Imperial SplendourImperial 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.
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.
ToonTotalWar Team: ToonTotalWar (Creator), gary, kave-In, Officerpuppy, Newman55f9, MorganH, Major, tiyafeh, carricanta, nigelnire: 2nd Catalonians & British Royal American Line