option found under Steam / My Games / Empire Total War / Properties / Local Data
Spoiler Alert, click show to read: 
This is to reset your game files to vanilla, it will not affect any mods. It will also reset the scripting.lua, which we had to overwrite in IS1.

Also some mods are not Mod Packed, but instead Movie or Patch packed. Disabling them won't do, so you must delete them in order to disable them.
Spoiler Alert, click show to read: 

Examplese are
  • A Proper Empire: Terra Incognita

All our files are zipped. I suggest 7zip to extract them.

Installation
Place the startpos.esf file in your empire total war\data\campaigns\main folder.
Spoiler Alert, click show to read: 
Overwriting is necessary with this file I am afraid, CA has not come up with a good system like the mod files


Place the patch_is_text.pack and the Imperial Splendour.pack in your empire total war\data folder.

Place the user.empire_script.txt in your The Creative Assembly\Empire\scripts found in

Windows Vista
C:\Users\(Your User Name Here)\AppData\Roaming\

Click here if you can't find the folder

Windows XP
C:\Documents and Settings\(Your User Name Here)\Application Data\

Click here if you can't find the folder
Spoiler Alert, click show to read: 
This file enables the Imperial Splendour.pack file. The patch_is_text.pack file is a movie type file and contains the localisation. It does not need to be enabled.

Instead of using the user.empire_script.txt file, you can also use the Mod manager, or if you have some experience, enable the mod yourself.

Uninstallation
Should you, for whatever reasons, want to uninstall Imperial Splendour, here is what to do:
  • Remove the line "mod Imperial Splendour.pack;" from your user.empire_script.txt file
  • Delete the patch_is_text.pack file, in order to allow other mods Localisations to work. You can alternativeley change the file extension to, say, pack_backup
  • Rename or Delete the Startpos.esf file and run Steam "Verify integrity of game cache" option

If you find that the above instructions are not sufficient, try this post by Gomer_Pyle, which goes into a LOT of depth:
Detailed Installation Instructions

Credits The Imperial Splendour 2.0 Team
Ahiga - Lead Creative Designer
The Vicar - Creative Designer and explosives expert
Lazy Knight - Administration and bugfixing
Dogmeat - AI and combat mechanics

Contributors
erasmus777 - Denmark
Disaray - Naval aspects
yelowdogg23 - artworks

Special thanks to
Quixote07 - Game mechanics and Inspiration

thanks to our betatesters
Erunion Telecontar, Gomer_Pyle, Cinnead, yelowdogg23, Disaray, Sosobra, Electric Sheep, Graphic, Rastabuds, Dalthius, Linus

Download Download Regular Version at TWC Download DLC-Enabled Version at TWC
Additional Content Reskin Package "Sons of the Dannebrog"
We are offering the first reskin package, It includes Erasmus777's reskins of the Danish Faction.
To install simply put the mod file in the data folder and the script file in the script folder (overwriting the other one) (or use modmanager to activate).

DLC version

We now offer 100% compatibility with the DLC pack "Elite Units of the West." Just run the DLC-enabled pack on top of your normal Imperial Splendour pack, and away you go. NOTE: If you attempt to use the DLC-enabled pack without first purchasing the DLC, you will CTD on battle load.

Startpos featuring every faction playable
We would like you to play the factions that have received special care. The list of those will surely be expanded in the future. All of them are contained in the regular file. Should you anyways want to play a faction that is not supported, this file enables all factions for you. Just replace the other startpos file with it.


Last edited by Lazy Knight; October 12, 2009 at 10:08 AM.
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Old October 12, 2009, 10:09 AM / Re: Imperial Splendour Overview   #9
 
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Version 2.1b, Hotfix 2
Spoiler Alert, click show to read: 

Version 2.1b for E:TW 1.4

Rapidshare Link

Torrent Link



Hotfix Link






Summary Imperial Splendour 2.1b adds many features to Imperial Splendour 2.0. We are continuing to rework all the factions. A complete overhaul has been given to Morocco, Italy and the Native Americans. Large revamps have met Prussia, the United Provinces, and Russia. Along with this, we are this time first including Reskins in the mod. As starters, we have Morocco, Russia and Denmark reskinned

Warning The b in 2.1b means beta. We are releasing a beta version, because after the new patch, fixing 2.04 and a week later releasing a not savegame-compatible update was not an option. As a result, we could not include everything we planned, and there may be some bugs we have not spotted. If you find any, please report them.

Features Main feature of Imperial Splendour is the diversification of all factions. You can find a complete overview in our Faction Discussions. Our Goal is to ensure that different factions cause different campaigns, different tactics. For 2.1 the new factions that have gotten this treatment are Morocco, Italy, and the Native Americans. Russia, Prussia and the United Provinces have also undergone large changes.
Aside from this, we have many minor changes
Spoiler Alert, click show to read: 

Units
  • Russian Dragoons no longer require carbine tech
  • Zaporozhian, Terek Cossacks and Russian Dragoons can no longer dismount.
  • Yaldashi Jannisarry Range bug fixed
  • Generals Issue fixed
  • Russian Dragoon CTD fixed
  • Portuguese double ship bug fixed
  • CTD involving non-DLC Prussian Bosniaken fixed
  • CTD involving non-DLC Prussian 2nd Hussars fixed
  • Razees and Frigate recruitability fixed
  • No Rangers and Coureurs de Bois for France in North America any longer
  • Several missing descriptions for Denmark fixed
  • Increased price and lowered cap for Swedish Cavalry Corps of the Nobility.
  • Lowered upkeep/maintenance for Indelta Infantry to make them more desirable by players.

Other
  • Campaign AI currently vanilla, to test patch 1.4
  • Naval Stats currently vanilla, to test patch 1.4
  • Changes to custom battle aviability
  • Thanks to new breakthroughs in Modding, version 2.1 and later will no longer overwrite any vanilla files (Hooray for Alpaca, HusserlTW and Irmo)
  • The ottomans now march in red

Future Plans We already have plans for the future. We want to rework the combat mechanics. We want to diversify the Naval rosters. We want to extend the diversification to all factions. Currently Missing are still German Minors, as well as the Caucasus states, Crimea and Courland. We will also continue to add more reskins to the game

Download and Installation Link to the Download page
You can find detailled installation Instructions in the Detailed Installation Instructions thread.

Credits The Imperial Splendour 2.0 Team
  • Ahiga - Lead Creative Designer
  • The Vicar - Creative Designer and explosives expert
  • Lazy Knight - Administration and bugfixing
  • Dogmeat - FX, mod-architecture
  • gomer_pyle - artworks and mapping

Contributors

  • HellFell: Russians
  • Erasmus777: Danish
  • Sir Caesar: Moroccans, Barbary Pirates, Hajduks, Hungarian Line, Grenzers, British Rangers,
  • Danova/Ornamentum: Hungarian Hussars, Albanian Warriors (Bashi Bazouks), French Colonial Marines, Spanish Carabineros, Hungarian Grenadiers, Preobrazhinski Guard, Siemenovski Guard, Trabant Guard
  • Spanky: Proper Militia (used for our levy line grade troops & Minutemen)
  • ToonTotalWar Team: ToonTotalWar (Creator), gary, kave-In, Officerpuppy, Newman55f9, MorganH, Major, tiyafeh, carricanta, nigelnire:
    2nd Catalonians & British Royal American Line
  • Modestus: Garde Suisses
  • Ottoman Total Realism Team: Cairo Janissaries & Sekban Janissaries


thanks to our betatesters
  • Gomer_Pyle
  • Cinnead
  • Bucefalo
  • Notees
  • Lucan
  • Society


Special thanks to
Quixote07

Hotfix Changelog Included in the 29 September Hotfix:
Spoiler Alert, click show to read: 

Hotfix 2
  • Fix for certain AORs not working properly (including Persia and Niagara (Algonquin Territory))
  • Denmark now has an admiralty
  • Savoy is now a major faction with a major city
  • Spain's King Carlos II will die early in the game. More often than not this will trigger a war of succession. Call it the War of the Spanish Succession
  • Morocco's Shipyard is now a Trading Port
  • Genoa's Trading Port is now a Commercial Port
  • Spain's Cadiz Shipyard is now a Trading Port
  • Portugal's Trading Port has been upgraded to a Commercial Port
  • Sweden's St. Petersburg Shipyard is now a Trading Port
  • Malta's Shipyard is something better
  • 1-Territory Prestige Campaign has been included
  • Morocco and Persia not being Major factions has been fixed
  • Campaign playability for Native American factions has been removed
  • Weapons revamp. All artillery except Russia's Secret Howitzer have had their reload rates dramatically reduced.
  • All small arms have been re-examined. Line Infantry now fires faster, across the board. Light Infantry fire slightly slower, but have had an increase in range to compensate. Rifles and certain Eastern guns (notably the Camel and Elephant Shaturnals) have had a significant increase in range, as well as a cut in reload rates. Bows are now longer-range, but with a high spread and low damage. This is the first step in a comprehensive revamp of all projectiles, and will affect every aspect of battles.
  • There has been a complete reworking of Multi-Player unit costs, as well as MP unit limits added. They will be further tweaked as needed.
  • Un-localized Swedish and Danish unit with the Expatriate Icon has been removed. That was a test unit that somehow made its way into the release.
  • British Horse Guards and Prussian Garrison Grenadiers are now localized.
  • Swedish Life Regiment Brigade Cuirassier Corps no longer causes a CTD in battles.
  • Various other things that I can't remember.

Hotfix 1
  • Prussian Infantry no longer have insanely low reload times. In fact, they might be a little too good now.
  • Certain Cavalry can now fire while moving.
  • Textures should be fixed for Morocco, Denmark and Russia.
  • General's Bodyguard weapon issue fixed.
  • UP Icons changed to give some diversity. This is a temporary fix, and will be re-examined.
  • Certain technologies were in the wrong slots making it impossible to research other technologies. Fixed.
  • Spain's Provincial Militia and Line Infantry have had their textures swapped.
  • Certain Marathan textures have been fixed.
  • Pistols are no longer some terrifying pistol/blunderbuss/shotgun mix. They now only shoot 1 bullet.
In order to install the hotfix, simply extract the .rar file into your \Steam\SteamApps\common\empire total war folder, overwriting the other files when asked.

We do not guarantee for Savegame compatibility of the Hotfixes. You will need a new campaign to have all changes take effect.


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