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February 18, 2018, 12:13 AM
#1261
Re: Empire Realism - Feedback and General Discussion
Thats intentional. British didn't sent full regiments into North America. Anyway they should have access to Provincial Militia which has standard red uniform too.
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February 18, 2018, 12:55 AM
#1262
Laetus
Re: Empire Realism - Feedback and General Discussion
O.K.
The three U.S. Generals at the beginning of Episode 4 (1783 Campaign) have each a 12 men grenadier escort and an upkeep cost of 350, not like in the Great Campaigns (1700-), where the Generals are with standard sized grenadier battalions. An oversight?
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February 18, 2018, 08:22 AM
#1263
Re: Empire Realism - Feedback and General Discussion
yup. Episode 4 was not reworked for it.. way too much work needed, will work on that later.
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February 18, 2018, 11:09 AM
#1264
Laetus
Re: Empire Realism - Feedback and General Discussion
Oh well. Now that I am stuck into it, I might ride through it. Later!
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February 24, 2018, 12:20 PM
#1265
Civis
Re: Empire Realism - Feedback and General Discussion
Hey JaM! Could you make a small video showing at least the most important features of the ER 5? I am very curious.
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March 03, 2018, 12:55 AM
#1266
Laetus
Re: Empire Realism - Feedback and General Discussion
Hello, Mr. JaM. I am about to begin another campaign. Is there any faction-play, whose feedback you are interested in (aside from the Marathas, which are not done yet, I think)?
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March 03, 2018, 12:59 AM
#1267
Re: Empire Realism - Feedback and General Discussion
its up to you, i have tested almost all factions actually, Ottomans were quite interesting to manage initially.. every faction provides quite different setup and different challenges.
musketer: about video - sorry, im not a youtuber, haven o experience making such videos. you can read about ER5 in those separate threads i posted. Anyway if there is somebody who has experience with videos, feel free to contact me and we can make something out together
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March 03, 2018, 01:39 AM
#1268
Laetus
Re: Empire Realism - Feedback and General Discussion
By the way: Episode 4 TRtI was managable, a lot of land-developing had to be done in the first 30 rounds, British and Spanish incursions to be countered, and after about 70 rounds it was possible to make the Louisiana purchases with the French, to bribe the British and Austrians out of their military alliance obligation with the Iroquois I attacked, and to build every unit in the roster; and newly recruited Generals did have 200 grenadiers with them (is this the mighty industrial power of the U.S.?).
Standard light dragoons, native auxiliaries and Horse artillery were not recruitable by me in the Americas, 12-pdr Frigates were only recruitable with Shipyards, but not with Dockyards any more.
Regarding to native bowmen: Their fire was ineffective, especially against own skirmisher units, unless you count in its moral lowering effects. Their purpose in battle seems to be of a more assisting nature (I can live with that).
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March 03, 2018, 02:52 AM
#1269
Re: Empire Realism - Feedback and General Discussion
archers will be always problematic. I've made them modeled on unit scale, where 1:3 range scale applies. Typical bow is only good up to 60m for accurate shooting as wind affects arrows quite a lot, plus arrows fly relatively slow - fastest around 60m/s - compare it to 400m/s speed of musket bullet, which in tests had lateral dispersion at 100m around 2m and at 200m around 4m. English longbowmen for example were trained to shoot at 200m with dispersion around 25m - their tactics was to bombard the area, not aim for individuals - which is same for what muskets were used, except musket fire was direct fire, while longbow indirect using upper angles.
Anyway, Native Archers have a lot faster reload rate, they can shoot all their arrows quite fast, keeping enemy unit under fire and reducing their morale. at the same time, intention with them was to force AI into close combat as they expend their arrows. Natives got quite an increase in melee attack and defense stats making them quite effective in melee.. most of militia units dont have access to bayonets, therefore are quite vulnerable to such action. Only true line infantry can face them with countercharge, benefiting from better reach of their bayonets - there are historical mentions of such battles, and all ended up with quick victory of charging line infantry.
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March 03, 2018, 03:19 AM
#1270
Laetus
Re: Empire Realism - Feedback and General Discussion
Wow! That's detailed. Nevertheless, those bowmen where mostly on skirmish mode, so I managed quite often to push them away with whichever unit was avaible. Local counterattacks have now a value measured in space.
Let me tell you a tale about ghosts: The British use of skirmishers when they were on the attack (British riposte on Quebec) earned my respect. They were fast upon me, and chaos ensued. The Spanish horse artillery was likewise loathed. Their four-gun battery shooted from one place, limbered up and changed position very often, and all this while being mostly undetected! I couldn't pinpoint them with my artillery area fire.
I love it!
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March 06, 2018, 04:32 PM
#1271
Campidoctor
Re: Empire Realism - Feedback and General Discussion
I installed 5.0 and when I open the game to play it I'm experiencing a flickering and stuttering. Anyone have an idea on what may be causing this? This is the only mod it's done it in so far.
This problem is not caused by the mod. All of a sudden, both NTW and ETW are experiencing the "flickering." I'll have to post this in the tech section.
Last edited by Rick; March 06, 2018 at 06:59 PM.
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March 06, 2018, 11:15 PM
#1272
Re: Empire Realism - Feedback and General Discussion
my guess would be that you installed new drivers for your graphic card or something.. try rolling them back. My personal experience is to never update GK drivers unless they are causing issues.
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March 07, 2018, 02:47 PM
#1273
Campidoctor
Re: Empire Realism - Feedback and General Discussion
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March 09, 2018, 08:52 PM
#1274
Civis
Re: Empire Realism - Feedback and General Discussion
Question, ER is suppose to include the "Correct Colonies" mod but when I play as GB the colonies are still owned by the "13 Colonies" faction. Is there something I'm missing?
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March 10, 2018, 12:59 AM
#1275
Re: Empire Realism - Feedback and General Discussion
I've decided to rework it, you will only get colonies once you capture required regions. This is mostly to help AI, as if it has too many regions at the start, it will get overwhelmed by admin costs. Same applies to player.
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March 10, 2018, 06:00 AM
#1276
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March 11, 2018, 12:32 PM
#1277
Re: Empire Realism - Feedback and General Discussion
Yes, it should be compatible. static crew is hardcoded bug, any crew above 6 per gun will not move while artillery is limbered.
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March 11, 2018, 05:52 PM
#1278
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March 12, 2018, 01:12 AM
#1279
Re: Empire Realism - Feedback and General Discussion
whatever suits you. on VH AI is a bit more resilient with morale drops, so maybe Hard is best compromise ( campaign VH battles H)
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March 13, 2018, 08:34 AM
#1280
Civis
Re: Empire Realism - Feedback and General Discussion
Thanks for the answer. I would like to ask you one more thing: I want to use certain sound submod with ER but I dont remember whether the submod's entry in user.script should be on top or bottom?
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