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Thread: [Feedback & Discussion] Napoleon Empire Realism

  1. #1
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    Default [Feedback & Discussion] Napoleon Empire Realism

    Formerly the one NER mod-thread in the NTW Mod Threads section, now re-managed since we have the hosted forum /DV

    I think this is good mod. It works with other mods?
    Last edited by DaVinci; May 19, 2010 at 05:38 PM.

  2. #2

    Default Re: Napoleon Empire Realism Mod

    it should work with all mods that don't change same files. (projectiles, units, naval units, kv rules, kv morale tables.)

  3. #3
    gary's Avatar Domesticus
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    Default Re: Napoleon Empire Realism Mod

    Is it possible to make a patch pack copy of this mod as i am waiting until MM for NTW.
    My Granfather Frederick Avery.Battalion Boxing champion. Regiment.The Kings Own Yorkshire Light Infantry. dorcorated D.C.M. M.M.
    campaigns

    (India.1930) (Norway 1940) (Fontenay le Pesnil) (North-West Europe1944-45) (Argoub Se!lah)
    (Sicily, 1943 Salerno) (Minturno) (Anzio Gemmano Ridge)
    "Burma, 1942"
    My grandfather was a hero, modest, quiet and wounded twice, in hand to hand combat at Casino Italy.

  4. #4
    aus-rotten's Avatar Semisalis
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    Default Re: Napoleon Empire Realism Mod

    hi jam,

    the mod sounds great.

    just one question:
    do the units spread out for the double rank fire?


    NO GODS -NO MASTERS
    just free minds


    my brown power ass in your white power face.

  5. #5

    Default Re: Napoleon Empire Realism Mod

    asu-rotten: nope, they dont spread out. they keep firing, even if you slightly change direction.

    gary: i had to go with movie pack type because mod type pack is probably not recognized or something and my moded files are ignored...

  6. #6

    Default Re: Napoleon Empire Realism Mod

    thanks , there is a lot of work in front of me, especially in naval aspect, i will need to update all "maneuverability" values for all ships to be compatible with what we already have in ER. new PFM editor works fine so far, but it looks CA changed something about mod packs, so i had to use movie type instead.

  7. #7
    aus-rotten's Avatar Semisalis
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    Default Re: Napoleon Empire Realism Mod

    Hi Jam,

    just did a custom battle:
    so far the best mod with the best "firing drill":
    to rank deep without spreading out! and the musket lethality feels much better!

    to questions:
    - do you plan to remove Fire and advance, it still messes up the AI?
    - please please remove the laserbullets, its "napoleon realism mod"!

    nice work mate, nice work!

    now go and fix this speedboats! :-)


    NO GODS -NO MASTERS
    just free minds


    my brown power ass in your white power face.

  8. #8

    Default Re: Napoleon Empire Realism Mod

    yeah, i totally forgot about those trails... will have to remove them..

  9. #9
    aus-rotten's Avatar Semisalis
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    Default Re: Napoleon Empire Realism Mod

    and what about the fancy "fire and advance"?


    NO GODS -NO MASTERS
    just free minds


    my brown power ass in your white power face.

  10. #10

    Default Re: Napoleon Empire Realism Mod

    will see, its just another drill that is not that much effective in comparation to default fire drill... not a good idea to enable it against any decent enemy unit... probably will go away

  11. #11
    aus-rotten's Avatar Semisalis
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    Default Re: Napoleon Empire Realism Mod

    yes, and the Ai is struggling with a proper use of it!

    keep up the good work, sir.
    and thanks again.


    NO GODS -NO MASTERS
    just free minds


    my brown power ass in your white power face.

  12. #12

    Default Re: Napoleon Empire Realism Mod

    Are you sure that campaign_unit_multiplier set to 2 will work? I remember having some difficulties with that. Unit size was set to 0 (in custom battles at least) after game restart.

  13. #13

    Default Re: Napoleon Empire Realism Mod

    yes, it is working fine for me, no issues.. unit size is 320 instead of 160, arty units still have 4 guns but have 48 men instead of 24, cavalry 120 men...

  14. #14

    Default Re: Napoleon Empire Realism Mod

    then it was my mistake probably

  15. #15

    Default Re: Napoleon Empire Realism Mod

    Quote Originally Posted by JaM View Post
    yes, it is working fine for me, no issues.. unit size is 320 instead of 160, arty units still have 4 guns but have 48 men instead of 24, cavalry 120 men...
    Do the 24 crew in excess still move together with the guns or they just sit like ducks eventually rejoining the battery when unlimbered like it was in Empire?

  16. #16
    aus-rotten's Avatar Semisalis
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    Default Re: Napoleon Empire Realism Mod

    Sir,
    just did another battle, togehter with the notracer mod and the noFireandAdvance mod.
    its great fun! nice shoot outs, good musket lethality.
    this mod is topnotch!
    thanks you very much!

    in which file can i find the script for increasing the men per unit?


    NO GODS -NO MASTERS
    just free minds


    my brown power ass in your white power face.

  17. #17
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    Default Re: Napoleon Empire Realism Mod

    This don't include fire by rank mod?

  18. #18

    Default Re: Napoleon Empire Realism Mod

    it is in users\(your comp name)\AppData\Roaming\The Creative Assembly\Napoleon\scripts\preferences.script.txt

    search for campaign_unit_multiplier, and change value to 2

  19. #19
    Chevalier IX's Avatar Primicerius
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    Default Re: Napoleon Empire Realism Mod

    Is it supposed to say user.empire_script in the included file???does this still work even though it is on the Napoleon engine???

  20. #20

    Default Re: Napoleon Empire Realism Mod

    Quote Originally Posted by JaM View Post
    HI All, first version of Empire Realism mod for NTW is here:

    change-log:

    - double rank fire to all units (skirmish behavior)
    - adjusted ammo, accuracy and musket ballistics
    - formations are tighter for line units, so even with double size of men they are still in three ranks.
    - ship hulls made more resilient to damage
    - ship accuracy and reload now depends on ship size - larger ship, more stable firing platform, better accuracy... so now its better to have big ship over lots of small ones... no longer you can destroy SOL with brigs and sloops...
    - morale adjusted - units will break if they suffer high casualties, no longer they will fight to death Spartan style..
    - naval morale adjusted, ships will surrender sooner, you can capture ships now instead of sinking them.
    - naval projectiles adjusted, they are proportionally balanced, light guns do light damage but are faster to reload.


    right now i didn't changed number of men per unit. I plan to do it, but that would make all on map units at the campaign start smaller than new build ones. For everybody who want to have more men per unit i suggest to increase campaign_unit_multiplier to 2 in preferences.script (same folder as user.empire.script.txt


    Wonderful! Very well done! Finally we have the double rank fire What about decresing running speed, expecially for cavalry unit?

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