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

  1. #41

    Default Re: Imperial Destroyer project v2.2++

    Lord Sith. Man you were fast with that Translation. Well, all i have to say is that i drink in your honor today! Длительный срок службы! (Not sure if it's correctly said) This is the most awesome Mod for Empire. I think it even beats Darthmod. And the Army movement that some people complaint, i think it's just perfect since it takes about 4 or 6 turns per year. Not so sure, since i got my ass handed to me by Polish and Russian when i was playing as Swedish. (I'm from finland) The BAI is just awesome. Only thing i can think of is maybe reduce naval movement some on campaign map. Too easy and fast to move troops by sea and remove militias skill that they wont fire all at once (They are not trained that much for warfare after all). But man, i love this thing. I have to say 9/10 only because nobody is perfect and there is always room to improve

  2. #42

    Default Re: Imperial Destroyer project v2.2++

    I can not see those pics?

    Are you from BAIDU forum?

  3. #43
    Lordsith's Avatar Artifex
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    Default Re: Imperial Destroyer project v2.2++

    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.
    The original movement points always killed my immersion when for a couple of turns I could reach from Paris to Madrid, from Moscow to Berlin, no tactic and logic. The current movement points make you think about how to attack, how to get around enemy etc. Finally, players will have to build a real military hostilities. Plus, it gives more maneuverability for AI.

    Secondly, whenever a nation declares war or breaks any alliance, it just shows empty blank on notification screen.
    Have you redownloaded en_text.rar?

    Thirdy, many units doesn't have any descriptions at all.
    I will fix it

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

    Irvokas
    Спасибо за добрые слова дружище I take in account your remarks Good luck in battles!!!
    Last edited by Lordsith; June 01, 2013 at 07:07 AM.

  4. #44
    Lordsith's Avatar Artifex
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    Default Re: Imperial Destroyer project v2.2++

    Quote Originally Posted by rostov View Post
    I can not see those pics?

    Are you from BAIDU forum?
    From Ciчь forum

  5. #45
    gastovski's Avatar Campidoctor
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    Default Re: Imperial Destroyer project v2.2++

    Yes i have re-downloaded ex-text but still name. Also i am OK with movement ranges. I just don't understand why artillery, cavalry and infantry they all have same ranges.

  6. #46
    Lordsith's Avatar Artifex
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    Default Re: Imperial Destroyer project v2.2++

    gastovski

    They don't have the same ranges

    General's bodyguard movement points
    Spoiler Alert, click show to read: 
    [
    Cavalry's movement points
    Spoiler Alert, click show to read: 
    Infantry's movement points
    Spoiler Alert, click show to read: 
    Artillery's movement points
    Spoiler Alert, click show to read: 


    Checked , notifications shows ok. What exactly do you mean ?
    Spoiler Alert, click show to read: 
    [IMG] [/IMG]
    Last edited by Lordsith; June 01, 2013 at 10:11 AM.

  7. #47
    gastovski's Avatar Campidoctor
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    Default Re: Imperial Destroyer project v2.2++

    I have reinstalled whole thing and now ranges works fine.

    Plus take a look at these.





    Last edited by gastovski; June 01, 2013 at 02:23 PM.

  8. #48

    Default Re: Imperial Destroyer project v2.2++

    I'm going to give this a go, I haven't played ETW in months, so I'm a little rusty on what to do.

    Are their 13 parts to download? Why such a big file?

  9. #49
    Lordsith's Avatar Artifex
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    Default Re: Imperial Destroyer project v2.2++

    Released v2.3
    Version 2.3
    -Increased trade income
    -Decreased cavalry speed movement (in battles)
    -Added descriptions for units

    -Updated localisation. Please redowload en_text.rar
    Last edited by Lordsith; June 02, 2013 at 06:39 AM.

  10. #50
    Lordsith's Avatar Artifex
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    Default Re: Imperial Destroyer project v2.3

    Updated localisation.Added descriptions for empty blanks with Notifications

    Please redownload en_text.rar

    Zorak
    A lot of mods, units
    Last edited by Lordsith; June 02, 2013 at 06:40 AM.

  11. #51
    Civis
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    Default Re: Imperial Destroyer project v2.3

    wow!
    Lordsith, it is the best mod i 've ever seen! Just tried one custom battle. it is awesome. Will definitely report the campaign situation later!

  12. #52
    Civis
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    Default Re: Imperial Destroyer project v2.3

    Guys, has anybody noticed what troops have garrison bonus?

  13. #53
    Lordsith's Avatar Artifex
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    Default Re: Imperial Destroyer project v2.3

    Alexzav
    I removed garrison bonus completely. It's better to have for instance 2 units in one city , than 1 militia with garrison bonus. Сonsequently it's harder to attack a city

  14. #54
    gastovski's Avatar Campidoctor
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    Default Re: Imperial Destroyer project v2.3

    It seems trade income gdp value is 1.1 but still a bit low for me. So i changed to 2.2 now it looks fine.
    Also don't you think religion unrest is too high?. Because i had to put 5 units to get lowerclass value "0" and i must adjust tax rates to lowest. This affects economy alot because of unit upkeep costs (hard difficulty).

  15. #55
    Civis
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    Default Re: Imperial Destroyer project v2.3

    Agree with Gastovski.
    I would say that trade income should be higher.

    On normal difficulty i use 3-4 units for America (playing as GB) and 2-3 for European provinces. Anyway, i decided not to lower tax income and what I've got... Scotland, New York, Ireland, Bengal rebel against me. So, disbanding some troops was not a good idea. I didn't find a way to have a positive income (it is -3000 gold per turn). Anyway, i find priests extremely useful. 1 priest converted my Rupert's Land for 3-5 turns and the situation became more or less stable. In addition to this, i got rebellions due to the upper class, as i managed to keep lower class calm.

    In any case, thank you for such a gameplay! It is a masterpiece I've been waiting for.

  16. #56
    Lordsith's Avatar Artifex
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    Default Re: Imperial Destroyer project v2.3

    Thank you guys for your reports

  17. #57
    satyrus's Avatar Civis
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    Default Re: Imperial Destroyer project v2.3

    Hi Lord, i have a Installation question . I have download all 13 parts + Version 2.3 + eng Translation. Must i copy all 13 parts to the data Folder or only Part 1 and than 2.3 + eng trans?

  18. #58
    Lordsith's Avatar Artifex
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    Default Re: Imperial Destroyer project v2.3

    Hi satyrus, download all 13 parts, start your extracting from part 1 you have to have about 17gb then copy extracted files to the data folder . Thereafter install version 2.3 and eng localisation
    Last edited by Lordsith; June 04, 2013 at 04:17 AM.

  19. #59
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    Default Re: Imperial Destroyer project v2.4

    Released v2.4
    Version 2.4
    -Reworked starting positions
    -Increased start-up capital for Britain, France, Spain
    -Added descriptions for units
    -Added militia infantry for Russia
    -Fixed hiring of "gorodovie strelsy"
    -Added NTW death screams.
    -Decreased cost of trade ships

    You have to start a new campaign
    Last edited by Lordsith; June 05, 2013 at 09:24 AM.

  20. #60
    satyrus's Avatar Civis
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    Default Re: Imperial Destroyer project v2.4

    Great but i Need 9 h for downloading vers 2.4 porraaaaa, very Long. Lord can you maybe upload it on a other site?,thanks. Check it again and runs faster ,thanks
    Last edited by satyrus; June 05, 2013 at 10:05 AM.

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