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Thread: Empire Realism | Feedback + General Discussion (until incl. 3.7, defunct thread)

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  1. #1

    Default Re: Empire Realism | Feedback + General Discussion

    update: Finishing some minor touches so full ER3 should be released very soon.

  2. #2

    Default Re: Empire Realism | Feedback + General Discussion

    siege battles are pretty buggy. Because the attackers just send some soldiers to get shot at to the walls then they retreat and the other regiments are just standing around. Besides the artellery crews leave theire cannons and attack on foot. this also happend is land battles sometimes. They only have fixed artillery.

  3. #3

    Default Re: Empire Realism | Feedback + General Discussion

    yeah, there is nothing i can do about sieges, but i will probably return the ropes back.. If fixed artillery is out of range, crew abandon the guns and attack on foot. again, there is nothing i can do about it (maybe making siege maps smaller could help with this somehow) Anyway, as it is with vanilla, siege battles are best to avoid, thats the reason why i disabled those walls wherever i can.

  4. #4

    Default Re: Empire Realism | Feedback + General Discussion

    update:
    I have slightly modified the hitting formula for muskets. While volley muskets are most accurate from close range, skirmishers would inflict more damage at range. I'm currently adjusting it so casualty rates are not too extreme, otherwise game would be too short. I have spend some time looking for realistic values, starting with huge casualties where volley practically killed 20-30 men instantly at 50% range, to values where same volley did just 5-6 kills. So goal is to find proper balance...

    Also i'm adding few special effects to certain buildings - for example Lumber mill would reduce the price of ships built in the province, While Ironworks will slightly reduce cost of artillery. I also plan to cross link few techs, so advanced Ironworks would be prerequisite for more modern artillery, Cloth industry might get linked with some sailing tech (Gallants?) etc... It will definitely complicate things, as some stuff will appear later, but right now its available just too early.
    Last edited by JaM; October 06, 2011 at 09:40 AM.

  5. #5

    Default Re: Empire Realism | Feedback + General Discussion

    hi Jam, could you imagine to make an "captains/officers addon" ^^ ??

    I mean, I don t care about voicebug, and it was a cool thing to have. So maybe you could create this feature as optional ? And since you postpone the release anyway ...

    It could look like general s radius decreased and the captains with lower radius and other guard units and cheaper ...

    Well, I would understand if you don t want, because it s addidional work. But you are so much into it, that it could save a lot of time to everybody who would like this feature. And it would be something new that no other mod has ...

  6. #6

    Default Re: Empire Realism | Feedback + General Discussion

    Actually, its not possible to reduce inspire radius. so its either you have it, or not.

    Question is, how should those Captains work - right now, Generals have small bodyguard unit and they are mounted. I'm thinking about modifying some general units to be dismounted instead (especially Native Americans).

    In the previous version, all Elite units had Inspire bonus, i have removed it so the General unit actually has some impact on game.

    Btw, currently, the AI is set that it should have general unit with all armies larger than 10 units, thing is AI sometimes doesn't recruit it. I'm actually considering making general recruitable from Government buildings much sooner than it is now, so they will be available sooner even for AI (who only seldomly promote somebody). I could also rename General Stuff, to "Commanding Officer" so you can rename his rank as you want (Captain, Colonel, Brigadier General... etc..), I'm even considering digging deeper into adding ancillary with rank system (so your commanders will start with certain rank, and advance in ranks as they gain stars (Colonel -> Brigade General -> General -> Marshal.. or something similar)

    Anyway, feel free to post any suggestions about this, and if it is possible to do it with this engine, i will consider it to include it. (not that much people are playing this mod, so its possible to adjust it to preference of those playing it

  7. #7

    Default Re: Empire Realism | Feedback + General Discussion

    Quote Originally Posted by JaM View Post
    Anyway, feel free to post any suggestions about this, and if it is possible to do it with this engine, i will consider it to include it. (not that much people are playing this mod, so its possible to adjust it to preference of those playing it
    I just want to say thanks for all the work you do on this mod JaM, it is the only reason I came back to playing ETW. Are you planning on releasing ER3 this weekend or is it more likely to be sometime next week?
    Last edited by GIMJ; October 08, 2011 at 08:32 AM.

  8. #8

    Default Re: Empire Realism | Feedback + General Discussion

    ok, when there is no difference in the radius there should be a difference of inspire intensity. So as you said it might be a solution to use the ancillary sytem . Stars and ancillaries are important. So this would mean a general gets for excample 6 stars and a captain 2 or similar ... . Captain being unmounted sounds good, also had this in mind. And only costs 1/3 of a General. Something like that. And a small bodyguard group is also ok, I think. When I play the game AI always has a general. I don t think they can be tought using more than one commander. And anyway all what a AI commander does is to run into player units. And on -2/-1 penalty for battles, AI general is almost not necessary.

    had another idea. Would you think that it would be possible to hide the actual kind of enemy units ? on the campaign map and before battle ?

    Btw. after playin the campaign a while. I started to like the morale behavior of the units, that I told here to be not correct or too weak. Actually I was testing costom battle and that was quite a difference to the campaign. Just wanted to mention that.But maybe the new settings are even better.

    it s great to hear that you are open for new ideas and to test them and that you adjust the mod to player opinions. . And I think these new ideas are a further step into the right direction.
    Last edited by phoen!x; October 07, 2011 at 05:08 PM.

  9. #9

    Default Re: Empire Realism | Feedback + General Discussion

    hmmm, right now i'm away from my PC, returning back tomorrow, so tomorrow is he most probably date for release.

  10. #10

    Default Re: Empire Realism | Feedback + General Discussion

    btw guys, looks like there is finally editor available that is able to unpack/repack sound/voice databases, which means it would be probably add new units without causing voice bug!

  11. #11
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    Default Re: Empire Realism | Feedback + General Discussion

    Quote Originally Posted by JaM View Post
    btw guys, looks like there is finally editor available that is able to unpack/repack sound/voice databases, which means it would be probably add new units without causing voice bug!
    Nice, Ornamentum content for ETW-ER waits on that engagement

    You could check out then the ER-Ornamentum files which i provided some time ago (still in the old release thread) - the according units would be a nice asset to the ER campaign, and were already implemented properly by me, just update that to your new ER 3 design, and they shall be ready to go.
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  12. #12

    Default Re: Empire Realism | Feedback + General Discussion

    thats great news

  13. #13

    Default Re: Empire Realism | Feedback + General Discussion

    ER3 will be released today (file is already uploaded in my developer thread), just need to put description and instruction together.

    Phoe!x: your suggestions with more units and captains will be added later, once i'm able to add new units to voice database (i have the editor, just need to "learn" how to use it)

  14. #14

    Default Re: Empire Realism | Feedback + General Discussion

    ok , that sounds great. Thanks

  15. #15

    Default Re: Empire Realism | Feedback + General Discussion

    Sorry for sort of unfinished Download thread, i will update it soon, just wanted to keep my promise ER3 will be released today. I will update the change log later today with full list, credits and recommended mods.

  16. #16

    Default Re: Empire Realism | Feedback + General Discussion

    Good job JaM it looks awesome. Just a quick bug report, the french can recruit 1st rates with their lowest level of port, but not the one above it. I am not sure whether you forgot to allow them under the 2 level, or forgot to remove them from the first, but I thought I would let you know.

  17. #17

    Default Re: Empire Realism | Feedback + General Discussion

    yeah, looks like an oversight. Intention was to allow them to be recruited sooner, but forgot to include second tier port also. I will release quick fix.

  18. #18

    Default Re: Empire Realism | Feedback + General Discussion

    Also the british 1st rates require a drydock which requires the same tech as the late 1st rates. This essentially means that you never use the early 1st rate.

  19. #19

    Default Re: Empire Realism | Feedback + General Discussion

    ok, will include that fix too. Thanks.

    edit: i just updated the archive with corrected main pack (ER3.01)
    Last edited by JaM; October 10, 2011 at 03:51 PM.

  20. #20

    Default Re: Empire Realism | Feedback + General Discussion

    when i start the game i immediately ctd...
    is this a known problem?

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