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Thread: Le FUSIL Unit Guide for Empire v1.6

  1. #261

    Default Re: Le FUSIL Unit Guide for Empire v1.6

    The ship stats are different then in the game. Could someone elaborate? Did you create or find a more accurate system of rating the ships? Are the numbers reliable? If so I can engage pirate and Spanish Galleons much earlier.

  2. #262

    Default Re: Le FUSIL Unit Guide for Empire v1.6

    Quote Originally Posted by FlaviusJulius View Post
    The ship stats are different then in the game. Could someone elaborate? Did you create or find a more accurate system of rating the ships? Are the numbers reliable? If so I can engage pirate and Spanish Galleons much earlier.
    The units' stats vary with the tech you have researched; IIRC, Le FUSIL's numbers are the fully teched ones.
    Note that the values you see when right-clicking a unit card on the campaign map aren't "reliable" either; several effects are not factored into them (at least your army's general's effects, not sure about tech). The only way to see the actual numbers is to right-click the in-battle unit cards.
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  3. #263

    Default Re: Le FUSIL Unit Guide for Empire v1.6

    Sepoys can't use FBR and i don't believe they can use FAA either...
    Basically, CA has created a game where only White people(besides Nizam I Cedit) are intelligent enough to kneel and let each other fire over each others heads... Anyone feeling marginalized?
    I understand it's not historical that non-European nations didn't fight as tight disciplined formations but Africans and Indians in European service were fighting as tight and disciplined formations(it even says it on the unit card) this explains square formation but c'mon no FBR? no FAA?
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  4. #264

    Default Re: Le FUSIL Unit Guide for Empire v1.6

    Thanks for the answers. Most of those ships are at full firepower with zero techs. The firepower listed for Galleons is way off though. I began a campaign for Spain just to attack and see the firepower for a Galleon. It was 14 or 15 hundred and some change. It is not tech. The unit cards in campaign are just way off of in battle. Ships seem to be maxed out firepower wise from turn 1. I have the ETW NTW gold pack. Is it possible to play the old version of the game, or will Steam auto update you to new stats? I just figured out how to add captured ships to my fleet. You click on them on post battle screen and hover the cursor over the buttons that light up and read them. So now as Britain I can capture Fluyts and Galleons? Only managed to get an inferior pirate brig so far. I could use some re-flagged Galleons as trade fleet escorts. I think the old version of the game allowed 12 or 14 ship stacks. They "CA" should either do a better manual or a more exhaustive tutorial. Also amping up graphics while letting AI suffer is a mistake. The campaign part is improving though. RTW2 should be great.

  5. #265

    Default Re: Le FUSIL Unit Guide for Empire v1.6

    I have ETW and Napoleon Gold edition and the firepower for a Spanish Galleon is 1544. That PDF is awesome.

  6. #266

    Default Re: Le FUSIL Unit Guide for Empire v1.6

    Hi FlaviusJulius

    The stats listed for naval units are those for “standard” factions in battle asea. Please reference the footnotes at the bottom of the page for noting differences when observing French, British and US naval vessels. Also, Firepower, Men, and Hull values were rounded for improved readability.

    The Firepower values shown in battle are an aggregate of a ship’s complement of gun types and quantity. Le FUSIL v6.0 lists these values according to CA’s latest Update 1.6 for Empire. They provide a more accurate picture of a unit’s strength. (It appears the Galleon has had an unnoticed change?)

    Cheers
    brandybarrel's BattleAxe and Unit Guide Links:





  7. #267

    Default Re: Le FUSIL Unit Guide for Empire v1.6

    I started a Campaign as Spain, easy easy Napoleon/Empire Gold, attacked a fleet and then while in battle right clicked on a Galleon. I did this to scope them out. Fire Power 1544. 1544 is a lot of firepower. As England the ticket is to ambush Galleons where you find them capture repair. You won't have a similar ship you can build until 3rd Rate Admiral. Some units seem to perform above their stats. Fraser's Rangers. I wonder if they have quickfire? I just started on normal normal and the AI is much busier in Campaign. Kind of silly of CA to make Galleons the dreadnoughts of the 18th Century. I can only add to rep of someone online.
    Last edited by FlaviusJulius; February 04, 2011 at 09:42 AM. Reason: addition

  8. #268
    Hopit's Avatar Praepositus
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    Default Re: Le FUSIL Unit Guide for Empire v1.6

    I've been wondering this:


    is the british line infantry better when it has 2 more defence, or prussian one when it has faster reload and maybe a 1 more charge point?

    Quote Originally Posted by SgtScooter View Post
    If you went to the Skyrim forums you'll see a lot posts about how it's somehow been watered down and hampered by money men making the decisions. Fact is, it's a great game and people still complain. It's the same thing as the TW franchise.

  9. #269
    Fedot's Avatar Foederatus
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    Default Re: Le FUSIL Unit Guide for Empire v1.6

    Hello. I have download problems with default links. Can somebody upload Le Fusil to another place please.

  10. #270

    Default Re: Le FUSIL Unit Guide for Empire v1.6

    Great post, I love this forum due to these kind of perfect example posts..
    brandybarrel thanks for sharing..

  11. #271

    Default Re: Le FUSIL Unit Guide for Empire v1.6

    Hey guys I'm new here but I have a question. Reloading skill means faster loading, right? So why does Ferguson have same reload stat as green jackets. I know it has "quick" next to it but why not just increase the reload stat? Also there are some notes like Austria's grenzers has double-barreled muskets and Fergusons have breach-loaders. Does this mean grenzers are always better than jaegars for Austria? Thanks for the help.

  12. #272
    MortenJessen's Avatar Campidoctor
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    Default Re: Le FUSIL Unit Guide for Empire v1.6

    The quick is an animation feature. As far as I am aware, there are no difference...But I may be wrong.
    As for Grenzers to be better than Jaegers; Yes, as they have over all better stats and costs only a 10er more. But it is a question of being available......
    M. Jessen

  13. #273

    Default Re: Le FUSIL Unit Guide for Empire v1.6

    light galley seems to have 0 firepower on this guide but has 200 ingame just at the beginning and same for all other ships..how so? firepower is refering to something else on here?

  14. #274

    Default Re: Le FUSIL Unit Guide for Empire v1.6

    Kudos to you sir for your noble effort I shall raise a glass high in your honor and in battle offer you first shot...this is something I would assume the game would have . Is there a chart for building = units? I would like to see this as well. Thank you Brandybarrel(how cool of a name is that) and I am very happy to have found this community it will enhance my playing enjoyment extensively.
    Last edited by oWs Maxczech; December 29, 2011 at 03:55 PM.

  15. #275

    Default Re: Le FUSIL Unit Guide for Empire v1.6

    Is there one that includes the special units included in Darthmod?

    --

  16. #276
    Laetus
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    Default Re: Le FUSIL Unit Guide for Empire v1.6

    Hi folks! I hope someone's still here? ...

    Hmm .. I am denied posting? test, test?

  17. #277
    Laetus
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    Default Re: Le FUSIL Unit Guide for Empire v1.6

    Hi folks! I hope someone's still here? ...

    I recently got a complete ETW bundle for 7.49 off Steam, very cool! I've played a bunch of TWs, but not this one...

    brandybarrel, your guide is GREAT, thanks so much!

    Many of your naval numbers concur with what I see (with allowances for your footnotes), but I don't understand the naval firepower numbers...

    I'm in a grand campaign as England and have captured some Galleons from Spain. On the campaign map, they say they have a FP of 370. On the battlescape, their card says 1544. Neither of these is anywhere close to the 680 value listed in your guide.

    On 1/24/11 (message 266 above), you said "The Firepower values shown in battle are an aggregate of a ship’s complement of gun types and quantity. Le FUSIL v6.0 lists these values according to CA’s latest Update 1.6 for Empire. They provide a more accurate picture of a unit’s strength. (It appears the Galleon has had an unnoticed change?)"

    It's not just the galleon. None of the ships have firepower numbers remotely like your guide. Also, what does "aggregate" mean? Multiplying FP x number of cannons doesn't help.

    Can someone please tell me what's going on with navy firepower? An exact equation, please. I'm not even sure the cards in the game make sense... especially when uber-expensive Rated ships aren't much better than Galleons.

    Thanks if you can help!
    Mike

    P.S. The system objected to me making my original post, saying some word was offensive, when there weren't any offensive words. It took me a long time to find the offending sentence, but I never could figure out the word. Pretty rude for someone brand new... Something's broke there!

  18. #278

    Default Re: Le FUSIL Unit Guide for Empire v1.6

    Hi RedKnight, don't worry, it does that with offensive words during your first few posts. It drove me a bit nuts a few weeks back, but has been fine as soon as I got over about 5 posts. And yes someone is still here! I don't know the answer to your question though, sorry. Just get 5th rates and use chain-shot to demobilize (de-mast) your opponents and then round-shot to get them to rout, then grape-shot to get them to surrender. That's pretty much all that matters with ships to me!

  19. #279
    Laetus
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    Default Re: Le FUSIL Unit Guide for Empire v1.6

    Hi Toby,

    Thanks for the reply,

    Yes, that's the general idea of what I do. You probably also exploit how Fifth Rates have longer range and faster speed than a lot of bigger ships, which makes them easy to dismast. Stay ahead and about 25 degrees off their bow so they can't shoot up your rear. Also, always give the enemy the weather gauge - the wind behind them - so their sails are full, and much easier to dismast.

    Of course it can be tricky - one really bad broadside from a biggy can turn your proud little 5th Rate into an explosion animation

    And of course, it's incredibly unrealistic. Oh well. I like winning

    After posting my previous email, I realized that I had mainly been checking versus the ship cards on the campaign map. I have since started keeping more of an eye out in combat, and finding that most ships are close to, or match, the guide's firepower on combat ship cards - except for the Galleon.

    So I suppose the problem is not as pressing as I thought. But it still begs the question, what's up with the Galleon, and what's going on with ship firepower anyway, that the campaign cards can be so abysmally misleading?
    Mike

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