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Thread: LME Change-log

  1. #1

    Icon2 LME Change-log





    Version 4.2
    Spoiler Alert, click show to read: 
    Changes:
    LME 4.2 is constructed as a cumulative patch that can be installed on top of any LME4 version and is fully savegame compatible.
    Based on user request: Razee frigates added to Britain and France. Some existing heavy frigate units also uses the Razee model now.
    Based on user request: Naval chain shot range reduced by 50 to 150 meters for all cannon types
    Howitzers and cannons are now less accurate in battles
    Muskets and rifle accuracy slightly reduced
    Standard/Flag bearer animation changed similar to Bullgods mod using the Pike animation. The implementation in LME4 is without the animations that only suits a Pikeman. The standard bearer will have a military posture similar to “stand at attention” while at a standstill.
    LME4 is thus compatible with the enlarged flag mod!
    Hussars are now able to deploy outside the deployment zone (idea taken from MoE)
    Grenadiers inspires friendly forces (idea taken from MoE)

    Version 4.1
    Spoiler Alert, click show to read: 
    Fixes 1792 campaign bug and adds full text support for all Pdguru's French Units up to the date of this version!
    Version 4.0.2
    Spoiler Alert, click show to read: 
    Fixes both reported as well as unreported bugs and adds full text support for all Pdguru's French Units up to the date of this version! In order words LME is compatible with his October 7th (2012) release.
    Version 4.0
    Spoiler Alert, click show to read: 
    Changes:
    LME4 features an added 1792 French Revolution campaign that tries to reflect the situation in Europe prior to the War of the First Coalition in 1793. The most remarkable difference to the 1796 is the inclusion of the French Royalist faction situated in the Western parts of France with Louis Joseph, Prince of Condé as faction leader. Moreover the Polish-Lithuanian faction is playable and resembles as much as possible the situation before the second partition of Poland.
    The new 1792 is implemented with the same level of details that you’ve been accustomed to with LME including:


    • Complete overhaul of the campaign setup regarding factions, regions, generals, portraits, units, diplomacy, victory conditions etc.
    • A number of added new naval units (Revolution campaigns only), and some Émigrè units available for Britain instead of KGL units
    • Extensive French Royalist unit roster and uniform rework (from ROW)
    • French Republic uniform rework (from ROW)
    • Russian uniform rework (from ROW)

    In addition to that the 1796 and 1815 campaigns have received an update.

    The following additions/changes apply for the LME4 version:


    • Extensive French Royalist unit roster and uniform rework for all campaigns replacing Brittany
    • Extensive Hanoverian unit roster and uniform rework
    • Serbian (1815) unit roster and uniform rework
    • Greek unit roster and uniform rework
    • More than 100 new land units and 16 new naval units added distributed amongst most factions. Especially Spain, Switzerland and the French Royalists have received some attention. Thanks to Spanky for Swiss uniform source information and thanks to players that submitted special unit requests at TWC LME forum
    • Customized text added to many new units
    • France has access to special “Rheinbund” units in the minor German countries
    • Extensive CAI update in basic LME4 providing an interesting gameplay compared with previous versions. Changes covering aspects such as economy, traits, and AI behavior
    • An updated BAI that has a better cavalry vs infantry (attack/defence) balance as well as less deadly musket fire at maximum range
    • Some campaign missions are updated
    • Thanks to General Andy for granting permission to include his excellent Brown Bess Musket Sounds. X-Factor and USM submods will not overwrite these sound files!
    • Battle map buildings are now more shot resistant (by community request)
    • General and Light cavalry units moves at a slower pace now (by community request)
    • Naval units recruitment costs increased (by community request)
    • Smoke effects differentiated much better now and also results in less dense smoke (more GPU friendly)
    • Patch6 units adapted
    • An additional number of French units are now also available in the Peninsular campaign including Pdguru’s
    • Pdguru unit submod received a minor update
    • MAUM submod received a minor update
    • UAI submod updated to v.2.0 (naval supremacy) by The Hedge Knight
    • Attack Copenhagen bug fixed
    • Howitzer vs. Cannon AI recruitment bug fixed
    • Non-English text packs missing LME text is corrected
    • Belgium has full diplomacy capability now
    • Many other minor changes included

    Version 3.1
    Spoiler Alert, click show to read: 
    Changes:
    1815 campaign totally reworked from scratch with Serbia, Hannover, Kingdom of France, Courland, Greece and Norway playable, this means that it is not 100% historical correct. The campaign spans from 1815 to 1825 and starts with the beginning of Napoléons famous 100-days.

    1796 campaign updated with Cisalpine Republic as emergent faction (not playable) as well as other minor changes such as Sicily and Naples merged together.

    1805 campaign updated with Sicily and Naples merged together as well as minor other changes.
    Minor changes to 1807, 1812 and 1813 campaigns.

    Total rework of Polish Legions available in certain regions in France, Northern Italy, Netherlands, and Polish native regions. Included are a now a total of 18 different units distributed between Légion du Danube (1796 only), Légion Polonaise (all campaigns), Légion du Nord (1805 to 1815) and Légion de la Vistule (1805 to 1815). France has access to all the Polish Legions, Poland only "Vistula" and "Nord", Batavian Republic only "Danube", and Kingdom of Italy only "Polonaise".

    Certain campaign map, UI and battle flags reworked and LME is compatible with the enlarged battle flag mod available here: http://www.twcenter.net/forums/showthread.php?t=471916
    Updated included UAI submod to version 1.05 and LME3 CAI updated accordingly.

    Gun crews have updated weaponry (default sabre, cavalry sabre, or musket).

    A few special cavalry units available at the campaign outset (Murat's Cuirassiers, Ney's Cuirassiers, Uxbridge's Horse Guards, and Lannes's Dragoons) but can they cannot be recruited and therefore not replaced if lost!! The units are 200 cavalrymen in size on ultra setting and should be used much in the same way as Pdguru's Heavy Cavalry Reserve unit.

    New uniform textures for Royal Marines units (Britain).

    Regional Recruits units and Mortars disabled. A submod that enables Mortars is available in the Submod forum.

    A number of tweaks and fixes included such as all Tech's now available for Papal State.
    Version 3.0
    Spoiler Alert, click show to read: 
    New features:
    An intuitive and easy to use mod selector/launcher is available.
    A French Revolutionary campaign is included. Campaign starts in 1796 and ends in late 1802 and uniforms changed to match the 1796-1803 time span.
    Pdguru's customized French units included as submod and tailored to LME.
    L'aigle and Pdguru's Greatcoat uniform-switch included
    MAUM included as submod.
    Whiff of Sulphur included as submod.
    Battlefield Smoke Mod included as submod.
    X-factor sound mod included as submod.
    Ultimate Sound Mod included as submod.
    Larger Armies (increased unit limits) included as submod
    New Swedish units available in Finland.
    Additional Ottoman units included.
    French Foreign units available in Rheinbund countries.
    Prussian Shako's from mattebubben included.
    Austrian helmets from quad/mattebubben included and retextured by iutland.
    New customized campaign minimap included.
    New land and naval battle UI layout included.
    Many new technologies added including the possibility to influence religion in your regions.
    Zoom limits increased on campaign map. Zoom further in and out than before.
    Customized land battle smoke and blood effects included in basic LME (not WoS or BSM).
    UAI CAI included as default with vanilla difficulty setting.
    Uniforms are updated to match early, mid or late war period. Example: French infantry uses bicorns and bearskin in 1805 and shako's later on.
    Battlefield buildings more shot resistant than previously.
    Campaign and Battle flags updated.
    French, German and Spanish text packs included (based on latest UPC).
    New battle advisor images.
    UI images updated.
    Additional English text packs included to match each LME campaign.
    A few reworked campaign map models.
    Unit info images updated.
    LME version added on main menu front page.
    Campaign borders invisible now.
    Less visible tracers.

    Corrections:
    British Grenadiers uses shako's now.
    French uniform textures corrected (no more artifacts).
    French Old Guard Grenadiers equipped with summer uniforms.
    Spanish unit text and uniforms corrected.
    A few other corrections.
    Version 2.1
    Spoiler Alert, click show to read: 
    A substantially updated BAI that is based on UAI version 1.00 (by The Hedge Knight) merged with elements from basic LME as well as new morale and fatigue values inspired by Pdguru's "Barebones" mod, which itself is a NTW3 derivative. The updated BAI may force you to deploy and control your forces differently compared to earlier versions of LME. This implies that the LME_UAI submod is only a CAI submod from now on. The "wider deployment zones" mod is compatible with this updated BAI.
    AUM submod updated accordingly.
    UAI submod updated with new CAI values based on version 1.00.
    New NATO APP-6A Battle map "pips" replaces the vanilla ones.
    LME custom text packs now includes background images to distinguish between the three different ones. This will require that you manually remove the "LME2_Background_Movie.pack" file from your data folder.
    By Pdguru request the damage model of howitzers is altered making them less deadly, and all artillery units has got an 80% recruitment price increase as well as longer recruitment times. This should prevent the AI from spamming artillery units.
    Pdguru's Cuirassier skin included.
    The Prussian inability to recruit units in Brandenburg with a Musketry building present is permanently fixed.
    The Polish inability to recruit howitzers is permanently fixed.
    Four Polish unit text corrections added.
    Custom unit text added to a number of units.
    All cavalry types is equally shot and bayonet resistant.
    France vs. Austria/Prussia 1813 diplomacy issue corrected.
    Custom late war battle flags added to Peninsular campaign.
    A number of less noticeable minor changes.
    Version 2.0
    Spoiler Alert, click show to read: 
    Campaign Changes:
    An 1812 campaign is added with Napoleon already on his way to Moscow and Russia in a dire situation. Wellington is located in Gibraltar and should drive the French off the Iberian Peninsular once and for all.
    An 1815 campaign is added with less than 10 turns of gameplay with only a few factions playable. This campaign is currently beta as it is haunted by random CTD's during AI turns with no immediate explanation.
    Campaign missions added to 1805, 1807, 1812 and 1813 campaigns for all playable factions. Some factions will have more missions than others.
    220 new land units added distributed among all playable factions and France as an example no longer have access to as many "foreign" troops in order to include more "French" units.
    The land units for the major nations are now updated to match a revised AoR that distributes units to native regions (Scotland, Ireland etc.) but also prevents cluttered recruitment tabs.
    73 new naval units included mainly to boost the roosters of nations that didn't have any specific ship classes or named ships before but still based on historical references. In other words no new ships for Switzerland or Bavaria....
    Rocket ships and Bomb Ketch ships are not recruitable anymore.
    Steam techs are re-introduced along with steam ships (except Ironclads) with a limited number of ships recruitable.
    Campaign map ships are retextured for better visual representation.
    LME Flags are included now with more additions in 2.0.
    Prussia have access to many new units like different Lützows Freikorps after "Uprising against France" tech is researched.
    New Religious Agents submod included that adds Priests etc. to the European campaign map to convert the population to your nations faith. This particular submod is not compatible with the Peninsular campaign and should be considered beta as unit cards are probably not possible to add like husserlTW discovered.
    Buildings can now be changed from Factory to College etc. in all regions providing research ability to smaller nations. Credit to husserlTW for the initial discovery.
    Many new event images and icons included both during campaign and battle gameplay and this hopefully makes the game more enjoyable.
    Rebel armies are now less "elite" than previously.
    Many other minor changes and corrections to campaign startpos files, database entries and graphics.

    Battle changes:
    Napoleon's battles are now playable again activated via a custom pack file that isn't compatible with any campaign pack as well as UAI and AUM submods.
    Uniforms are reworked so Russia, Prussia, Saxony, Hessen etc. use old style uniforms in 1805 and 1807 and new style uniforms in 1812 onwards. Other nations had their default uniforms changed as well. Please note it doesn't necessarily imply that unit cards are switch accordingly.
    Only Jäger type of cavalry can fire carbine/rifle from horseback and only from a standstill. Almost all other cavalry units can dismount and use carbine dismounted fighting as infantry instead but fight mounted with sabre or sword.
    Cavalry units are now less susceptible to "one shot" or "one stab" kill (e.g. more survivable) making use of infantry square formation more paramount. You will see that elite cavalry can penetrate squares and annihilate lesser infantry units now. The cannon ball will still be the best "horse killer" in your arsenal.
    L'aigle's splendid British uniforms and more French uniforms are now included in LME. French Cuirassier skin reverted back to L'agile model due to sun glare issues.
    Quad's excellent Bavarian Helmet mod included in LME and it's really a drastic improvement much like L'aigle's work.
    Little retexture of French cannons and howitzers.
    Icebear77's lovely retextures of ship decks and gun mounts are included as well as his battlesounds compilation.
    French and British units now have custom unit text including Generals this is Work in Progress and the remaining nations will have theirs included in the next patch.
    Only light and skirmishing infantry have the hiding ability for more realism and Skirmishers as well as Jäger type of cavalry can deploy outside default deployment zones.
    Many other minor changes and corrections to database entries and graphics.

    However the most drastic change is new saddlecloth textures for many nations based on historical images, paintings and drawings.
    Version 1.7.2
    Spoiler Alert, click show to read: 
    Regional units are limited to 4-4-2 (Inf-Cav-Art) and uniforms are in "national" colours.
    Buildings more cannon-ball resistant.
    Rebellion armies now fixed so it spawns units available in the mod.
    CAI change so less AI tendency to recruit militia and regional units.
    Text errors corrected.
    Pdguru Cuirassier skin version 3A included.
    Sabre and sword texture etc. less "shiny" than previously.
    All loading screens converted to dds. files to save hd space
    DDS textures compressed differently to save hd space and files rearranged between basic pack and graphics pack.
    Version 1.7.1
    Spoiler Alert, click show to read: 
    All cavalry and infantry units overhauled stats according to historical references at hand and units balanced in a more valid manner, though taking gameplay into consideration. Unit stats reflects actual unit and national quality in the Napoleonic period and again taking gameplay into consideration.
    Light infantry units changed (musket range, formation, stats etc.) so they fulfil their historical role in the Napoleonic period and stats matches other infantry better now:
    Line Infantry baseline shooting, hand-to-hand combat (HHC) and morale.
    Light Infantry shoots better, HHC stats lower and morale slightly higher.
    Skirmishers shoots better still,
    HHC stats even lower still and morale slightly higher.
    Grenadiers shoots slightly better than line inf. HHC much better and morale better.
    Elite infantry shoots slightly better than line inf. and HHC slightly better than Grenadiers and morale better than Grenadiers as well.
    Those stats are then differentiated between factions but also between units within factions.
    Infantry and cavalry stats differentiation inspired by George Nafziger "Imperial Bayonets" reading.

    Tirailleurs-Grenadiers are now Grenadiers as they should have been originally.
    Ottomans don't have access to European Regional Recruits units.
    Regional Recruits units are now hard-capped and not available in custom battle (not to clutter unit selection screen).
    All "normal" infantry units can hide in long grass again.
    All bug fixes part of the hotfix are included in the basic LME pack as well.
    All text bugs reported are fixed.
    Unit hard-cap for certain Polish units are revised
    Version 1.7
    Spoiler Alert, click show to read: 
    Major updates:
    New custom (iutland) made textures for saddle blankets are included and colours differ between factions. Generally the allocation of horses to cavalry units is totally revised in this release and each allocation is done on the basis of a historical reference/drawing.

    New custom (KDK, Pdguru) made equipment textures are included and changes the appearance of Riffle buts, Swords/Sabres, Bayonets etc. Thanks to Pdguru for the basic texture that KDK updated.

    By permission from SirDCC England Expect is included in this release. Not only for Britain but also for the other factions as well and Marines torso colours differs between factions (like the saddle textures). France still retains their custom Marines and uniform texture is updated.

    Thanks to the UI script tool released by alpaca the campaign selection screen is now much easier with only one selection screen per campaign type/year. Some images of this feature are included below. The remaining minor countries like Sardinia are now playable as well.

    L’aigle Imperial eagle uniforms 1.0 are included also for Militia and Armed Citizenry.

    All vanilla portraits are replaced with late 18th century or early 19th century colour portraits so no more freaky Halloween portraits.

    AoR totally revised and playable factions can only recruit militia outside their native regions. To compensate for that six different “Regional Recruit” types are included (both Light Artillery, Line Infantry and Light Cavalry) based on the regions of France, Britain, Russia, Prussia, Austria and the rest of the map. The regional recruits have lower stats than ordinary units and less campaign map “speed” but Garrison Police bonus and should be used to protect the provinces/regions you conquer. All factions can recruit these units.

    Campaign startpos files (1805 to 1813 and Peninsular) totally revised regarding Generals abilities/experience, Economy, Victory conditions, Building lines, Research etc. All buildings are upgraded to level 2 in 1807 campaign. In Peninsular campaign all buildings are upgraded to level 2 and 3. In 1813 campaign all buildings are upgraded to level 4 and research advanced correspondingly. Many buildings are updated to facilitate a better economy and naval upkeep is drastically reduced. Most factions should have a higher probability to stay afloat.

    CAI updated in basic LME pack and France should be lees active in 1813 and the coalition members more active. In 1807 the French allies should be more active as well. More properties added for the different government types.

    Custom unit info images included based on in-game screenshots and custom naval unit cards added for named ships. This is a WIP initiative and far from finished.

    Due to requests in this forum the old Napoleonic caricature loading screens are back.

    Minor changes in random order:
    Militia stats changed and upkeep lowered.
    Switzerland is now a Republic in the campaigns.
    Mortars available to all playable factions in all campaigns.
    Musketry building added properties that benefit the player.
    1813 campaign: Spain now has a positive economic development.
    Spies can’t assassinate anymore.
    Added several custom units to factions like Swedish Light Infantry (Skarpskyttar) to Sweden.
    Unit text changed from Regiment to Battalion, Squadron or Battery.
    Current portraits overhauled.
    Stakes removed from skirmishers.
    Campaign map and battle map movement speed revised. Takes effect after 1st turn in campaign play.
    France have lowered Morale in 1813 (last minute request by Leoben).
    Diplomacy changed in the campaign files and Prussia is not at war with France and some of the German factions at the outset.
    Jean Lannes added to 1805 campaign.
    Irish Legion, Neuchatel Battalion, And Column infantry added. Thanks to Pdguru for the uniform files. French Cuirassier helmet included as well.
    Light infantry formations and behaviour updated. Better trained Light Infantry have their own standard bearer, closer formation and are able to form square.
    Heavy cavalry (above Dragoons) have their firearms removed and rely on charge (last minute request by L’aigle and others).
    Spotting range revised for all unit types.
    Polish Gendarmes stats lowered (last minute request by Dabrowski).
    Text update regarding Polish units with help from Dabrowski.
    Text update regarding German units with help from HE111.
    Other minor changes.

    Corrections:
    FoW bugs removed.
    French Guard prices and uniform switch corrected.
    Other minor fixes
    Version 1.6
    Spoiler Alert, click show to read: 
    Italian campaign with all starting factions playable added and the usual LME changes done to the startpos.esf. LME custom units added to the campaign as well as portraits for named people identified in the campaign setup (Camp16 and 17).

    Egyptian campaign with all factions playable (except Britain) added and the usual LME changes done to the startpos.esf. LME custom units added to the campaign as well as portraits for named people identified in the campaign setup (Camp18).

    L’aigles excellent French uniforms added with linking to LME units by Pdguru. LME custom units Garde d'honneur and Mamelukes added to the French rooster.

    Marshal Beale’s splendid cannon gunpowder marks are added.

    Reworked LME ship hull textures by Bethencourt replace current textures and you will experience less “Swiss cheese” effect in naval battles.

    Mortars are added to all playable factions in the European campaign.

    AUM2.2 made compatible with LME1.6 and included as a custom installation mod.

    UA_I v0.95 made compatible with LME1.6 and included as a custom installation mod.

    BAI submod included in the basic LME.pack for ease of use and it means it’s no longer a separate pack file.

    Unit sizes reworked considerably with great help from PhallosMaximus and due to the new unit sizes the “Large unit sizes” are no longer supported. Ultra sizes:
    Line Inf: 210
    Light Inf: 210
    Skirmishers: 150/210
    Grenadiers: 210
    Elite: 240
    Light Cav: 100
    Heavy Cav: 90
    Artillery: As before
    Mortars: 6

    Unit sizes are differentiated from one nation to another based on historical sources and the help I received and unit prize and upkeep is per man count/cannon count.

    No more vanilla loading screens.

    Campaign updates:
    Unit cost and upkeep reflects the new unit sizes and some type of units are more expensive than before (Light inf, Skirmishers and Artillery).

    Unit limit lowered a bit for elite units.

    LME custom units are also considered by the AI when recruiting, and naval units are prioritized as well.
    Starting economy improved for most factions.

    Ports are differentiated across the European map so “minor” ports can recruit up to 80-gun ship of line (except a few type of ships) and the “major” ports can recruit every type of ship. The bigger seafaring nations can’t recruit above 80-gun and named ships in conquered regions.

    More Generals and Admirals recruitable in each campaign.

    1807 campaign France not at war with Austria and Prussia.

    France got Reims and Strassbourg as victory conditions.

    Uniform differences between campaign for Austria (Most units got helmets in 1805 and 1807 but shako in 1813) and Britains dragoons.

    Battle changes:
    Light infantry and skirmisher units got a long needed overhaul and are now supposed to be used in a skirmishing role in front of friendly line of battle (no more file firing to Light Inf. or tight formation). Light infantry and skirmishers go better firing skills than before with increased cost to reflect it.

    General units can dismount and fire pistols dismounted as well as use Telescope and the NTW animations by tiyafeh are added.

    Battlefield buildings more shot resistant.

    Howitzer/Mortar shells less deadly than before.

    Rifles reload faster than before and Militia/Armed Citizenry musket range now 100meters.

    Cavalry deploy in 2 ranks/rows except Austria with 3 ranks.

    Russian Jäger got lower stats than before, thanks to PhallosMaximus for the information.

    Grenadiers now have better melee/defence stats, thanks to Pdguru for the request.

    French 1st Hussards now correct colours.
    Version 1.5
    Spoiler Alert, click show to read: 
    Music update
    Reign made a major update on the LME Music Project with all vanilla music replaced with LME customized music.

    Texture update
    KDK customized a lot of the user interface textures giving the LME mod are much better look compared to vanilla. Ship textures are updated as well.

    Game update
    1813 campaign:
    A new 1813 campaign (ending in 1818 and with edited victory conditions) is added setting the stage for the end game of the Napoleonic wars. You will see former allies have become enemies and other states having a hard time to resist invasion. For this campaign Belgium is made playable with some custom units. It is not historically correct but worth the addition. Thanks to those players, who suggested adding Belgian units to the mod. Belgian units are available to Britain and Kingdom of Holland in Brussels.

    In 1813 Kingdom of Holland unit rooster is replaced with United Netherlands rooster to show more “Waterloo” timeframe uniforms.

    New faction leaders in Sweden, Spain and Kingdom of Naples.

    General:
    The five major nations have access to the other nation’s militia in their native regions and access to their own militia only in native regions as well. For non-native regions a generic militia unit is available.

    All starting land units have normalized unit sizes.

    Many custom LME and special vanilla units added to starting armies.

    General staff units changed to named ones in campaign play where possible.

    Naval gun mounts more shot resistant and painted.

    Naval mortar and rockets less powerful shot.

    CAI submod:
    LME_UAI submod is updated to version 3 based on UAI version 0.9 including many changes.
    Version 1.4.1
    Spoiler Alert, click show to read: 
    Updates:
    Ottoman and Portuguese Generals now with historical names and portraits added to both campaigns. Admirals historical names only. It requires download of new campaign files to see the effect.

    Most vanilla Artillery, Cavalry and Infantry as well as LME artillery units are renamed as close as possible to “native” names. This is a small change but with a big impact.

    Some LME custom units are transferred to the peninsular campaign and available to France, Britain and Spain. It has not been possible for me to make Portugal playable through the peninsular interface therefore the Portuguese LME units are available to Britain in the areas part of modern day Portugal.

    French Artillery line updated to reflect the introduction of “Système an XI” cannons and howitzers.
    French Horse Artillery changed to 4pdr Cannons.
    French Young Guard Foot Artillery changed to 8pdr Cannons.

    Dutch Guard Grenadiers got their Colpack’s replaced with bearskin.
    “””””””””””””””””””””XxYyZz”””””””””””””””””””””””” text errors corrected.
    Version 1.4
    Spoiler Alert, click show to read: 
    Campaign play changes:
    New campaign UI look and feel by KDK.
    Added Spain, Portugal, Kingdom of Holland and Ottomans as playable in the 1807 campaign (Camp10)
    Added a handful of Generals/Admirals to the 1807 campaign and Peninsular campaign to eliminate some of the fantasy generals/admirals still left.
    Updated General/Admiral traits in all campaigns and for most playable nations.
    All faction names are now written in native language (Russian in Latin letters and Turkish for Ottomans)
    Minor factions have more techs researched at the beginning of 1807 campaign for earlier access to custom units.
    Protectorate status for minor nations in the 1807 campaign is changed to ally with France thereby giving full diplomatic ability.
    Batavian Republic changed to Kingdom of Holland in the 1807 campaign with same unit rooster as the Batavians.
    Faction specific objectives changed mainly in the 1807 campaign.
    France no longer gets a Morale bonus. Factions are more in line now. Thanks to Yarkis for the idea to that solution.
    Heavy cavalry generally available one tier earlier by all nations.
    A CAI/BAI submod is available for LME and is basically the UAI made compatible with LME. The Hedge Knight has given permission to use it here so if you like the submod then add to his reputation here.

    Battle play changes:
    Units use two-rank fire with LOS now and with some changes to the fire mode in the basic LME mod.
    Units deploy in 2 to 6 rank formations (different between some nations).
    Increased ammo for infantry units.
    A BAI submod is added (version2) that combined with two-rank fire gives a more authentic representation of the units. Measures have been taken not to destroy the gameplay with the seemingly increased rate of fire.
    The BAI submod is compatible with the LME_UAI submod.

    LME 1.4 is savegame compatible with 1.3 and possibly down to 1.2.
    Version 1.3.2
    Spoiler Alert, click show to read: 
    Campaign play
    By request Elite unit cap decreased for some (mainly France) and Vanilla Old Guard and Young Guard units are disabled and LME adds the same units with their French name and modified uniform.

    Minor factions with 1 building type capitol can now recruit there units from civilian line of building as well and there custom LME units can only be recruited in their home region (AoR).

    104 new custom units are available to both original LME factions but also to the new factions

    Battle play
    An interim and optional LME BAI submod is ready for you to test. Download it from the first post. You’re feedback will be the basis for the next version.

    What it does:
    Light Infantry will shoot volley fire, as in vanilla style battle. This is an uncoordinated fire from everywhere in the formation.
    Line Infantry will use “mass fire” meaning that everybody shoots at once and reload at the same time creating a pause in the fire on the enemy.
    Grenadiers will shoot “File firing”, which is a British tactic to keep a continuous rolling fire on the enemy formation. Fire will start from the left flank and move down the rank until it reaches the right flank. At that point the left flank will have reloaded their muskets and start the file firing again (works fine in 2 or 3 rank deep formations).
    Elite Infantry will shoot from the first ranks and simulate that muskets are loaded at the rear ranks and handed forward for firing (the animation to represent this is not included in the NTW game). This firing method resembles the volley fire to some extent but looking more coordinated.

    Please test it and share your experience and preferences. To activate place the following text higher in the user.script than mod “LME1.3.2.pack”; entry: mod “LME_BAI_Submod.pack”;
    Version 1.3.1
    Spoiler Alert, click show to read: 
    Campaign play
    An additional 1805 campaign added with four unlocked factions and a new 1807 campaign added with both current and new factions playable (thanks to husserlTW for the concept of hybrid startpos.esf).

    The 1807 European map is meant to resemble Europe as it was in 1807 (minor deviations might occur) and French/British/Spanish navies/admirals reflect the situation after the battle at Trafalgar. Generals that were killed in action before 1807 should also no longer be present (Prince Louis Ferdinand of Prussia (1772–1806) as an example)

    German Allies (1805) with the following factions playable:
    Switzerland
    Bavaria
    Württemberg
    Saxony

    Client States (1807) with the following factions playable:
    Poland-Lithuania (to avoid an attack by France play on Medium setting)
    Bavaria
    Kingdom of Naples (Italy rooster)
    Saxony

    Rheinbund or Confederation of the Rhine (1807) with the following factions playable:
    Oldenburg
    Württemberg
    Hessen
    Westphalia

    Coalition (1807) with the following factions playable:
    Austria
    Britain
    Prussia
    Russia

    Europe (1807) the following factions playable:
    France
    Denmark-Norway
    Sweden
    Kingdom of Italy

    Newly added factions do not at this state have custom units added but will get so in the following LME updates. For the time being units are only recruitable in the military line of buildings.

    Approximately 30 new portraits has been added mainly for the newly added factions but also for newly available Generals and Admirals of the “older” LME factions in the 1807 campaign. See post#4 for screenshots.

    14 new units are added
    Version 1.3
    Spoiler Alert, click show to read: 
    Campaign play:
    Added portraits for Generals and Admirals that can be recruited by the LME Nations and a few other nations as well. Portugal and Ottomans portraits are incomplete still due to lack of information.
    A big thank you to PhallosMaximus who helped me out with a number of the missing portraits.

    No more fantasy Generals/Admirals available for the LME nations (except Ottomans) during start of campaign. A good example of a fantasy General was Michael Stowell from Britain, who is he?? He’s now replaced with General (Lord) Cathcart.

    Land unit limit, purchase price, upkeep price, recruit time has been revised across the board. All named regiments etc. are limited to one unit recruitment.

    Most units have a recruitment limit but each nations can unlimited recruit Generic Militia, Line-Inf, Light Dragoons, Lancer, Hussars.

    Land unit man count now differentiated among nations and unit types. Most cavalry units are now 25% to 50% larger in man/horse count.

    Trading ships now have a higher upkeep price.

    Unit experience vs. building line has been revised.

    Denmark-Norway unit rooster totally reworked and starting units are now Generic types.

    72 new custom LME units are added.

    Battle play:
    Land unit stats overhauled.
    Changed Horse entity size again to get a better compromise between projectile vulnerability and animation.
    Introduced a misfire rate of 20% for flint lock and 30% for match lock (based on different sources). This will actually make the shoot outs last longer and give the cavalry a better chance to charge successfully.
    Reload times for muskets etc. revised. Rifles will now take a very long time to reload compared to muskets.
    Light Inf. Units can form squares.
    Flutist added to the remaining Line Inf. units etc.
    1-lber Amusettes more powerful shot now.
    Other minor changes as well.

    Corrections:
    French Flanqueurs-Chasseurs equipped with Ligh Inf musket as France didn’t use rifles.
    Version 1.2.1
    Spoiler Alert, click show to read: 
    Battle play:
    Artillery accuracy lowered a bit and canister range decreased to 200 meters.
    Cavalry target size and infantry to some extent decreased to make it less vulnerable to artillery fire. Most notable effect is that round shots only kill riders/horses in its path and not the adjacent riders/horses as well (vanilla).

    Rifle and Light infantry musket range decreased slightly and carbine range increased to match musket.

    Mounted General units now equipped with pistols and sabres. Thanks to Josst for the reminder.

    The LME nations can now recruit light and heavy mortars. They are limited in numbers and should be used for siege battles. Beware that Mortar units are slightly bugged (originates from vanilla and also present with Ottoman Bombardment mortars): If the mortar crew routs and abandon the mortars, if rallied they will move forward again as “infantry” and start shooting mortar rounds at you, even though they abandoned their mortars.
    I don’t know how to fix this issue as it also apparent in vanilla??

    New units:

    Two new young guard skirmisher units added to France:

    Tirailleurs-Grenadiers de la Garde Impèriale
    Flanqueurs-Chasseurs de la Garde Impèriale

    Light and heavy Mortars for all 12 LME nations

    Bug fixes:
    Naval mortar shells decreased in damage model to be more realistic.

    Mounted skirmishers now have dismounted file and rank spacing added corresponding to normal skirmisher spacing.
    Version 1.2
    Spoiler Alert, click show to read: 
    Campaign play
    AoR description:
    An initial Area of Recruitment (AoR) system is implemented for both Coalition and Peninsular Campaign. The system is implemented to facilitate two requirements that I had. First not every single unit should be available globally to a faction (elite units in particular) and secondly spreading recruitment of certain units between regions (for factions with large roosters e.g. France, Britain) will not clutter the high tier recruitment list and make compatibility with unit mod packs easier.

    AoR in general:
    Basic militia, line inf, cavalry and low calibre artillery are available globally for the LME included factions but the remaining units are only available in native or conquered regions. Minor factions and emergent factions can no longer recruit high calibre artillery at barracks line building.

    Coalition campaign AoR:
    France:
    Elite infantry units (including artillery) available in Paris, cavalry and foreign units in Reims, artillery and foreign units in Strasbourg and marine units in Rennes and Marseille. France can also recruit Dutch and Italian kingdom units in their home region.

    Britain:
    King German Legion (KGL) available in London and Hannover, artillery in Wales and Scottish troops in Scotland as before. Britain can also recruit Dutch and Portuguese (applicable for Peninsular campaign as well) units in their home region.

    Denmark-Norway:
    Home regions are Denmark and Norway with units split between them (much like before).

    Batavian republic:
    Home regions are Holland and Flanders/Wallonia.

    Portugal:
    Home region is Portugal.

    Spain:
    Home region is Spain.

    Ottomans:
    Home region is Rumelia.

    Austria:
    Cavalry is available in Buda-Pest and Infantry and Artillery in Vienna.

    Prussia:
    Cavalry is available in East Prussia and Poland, Artillery in Silesia and elite infantry in Brandenburg.

    Russia:
    Cavalry is available in different regions incl. Lithuania and Little Tartary, artillery in different regions incl. Ingria and Kiev, and elite units in Moscow.

    Peninsular campaign AoR:
    Home regions with full recruitment list for Britain are coastal regions from north of the peninsular down to Gibraltar. Spain has the central peninsula regions. France has Toulouse, so every elite unit has to be recruited in France and transported south.

    Expanded tech tree:
    22 additional technologies have been added to the coalition campaign vanilla tech tree with distribution between civil, military and economical research. The different technologies (e.g. Morphine as analgesic, tactical reconnaissance, Carcel lamp, modern local government, band saw) are as closely matched to the timeframe of this mod as possible.

    Economy and trade:
    Ports generate slightly higher income to simulate the economies of the era being largely dependent on trade.

    Battle play:
    Artillery uniforms of the LME factions have got a makeover/facelift to resemble historical references more closely within the limits the source files provides.

    Most skirmisher units with rifles are now equipped with melee sword as well and melee stats are raised accordingly. See screenshots in post#2.

    Most cavalry units now have either a carbine or pistol besides their Sword/Sabre. The distribution is based on historical references such as Osprey men at arms series of books and “uniformenkunden” by Richard Knötel. Hussar/Dragoon/Carabineer type of cavalry mostly equipped with carbine and Cuirassier type of cavalry mostly equipped with pistols (ammo limit only 4 to simulate two pistols and 1 reload for each during combat). See screenshots in post#2.
    Cavalry units can shoot while mounted and moving as I don’t understand how someone can determine that it’s impossible to do beforehand.
    Cavalry units equipped with carbines can also dismount and fight on foot.

    Lancer cavalry units are now equipped with a secondary sabre for melee and you will see that they use a mix of lance and sabre during melee.

    Unit cap for Danish-Norwegian units are increased. The unit of Jydske Grenaderer has got it’s stats changed.

    Some unit cards are updated for Denmark-Norway custom units (Husarer etc.).

    Other minor changes as well.

    Corrections:
    Danish-Norwegian jæger units now have correct Skirmisher animation again.
    Version 1.1
    Spoiler Alert, click show to read: 
    General:

    * LME Peninsular campaign included with correct portraits and LME units available to all four factions. Included starting units also from LME wherever possible.
    * New custom loading screens.

    Campaign play:

    * Portugal in Neutrals campaign has level 1 research completed due to no college available.
    * LME mod works with both Coalition and Peninsular campaign now.

    Battle play:

    * Grenadier units are equal in size to line infantry (man count).
    * Grenades are not available.
    * Handheld weapon projectiles ranges changed slightly (musket is100 meters).
    * Reload times changed slightly for handheld weapons.
    * Militia and mob units now have lower shooting range and longer reload time compared to Line infantry etc.
    * Handheld weapon accuracy lowered a bit.
    * Fire by rank is available to Elite, Line, and Light infantry as well as Grenadiers (but not skirmishers, Jäger etc.).
    * Fire by rank does not replace Fire and advance function so that can still be used offensively.
    * Skirmishers can hide in Buildings.
    * Elite infantry are now heat and cold resistant.
    * Cavalry with carbines/rifles can now fire from horseback but only “special” cavalry units can fire on the move.

    Bug fixes:

    * Plume and Epaulette corrected on French marine unit.
    Version 1.0
    Spoiler Alert, click show to read: 
    Initial release with customized Startpos for this mod for three different type of campaigns (Will not work without this mod).
    Merged NS, DEK, and DAM mods included.
    Many historical portraits etc. added.
    New units added.

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