Thread: Empire Mod Questions & Recommendations

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  1. #1

    Default Re: ETW Mods Recommendations & Queries Here

    PikeStance
    Some of these listed mods are already not supported

    Try Imperial Destroyer. With historicaly accurate campaign map and units. Next version of this mod will include new regions in America and Khiva Khanate
    Last edited by Lordsith; June 17, 2014 at 08:50 PM.

  2. #2
    PikeStance's Avatar Greater of Two Evils
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    Default Re: ETW Mods Recommendations & Queries Here

    Quote Originally Posted by Lordsith View Post
    PikeStance
    Some of these listed mods are already not supported

    Try Imperial Destroyer. With historicaly accurate campaign map and units. Next version of this mod will include new regions in America and Khiva Khanate

    Which one?
    Imperial Splendour- I support it
    Empire Realism- JaM works with IS, so I know it is supported.
    Colonialism 1600 is a new mod and I know Gernimo and guys support it.
    ACW and Rev War is supported.
    I assume European Wars is supported, but I am not sure. It was last time. This one may not be supported.

    Imprial Destroyer is a compilation mod, like Darthmod. I know a lot of people are starting to play it over Darthmod, but I would not call that historically accurate by a long shot.

  3. #3

    Default Re: ETW Mods Recommendations & Queries Here

    PikeStance

    Imprial Destroyer is a compilation mod, like Darthmod. I know a lot of people are starting to play it over Darthmod, but I would not call that historically accurate by a long shot.
    What is the historicaly accuracy means for you? And what did you see that is not historicaly accurate in ID?
    Last edited by Lordsith; June 18, 2014 at 04:18 AM.

  4. #4
    PikeStance's Avatar Greater of Two Evils
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    Default Re: ETW Mods Recommendations & Queries Here

    Ultimately, it is your mod,... There is no one who can speak for your mod better than you can.
    As I said, people speak highly of the mod and you should be incredibly proud of your accomplishment.
    I don't think its a good idea to discuss the specifics here. If you like we can discuss further in PM or VM.

    On a side note, I love the units you have on display = very nicely done!

  5. #5

    Default Re: ETW Mods Recommendations & Queries Here

    I'm using Empire Total Factions to play as Punjab. Is there a mod that allows Punjab to build churches and get religious agents? That's really all I want it to do. I'd rather not have some giant overhaul if it can be helped.


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  6. #6
    Alwyn's Avatar Frothy Goodness
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    Default Re: ETW Mods Recommendations & Queries Here

    Hidole555, there is such a mod - it's available to download from a link at the bottom of the original post on the All Factions Unlocked No FoW thread - you'll need to download the Sikh.zip file, unzip it and put it in your data folder. There are instructions for making the mod work using Mod Manager. Unfortunately, I've not been able to make Mod Manager work - so, to activate mods, I either (a) use a script file (in C:/Users/[my user name]/AppData/Roaming/The Creative Assembly/Empire/scripts) or (b) open the mod in Pack File Manager, right-click on the mod and change it to a 'Movie' pack so that it works automatically without needing a script file.

    [Edit] On my computer, the data folder (where you need to put a copy of Sikh.pack) is at C:/ProgramFiles(x86)/Steam/steamapps/common/empire total war/data.

    In case you don't already have a script file and in case you would like one, I'll attach a zipped user script file which contains the instruction to activate the Sikh.pack file. To use it, just unzip it and put it in C:/Users/[your user name]/AppData/Roaming/The Creative Assembly/Empire/scripts.

    To uninstall, just move the user script file to another folder or delete it.

    The user script file is Read Only because people have advised players to do that. Of course, you can add more instructions to activate other mods, by right-clicking and selecting 'Properties', to remove the tick from the 'Read Only' box. When people add instructions to activate other mods, they seem to usually put a semi-colon between the name of each mod, and put the name of each mod on a new line, for example:-

    mod "Sikh.pack";
    mod "pottery.pack"

    (I don't know whether Sikh.pack would work with the Empire Total Factions mod. If not, you could use one of the All Factions Unlocked No FoW startpos files to play as Punjab in either early or late campaigns.)
    Attached Files Attached Files
    Last edited by Alwyn; July 27, 2014 at 10:59 AM.

  7. #7

    Default Re: ETW Mods Recommendations & Queries Here

    I'm thinking of getting this...it might be interesting now that I have a machine capable of handling newer TW titles. So I ask...since I've heard a lot about braindead AI in ETW, is there any mod focusing on this, with as little other modifications as possible?

  8. #8
    Alwyn's Avatar Frothy Goodness
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    Default Re: ETW Mods Recommendations & Queries Here

    Quote Originally Posted by Sar1n View Post
    ... So I ask...since I've heard a lot about braindead AI in ETW, is there any mod focusing on this, with as little other modifications as possible?
    I'm using husserlTW's Empire Total Factions, which makes only small modifications to the game (e.g. unlocking factions, allowing factions to recruit 5th Rate frigates from trade ports) and which includes improved campaign AI and battle AI. Bran Mac Born has done a lot of work in Bran's Empire Campaign AI, which offers advanced AI improvements with no other changes to the game.

  9. #9
    wangrin's Avatar Unguibus et Rostro
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    Default Re: ETW Mods Recommendations & Queries Here

    If you're searching for a mod focusing on battle and campaign mechanics, you should try Empire Realism.


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  10. #10

    Default Re: ETW Mods Recommendations & Queries Here

    Guys, I always like to play the vanilla version before jump in any mod, I do this with all my games. I started Empire while ago but wasn't able to go forward with a campaign, lack of interest and time tbh, must I keep playing the vanilla or instal the Darthmod? This mod really enhanced the experience with this game?

  11. #11
    PikeStance's Avatar Greater of Two Evils
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    Default Re: ETW Mods Recommendations & Queries Here

    By definition ALL mods enhance the playing experience of the game. If Darthmod and other similar type mods have the features you would like to enhance, then you ought to DL and try it. There is no reason why you cannot uninstall it if you find that it doesn't. Just be sure to make of copies of all of the files first!

    Good Luck!

  12. #12

    Default Re: ETW Mods Recommendations & Queries Here

    I have never downloaded a Mod before. I have been watching Lionheart's "Let's Play" youtube video;s and am considering downloading one. I have been considering DarthMod and Empire Realism. Is there a difference between them? Do either of them open the other factions for play?

  13. #13
    PikeStance's Avatar Greater of Two Evils
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    Default Re: ETW Mods Recommendations & Queries Here

    It is unfortunate that many of the descriptions provided in the forum description are too basic to add any great understanding of what the mod actually do enhance

    Here Goes
    From the Wiki,...
    Darth Mod Empire
    Spoiler Alert, click show to read: 
    DarthMod Empire attempts to fix various imbalances, gameplay inconsistencies, bugs, AI problems and historical inaccuracies in the Creative Assembly's latest game. Additionally, the mod tries to enhance the gameplay and to increase the game's replayability. Parts of the game have also become more challenging in order to make it even more exciting and fun to play. A complete list of the improvements which DARTH VADER has in mind and of everything which is already fixed in the latest version of his mod can be found here.
    What DarthMod does to Empire
    Increased Range on Muskets: All line infantry have had their ranged increased by about 66%. Their damages at ranges have also be changed dramatically. What this means is that musket duels at extreme ranges are possible, but they result in very long engagements, while very close shots result in massive losses. This vastly changes the tactical landscape, as now the question of just *when* to shoot is up to player skill. In vanilla the best tactic was to march into maximum range then open fire. Now you must consider whether to hold fire, march closer, or duke it out.


    Much Larger Regiment Sizes: What DarthMod also features is more men per unit which ranges all the way upto more cannons per unit to the amount of men in a unit. This feature can give you a sense of more epic battles with more musketes firing at the enemy and more bodies help make it look more realistic. Also because you have more men in a unit it changes the way you have to maneuver your units to the terrain, you can aswell increase the line or make it deeper with more men giving you more options on the battlefield.

    Cavalry Tweaked: Cavalry in this mod have been tweaked to an extent that they tire more quickly and individually are vastly superior to infantry, but due to overwhelming numbers they are usually quickly slaughtered in a bayonet vs saber fight. Furthermore their impact is reduced, due to a combination of numbers, slower speeds and more tired horses. This means less deaths in the initial clash. All these changes are designed to make cavalry charges risky endeavours that need to be executed with care. Cavalry charges - BEFORE IMPACT - affect morale. A wall of horses charging at infantry - particularly engaged infantry's flanks - will badly affect their morale, and often will lead to a rout before the cavalry even arrive. However charging frontally into a stationary wall of bayonets wielded by eager men is suicide! Wait until they have been affected by morale reducing attacks then charge the flanks for an early rout! Do it to multiple regiments to get a mass rout going!
    Once the enemy is routed THEN the cavalry get the kill on. Watch them mop up hundreds of men as they flee.
    So basically cavalry serve a different purpose in this mod, no longer can you charge at the front of a wall of bayonets and have a chance to overcome you have to use them more wisely or else you can rest assured your cavalry will be retreating the battle from mass amount of deaths.

    Melee Times Tweaked: To quote the creator himself (DARTH VADER): Yes correct hip and also about the melee improvements I want to note that the most noticeable effect is the penetration which can be achieved (In vanilla all is stonewall). The penetration makes the melees less static and more chaotic, resulting to less predictable results.
    So in a few words it has been tweaked so that Melee is alot more interesting than vanilla with soldiers getting stuck in hand to hand combat making it more gritty and warlike.

    Diplomatic AI Is Smarter: Now with Darthmod when you enter negotiations with another faction you can gurantee that they are reasonable in what they desire and what you demand from them, now factions will declare war on for a reason and if it benefits them.

    Campaign AI Is Smarter: With the vastly improved CAI you can expect to see other factions placing armies more strategically and more frequant naval invasions so if you play as Great Britain your Island can be invaded by the French!

    Battle AI Is Smarter: Have you never been beaten by the AI before? Then you have never played DarthMod. DarthMod makes the AI alot more challenging and difficult, not by stat increase bonuses but by making the AI smarter and adapting to the battlefield and placing artillery, cavalry and infantry more smartly.

    New Musket Sounds: New musket sound effects are added to make the game feel more real.



    Empire Realism

    Spoiler Alert, click show to read: 

    Features
    In Short


    • Reworked unit stats,weapons,fire drills (based on the system in Napoleon Empire Realism)
    • Different military tactics for Nations - clear distinction between western and eastern military doctrine
    • Richer naval experience - every ship type has its realistic use - small ships (Brigs, Sloops, Corvettes) are considered to be Privateers - they have 0 upkeep - blocking enemy trade lines with those ships adds profit to the crown. Due to higher movement radius, they are uncatchable by the Ships of the Line, so Frigates must be used for that (they have same movement radius)
    • Naval stats adjusted so ships behave realistically, Large maindeck guns shoot double-shots at short distances, chasing long guns are able to cripple sails due to higher accuracy (chasing guns are placed only on prow), Ships of the Line are hard to sink, destroying guns and killing crews is the best way to disable them
    • New damage textures for ships so they now dont look weird when shot at (no longer those big ugly squared holes)
    • New radar map icons
    • Upgraded Land Combat-Firing Drills have been removed for reasons of effectiveness (they caused bugs for the Battle AI). Instead (almost) all units use 2-rank volley fire. The only exceptions to this are Eastern nations and Native Americans who still use the less effective single rank fire with scattered mob formations. This actually allows them to fire with more men than with line formed single rank, but they are also not as disciplined nor as accurate. All soldiers in any unit will fire at will and not wait for everyone else in their rank to have reloaded.

    Main Features


    • Experience-this makes vital changes to the effectiveness of any unit. As one would expect the more experience points a unit has, the more effective it will become. The more experienced troops have higher morale and rate of fire. This is very important feat with 2 rank fire as experienced units are able to deliver salvos much faster-out-shooting and most likely decimating a less experienced enemy.


    • Realistic Ballistics-musket fire is very effective at short ranges,while much less effective at the maximum range. This allows realistic 18th century tactics to be used to attract enemy fire at maximum range, while your unit can close up to short range before firing a devastating volley and then charging with bayonets fixed. These tactics will break less experienced troops, but must be used with caution against more experienced troops as they will be able to deliver sa econd salvo much faster which may cause terrible damage to your unit, after all it will be well within the enemy killing range.


    • Realistic Artillery-there is a wide variety of artillery available from heavy 18-24 pounder batteries that are immobile on the battlefield to small light 3-6 pounder horse artillery. As was the case historically, the heavier guns have higher range and better accuracy, but they take much longer to reload, and because they are immobile can be vulnerable to attack by enemy cavalry if they are not adequately defended. Heavy artillery batteries also reduce the movement points of the army on the campaign map so they are not ideal for an offensive army unless it is intended for attacking and taking cities. 12 pounder heavy artillery is more mobile but is only available later in game after some technological development. Overall, while heavy artilleryy is more accurate and has more range, light artillery can fire 2-3 shots in the same time as heavy artillery can fire 1, meaning that the lighter, mobile artillery can take advantage of conditions that develop during a battle.


    • Realistic cavalry-cavalry is now well suited for melee against scattered infantry, especially heavy cavalry which has high melee defense. Due to this fact, infantry units muct use squares to protect themselves, and must destroy the cavalry by superior firepower where the high melee defense values are not taken into account. There is also a clear distinction between east and western cavalry tactics-western cavalry does not fire from horseback, and instead can fire like skirmishers on foot. Eastern cavalry can fire from horseback.


    • Realistic Technology- Eastern nations no longer have Western equipment. Indian factions and Middle Eastern/North African factions (to some degree) no longer have copycat western units and instead their units are unique. They do not have bayonets and flintlocks,instead they use matchlocks, sabres and swords. The only units that are armed with western weapons are units that get western-style training like Ottoman Nizaam units. Even then however, these units are not of the same standard as their western counterparts, even if the training is similar. This is intended to force the player to use historical and appropriate tactics with these armies, not simply using western style tactics.


    • Realistic Naval Combat-The handling of naval vessels is more true to real life, where ships are not able to sail directly against the wind. The sailing speed is based on the type of ship and the technology level, so late era ships can outrun older models with ease. Maximum speed is also based on real historical data, with the same effet. The hull strength of a vessle also increased considerably as it gets bigger. Naval gunnery has been changed with new types of ammunition-standard solid shots which deal highest damage based on the caliber of the waepon (the damage formula is linear, so a 12 pounder will deal twice as much damage than a 6 pounder!)and short range ammo, where heavy guns (18 pounder and heavier) fire short ranged double shotted broadsides and light guns fire grapeshot. The double shots have slightly lower penetration than standard roundshots,but will cause more havoc due to the 2 rounds fired. Also the accuracy of doubleshot is very limited. The last ammunition type is to be used against enemy sails and rigging- again the damage very much depends on the gun type-heavy guns fire solid shots with higher angle, so they have longer range, but with less of an effect on the sails. Light guns fire chain-shot which isare very innacurate and have limited range but cause much more damage to the sails and rigging. A special category is the long range chasing guns which have very high accuracy (using roundshot) and increased sail damage (to represent better aimed "critical shots"). Obviously however these weapons are only mounted at the bow and stern of a ship, so one must use the ship wisely in order to get the best possible use out of them. Morale plays a very important role-dead crew, destroyed guns and hull damage are now crucial-once they are very high, the ship will surrender-as in reality. That said a very experienced crew will fight much longer even against impossible odds. Firing into the bow or stern of an enemy vessel ("raking") has a massive effect. Last, but not least, there are new damage textures to improve the visuals during the battles.


    • Realistic Naval Campaigns-every ship type in the game plays its historical purpose-there are four groups-Ships of the Line, Frigates, Corsairs/Privateers and Traders.
      • Ships of the Line have the best trained crews, strongest hulls and are very stable guns platforms. They do not have very many movement points so are best used against enemy fleets or ports. Only the brown water navies are able to recruit small flagships-major navies can only recruit the 1st Rate flagships. New marks of Ships of the Line can be unlocked later in the game.
      • Frigates have twice as many movement points as ships of the line and are very good for patrolling and attacking pirates as well as convoy duty. They can easily outrun larger vessels. Again, upgraded versions are available later on in the game.
      • Corsairs and Privateers have similar movement points to frigates, but no upkeep, so are very profitable to raid trade routes. That said, they are weaker than frigates and so may be vulnerable.
      • Traders have more movement points than ships of the line, but less tghan frigates or privateers. They are useless in combat so must be escorted by warships.


    Doctrine

    Western

    Western Infantry is formed into tighter formations than in the vanilla game. These units are able to form square and fight in melee with bayonets as normal. They are also more disciplined than for Native American, Eastern and Indian equivalents. Western cavalry is formed into 2-3 ranks again as well as tight formations, making cavalry charges highly lethal if timed correctly. Most of the units use heavy cavalry swords or sabres, but some use lances as well. These are very powerful on the charge, but weak in a protracted melee. Western artilery is represented for reasons of simplicity by standard calibres used at that time (though in actuality artillery was far from standard), and as the campaign moves on more mobile horse artillery will become available.
    Eastern

    Eastern military doctrine is based on older drills than their western counterparts- For example Ottoman Janissaries will still represent a medieval warrior force, using ranged weapons as a suplemental option to their swords. They also fight in deeper fomations firing from first rank only. That said, as mentioned previously some western style units are available such as the Ottoman Nizam Infantry. Similar to the infantry, the cavalry also fight in the medieval style-they will charge in disorderly columns trying to overwhelm the enemy. Without any advanced cavalry drill they will be relativly easy prey for professional western cavalry in a protracted melee or counter charge.Eastern Artillery is composed mostly of heavy fixed pieces, which will make Eastern armies very slow to move on campaign map.
    Native American

    Their units are no match against western infantry in open terain, but they do have other benefits-their bowmen are able to hide anywhere and shoot without being spotted, the melee troops thanks to lightweight weapons will be able to move fast, which makes them very deadly when charging into reloading infantry (especialy from the flanks or rear.)
    Weapons

    Standard flintlock will be able to fire 2 rounds per minute, elite units with high experience will be able double that. obsolete matchlock muskets will be able to fire one round every 45 seconds, but will have higher lethality than flintlocks due to larger projectiles (0.9 vs 0.8). Bows will be the fastest shooting weapons with rate of fire 10-12 arrows per minute. their dissadvantage will be low lethality in comparation to gunpowder weapons (0.25 vs 0.8), but together with other abilities like hiding in long grass and stealth firing they will have its place on battlefield. Just dont expect them to survive long in head on duels at short ranges (50m) against western Line Infantry...
    Artillery


    • Howitzers can fire solid shots at medium ranges directly, explosive or special shells indirectly at long range and later even canister (again direct trajectory). Explosive shells will have reduced amount of splinters and lower accuracy so they will be usable only in larger numbers (for example 2-3 batteries firing at a single target).
    • Direct fire artilery has been adjusted as well - the larger the gun, the more accurate the gun will be, and the greater range it will have, but reloading will be slower. Small guns (3-6 pounders) will be able to fire 2-3 shots in time a heavy battery can fire one salvo, which will make light guns very useful for their rapid reactions, but once you start using them in an artillery duel at longer ranges they will have no chance against heavy pieces.

    New unit structure


    • Empire Realism should be played with the unit multiplier on x2. This is important as all units now represent Regiments, Battalions and Companies in keeping with the list below:
      • Regiment - 320 men (160 without multiplier) - All Line infantry units will be represented as regiments.
      • Battalion - 160 men (80 without multiplier) - Specialist troops will be formed into Battalions - Grenadiers, Light Infantry, etc.
      • Companies - 80 men (40 without multiplier) - Other specialists units - this sub-unit is used for all Skirmisher units armed with rifles or bows. Even with lower numbers, they are much harder to hit thanks to open formation and making use of the terrain (smaller silhouette value will make them harder to get hit by musketry). This formation does representing a company per se, but several detached companies of skirmishers.



    • Several eastern units may have different numbers, especially theirregulars.


    • For Western Cavalry every unit represents two cavalry squadrons. Cavalry units are formed into 2-3 rank formations. Units which are able to fire from horseback on the move will only get a limited amount of ammunition (2-4 bullets to symbolize carbine and several cavalry pistols) as it was practically imposible to reload a carbine on a horse during a battle. As well as this, normal ranged weapons were practically never used in cavalry combat in large numbers. Of course, bow armed cavalry is the exception, almost all Eastern cavalry units will not use closed 2-3 rank formations, but more open ones more suitable for their behavior on the battlefield.



    There are two different approach to combat. Darthmod is going to give you a more arcade feel, while Empire realism is going to give you more realistic battle effects. Darthmod is going to have more small mods thrown into it in which you can pick and choose which one like to have. Empire Realism would only include features that enhances the realism of the game. So, you will have less choices, but a more realistic interpretation.

    Personally, I started off playing Darthmod. After awhile, I knew I wanted something different. So, chose to move on. What is important is that you don't have to play just one. You can play them all over time. It will really add longevity to your game. One things for sure, I seriously doubt you would be disappointed in either mods.

    Whatever you decide to do.... SAVE YOUR ORIGINAL GAME FILES before downloading any mods. While mods do change the names of the pack files (for example, Darthmod would have DM or DMUC before each pack file in the data folder. It is a good rule to have. After each uninstall, run the game without any mod first. If it crashes, then you can copy and paste the original files and scan through if there is any mod files still there.

    Good Luck!

  14. #14
    Dracula's Avatar Praefectus
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    Default Re: ETW Mods Recommendations & Queries Here

    Units regarding, best mods are Imperial Splendour and its addon - Rise of the Republic. You can play them modded, no need to use the same game settings. Light years ahead of the other unit mods.

    Besides any's battle settings can be combined with any other's, so actually no need to waste time on a mod whose style in battle you prefer but is poor in unit roster, just overwrite with the one you prefer in user.script.
    Last edited by Dracula; January 13, 2016 at 07:18 AM.

  15. #15
    Decanus
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    Default Re: ETW Mods Recommendations & Queries Here

    Quote Originally Posted by Dracula View Post
    Units regarding, best mods are Imperial Splendour and its addon - Rise of the Republic. You can play them modded, no need to use the same game settings. Light years ahead of the other unit mods.

    Besides any's battle settings can be combined with any other's, so actually no need to waste time on a mod whose style in battle you prefer but is poor in unit roster, just overwrite with the one you prefer in user.script.
    I've installed Imperial Splendour and, yes, the unit roster is absolutely brilliant. Soo many factions to choose from also.

    I'm also very happy to see expensive armies which will no doubt slow down my campaign which is great (I hate steam rolling the AI)

    I will look in to battle submods because I do prefer the feel of Empire Realism in that respect.

  16. #16

    Default Re: ETW Mods Recommendations & Queries Here

    A little rant while looking for another mod. Why the hell is slowing down ships in combat so popular? I mean, yeah, vanilla ships are a bit on a speedy side compared to reality, but it feels to me that gameplay suffers too much from it. Especially in DarthMod that allowed quite cheap, 20 ship fleets...AI tends to make a clusterf- and turn the battle into unenjoyable mess. That coupled with strange tendency of my ships to catch fire in DarthMod made me look for another mod...

  17. #17
    PikeStance's Avatar Greater of Two Evils
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    Default Re: ETW Mods Recommendations & Queries Here

    Ok, at the risk of tooting my own horn,.... I did make a submod for Imperial Splendour that does "slow down" the ships. In reality, it isn't slowing down as much as restoring historical maneuverability. However, it sounds like Darthmod did not make a similar historical adjustment in regards to ships catching fire. I have done that. I am not the only one. Empire Realism and Goutlard Ottoman Total Overhaul mod also did this. I would suggest you try out Imperial Splendour with my submod or Empire Realism. If you enjoy playing the Ottoman Empire, Goutlard's Total Overhaul Mod is a great choice!

    I hope this helped!

  18. #18

    Default Re: ETW Mods Recommendations & Queries Here

    Hi, I am currently halfway through a GB world domination campaign, and I am wondering if there are any mods that you would recomend that I use? I would like to use Darth Mod, but that has to wait until I finish my current campaign, any suggestions?

  19. #19

    Default Re: ETW Mods Recommendations & Queries Here

    My 6 2nd rates routed in horror from 1 brig + 1 5th rate on auto-resolve....

  20. #20
    Alwyn's Avatar Frothy Goodness
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    Default Re: ETW Mods Recommendations & Queries Here

    Quote Originally Posted by wangrin View Post
    If you are searching for a mod that focus on historical accuracy, you could chose between :

    • Empire Realism :
      This mod focus on Campaign and Battle mechanism, not on unit graphics (it use vanilla units).
      Jam create new CAI characters to try to give a more historically accurate behavior to factions.
      He also rework land and sea units rosters, that should reduce the unhistorically behavior from Indian factions conquerring the world.
      Moreover, battle mechanism has been deeply reworked as explained here : Guides for Empire Realism IV
    • Imperial Splendour :
      This mod is still in development.
      Actually, the mod focus on late XVIIIth century (I.S - RotR (Rise of the Republic)) by adding new units, technologies and building chains to France, Great Britain, Hanover (Quitus' mod) and adding new UI.
      Panzerschreck created several new battlemaps that can be use in I.S.
      PikeStance is working on the CAI, in the same way as Jam for Empire realism.
      The goal is to :
      • add new Campaign and Battle Mechanism, similar to Empire Realism ;
      • add a new recruitment system, similar to Master of Europe (MoE, NTW mod from Steph) ;
      • add a Line of Sight (LoS) system, similar to Napoleonic: Total War III (NTW3, NTW mod from The Lordz) ;
      • add accurate unit rosters, technology trees and building chains to factions ;
      • add a kind of "unit evolution system" using script to deactivate/activate units depending of technologies ;
        An evolution would be to use W.A.L.I (memory dump tool for ETW/NTW) to create a true evolution system that replace old units by new ones.

      Note : I.S is still searching for 2D artist to create unit textures, but also for people with modding skills (db/startpos editing, modeling, etc.)
    • American Civil War (ACW) :
      This mod focus on the American Civil War, as its name tell us.
      It is the original work from Hinkel and Primergy, but a new team continue to develop the mod.
      The mos add new units, buildings, technologies, battlemaps, etc.
    • Colonialism 1600 AD :
      This mod focus on the XVIIth century, adding new units, technology trees, etc.


    Note : I'm searching for programmer(s) to
    • create a db <> xml and xml <> .fbx (or .max, or .dae) converters for models_naval tables ;
      Manolops3 and I begin to explore models_naval tables using a Hex editor to find tables structure.
    • create a db <> xml and xml <> .fbx (or .max, or .dae) converters for _cs2.parsed files ;
      taw begin to work on, but project is frozen now.
    • create an "unit evolution system" based on W.A.L.I (need LUA programming and memory
    People are often interested in mods focusing on historical realism. As wangrin's post (above, previously posted on a general discussion thread) is a an impressive and helpful explanation of historical realism, I am taking the liberty of re-posting it here.

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