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Thread: Le FUSIL Unit Guide for Empire v1.6

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  1. #1

    Default Re: Le FUSIL Unit Guide for ETW v1.4

    Hi daniu

    Thanks for your feedback. I looked into and considered your suggestion for using MP costs.

    There are several reasons why I chose to use the stats from the info card in Custom Battle:
    1. The information is centralized on one card and makes documentation easier.
    2. The primary audience for Le FUSIL is the overwhelming majority - single player, GC.
    3. Unit Cost has a corresponding Upkeep Cost required for SP, MP does not.
    4. The full stats are also the same for MP, GC, and CB (with exception of Costs) so it satisfies all players
    5. The unit Cost/Upkeep represent the “unadulterated” cost as found in the game data files (alongside Early and Late MP costs.)

    I don’t know why CA chose to represent the Pre-Custom Battle Setup with (MP costs and without unit upgrades) and then within Custom battle show the GC cost with unit upgrades stats. It had me confused in the beginning as well but choosing the latter is the correct one according to CA.
    brandybarrel's BattleAxe and Unit Guide Links:





  2. #2
    MortenJessen's Avatar Campidoctor
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    Default Re: Le FUSIL Unit Guide for ETW v1.4

    Hi Brandybarrel.
    I noticed, in your guide, under the world section of Theaters, a unit called Highland Inf. My question is: how do one get them? What faction and what region/regions does one have to hold, and playing as who?
    Y.S.
    M. Jessen

  3. #3

    Default Re: Le FUSIL Unit Guide for ETW v1.4

    Hi MortenJessen

    Good question.

    The Highland Infantry was added as a “filler” or replacement to the Dahomey Amazons on the Theatres Page. Checking the data files, I don’t think the unit is available. I modded them into Custom Battles where they automatically became available to all European factions except Britain (re. Black Watch) and France (re. Royal Ecossais).

    Since this is a misleading addition to the Theatres page, I’ll consider omitting them in future updates.

    Thanks for the heads up.
    brandybarrel's BattleAxe and Unit Guide Links:





  4. #4

    Default Re: Le FUSIL Unit Guide for ETW v1.4

    hi
    Thanks BrandyBarrel
    excelent work
    question: in le fusil 3-1, i have seen cemat grenadier, in v 4, they are not
    and i did not find them in the game
    i have the simple version, not elit units or anything else
    thnaks

  5. #5

    Default Re: Le FUSIL Unit Guide for ETW v1.4

    Hi alex18771977

    Thanks and welcome to TWC.

    The Cemaat (Janissary) Grenadiers can be found on the Ottoman Empire faction page in both Le FUSIL v3.1 and Le FUSIL v4.0. They are not listed on the infantry comparison pages because they are not a "late" period unit.

    They are available to the Ottoman faction in the game. If you want to see them, choose “early” period in Custom Battle.

    I hope this answers your question.
    brandybarrel's BattleAxe and Unit Guide Links:





  6. #6
    Gonxas's Avatar Decanus
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    Default Re: Le FUSIL Unit Guide for ETW v1.4

    brandybarrel, first of all nice work on the update. Can you please also add the stats for dahomey amazons in the " world mercenairies" page?
    Cheers and thank you.

  7. #7

    Default Re: Le FUSIL Unit Guide for Empire v1.5 & Warpath Campaign

    Hi everyone,

    Le FUSIL for CA Update 1.5 and Warpath Campaign is now available for download.



    Stat changes observed:
    • Cost/Upkeep changed for all infantry and cavalry
    • Cost/Upkeep changed for Puckle Gun, Rocket Troop, and Organ Gun
    • Bow range reduced from 100 to 70.
    • Some Ottoman and Marathas unit abilities removed (e.g. Fire & Advance)
    • Addition of 4 units: Superior Line Infantry (Prussia and Sweden); Pioneer Militia and Pioneer Raiders (US)
    • Some changes to naval unit Range and Firepower
    brandybarrel's BattleAxe and Unit Guide Links:





  8. #8

  9. #9

    Default Re: Le FUSIL Unit Guide for Empire v1.5 & Warpath Campaign

    Thanks Swiss Halberdier

    I must also applaud you for your outstanding efforts in bringing the Additional Units Mod (AUM) to the TW community.

    It’s not an easy task with Empire.

    Cheers,
    brandybarrel's BattleAxe and Unit Guide Links:





  10. #10
    Gonxas's Avatar Decanus
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    Default Re: Le FUSIL Unit Guide for Empire v1.5 & Warpath Campaign

    Thank you brandybarrel!

    +rep

  11. #11
    Civis
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    Default Re: Le FUSIL Unit Guide for Empire v1.5 & Warpath Campaign

    Download link is broken at mediafire

  12. #12
    Civis
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    Default Re: Le FUSIL Unit Guide for Empire v1.5 & Warpath Campaign

    Quote Originally Posted by Schu View Post
    Download link is broken at mediafire
    Nevermind. I put in a ticket and they fixed it.

  13. #13

    Default Re: Le FUSIL Unit Guide for Empire v1.5 & Warpath Campaign

    Hi Schu

    Welcome to TWC...

    Thank you for informing me of the download problem and taking initiative.

    I have added an additional download link in case others experience a simialr problem in the future.

    Cheers,
    brandybarrel's BattleAxe and Unit Guide Links:





  14. #14

    Default Re: Le FUSIL Unit Guide for Empire v1.5 & Warpath Campaign

    Just one question: what about conscripts?

  15. #15
    Fire-dweller's Avatar Civis
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    Default Re: Le FUSIL Unit Guide for Empire v1.5 & Warpath Campaign

    Put every unit and their abilities on!

  16. #16

    Default Re: Le FUSIL Unit Guide for Empire v1.5 & Warpath Campaign

    Hi, thx for a superb guide! I wonder if you have looked into 'time to first shoot'? It seems different units take different amount of time to start shooting i.e. regular infantry is faster then guards.

  17. #17

    Default Re: Le FUSIL Unit Guide for Empire v1.5 & Warpath Campaign

    Welcome to TWC and thanks for commenting.

    Just one question: what about conscripts?
    ViolentAJ, I’ll see what I can do about Conscripts and Republican Guards in the future. I have received requests for them in the past.
    Spoiler Alert, click show to read: 
    Getting these and the world “Theatre Page” units into Custom Battle to record their full stats requires modding, something of which I would like Le FUSIL to be independent of. Every time CA releases an Update, it affects the community modding tools and they have to be updated as well. I didn't have the luxury of waiting this time round since I have other TW projects ongoing. Pardon the long story.
    Put every unit and their abilities on!
    Fire-dweller, that’s quite a request considering that each unit has a handful or more of abilities. For now, Le FUSIL shows those abilities that can be button (de)activated. I have added morale related “abilities” and may look into adding some other things in the future though.
    Hi, thx for a superb guide! I wonder if you have looked into 'time to first shoot'? It seems different units take different amount of time to start shooting i.e. regular infantry is faster then guards.
    cfx1999, That’s an interesting discovery. I never thought of it but would expect it to be difficult to observe and record (i.e. the zero point before the shooting starts).
    brandybarrel's BattleAxe and Unit Guide Links:





  18. #18

    Default Re: Le FUSIL Unit Guide for Empire v1.5 & Warpath Campaign

    Quote Originally Posted by brandybarrel View Post
    I never thought of it but would expect it to be difficult to observe and record (i.e. the zero point before the shooting starts).
    Walk two units into firing distance with fire at will off, then stop the time between selecting fire at will and the first shot.
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  19. #19
    Fire-dweller's Avatar Civis
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    Default Re: Le FUSIL Unit Guide for Empire v1.5 & Warpath Campaign

    LOL that is blunt!

  20. #20
    MortenJessen's Avatar Campidoctor
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    Default Re: Le FUSIL Unit Guide for Empire v1.5 & Warpath Campaign

    Hi there Brandybarrel.
    I know you are probably getting tired of people telling you what a great job you have done here, but I will just do so again: Nice job here Brandy, cheers.
    Now, my question. In your guide there is a slight difference between the Sipahis of the Ottomans and those of the Marathas. In my game they are exactly the same. How come? Your stats are based on maxed out techs, so is it because the Marathas gets a slight bonus by some tech somewhere? Or is it an error? Since I only ever gets those when I am maxed out in techs in my own games, and in multiplayer there could be differences due to experience.
    Y.S.
    M. Jessen

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