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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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Isabelxxx
Old March 13, 2010, 07:21 AM / [ANNOUNCEMENT] Imperial Splendour 2.2   #1
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Version 2.2 Preview [in progress]

The next version will include those things not included in the patch -2.1.3- an many more characteristics.
Read carefully and comment.
-------------------------------------------------
Faction Revamps



1. German Revamp:
  • German revamp: all those things not added to 2.1.3 will be finished.
Spoiler Alert, click show to read: 
Remnants of the Empire
Bavaria, Saxony, Hannover


BAVARIA


There's not a whole lot to Bavaria in the 7YW-timeframe. However, there is a whole lot more diversity at the end of the 18th, beginning of the 19th, so just like Portugal we'll use some of those in order to flesh out their roster.


What I feel would aid gameplay would be to disconnect their game-start alliance with Austria, as more often than not they join Austria against France, which never would have happened IRL.


Infantry:

  • Leibgarde der Trabanten (Palace Guard)
  • Grenadier-Garde Regiment (not raised IRL until 1814)
  • Leib-Regiment
  • Grenadiers
  • Line Infantry (also called Fusiliers. There was no difference, so far as I can tell)
  • Feldjagers (changed to Leichte-Infanterie-Bataillon in 1804)
  • Landwehr (militia) - There is a reference in the 7YW to a battalion of Garrison infantry, so I might introduce them instead. Or I'll keep them as the one German faction to use proper Militia as their Garrison troops.
Cavalry:
  • Leibgarde der Hartschiere
  • Garde du Corps - raised 1814
  • Cuirassiers (did not wear cuirasses)
  • Dragoons
  • Chevau-Legers
  • Lancers - modeled after Austrian Uhlans - raised 1813
  • Hussars - raised 1815
Artillery:
  • Follows the French model. Interestingly, about the end of the century they rather suddenly switch over to Prussian/Austrian types.
I envision these guys being entirely average. It's about time we had somebody that was just average.

SAXONY


There's quite a bit more in the 7YW timeframe for Saxony than for Bavaria, but I'll still be referring to Napoleonic sources for inspiration as well.


To aid game-play their protectorate status needs to be broken, and made an alliance instead. Also, by all accounts Saxony HATED Prussia. I'd imagine it was a case of the 2 nations constantly bickering/volleying who was the #2 German state behind Austria. So a decrease in the relationship between the 2 as well.


Infantry:

  • Adeliges Kadettenkorps (Corps des Cadets-gentilhommes) - I'm not sure that these will be included or not
  • Schweizerleibgarde (Swiss Lifeguards)
  • Leibgrenadiergarde
  • Garde zu Fuss
  • Grenadiers
  • Line Infantry
  • Invalids/Garrison Troops
  • Militia (Kreis-Regiment) - I probably won't use these guys.

Cavalry:
  • Garde du Corps
  • Karabiniergarde
  • Leib-Kurassier-Garde (referenced in the 1809 campaign)
  • Cuirassiers
  • Light Dragoons
  • Chevaulegers (these guys were all called "Dragoon". The only difference was mounts. The Light Dragoons had heavier German horses, and the Chevaulegers had lighter Polish horses)
  • Husaren (reference in the 1809 campaign)
  • Uhlanen Tatars
  • Feldjagerkorps (the Jager that Saxony had were all or at least mostly mounted)

Artillery:
  • Follows the Austrian/Prussian model.

Apparently the Saxons were renowned for their steadyness, and in the Prussian/Saxon campaigns of 1806 they stood like a rock while the Prussians fled around them. I'll reflect this by giving them above average morale and morale shock resistance to everyone. Otherwise, they will be fairly average.

HANNOVER


Everybody thinks that Hannover was just Great Britain's kid brother. However, this sort of thinking implies that Hannover was not a force in its own right. Just as Saxony was Poland's kid brother and yet remained one of the largest and most important German states, so did Hannover. It even possessed its own artillery industry, which is something none of the smaller German states could do.


For this reason Hannover is being upgraded to a major city. Tunis, in turn, is being downgraded.


Politically, Hannover should be allied to Great Britain at the start of the game. Yes, it's true that this did not occur until 1714, but there is no way to script that to occur when it does, and I would like a way to reflect the Hannoverian/British relationship.


Infantry:

  • Foot Guards
  • Grenadiers
  • Line Infantry
  • Alte Landmiliz - I probably won't use this unit.
  • Garrison Infantry
  • Free Corps
  • Free-Jager
  • Light Infantry
  • Jaeger - Both of these are incredibly late developments for the Hannoverians, who had a notorious lack of light infantry when going into the French Revolutionary Wars.

Cavalry:
  • Garde du Corps - only 1 squadron
  • Grenadieren zu Pferd - only 1 squadron (one place I looked said this was only 1 squadron, but another source states that every Dragoon regiment had a company of Grenadiers)
  • Leibregiment
  • Cuirassiers/Reiter
  • Dragoons
  • Light Dragoons (It's kind of amazing, actually. Hannover is the first army I've encountered from this period that has a straight, across-the-board distinction between cavalry types, and it's all based on the size of horse used as opposed to anything else. In addition, Hannover was incredibly well-known for its cavalry, as the quality of the North German horses they bred was outstanding)
  • Free-Hussars

Artillery:
  • Hannover had its own artillery industry, and was apparently fairly well renowned. From what I've been able to gather, they had their own artillery academy, and were some of the best-trained artillery men in Europe, but due to innate conservatism in military circles failed to take part in the late-century artillery reforms common throughout Europe. What this means for gameplay is that they will have guns roughly equivalent to the Prussian heavy pieces, with better accuracy, reloading, and morale skills. But they won't get access to the light reformed pieces until much later in the tech tree than their contemporaries, if at all. Which means: Early game, excellent artillery. Late game, they fall behind. They will be restricted to 3-lbers in their Horse arty (other factions get the 6-lber as well), with a possible late-game introduction of the 7-lber Horse Howitzer. As far as regular Howitzers go, it turns out they used the 10-lber and 16-lber varieties.

I envision this army being cavalry-centric, with artillery in second place, followed by the least-important arm, infantry.


2. India/Middle East Revamp:


Total Auxiliary/Federal System for the Greater Middle East:

This is the thus far complete writeup for the proposed change to recruitment for Eastern (Islamic, Hindu, Sikh, Eastern Orthodox & Poland) factions outside of Europe and the New World.


In certain cases factions will be exempt from a unit because it's a duplicate of one they already have.


Unit list for India:

Spoiler Alert, click show to read: 
India
Reasons:
  • Will enrich the experience in India for everyone - most of these troops will be available to all invaders. Some will be restricted to certain groups (Hindus/Sikhs, Muslims, non Europeans).
  • Will do away with generic term units for local factions: No more "Hindu Musketeers/swordsmen" or "Islamic Swordsmen"
  • Delays access to Sepoys:
    • Clive in 1757 re-organized the Bengal troops under his command into regular battalions officered by the British. Prior to this native troops were employed only when the need arose and were largely undisciplined and even the better trained sepoys were dressed in and used native weaponry.
    • Sepoys were only first used by the French in 1737.

List of Federal Locations:
  • Rajputs: Rajpootana, Gujarat, Malwa, Punjab, Sindh, Kashmir
  • Sikhs: Punjab, Sindh, Kashmir, Rajpootana
  • Western Ghats: Ahmadnagar, Bijapur, Goa, Mysore
  • Purbias: Hindustan, Orissa & Circars
  • Bengal: Bengal.
  • Rohilla: Hindustan
  • Beydur: Bijapur, Goa, Mysore, Carnatica
  • Telegu: Hyderabad, Carnatica, Orissa & Circars
  • Punjab: Punjab - Exists already
  • Baluchis: Baluchistan, Sindh
Lowdown on local recruitment options: A list of the local troops available independent of a faction's roster at specific regions. The identities of the units in their gear or quality is subject to change.
  • Kashmir:
    • Jat Matchlockmen: Fairly average Eastern Irregulars.
    • Rajput Tribesmen: Sword and Shield armed light infantry
    • Rajput Cavalry: Light Sword armed Cavalry
    • Rajput Zamindars: Heavy Sword armed cavalry
  • Punjab:
    • Jat Matchlockmen: Fairly average Eastern Irregulars.
    • Rajput Tribesmen: Sword and Shield armed light infantry
    • Rajput Cavalry: Light Sword armed Cavalry
    • Rajput Zamindars: Heavy Sword armed cavalry
    • Ghorchurras: Sikh Musket-armed cavalry
  • Rajpootana:
    • Jat Matchlockmen: Fairly average Eastern Irregulars.
    • Rajput Tribesmen: Sword and Shield armed light infantry
    • Rajput Cavalry: Light Sword armed Cavalry
    • Rajput Zamindars: Heavy Sword armed cavalry
  • Sindh:
    • Jat Matchlockmen: Fairly average Eastern Irregulars.
    • Rajput Tribesmen: Sword and Shield armed light infantry
    • Rajput Cavalry: Light Sword armed Cavalry
    • Rajput Zamindars: Heavy Sword armed cavalry
    • Baluchi Jazailchis: Baluchi marksmen armed with the jezail. Less accurate than afghans, but much more aggressive.
    • Baluchi Sowars: Baluchi cavalry, not sure if they'll be armed with a jezail or not.
  • Gujarat:
    • Jat Matchlockmen: Fairly average Eastern Irregulars.
    • Rajput Tribesmen: Sword and Shield armed light infantry
    • Rajput Cavalry: Light Sword armed Cavalry
    • Rajput Zamindars: Heavy Sword armed cavalry
  • Malwa:
    • Jat Matchlockmen: Fairly average Eastern Irregulars.
    • Rajput Tribesmen: Sword and Shield armed light infantry
    • Rajput Cavalry: Light Sword armed Cavalry
    • Rajput Zamindars: Heavy Sword armed cavalry
  • Ahmadnagar:
    • Mavali Warriors - Sword and shield armed light infantry skilled at melee.
    • Mavali Matchlockmen - Irregulars who mildly favor melee
    • Hetkaris Marksmen - Small sized unit of adept light infantry marksmen
    • Dhangar Sowars - Spear armed light cavalry
  • Bijapur:
    • Mavali Warriors - Sword and shield armed light infantry skilled at melee.
    • Mavali Matchlockmen - Irregulars who mildly favor melee
    • Hetkaris Marksmen - Small sized unit of adept light infantry marksmen
    • Dhangar Sowars - Spear armed light cavalry
    • Kala-Piadas: Large sized unit of ranged-oriented matchlockmen (think Cossacks)
  • Goa:
    • Mavali Warriors - Sword and shield armed light infantry skilled at melee.
    • Mavali Matchlockmen - Irregulars who mildly favor melee
    • Hetkaris Marksmen - Small sized unit of adept light infantry marksmen
    • Dhangar Sowars - Spear armed light cavalry
    • Kala-Piadas: Large sized unit of ranged-oriented matchlockmen (think Cossacks)
  • Mysore:
    • Mavali Warriors - Sword and shield armed light infantry skilled at melee.
    • Mavali Matchlockmen - Irregulars who mildly favor melee
    • Hetkaris Marksmen - Small sized unit of adept light infantry marksmen
    • Dhangar Sowars - Spear armed light cavalry
    • Kala-Piadas: Large sized unit of ranged-oriented matchlockmen (think Cossacks)
  • Hindustan:
    • Purbias Matchlockmen: May axe
    • Rohilla Matchlockmen: Large sized unit of poor quality Afghan irregulars.
    • Rohilla Alighols: Apparently the designated light infantry corps of the Pathan Rohillas. I know the Maratha's French(?) mercenary general used Rohillas as light infantry.
    • Rohilla Sowars: Armored Lance bearing cavalry.
  • Bengal:
    • Buxarries: Shoddy quality irregulars, no better than the Mughal's own bandquchis (musketeers).
  • Orissa & Circars
    • Purbias Matchlockmen: May axe
    • Telegu Matchlockmen: Reliable, average irregulars.
  • Hyderabad:
    • Telegu Matchlockmen: Reliable, average irregulars.
  • Carnatica:
    • Telegu Matchlockmen: Reliable, average irregulars.
    • Kala-Piadas: Large sized unit of ranged-oriented matchlockmen (think Cossacks)
  • Anywhere in India:
    • Silladars: Mail clad lancers
      • Fragile moral as they don't want to risk their own horses, but still a cavalry staple
    • Pindaris: Irregular warbands of bandits and raiders
      • Light cavalry armed with lances, possibly also bows. Cheap, terrible moral but numerous.
    • Sowars: European-dressed and maintained Indian Native Lancers. Limited to European Invaders.
    • Arab Mercenaries: High end skirmisher infantry. Available only to Easterners - not Europeans.
    • Levies: Only available to non-Europeans, and probably removed once you pass the early tiers:
      • Ahsham Militia: Spear-armed levies of a pathetic worth, but immense unit size (talking 240-300, maybe 340). Restricted to non-European Powers, and probably only available at the earlier tiers.
      • Bumi Piyadah: Hindu Militiamen, armed with bows. Also poor quality.
      • Paik Swordsmen: Sword-armed militia. Poor quality.
  • European Colonialism:
    • We could go with generic "Sepoys" or borrow the British nomenclature:
      • Madras Native Infantry: Would be AOR'd to the South
      • Bengali Native Infantry: Would be AOR'd to the East.
      The problem with this is that you had Punjab regiments emerge from the Bengal or Madras, which seem to have been a general term. So I think going with generic Sepoys is best.

Unit list for the Middle East:

Spoiler Alert, click show to read: 

Middle East
Reasons:
  • Will allow us to diminish or outright remove the messy, anachronistic "19th century Imperialism" options for Europeans in the Middle East.
  • Diversifies the armies of the Safavids and Ottomans along with other invaders.
List of Federal Locations:
  • Pan Arabia: Egypt, Tripolitana, Tunis, Algiers, Morocco, Palestine, Syria, Mesopotamia
  • Arab Home: Palestine, Syria, Mesopotamia
  • Arab Expatriate: Egypt, Tripolitana, Tunis, Algiers, Morocco
  • Trans-Caucasus:
    1. Trans-Caucasus Christian: Georgia, Armenia
    2. Trans-Caucasus Muslim: Chechenya-Dagestan, Azerbaijan
  • Mamluks: Egypt, Mesopotamia.
  • Barbary: Algiers, Tunis, Tripolitana
  • Balkans: Transylvania, Hungary, Bulgaria, Serbia, Bosnia, Greece, Morea
The following already exist:
  • Afghans: Afghanistan
  • North Africa: Should be only Tripolitana, Tunis, Algiers, Morocco
  • Pashtuns: I forget what it is.
  • Steppe: We'll use this for the Tartars
  • Kurds: Syria & Mesopotamia - I'd like to add Persia, maybe Azerbaijan.
  • Nomadic: I am not sure what regions that request I made, it might need to be re-clarified. This will apply for the Turcomans and Middle Eastern Nomads (in contrast to a European/steppe Tartar AOR).
Lowdown on local recruitment options: A list of the local troops available independent of a faction's roster at specific regions. The identities of the units in their gear or quality is subject to change.

  • Morocco:
    • Bedouin Faris: Arab Cavalry, probably favoring shooting over melee.
    • Bedouin Tribesmen: Ill-disciplined Irregulars.
    • Berber Tribesmen: Ill-disciplined Light infantry.
    • Berber Horsemen: Mounted Berbers armed with musket and sword, favoring melee.
    • Ta'ifat Al Ru'sa: Melee-strong shock troops
    • Bazingers:Irregular Slave-warriors of African stock. They'll be a poorer quality lighter version of the Bawakhir of the Moroccans.
  • Algiers:
    • Kuloğhli Cavalry: More disciplined cavalry than the Arabs or Berbers.
    • Odjak Janissary Militia: Recruited of foreigners and locals (except in Algiers). Better irregulars than the Berbers or Arabs, but still not amazing.
    • Bedouin Faris: Arab Cavalry, probably favoring shooting over melee.
    • Bedouin Tribesmen: Ill-disciplined Irregulars.
    • Berber Tribesmen: Ill-disciplined Light infantry.
    • Berber Horsemen: Mounted Berbers armed with musket and sword, favoring melee.
    • Ta'ifat Al Ru'sa: Melee-strong shock troops
    • Bazingers:Irregular Slave-warriors of African stock. They'll be a poorer quality lighter version of the Bawakhir of the Moroccans.
  • Tunis:
    • Kuloğhli Cavalry: More disciplined cavalry than the Arabs or Berbers.
    • Odjak Janissary Militia: Recruited of foreigners and locals (except in Algiers). Better irregulars than the Berbers or Arabs, but still not amazing.
    • Bedouin Faris: Arab Cavalry, probably favoring shooting over melee.
    • Bedouin Tribesmen: Ill-disciplined Irregulars.
    • Berber Tribesmen: Ill-disciplined Light infantry.
    • Berber Horsemen: Mounted Berbers armed with musket and sword, favoring melee.
    • Ta'ifat Al Ru'sa: Melee-strong shock troops
    • Bazingers:Irregular Slave-warriors of African stock. They'll be a poorer quality lighter version of the Bawakhir of the Moroccans.
  • Tripolitana:
    • Kuloğhli Cavalry: More disciplined cavalry than the Arabs or Berbers.
    • Odjak Janissary Militia: Recruited of foreigners and locals (except in Algiers). Better irregulars than the Berbers or Arabs, but still not amazing.
    • Bedouin Faris: Arab Cavalry, probably favoring shooting over melee.
    • Berber Tribesmen: Ill-disciplined Light infantry.
    • Berber Horsemen: Mounted Berbers armed with musket and sword, favoring melee.
    • Ta'ifat Al Ru'sa: Melee-strong shock troops
    • Bazingers:Irregular Slave-warriors of African stock. They'll be a poorer quality lighter version of the Bawakhir of the Moroccans.
  • Egypt:
    • Saraçis: "Saddlers", low quality dragoon entourage of the Mamluks.
    • Mamluks: Hussar style light cavalry armed with pistols or blunderbusses.
    • Bazingers:Irregular Slave-warriors of African stock. They'll be a poorer quality lighter version of the Bawakhir of the Moroccans.
  • Palestine:
    • Badu Anaiza Faris: Mounted Gunner Cavalry. Replaces the generic "Arab cavalry" in the Middle East & superior to the generic Maghrebi Arabs
    • Harb Camelry: Camel-mounted Bedouin
    • Bazingers:Irregular Slave-warriors of African stock. They'll be a poorer quality lighter version of the Bawakhir of the Moroccans.
  • Syria:
    • Badu Anaiza Faris: Mounted Gunner Cavalry. Replaces the generic "Arab cavalry" in the Middle East & superior to the generic Maghrebi Arabs
    • Harb Camelry: Camel-mounted Bedouin
    • Bazingers:Irregular Slave-warriors of African stock. They'll be a poorer quality lighter version of the Bawakhir of the Moroccans.
    • Kurdish Horsemen: A heavier medium cavalry, probably still armed with muskets but it might be only when dismounted.
    • Turcomans: Typical Horse Archers of shoddy moral but cheap cost.
  • Mesopotamia:
    • Saraçis: "Saddlers", low quality dragoon entourage of the Mamluks.
    • Mamluks: Hussar style light cavalry armed with pistols or blunderbusses.
    • Badu Anaiza Faris: Mounted Gunner Cavalry. Replaces the generic "Arab cavalry" in the Middle East & superior to the generic Maghrebi Arabs
    • Harb Camelry: Camel-mounted Bedouin
    • Bazingers:Irregular Slave-warriors of African stock. They'll be a poorer quality lighter version of the Bawakhir of the Moroccans.
    • Kurdish Horsemen: A heavier medium cavalry, probably still armed with muskets but it might be only when dismounted.
    • Turcomans: Typical Horse Archers of shoddy moral but cheap cost.
  • Anatolia:
    • Turcomans: Typical Horse Archers of shoddy moral but cheap cost.
  • Rumelia:
    • Turcomans: Typical Horse Archers of shoddy moral but cheap cost.
  • Transylvania:
    • Hayduks/Hajduks/Martolos: Greek/Orthodox Warbands of ex bandits and mountaineers enlisted by the Ottomans to provide security for an area.
    • Panduks: Muslim Pandours. Light Infantry Irregulars
  • Hungary:
    • Hayduks/Hajduks/Martolos: Greek/Orthodox Warbands of ex bandits and mountaineers enlisted by the Ottomans to provide security for an area.
    • Panduks: Muslim Pandours. Light Infantry Irregulars
  • Bulgaria:
    • Hayduks/Hajduks/Martolos: Greek/Orthodox Warbands of ex bandits and mountaineers enlisted by the Ottomans to provide security for an area.
    • Panduks: Muslim Pandours. Light Infantry Irregulars
  • Serbia:
    • Hayduks/Hajduks/Martolos: Greek/Orthodox Warbands of ex bandits and mountaineers enlisted by the Ottomans to provide security for an area.
    • Panduks: Muslim Pandours. Light Infantry Irregulars
  • Bosnia:
    • Hayduks/Hajduks/Martolos: Greek/Orthodox Warbands of ex bandits and mountaineers enlisted by the Ottomans to provide security for an area.
    • Panduks: Muslim Pandours. Light Infantry Irregulars
  • Greece:
    • Hayduks/Hajduks/Martolos: Greek/Orthodox Warbands of ex bandits and mountaineers enlisted by the Ottomans to provide security for an area.
    • Panduks: Muslim Pandours. Light Infantry Irregulars
  • Morea:
    • Hayduks/Hajduks/Martolos: Greek/Orthodox Warbands of ex bandits and mountaineers enlisted by the Ottomans to provide security for an area.
    • Panduks: Muslim Pandours. Light Infantry Irregulars
  • Armenia:
    • Turcomans: Typical Horse Archers of shoddy moral but cheap cost.
    • Kartvelebi Kveitebi: Georgian Swordsmen.
    • Kartvelebi Toposnebi: Georgian Musketeers.
  • Georgia:
    • Turcomans: Typical Horse Archers of shoddy moral but cheap cost.
    • Kartvelebi Kveitebi: Georgian Swordsmen.
    • Kartvelebi Toposnebi: Georgian Musketeers.
  • Azerbaijan:
    • Turcomans: Typical Horse Archers of shoddy moral but cheap cost
    • Temlois: Chechen Light Infantry armed with musket and sword.
    • Tukhumi Beri: Chechen Horsemen armed with musket and sword
  • Chechenya-Dagestan:
    • Turcomans: Typical Horse Archers of shoddy moral but cheap cost.
    • Temlois: Chechen Light Infantry armed with musket and sword.
    • Tukhumi Beri: Chechen Horsemen armed with musket and sword
  • Persia:
    • Turcomans: Typical Horse Archers of shoddy moral but cheap cost.
    • Kurdish Horsemen: A heavier medium cavalry, probably still armed with muskets but it might be only when dismounted.
  • Baluchistan:
    • Baluchi Jazailchis: Baluchi marksmen armed with the jezail. Less accurate than afghans, but much more aggressive.
    • Baluchi Sowars: Baluchi cavalry, not sure if they'll be armed with a jezail or not.
  • Afghanistan:
    • Ghairi Jazailchis: Jezail armed Afghan Tribesmen
    • Ghairi Savaran: Jezail-armed Afghan cavalry
    • Íljarí Piyadah: Militia Infantry, armed with matchlocks.
    • Turcomans: Typical Horse Archers of shoddy moral but cheap cost.
Now I need clarification on what the steppe AOR entails. Ideally the Tartar AOR would encorporate the steppe and parts of Eastern Europe that saw Tartars (such as Poland-Lithuania). It'd also need to add in Chechenya and Georgia if they aren't already a part of it.




3. Great Britain total Revamp:

Great Britain has long been put off by us for some reason. We will now at last revamp the British in order to reflect their power in the 18th Century. The Ideas are still in progress, nothing is decided or implemented yet.

Spoiler Alert, click show to read: 
Heirs to the Unsetting Sun:
The British Empire

Great Britain's Personality


Great Britain's true ascent would come with her preeminence of the 19th century, so reflected in the very age referencing the English Queen Victoria; a feat few in history save ambitious warlords may claim. Yet the 18th century saw her arrival as a significant power in the affairs of Europe, shedding the British Isle's immemorially aloof position as a peripheral backwater relevant only to Franco-Iberians. If the turmoil of the 18th century was truly the "
Winter of our Discontent", that Blizzard saw the prowl of British Wolf, swoop of the Prussian Falcon, and rumble of Russian Bear strike forth upon the forest already contensted by regal Bourbon Lion and Habsburg Hawk.

The goal is to capture the "Martial Mercantilism" of the British Empire during the 18th century, reflecting upon her greatest territorial exploits being achieved in the Americas and India while not diminishing on her European adventures. While she competes in the European Quintet of colonial empires (with France, Spain, Portugal and the Dutch), the British share some affinity with her fellow extroverted Portuguese and Dutch brethren in prizing outward expansion away from the shores of Europe. England is more than just a trade-empire like the Dutch, French, and Portuguese however, these Protestants illustrating belief as much in a Manifest Destiny of conquest and expansion as her Catholic Spaniard foes.


Evidently, the French saw the British and themselves in the "Second Hundred Year's War" from 17th century to the fall of Napoleon as a mimic to the ancient conflicts of Rome and Carthage:
The republicans knew as well as the Bourbons that British control of the oceans weighed in Continental power politics, and that France could not dominate Europe without destroying Britain. "Carthage"—vampire, tyrant of the seas, "perfidious" enemy and bearer of a corrupting commercial civilization—contrasted with "Rome", bearer of universal order, philosophy and selfless values.
And this analogy of Anglo-Carthage and Franco-Rome is quite apt, but not in the way the French intend. Yes, Britain was a king of the seas, the great rival to the Frank's ambitions. And yes, France is indeed a deeply conservative, unliked and stubborn land giant like 3rd century BC's Rome. And where there's a Carthage, there's a Hannibal Barca. Gambling on possessing a Scipio Africanus up their laced sleeves is a tall order for the Bourbons.

Infantry:
Split into Scottish, English, and Germanic troops. The Scottish are impetuous with a preference to the bayonet and the headlong charge,

Cavalry:
Save for Light Dragoons entirely stick with Cold steel.

Light troops:
In Europe it's fairly limited and available only late in the game.

India:
An expanded selection of what Colonial Europeans receive on top of the available local irregulars. Sepoys are split into Madras (South), Bombay (West), and Bengal (East) each with varying qualities. In addition, Colonial Troops cost less and are quicker to recruit.

America:
An expanded selection of what Colonial Europeans receive, providing nearly as full of a roster as they possess in Europe. Limited cavalry but lots of line, irregular and light infantry. In addition, these Colonial Troops cost less and are as large as European regiments.

The New Roster
Infantry of the Line:
  • 1st Regiment of Foot Guards
    • Unit cap of 3 (3 battalions historically)
  • 2nd Regiment of Coldstream Guards
    • Unit cap of 2
  • Scots Guard (Black Watch)
    • Unit cap of 2
  • Royal Welsh Fusiliers
  • British Grenadiers
  • Regiments of Foot: British Line Infantry
  • Invalids Regiment: Levy Line of British Isles
  • Scottish Fensibles: Scottish "militia"
  • Highlander Regiments: Scottish "Line" Infantry
  • Highlander Grenadiers: Scottish Grenadiers
Cavalry:
  • Household Cavalry:
  • The Oxford Blues / Royal Horse Guards: "The Blues"
  • Horse Grenadier Guards
  • Dragoon Guards:
  • Regiment of Horse:
  • Dragoons:
  • Light Dragoons:
Light troops of Europe:
  • Regiment of Light Infantry
  • Ferguson Riflemen
  • Green Jackets:
India:
  • Madras Native Infantry: Sepoys of a European Line infantry standard. Shooting oriented.
  • Madras Native Grenadiers: The Elites of the Madras Army, superior grade Sepoys with better moral and melee skill.
  • Madras Light Cavalry: Sowar Native light lancers.
  • Bengal Native Infantry: Sepoys of a European Levy line Standard. Poorer moral but larger (240) unit size and cheaper cost.
  • Bengal Native Grenadiers: Superior Grade Bengali Sepoys.
  • Bengal Light Cavalry: Sowar Native light lancers.
  • Bombay Native Infantry: Sepoys of European Line infantry standard. High melee skill.
  • Bombay Native Grenadiers: Elites of the Bombay Sepoys, even more melee adept.
  • Rissalahs: Irregular Horsemen levied from allied/subject Mughal powers.
    • May replace Silladars, but it's more likely that Rissalahs will be higher quality Silladars.
America:
We could or could not throw the Hessians in the Americas. If the script for British gaining foreign troops works, we can use that. Otherwise I would make them available in the Americas (and also HRE territory).
  • Royal Americans Regiment of Foot:
  • Royal American Grenadiers:
  • Provincial Regiment of Foot: Colonial (Rather than Crown) raised line infantry. They'll be levy line grade.
  • Provincial Grenadiers: They may have had Grenadiers in the Militia, but I'm just going with them as part of the Provincials.
  • Rangers:
  • Rogers Rangers: Higher end Rangers.
  • Colonial Militia: Irregular troops, capable of skirmishing and firing without drill.

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Last edited by Lazy Knight; March 14, 2010 at 08:53 AM. Reason: fixed double spoilers
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Old March 13, 2010, 07:26 AM / Startpos.   #2
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Startpos

1. New Hybrid-Technique Start Position:

In order to balance certain factions, enable playability for Saxony, and get some more interesting setups for Imminent Conflicts (Spanish War of Succession, French-British Struggle for Colonial Dominance) we will introduce our own starting position. Changes are mainly to diplomacy, and Britain and France now start with a Region in India.

This will only be made if I can assure it is working properly .
In my experience Hybrid Startpos is not really stable, anyway there will be alternative versions with changes made with this technique: Realistic Colonial India, alliances, ....

Spoiler Alert, click show to read: 
  • Austria no longer allied with Bavaria.
  • Austria's relations with Poland and Prussia have been increased & vice-versa. They've been normalized, but they're not friendly. So you might still see wars in the area, but it probably won't happen on Turn 1.
  • Barbary States are no longer a protectorate of the Ottomans. Now they're allied instead.
  • UP's relations with both France and Spain have been normalized & vice-versa. They're not friendly, and wars still break out, but hopefully no longer on Turn 1 every game. My last test game France didn't get involved at all, which was nice. Although they did side with Austria in the succession war which then meant they were at war with Westphalia and Wurttemberg and Bavaria in 1702, which I don't like. I might have to break that alliance as well.
  • Cherokee no longer have trade with the Iroquois.
  • Cherokee are no longer at war with the Spanish and Pueblo at gamestart.
  • Plains are no longer at war with the Spanish at gamestart.
  • Cree/Huron are now allied with France.
  • Iroquois/Six Nations are now allied with Great Britain.
  • Saxony is no longer a protectorate of Poland-Lithuania. Now they are an alliance.
  • Bavaria is now allied with France.
  • France now owns Carnatica, although they do not start with an army in the region. Additionally, Carnatica is extremely rich, so maybe now France can be the power they're supposed to be (provided they can hold on to that region).
  • Great Britain now owns Bengal, although they do not start with an army in the region.
  • Saxony, Bavaria and Hannover have been made major powers and given FULL AI (in preparation for their new rosters).



2. New standard Startpos:

Using the startpos included in IS 2.1.3 I will revise all the aspects of the campaign.
  • The first change will be some enhances on the AI using 2 methods: victory conditions, this is something which I have been tested and added in other startpos (DM, JM, standard startpos mods,...) which improve the AI. Adding as conditions some territories forces the AI to make more landings in India, America, Europa, ....
Quote:
Victory conditions added to these factions to improve the AI:

EUROPE, AMERICA & INDIA:

faction|revision

-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 )
  • The second: AI Managers. These control how the AI manages the faction, with more or less aggressiveness, more/less expansionist personality,... What will you see?
    • Minor factions will maintain an equilibrium with major factions in Europe and India.
    • Protectorates will not act as ''spectators''.
    • Emergent factions will be ''real'' emergent factions.
Quote:
Behaviors of these factions have been changed to improve the AI ('' means: original value):

AI:

faction|AI manager|AI personality


European, Indian, ...:

-Great Britain: '' & great_britain
-France: '' & france
-Spain: '' & spain
-Russia: '' & russia
-Denmark: FULL & denmark
-Portugal: FULL & portugal
-Sweden: '' & sweden
-Maratha: SEMIFULL & maratha
-Georgia: SEMI & ''
-Westphalia: SEMI & ''
-Bavaria: SEMI & ''
-Venice: SEMI & venice
-Hannover: SEMI & ''
-Papal States: SEMI & papal_states
-Knights of St John: SEMI & knights_stjohn
-Savoy: SEMI & ''
-Genoa: SEMI & ''
-Württemberg: SEMI & ''

Natives:

-All use: NAN & natives

Colonies:

-Louisiana: SEMI & louisiana
-New Spain: SEMI & new_spain
-13 Colonies: SEMI & gb_colonies

Emergent factions:

-United States: '' & united_states

Emergent factions:

-Mexico: FULL & continental_progressive
-Hessen: FULL & continental_progressive
-Colombia: FULL & continental_progressive
-Mamelukes: FULL & ''
-Afghanistan: FULL & ''
-Naples & Sicily: FULL & continental_progressive
-Scotland: FULL & ''
-Quebec: SEMI & ''
-Naples & Sicily: FULL & ''
-Hungary: SEMI & ''
-Norway: SEMI & ''
-Punjab: FULL & ''
-Saxony: SEMI & ''
-Greece: SEMI & ''

Protectorates:

-Mysore: SEMI & ''
-Crimean Khanate: SEMI & ''
-Georgia: SEMI & ''
-Courland: SEMI & ''
  • Changes on the prestige panel: There are factions which are not shown in the prestige panel because they are consider as ''minor factions''. It's ilogical. This will be changed. Have in mind that there is a limit in the UI so I only will activate some of them (ermergent factions can be activated too without occuping a place, they only will be shown when they appear):
Quote:
These factions are now Major factions (they appear in the prestige panel):

Major factions:

faction|Major/Minor

-Denmark: Major
-Portugal: Major
-Sweden: Major

Major & Emergent factions:

emergent faction|Major/Minor

-Mexico: Major
-Hesse: Major
-Mamelukes: Major
-Naples & Sicily: major


It will work with all the DLCs or without them.


Every faction will have its own personality
giving them more historical accuracy and enhancing the game-play and experience of the campaign.

3. Campaign time line:

The campaign will have 4 turns per year
by default.
This give the user more time for enjoying the mod/game. All the other aspects: buildings, research, unit movement, ... will be changed according to this.
No more motorized-units on the campaign map. You will have time for planning what to do, see the movements of the enemy and do what you wanna with a proper time line.

4. Difficulty levels:

With the new changes there will be users who will not able to play in VH. IS 2.2 with VH/VH will be really hard. I want scalable values on difficulty levels.
In Vanilla and in general any mod VH is still easy because of the wrong management by the AI. This will change.

-About campaign:

In normal the user and the AI will have approximately the same bonuses/penalties. The AI will not change its behavior -it's the same for all the levels- so this level could be the level used by the common user.

in Hard: this will be the recommended setting. You will not have penalties but the AI will have bonuses. This helps to the AI for managing its factions and units properly. As I said the AI does not change, but you will have the sense of having clever movements by the AI.

In Vhard: this is for me and those who really have experience with strategy games (EU III for ex.). You will have penalties and the AI will have more bonuses. Nothing unplayable because the penalties/bonuses are applied to points which will help the AI but not stop you playing properly (happiness, revolutions on the AI side, ...)

-About battles:

In very hard the AI has too many bonuses. These are harcoded and can not be changed.
With the new characteristics added you will not need that for having a good opponent so you will use:
Hard: The AI still has bonuses but nothing really important. This levels produces clever movements by the AI with my other changes. So I will recommend this.
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Last edited by Isabelxxx; March 24, 2010 at 06:58 PM.
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Old March 13, 2010, 07:26 AM / Re: [ANNOUCEMENT] Imperial Splendour 2.2   #3
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Campaign
working on it.

1. Government bonuses totally remodeled.

New variables, diplomacy, recruitment, agents, differences among the 3 types...
Every faction/government will have its own style of game-play. If you have a monarchy you will have bonuses in recruitment, infiltration (agents), repression, ... but less popularity.


Repression balanced.

2. Sieges:

Changed (increased) the turns to surrender in Cities.
Realistic sieges. Modified with buildings.

No forts in campaign map neither cities for enhancing how the AI manage this battles. This is an historical/game-play decision due to AI limitations in these type of battles and the unacceptable historic accuracy. In XVIII century forts were not used in Europe neither India in battles. There are only a few references in America, but these battles are not a significant for having them conditioning the CAI system. The historic battles of the century were made on open field and I will try to show that.

    • The ability for creating forts (generals & captains) deactivated. AI will not build ''invisible forts'' with them.
    • About ''invisible forts''. I have solved the path-findings problems related with them, they don't exist now. (I have seen many mods with this bug.
    • All forts removed. There is no battles with forts.
    • Cities still have the building named settlement forts (with new price: 500). Now this building gives bonuses for repression, prestige and a minor bonus for building repairing (-0,025 accumulative).
    • I have maintained the model in campaign but the fort will be unused in battles.
    • The building will have other icon and model in the campaign map, military school.
    • Changed the personalities to forcing the CAI not to use, assault, build, repair neither garrisoning units in them.
    • Changed the campaign managers to forcing the CAI not to maintain them.

3. Population system: manpower

Increased the cost of population for recruitment. Total revision of population system. You have to plan where recruit troops or your less developed cities will be totally abandoned. Populations is one of the most important variables: immigration, farms, technologies will modify it.

This is a warning: immigration, religion & recruitment are basic variables. The same for population, a disproportionate recruitment will decrease your population up to dangerous limits.

America & India will be colonial theaters now. No faction (neither human player nor AI) will be able to recruit a disproportionate number of units in these territories.


In America: Militias+Manpower system





In Europe: Militias + (Manpower system is not a limitation)




4. Economy:

Meticulous economy balance: some buildings will increase the wealth and others (culture buildings for ex. need money for being supporting by the government) will decrease it.

Building system totally remodeled enhancing the campaign experience: new bonuses, prestige revised, recruitment,...

Fully remodeled tax system:Increase/decrease taxes for a population class affects to the other class too.
Ex: Upper-low-tax---> Upper Happiness: +1 & Lower Happiness: -3

Illogical changes will produce clamor in both sides. If you extortionate (not high) the lower classes, the upper classes will be disagree with you.
Many other variables are added: relations with cultural system, agents, diplomacy (represent the popularity of the government), training of generals, ...
Other variables included (for ex. a low tax for upper classes produces more agents, and better generals).

A micromanagement will be required if you decide to change your faction taxes.


5. Agents, traits & ancillaries:

Historical Characters

Implemented the new version of Historical Characters 3.0 (you can already play with the standalone mod
Historical Characters [3.0]).
Up to +30 new characters will be added to the future version -3.1- of the mod. Thanks to Dazo


Agents importance and spawning improved
. Changes in abilities.

A mod made originally by
Ketzerfreund and supported since some months by me will be implemented in the core as I did in Jedi Mod.
~ Ketzer's League of Extraordinary Gentlemen 1.1 ~

~General explanation~

Generals:

- Can research now. Can only contribute research points for military techs (Generals have hardly any impact on research so far. Gentlemen are still better. Not much impact on the game).
- Several command-related traits and ancillaries now also offer more research points for mil. tech.
- Some existing traits have added effects like "bloody": raises religious unrest by a percentage; there must be some to modify in the first place, however.

Missionaries:

- The personal piety trait has been changed from lowering religious unrest to raising it by a big percentage. Use missionaries offensively now if there's a region with large religious unrest.

Rakes:

- Slightly raised initial espionage skill.
- Made traits and ancillaries more powerful.

Colonels:
- Can be dueled by gentlemen. Results in the same effects assassins had on captains in Rome and M2! A colonel's troops may return to the next friendly settlement as if they were fleeing when there is no colonel that has valid orders...

Assassins:

- Raised initial espionage skill.

Eastern and Indian Scholars:
- Equalized research power with gentlemen.



  • Gentlemen:
    • Slightly raised initial dueling skills
    • Can spy.
    • Can duel colonels and generals outside a settlement.
    • Complete revamping in traits, abilities and effects.
  • Generals:
    • Can research now. Can only contribute research points for military techs with some traits (generals have hardly any impact on research so far. Gentlemen are still better)
    • Several command-related traits and ancillaries now also offer more research points for mil. tech.
    • Some existing traits have added effects like "bloody": raises religious unrest by a percentage.
  • Missionaries:
    • The personal piety trait has been changed from lowering religious unrest to raising it by a big percentage. Use missionaries offensively now if there's a region with large religious unrest.
  • Rakes:
    • Slightly raised initial espionage skill & duels abilities.
  • Colonels:
    • Can be dueled by gentlemen when they are not into a settlement.
  • Admirals & captains:
    • Can be dueled by gentlemen if the agent is infiltrated.
  • Assassins:
    • Raised initial espionage skill & duels abilities.
  • Eastern and Indian Scholars:
    • Equalized research power & duels abilities with gentlemen.
  • Traits & Ancillaries:
    • Added and balanced effects related with researching in many traits for minister, general and gentlemen.
    • Revised the management points given by traits and ancillaries. More notorious effects in bonuses and penalties.
  • Abilities:
    • Revised abilities available for each agent (warpath agents too), and points in each ability
    • Revised movement points for agents: the AI manage better the agents and give them more strategic importance.
      • Assassin, rake, gentleman, scout (warpath) & eastern scholar: 50 points
      • Shaman (warpath): 34 points.
      • Missionaries: 24~29 depending on the culture.
      • Generals, admirals, ... are not affected by this.
    • Behavior of agents.
  • Spawning: major frequency of apparition and other modifiers.
    • Revised agent spawning by default.
    • Revised spawning by buildings.
  • Modifiers:
    • Revised modifiers given by generic & unique buildings: spawning mod rates, abilities modifiers,...
    • High taxes modify the rate of spawning (lower).
    • Government types modify abilities and spawning: repressive governments are favorable for assassins, ...

6. Culture, happiness & revolutions:

Emergent factions will be a reality.

Repression and happiness will be balanced for a proper management. Cultural buildings & policies will require money. So you will need a good economy system for assure a minimum of culture on your regions.

Without culture in your country you will have constantly revolts which could provoke changes in your government or emergent factions. This is now a common possibility; you will see a campaign more dynamic with many more changes. No more total Conquest of the world.


7. Technologies:

Revised the required points for technologies.

Maintaining the unique technologies I will add many changes in the standard techs. and many other variables in the rest.

An example of the new variables added:

Army:
-mod_weapon_misfire: I have changed all reference, now it's really different. I have put negatives values in starting tech. (for having a realistic accuracy with rain) and then you can decrease it with some tech.. (The final value is 30% misfire, so weather affects more than vanilla).
It makes more important what tech. you decide to take, values which make battles more tactical.
In game you only see that mod_weapon_misfire has been improved (but it doesn't show you if it's a negative/positive value).

Navy:

-storms (chance or damage): The same. Starting tech. give you +100% of chances, when you advance with navy tech. you decrease it.
And again you don't see negative/positive values on game.
-Diseases: Now there is a tech. (related with it, yow will see it easily) with decrease chance of diseases in the navy.

-Storms damage and diseases revised. Copper bottoms, seed lead cartridges, etc. produce more diseases; on the other hand, preserved foods and lime juice will decrease it.
The same for storms, there is a tech. subtree which increases the probability and other which will decrease it. This gives better results and balance between technologies subtrees.

ALL:
-Prestige: technologies give 1-2 prestige points in vanilla. I have totally change it. Now if you are a technological advanced faction it can be seen in the prestige window.
Military technologies give military prestige now.
The same for industry & enlightenment.
So you can differentiate a faction by their investigated technologies (with prestige & bonuses).

-
A complete remodeling in bonuses/penalties which makes you to think what you should chose.

-Export capacity is improved with architecture naval improvements & Free trade doctrine.

-
Population modifiers by technologies have been revised, now there are some techs. which decrease it and others which increase it. Lower values too.

-Added bonus (balanced) for repairing buildings in advanced enlightenment technology, a minor bonus in an early technology. This will help the AI repairing buildings.

Research system


-Base research points: A solution for a major bug/problem. If you play with some minor factions (Knights St. John for ex.) you are not able to investigate anything because you need an university for that. Conclusion: small factions, natives,... can not investigate anything in 200 turns. This has not logic.
In 2.2 I will add
other variables: investigations points per government, buildings, ... this means that any faction will be able to investigate slower only because they are factions, they have a type of government (republics will have more investigation points than monarchies), ...
Universities will give you many bonuses for investigating but you are still able to research without having them (in a slow way).
This was implemented in DM 5.5 too by recommendation but in a different way (generic buildings for factions) , I will use my own system.

Working on the solution related with the script which disable this feature, I hope it will be fixed with one of the different ways of adding universities to other slots.


8. Units:

Unit movement points revised
: all the units will have 1/2 of the original movement points.

Auto-resolve issues in vanilla solved: more realistic results.

Fix_Maratha 1.1 included.






With these and other improvements the next release of IS -2.2- will have a total revamp in agents, traits, ancillaries, economy management, buildings, ministers, and all the aspects related with the campaign management with 2 aims: historical accuracy and game-play. I can assure that the experience will be totally new compared to last version.



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Last edited by Isabelxxx; March 24, 2010 at 06:59 PM.
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Old March 13, 2010, 09:37 AM / Re: [ANNOUCEMENT] Imperial Splendour 2.2   #4
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CAI
Working on it.

Effects in BAI & CAI are not provoked by magical values because there are not AI changes in any mod due to ETW limitations, and it's very subjective noticing them.

The change-log and my comments explain you what I have tried to done, hopefully it works exactly as I have written.


This aspect is related with startpos changes too. Both will enhance the entire AI of all factions in the campaign.

1. General AI improvements:
The first change will be a new AI totally remodeled up to ETW limits. You will have a general improvement in all the aspects: diplomacy, alliances, commerce, AI landings, movements, ...

General changes for all the personalities.

Increased min/max of navies for transport (AI landings).
AI landings will be a reality .

Modded the CAI:
  1. To ignore totally forts. Those which already exist will not have troops neither will be repaired/maintained. AI will not try to make new forts, never. This change works with the ''no forts'' characteristics added to IS in buildings and generals, improving the entire campaign.
  2. To have better balance of navies.
  3. To redistribute better the units on the campaign map (not concentrations but frontiers defense).
  4. To have a better investigation balance. Economic technologies have more importance at the sacrifice of ordnance by default. Changes in the other personalities too.
  5. To have more differences between faction personalities (mixed_repressive, progressive,...) in investigation, economy and other behaviors.
  6. To defend trade routes and give more importance to economy.
  7. To have a better proportion of troops per army.
  8. To have more Naval Invasions Across Theater: my tests, 10 naval invasions in 8th turn
  9. To have better handling of alliance packs and support.
  10. Increased spending on Economic and reduced Navy and Military. This will help the AI to be more competitive.
  11. Balanced army recruitment & construction spending
  12. Reduced the value of AI which forced it to use armed citizenry. AI also seem to over value troops outside a settlement and reduced defense. Now fixed.
  13. The AI will create larger stacks and not waster troops.
  14. More intelligent movements on campaign map when attacking.
  15. And many other changes which improves the AI in every detail on campaign.

I will try to implement some scripts made by me for improving the AI and general game-play. I'm founding some interesting things with ETW scripts (luac).

Try to solve definitively ''the ottoman bug''.


2. Recruitment:

Increased the recruitment of armies.

Balance the proportion of armies/navies and units.

AI will be forced to recruit more generals/admirals, solving the problem for the AI in battles. (This will be used with Historical Characters for major realism).

3. Personalities:

New AI for natives factions
: no overpowered. More diplomatic. Changes on technologies (they can't recruit navies so it's illogical assign them the same AI than European factions). Balance of armies (less artillery, more infantry & cavalry). General AI changes in sieges, battles, regions, defense,...

New AI for every faction: This will give to each faction a personality in naval invasions, technologies, economy,... The changes are too many for a detailed log... but the assignments are in the startpos log.
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Last edited by Isabelxxx; March 13, 2010 at 11:02 AM.
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Old March 13, 2010, 09:38 AM / Re: [ANNOUCEMENT] Imperial Splendour 2.2   #5
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BAI & Battles
working on it.

Effects in BAI & CAI are not provoked by magical values because there are not AI changes in any mod due to ETW limitations, and it's very subjective noticing them.
The change-log and my comments explain you what I have tried to done, hopefully it works exactly as I have written.
1. Unit size:

I plan to maintain the IS size..

2. Balance:

Unique balance between cavalry and infantry has been reached. Cavalry charges will guarantee unpredictable and non-repetitive results with heavy casualties from both sides.

Cavalry units are significantly enhanced
(in several cases elite cavalry units are able to break squares of guard units).

Campaign Cavalry costs revised.

Cavalry units will have improved melee behavior when fighting infantry.
Rebalanced cavalry vs infantry melee bonus.

Campaign Artillery costs revised.

Units carry 30% more ammunition.


Increased the kill ratio (Units aim better over distance).
Maintaining the historical accuracy but making more dynamic battles. Ranges will be maintained.

Square formation will be really effective.
Rebalanced square melee bonus.

Bayonets offer a slightly higher bonus
. Rebalanced bayonet melee bonus.
New horses for natives, new battle_entities for the new horses. Assigned to vanilla natives and warpath natives.

Archers
: faster reload, low values for total ammo (they use arrows, not bullets). Penalties against cavalry.

Mounted archers: same balance. More ammo than foot archers and less penalties against cavalry.


Natives: revised abilities for hiding in grass, woodlands, ...


General bodyguards: garrison police.


3. Recruitment:

Unit limits revised.

Training by technologies and buildings revised.

Garrison troops added to cities replacing armed citizenry:
the vanilla unit will be replaced with a mix of non-trained troops, militias and others. The troops will variate according to the region, factions and date. As a possibility some cities (capitals?) could have even small canons or cavalry (need to test it).
Militia
Units can be recruited without costs in recruitment points.
At this moment you are able to recruit (or start the recruitment) 1~3 units per turn at the same time.
A new unit -militia- could be recruited without this cost which means that you will be able to have up to the limit of them in 1 turn without use recruitment points.
So you are still able to recruit the regular units.

This could be applied in America for ex:

militia with a limit of 4 units.
You are playing with Spain and the natives attack you in Florida.
With the manpower system -it will be implemented in 2.2- you are only able to recruit up to 4~5 units. A unit costs 700 men and the cities in America have a population between 4000~6000.
With IS 2.1.3 , vanilla or any other mod you only would be able to recruit up to 2 units before being attacked.
With this implementation: you could recruit the 4 militia units in 1 turn
and you are still able to recruit the other units. The point is obvious.
  • The limit of X units per faction/region balances the system.
  • The units still have costs of recruitment (you will not be able to have them always).
  • They could have more costs of upkeep, you should dissolve them after the battle except if they are using as garrison units.
  • The manpower system still limits the use of these units, you can recruit the X units (if you have the money, the manpower,...) but that will decrease your population. Have in mind they are militias: ok, you have solved your problem with natives this time but you will not be able to recruit the elite units because you haven't more population in your colony.


Example images, non final Militia system:

In America: Militias+Manpower system





In Europe: Militias + (Manpower system is not a limitation)





  • Europe: generic militia system which could have its own AOR system.
    • The militia unit could be upgraded according to the date (scripts) and/or technologies (+scripts). Alternative buildings (+scripts) are other option.
    • AOR militia system: not all regions have the same population limits, that is shown with the manpower and the AOR system. France for ex. could maintain many militias in the capital but not in the colonies. This can be done just by cloning/creating militia units and applying them to different regions and factions. Ex. Spain could have up to 2 militias available in the capital, in Naples one. Instead of having 2 units for the entire map.
  • America: Revamping of actual militia system and auxiliaries.
    • Native factions: could use only this type of recruitment -except some units-. The limitation will be in the number and stats. Natives will be shown as hunters and not spartan factions.
    • Colonial factions: As general aspect point the auxiliaries will be used at the start of the campaign, then their use will be limited being replaced with colonial militias.The opposite can be applied to militias, at the start their use will be limited (be aware that this militias are not the same than the standard unit -1 recruitment turn-) and then improved replacing the use of natives.
      • Unit limit: this will be variable according to the faction and region. Isles 1 unit -1 for all-, others regions 2 units.
      • Generic militia system: really limited to a few regions, units or factions. Increased as the time goes by using technologies/scripts.
      • Native auxiliaries: same system than militias, these should replace the other units at the start. Opposite way? Could be decreased with technologies/scripts.
    • USA: same system than Europe.
      • No natives.
      • Generic militia system: scalable units. 0 points units weaker than standard militia (1 point).

  • India: Revamping of actual militia system and auxiliaries.
    • Colonialist factions: As general aspect point the auxiliaries will be used at the start of the campaign, then their use will be limited being replaced with companies.The opposite can be applied to companies, at the start their use will be limited (be aware that this companies - semi-militias - are not the same than the standard company unit -1 recruitment turn-) and then improved replacing the use of auxiliaries.
      • Unit limit: this will be variable according to the faction and region. Isles for ex. will have 1 unit, isolated colonies as those which are owned by Portugal will use complex systems for maintaining a balance. This aspect will be more notorious in India than in America -where colonies are grouped-.
      • Generic company system: really limited to a few regions, units or factions. Increased as the time goes by using technologies/scripts. Scalable units. 0 points units weaker than standard company units (1 point).
        • Portugal: 2 units at the start, very low cost -for being instantly recruited by the AI/player and maintain the region-. Via technologies the unit will be replaced with the standard company unit (with major cost).
      • Indian auxiliaries: same system than companies, these should replace the other units -companies- at the start. Opposite way. Recruitment limits Will be decreased with technologies/scripts.
        • Portugal: 1 units at the start, very low cost -for being instantly recruited by the AI/player and maintain the region-. Unlimited date for being recruited.

    • Indian factions:
      • Mughal: a few units with this system. ''Anti-Maratha force''. Recruitment limited.
      • Mysore: a few units with this system. ''Anti-Maratha force''. Recruitment limited.
      • Maratha: they start with more armies per region than any other faction. This system will not be applied to them, except -maybe- in the capital. 1 unit.
      • Punjab (?): Generic unit for the faction. Sikh warriors & musketeers with major upkeep costs. Recruitment limited (2 warriors, 1 musketeers). Image of ''Sikh empire revolt''. Be aware that this 3 units for the faction are perfect if you have a region -hard to conquest- but not enough with more regions. Other factions use AOR system having units per regions or group of regions which give them more than 3 units.

  • Emergent factions & or protectorates:
    • Generic militia system with their own AOR system in some cases.
    • Same system than Punjab in others: Generic unit for the faction with ''proper'' stats. Recruitment limited. This X units per faction system is perfect for emergent factions or protectorates with only 1 region -hard to be destroyed- but not enough with more regions. This should solve the destruction of factions as Crimea, Ireland, ... in 1 turn.



4. Morale & fatigue System:

Morale system totally remodeled: bonuses/penalties & thresholds.

Climatology adjustments in fatigue. More realistic and dynamic battles.

Fatigue system totally remodeled. bonuses/penalties & thresholds.

Totally revised unit minimum strength and retreats in battles.

Morale penalty for side and back flanking increased slightly.
Flanking in melee yields extra bonus.

5. Others:

Changed the table battle_entities_tables with my own values which seem to improve the behavior of all the units. Inspired by DM 5.4 changes by DARTH VADER and Luntik, but with a major difference I have not nullified the values but converted them into negative values.
My tests show me that these new changes (with too many other variables ) improve seriously the behavior of the units controlled by the AI.
This values should not be extrapolated to other mods and I can not assure that they work better than nullified values in other cases.


Experience threshold revised.


6. ISUS: New unit system

In ETW the differences among units are not shown properly only with stats (XVIII century: we have many types of units, too many differences).
In simplistic terms (actually) the unique way of having a sword-men defeating a line infantry is giving them major melee values (18 for the Sword-men & 14 for the line-infantry) but this unbalance the system because there are other units which are supposed to be able to defeat this sword-men but not the line infantry (cavalry, grenadiers,)...


With +5 types of units we have unbalance. We apply different melee values to the units for differentiated them but: how we can differentiate 2 types of pike-men?
We can't do it properly, adding major values in melee, resistance, ... (stats) will provoke that the Xi (melee=14) unit can beat Xj (melee=12) unit but Yi (melee=13) unit too.

To solve this problem, the changes I want to introduce are related with the table at top: battle_entities.

ISUS:
In logical terms are:
  • Types: (in modding terms: a total revamp as well as additions in battle_entities + changes in all the units in unit_tables for using the new entities)
Instead of:

Code:
infantry_euro_light
infantry_euro_medium
infantry_euro_heavy
(consider these as the actual types)

ISUS has:

Code:
pikemen
line_infantry_X
line_infantry_Y
...
cavalry_X
cavalry_Y
...
sword-men
...
What is the difference?
Every type will not be differentiated only by movement modifiers but melee and projectile resistance.

All the pike-men units will use the new type ''pikemen'' and all the line infantry the type line_infantry_x, instead of infantry_euro_medium for both.

This will differentiate ALL the line infantry units and ALL the pike-men, which means in simplistic terms:

The unit into a Type will only be able to defeat other specific types -be aware that pike-men unit will have a value in melee resistance not equal to other types of units, but in the same type all the units will have the same base value-.
red: not able
green: able
violet: in some cases

archer-->cavalry (melee)
archer-->line infantry (melee)
archer-->pike-men (melee)

In these cases only the melee resistance is determinant, the other types will have major values than archers
.
Between 2 archers the stats will be determinant.

pike-men-->line infantry (melee)
sword-men--->pike-men (melee)
sword-men--->line infantry (melee)

The sword defeat the pike, the musket defeat in long distance and some types of units in melee, ... basic strategic terms.

  • Sub-types: (in modding terms: a minor revamp in units_land_stats)
Stats.
This will make the difference between 2 pike-men, 2 sword-men, 2 musketeers, ...
Only among units of the same type.

For more info see any strategic game: AoE, Europa Univ., chess, ...

VUS or actual vanilla system Differentiating units only with stats.
  • Units_stats_land: Type/subtype are the same, both shown by the same stats.
Battle_entities: generic for all units expect movement modifiers.


ISUS or new system
  • Differentiating units with stats + battle_entities (resistance to melee or projectiles), in other words: type + subtype (unique features of the unit).
  • Units_stats_land
  • Battle_entities:
    • Unknown 12 = melee resistance
    • Unknown 13 = projectiles resistance

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Last edited by Isabelxxx; April 03, 2010 at 06:32 PM.
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Old March 13, 2010, 09:38 AM / Re: [ANNOUCEMENT] Imperial Splendour 2.2   #6
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Naval Battles
working on it.
1. Total remodeled system:

I will revise the entire system in naval battles fixing some bugs unknown by most users and adding some improvements.

IS will have its own naval system as any other naval mod; I want to put a special emphasis on this.

All references to 6pdr_naval_guns removed, due to their buggy behavior.
Navy firepower and reloading times scale with the size of guns.

Changed speed coefficients of ships, tuning speed, ...

General changes of naval battles, morale, variables,.... Now it should be more realistic.


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Old March 13, 2010, 11:27 AM / Re: [ANNOUCEMENT] Imperial Splendour 2.2   #7
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New ideas
The new ideas I or any other user had will be posted here.


Movement points
Dazo
Quote:
* I'd suggest keeping half-movement change while increasing the "better movement" bonuses/traits for generals. Speaking of which, is there any upkeep trait bonus planned for generals ?

Good point, for being revised with the movement points.
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Old March 13, 2010, 11:31 AM / Re: [ANNOUCEMENT] Imperial Splendour 2.2   #8
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First version of the log finished. There are many things to include yet but now you have an approximation.

I can say that IS will be the best mod for ETW ever created.
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Old March 13, 2010, 12:30 PM / [ANNOUNCEMENT] Imperial Splendour 2.2   #9
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Thanks, Isabelxx, you paint a much broader canvas of changes than I would have imagined, and mostly quite tempting.

My one big concern is about playability at 4 seasons per year. Not the number of seasons itself (players can already play 400 turns if they want), but that calendar-date triggers take twice as long to occur and primarily that movement rates and a lot of other things being halved to make the same flow of events take twice as many turns and slow the playing pace to a crawl.

For me there is already enough cycling through menus, theatres, cities, buidings, and units each turn (without the benefit of stacked orders except for fully-paid units). The pace is good, sometimes a little fast, sometimes a little slow. Twice as long means a lot more admin work between events (CA's fault for not making the interface and unit tracking more useful, but that can't be changed). Things that should be checked each turn is the bane of turn-based games.

Slogging overland (bad enough for Russia already) or sailing around the world (any trading power) will take much longer in actual management time without any offsetting escalation of enjoyment. Compared with the time scale, the movement distances are already too short, sometimes ridiculously so (naval) - for gameplay reasons.

If the purpose of this is to allow troops to react to enemy action and not allow the enemy to bypass as much (which can be quite realistic, if annoying), simply increasing intercept radius would make a big difference. Halving build rates I could deal with since it's passive.

Can there be an option for keeping a normal per-turn paced version to avoid increasing the per-year workload?

Thanks.

EDIT: Copied to the announcement post. Isabelxxx

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Old March 13, 2010, 12:44 PM / Re: Comments on IS 2.2 Announcement   #10
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I know what you tried to say. The recruitment will be maintained unchanged. 4 turns per year will give you only 4 turns per year. Anyway have in mind: what I wrote is an approximation. I have to revise the files, make all the changes and then try it.

About ''the calendar''.I know how to add more seasons. So you will have: spring, summer, winter & autumn. The events will be reassigned. Maybe I could add more events. Without any other change you will not have anything you don't like. The actual movement points but more turns, seasons and events.

Quote:
For me there is already enough cycling through menus, theatres, cities, buidings, and units each turn (without the benefit of stacked orders except for fully-paid units). The pace is good, sometimes a little fast, sometimes a little slow. Twice as long means a lot more admin work between events (CA's fault for not making the interface and unit tracking more useful, but that can't be changed). Things that should be checked each turn is the bane of turn-based games.
I'm not agree with you. Well, one thing is checking every turn and other what I try to do. Total Conquest -in spite of the name of the game: ETW- has not any logic.

You have to manage your faction, plan your movements and act according to the enemy. My experience with ETW has not been that.
With the standard movement points, repression, revolts, ... : the units can go from Spain to France, conquest Paris and destroy a faction. (an example)
Wait... this is not logical. Ok you have more units than France but you can not conquest what you wanna in 1 turn because of your superior numbers.
You should plan when, how and why: winter (more casualties)?, waiting for more troops (garrison troops for revolts), a possible retreat (movement points) ....

I want to relate all the variables in the campaign.

Anyway I will not add anything if it makes the mod unplayable. If I see that you are right I will try to solve it.

EDIT: Copied to the announcement post. Isabelxxx
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Old March 13, 2010, 01:14 PM / Re: [ANNOUNCEMENT] Imperial Splendour 2.2   #11
 
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Great ! That's quite some work.

- Sad we can't keep forts but I'm fully aware they're buggy as hell (and such a cheat against natives, I mean when working properly).
- A thing you can add perhaps (didn't see it) is what ETW you need for 2.2 (vanilla, warpath or anything else).
- Also can add on which difficulty level IS 2.2 will play (same as before, that is not VH / VH ?)
- Any plan to increase rebel armies (popping ones) ? They're quite easy to manage as they are now.
- I see Tunis isn't a big city anymore. If you need one more big city you can remove the one in Quebec (give it to any needing european minor) and replace it with a level 2 government building.
- Looking forward to recruitments limits, is there something similar for navies ? I understood it as for land units only.
- Agents improvements are a good idea, the new missionary trick (religious unrest) looks actually powerfull (frightening ?).
- Oh and I really like the storm / disease thing for navies .

Anything else seems fine (will have to play of course ^^).

P.S.: just red Wingate post and I agree with an increase in interception radius (good way to drag allies in the fight and interdict areas).
* I'm not so sure about movement points because there are two different things: a stack without artillery (hurray blitzkrieg) and a stack with artillery (especially fixed units) which will actually crawl for turns before doing anything.
* I'd suggest keeping half-movement change while increasing the "better movement" bonuses/traits for generals. Speaking of which, is there any upkeep trait bonus planned for generals ?

Thx for reading .
REP Blackomur89.

Last edited by Dazo; March 13, 2010 at 01:46 PM.
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Old March 13, 2010, 01:25 PM / Re: [ANNOUNCEMENT] Imperial Splendour 2.2   #12
 
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Wow, so glad to hear that this has been picked back up. Wish that I could help, but unfortunately I have little to no modding expertise. Good luck, and I will definitely be a diehard follower!
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Old March 13, 2010, 01:29 PM / Re: [ANNOUNCEMENT] Imperial Splendour 2.2   #13
 
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Thank you!
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Old March 13, 2010, 01:37 PM / Re: [ANNOUNCEMENT] Imperial Splendour 2.2   #14
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Dazo
You make good questions; I like it.

Quote:
- Sad we can't keep forts but I'm fully aware they're buggy as hell (and such a cheat against natives, I mean when working properly).
I'm opened to improve the forts. I'm talking about the models and I know how to create a proper model which will solve the AI problem... but the project is stopped now.
Anyway forts will give you bonuses (useful against natives, you will see) but no more forts on the battle.

Quote:
- A thing you can add perhaps (didn't see it) is what ETW you need for 2.2 (vanilla, warpath or anything else).
You will be able to play 2.2 with vanilla.
But I will add the other things in a way that you will be able to have warpath units in the standard campaign if you have warpath, EUE if you have EUE, ... I think that the unique thing new is the Warpath question.


Quote:
- Also can add on which difficulty level IS 2.2 will play (same as before, that is not VH / VH ?)
Well this is something interesting.
With the new changes there will be users who will not able to play in VH. IS 2.2 with VH/VH will be really hard. I want scalable values on difficulty levels.
In Vanilla and in general any mod VH is still easy because of the wrong management by the AI. This will change.

-About campaign:
In normal the user and the AI will have approximately the same bonuses/penalties. The AI will not change its behavior -it's the same for all the levels- so this level could be the level used by the common user.

in Hard: this will be the recommended setting. You will not have penalties but the AI will have bonuses. This helps to the AI for managing its factions and units properly. As I said the AI does not change, but you will have the sense of having clever movements by the AI.

In Vhard: this is for me and those who really have experience with strategy games (EU III for ex.). You will have penalties and the AI will have more bonuses. Nothing unplayable because the penalties/bonuses are applied to points which will help the AI but not stop you playing properly (happiness, revolutions on the AI side, ...)

-About battles:
In very hard the AI has too many bonuses. These are harcoded and can not be changed.
With the new characteristics added you will not need that for having a good opponent so you will use:
Hard: The AI still has bonuses but nothing really important. This levels produces clever movements by the AI with my other changes. So I will recommend this.
Quote:
- Any plan to increase rebel armies (popping ones) ? They're quite easy to manage as they are now.
This will be one of the changes. More revolts -or better-, more revolts (and more rebels) if you don't care about happiness and culture.
Remember these two words: happiness & culture. They will be crucial in IS 2.2.
Quote:
- Looking forward to recruitments limits, is there something similar for navies ? I understood it as for land units only.
First I will revise the actual system. Then I will balance it. For navies too, the AI usually spam with some useless navies.
I will do it with 2 variables:
-Unit limits. I don't like them but in fact: they are useful.
-Changing the AI desires. I can change the proportion of the armies & navies: more artillery/ infantry, more frigates, ...
Quote:
- Agents improvements are a good idea, the new missionary trick (religious unrest) looks actually powerfull (frightening ?).
It will be powerful but not creating unbalance. You -and everybody- can already use the mod with IS 2.1 because I released it as a standalone mod:
League of Extraordinary Gentlemen [1.0]
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Old March 13, 2010, 01:42 PM / Re: [ANNOUNCEMENT] Imperial Splendour 2.2   #15
 
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I dont See Ireland In The Emergent Faction List D: D:
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Old March 13, 2010, 01:43 PM / Re: [ANNOUNCEMENT] Imperial Splendour 2.2   #16
 
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How Come No Ireland?
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Old March 13, 2010, 01:44 PM / Re: [ANNOUNCEMENT] Imperial Splendour 2.2   #17
 
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propably a misstake. Stay calm

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Old March 13, 2010, 01:47 PM / Re: [ANNOUNCEMENT] Imperial Splendour 2.2   #18
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All emergent factions will have its own personality. But some of them will maintain the ''MAINTAINANCE'' (spelling mistake by CA) manager.

You don't see Ireland because this faction will have the standard manager. Ireland is not an expansionist faction.
Anyway this faction will be changed too, all the factions will be changed. (AI)
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Old March 13, 2010, 01:48 PM / Re: [ANNOUNCEMENT] Imperial Splendour 2.2   #19
 
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Thx for tips and answers, Isabelxxx .

Already feels like a whole new shiny game .

P.S.: just red Wingate post and I agree with an increase in interception radius (good way to drag allies in the fight and interdict areas).
* I'm not so sure about movement points because there are two different things: a stack without artillery (hurray blitzkrieg) and a stack with artillery (especially fixed units) which will actually crawl for turns before doing anything.
* I'd suggest keeping half-movement change while increasing the "better movement" bonuses/traits for generals. Speaking of which, is there any upkeep trait bonus planned for generals ?
REP Blackomur89.
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Old March 13, 2010, 01:52 PM / Re: [ANNOUNCEMENT] Imperial Splendour 2.2   #20
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Dazo
Quote:
* I'd suggest keeping half-movement change while increasing the "better movement" bonuses/traits for generals. Speaking of which, is there any upkeep trait bonus planned for generals ?
That's a good point.... And yes, traits will be totally changed and improved (if they have been not changed on IS yet).
It is partially done in LEG (agents mod).

There are many things I forgot to write but as a general advice -based on the experience which have the users with other mods- : I always change more than I write; and all the things that you can imagine will be changed-
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