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Thread: IMPERIAL DESTROYER SUGGESTIONS, COMMMENTS, QUESTIONS & DEVELOPMENT DISCUSSION

  1. #21
    Lordsith's Avatar Artifex
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    Default Re: Imperial Destroyer project v1.0

    Thanks, Yes it possible to translate into english language, but it takes a large mount of work . To do this work i have to dial a patience

  2. #22

    Default Re: Imperial Destroyer project v1.0

    Well, i roamed the internet some and found out how to manage the text on those pack files, seems quite easy. While i'm playing that 2.2+ i might as well translate them with my good friend Mr. Google Translator Good thing that numbers look the same Otherwise it would be really hard to play it.

  3. #23
    Lordsith's Avatar Artifex
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    Default Re: Imperial Destroyer project v1.0

    Ok i will start to translate!
    Last edited by Lordsith; May 29, 2013 at 10:47 AM.

  4. #24
    Liu Zheng's Avatar Miles
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    Default Re: Imperial Destroyer project v1.0

    Quote Originally Posted by Lordsith View Post
    Ok i will start to translate!
    Great

    forgot to ask, this isn't compatible with the Napoleon Retrofit Pack.. right? Is there a way to make them work together?
    Last edited by Liu Zheng; May 29, 2013 at 08:11 PM.

  5. #25
    Lordsith's Avatar Artifex
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    Default Re: Imperial Destroyer project v2.2++

    Released Imperial Destroyer project v2.2++
    Last edited by Lordsith; May 29, 2013 at 11:02 PM.

  6. #26
    Lordsith's Avatar Artifex
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    Default Re: Imperial Destroyer project v2.2++

    Liu Zheng
    This mod already has Napoleon features . Sorry it's not compatible with Napoleon Retrofit Pack

  7. #27

    Default Re: Imperial Destroyer project v2.2++

    This mod looks great, downloading now. I'll surely have this one as an alternative for Darthmod. i'm particularly thrilled by the new NTW mechanics in ETW, like army sabotage.

    I will just have to adjust the startpos files, as I have customised flagpacks for three eras (early, late and 19th century) and lots of self-made republican flags, need to add those back

  8. #28
    Lordsith's Avatar Artifex
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    Default Re: Imperial Destroyer project v2.2++

    jan_boruta

    Interestingly to see your flagpacks



    P.S Please redownload En_text.rar
    Last edited by Lordsith; May 30, 2013 at 01:38 AM.

  9. #29
    Conclamatus's Avatar Ordinarius
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    Default Re: Imperial Destroyer project v2.2++

    wow! Impressive works!

    Sorry for my bad English

  10. #30
    gastovski's Avatar Campidoctor
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    Default Re: Imperial Destroyer project v2.2++

    Are you planning to add new units for factions?.
    Last edited by gastovski; May 30, 2013 at 03:05 AM. Reason: no reason

  11. #31
    Liu Zheng's Avatar Miles
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    Default Re: Imperial Destroyer project v2.2++

    Quote Originally Posted by Lordsith View Post
    Liu Zheng
    This mod already has Napoleon features . Sorry it's not compatible with Napoleon Retrofit Pack
    Oh well, I can always alternate it with yours. Thanks

  12. #32

    Default Re: Imperial Destroyer project v2.2++

    Played a couple of custom battles and so far I am impressed - the selection of units is immense, and their looks are great. My only complaints: I have a feeling that cavalry units move a bit too fast and infantry reloads too fast. But I like the mass fire drill, it looks and works really good.

    A couple questions and suggestions:
    - some countries like Poland and Prussia can recruit mid- and late-era units right from the start, which is pretty silly. Maybe you could restrict some late era units to better barracks?
    - unhappiness problems are pretty severe in the beggining, maybe tone them down a little bit?
    - also the economy of most factions is poor and it is very hard to recruit armies to fight and keep order at the same time. maybe raise trade income a bit? and why trade values for exotic goods are decreased to 1-2 gold per unit? it's impossible to get any money!
    - maybe you could add some NTW effects of buildings? Like a logging camp that decreases the cost of building ships, for example.
    - while decreased movement points on map are nice, it's still pretty strange to have an army march an entire year from Madrid to a port.

    Quote Originally Posted by Lordsith View Post
    Interestingly to see your flagpacks
    I need to clean the up and upload, but i can say that it's mostly a mixture of Empire Total Flags, vanilla flags, some flags from Napoleon and several made by me (mostly republic version for minor factions)
    Last edited by jan_boruta; May 30, 2013 at 06:27 AM.

  13. #33
    Lordsith's Avatar Artifex
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    Default Re: Imperial Destroyer project v2.2++

    gastovski
    Yes, if new ones will be released

    jan_boruta
    Battles reworked to the convenient gameplay as much as possible.It has been taken a lot of time to bring it to mind. This is the final version of the battle mechanics.
    It's hard for me to determine which units are related to late and early periods .Unhappines problems and economic models close to Shogun2 values. Mod is designed for unhurriedly and consideredly gameplay. By the way current economic model reduces delays during the turnsIf you can't handle very hard campaign so you can lower the difficulty. As for me i play on very hard campaign and i get through it About new buildings i've included in the my list . Movement points are decreassed for the better AI maneuver. Shogun2 also pretty strange that during the whole year army can't pass even a quarter of a half Japan
    But anyway I take your remarks into account
    Last edited by Lordsith; May 30, 2013 at 12:04 PM.

  14. #34
    Lordsith's Avatar Artifex
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    Default Re: Imperial Destroyer project v2.2++

    Updated en_text.rar . Please redownload it

  15. #35

    Default Re: Imperial Destroyer project v2.2++

    Gameplay of this mod is the best of all the mods for the Empire.

  16. #36
    The Useless Member's Avatar Primicerius
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    Default Re: Imperial Destroyer project v1.0

    May I ask? What is the primary purpose of this mod exactly?

    And it looks like 40 units to a full stack, but can you have 40 cards on one battlefield? Just curious.

  17. #37
    Lordsith's Avatar Artifex
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    Default Re: Imperial Destroyer project v2.2++

    Wetblowdryer
    To make the game interesting and atmospheric as much as possible. Show that the Empire is not so bad to be stoned. Present enjoyable gameplay. Generally completely change the game for the better, not the game you used to play before.
    There is a mod with 40 units in one stuck
    http://www.twcenter.net/forums/showt...e-for-40-Units
    Last edited by Lordsith; May 30, 2013 at 10:11 PM.

  18. #38

    Default Re: Imperial Destroyer project v2.2++

    looks promising, could we get a "vallina" version without the skins/unit packs. Just the gameplay changes?

  19. #39
    Lordsith's Avatar Artifex
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    Default Re: Imperial Destroyer project v2.2++

    Okuto
    For the time being i do not plan to do it

  20. #40
    gastovski's Avatar Campidoctor
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    Default Re: Imperial Destroyer project v2.2++

    Couple of things needs to be fixed imho.

    Firstly, army movement ranges are very bad. Every army with artillery or cavalry or without any of them, they have all same ranges. Kills immersion for me.
    Secondly, whenever a nation declares war or breaks any alliance, it just shows empty blank on notification screen.
    Thirdy, many units doesn't have any descriptions at all.

    When i find another glitchy or buggy things i will post.

    But i loved many things such as campaign map shadowy looks, unit diversity and Napoleonic look!.
    Last edited by gastovski; June 01, 2013 at 02:56 AM.

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