I've had a change of plans. I'm going to continue the development of 1.2 onwards and upwards. Instead of releasing at this point in time I am going to continue development and release a version 1.5 There will be several new units, new AoR's and invasion scripts tied to historical events.
I thought some might be interested to see the changelog:
Additions:
-New cannon models have been added for the Saker, Demi-Culverin and Demi-cannon.
-5 new regiments (10 new units):Godolphin's, Glemham's, Blackwell's, Tillier's, Hampden's
-New captain models and skins have been added to both sides
-A new bakery building that increases public support can be used to decrease settlement disorder.
-Newark has been added to the map.
-New unit cards and unit info cards have been added for the new artillery models
-Carrack's (16th/17th sailing warship) added to both sides
-Brick wall now replaces wooden wall
Bugs fixed:
-Text "religious conversion rate" was showing instead of "Political conversion rate".
-Passive campaign AI fixed.
-Units cost the correct amount in custom battles.
Changes:
-The Royalist Family tree has been removed
-The settlements in the midlands have had their positions adjusted to be more accurate.
-The vanilla 'cannon' unit has been removed
-All artillery pieces have been made more accurate vs troops.
-Lifeguards have greater ammo supplies
-Musket units are now the same size as pikemen units
-Ironsides are now tier 2 and will not be available at turn 0
-Settlement civil disorder reduced slightly
-Cuirassiers available at tier 1 cav stables in London
-Captain text changed to Colonel
-New artillery pieces added to the splash screen and main menu
-Covenanters can now be recruited in Dumfries
-Tilliers regiment can now be recruited in Ireland
-Scripted landing of tillier's forces in wales
-Dublin is now in the correct place and is controlled by the Royalists
-Ulster is now on the map
Unit stats (BY POINT BLANK):
-Updated armor values that are in line with projectile attack values
-some armors are assumed to be strengthened +2 by improved metallurgy or thicker armor
-bodyguards have a further +2 armor to simulate advanced metallurgy or high quality armor
-slight change in pike attack and defense values
-slight change in some mounted melee attack and defense values
-slight changes to some attack delays
-militia changed to low discipline
-sword charge attack raised by 1
-firearm attack values raised based on energy delivered by typical weapons of that type. When hit by a firearm, the target will usually go down rather than just shrug it off (depending on armor of course)
-cavalry relatively more vulnerable to missile fire
-armor piercing attribute removed. Combined with increased attack values this increases the effect of firearms versus unarmored targets and reduces it versus armored ones
-all firearm accuracies now depend on shooter quality, to simulate training and ability to function under battlefield stress
-mounted shooters suffer significant accuracy penalties
-projectile impact masses updated
-projectile velocities updated
-armor values updated, cavalry will now be more resistant to pistol fire especially
-pike attack dropped by 1
-pike attack delay increased and varied by unit quality
-combined with better pikemen armor, pike-v-pike combat will be slower, lets see if its in the ballpark now
-some very minor adjustments to secondary weapon stats for consistency
-small attack delay updates for different quality cavalry
-terrain modifiers to slow down movement somewhat, accentuate differences in terrain types and make combat more tactical





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