Hi Jam could you re-upload 4.8 or 4.9? I like very much 4.7 but the Bai is not so strong as 5.0.
Thanks
Hi Jam could you re-upload 4.8 or 4.9? I like very much 4.7 but the Bai is not so strong as 5.0.
Thanks
Still best mod in 2020!
Bugs are minimal, due to the mod covering only limited aspects of the game
Its customizable with mini-mods, user chooses the experience
One of the only overhauls with the vanilla feeling
Best Morale System
here is link for 4.9:
http://www.mediafire.com/file/do1d2z..._4.92.zip/file
Last edited by OreoMan32; June 09, 2020 at 08:18 PM.
i'm currently in process of gathering info for next version of this mod, so feel free to post requests.
Few things i plan to change in the future are - effect of artillery - artillery units will be bigger (but costlier) therefore will have bigger impact on battlefield. Rate of fire will still follow current setup with technology progression as main determining factor, anyway with more guns in battery, even early guns will be capable doing their job as expected.
I'm also considering changing the Infantry progression a bit.. Early Line Infantry (1700-1715) was still using pikes for quite a lot of men, with 40-50% of soldiers carrying them. therefore i'm considering changing early infantry to single row firing model (with slightly boosted rate of fire to simulate more men firing) while rest of the unit will represent pikemen and will get increased melee stats and anti-cavalry bonuses. Early Infantry will be formed in 5-6 ranks (they might even get fire by rank). New Infantry model units will be linked to research, and it will introduce standard Infantry formed in 3 ranks with all ranks firing as before. Goal is to show how tactics really evolved and how big difference new model infantry actually made in terms of firepower. I'm trying to modify animation files, to see if I can make standard pikemen have firing animations included. If not, i would have to change them so they would look like musketeers holding muskets, but will have higher melee stats.
Hey Jam great news, this is my favorite mod for Empire, not a big fan of pikemen lol. Here are my suggestions.
1. can you bring back experience?
2. can you bring back generals Bodyguards on horse
3. bring back militia to be recruited early
4. add blood if you can
5. Give Austria some larger ships
6. Give new missions, like maybe Austria Attacking Spain in Naples, or just historical missions for each faction
7. Kill off carlos to start war of Spanish succession
8. give france and England colonies in india
all I can think of at the moment. Thanks
Last edited by Warriordude; June 13, 2020 at 12:11 AM.
I actually modded experience myself back in, hopefully ok by you. I'm using mods equipment tweak, slave trade, ETF flags, ATM, period portrait mod, Tuca music, Nap affects, royal family mod. Maybe you can Add these small mods to improve Emersion
Last edited by Warriordude; June 13, 2020 at 12:08 AM.
OreoMan32. Do you have a download link
Really looking forward to it.
I've tried creating mixed formations in Shougun II (pike/bow and pike/arquebuse) to simulate the mixed formations Japanese were using. It worked, but it was a micromanagement hell. Switching between ranked fire, skirmisher mode, defense mode, pike wall etc. was a bit tedious.
As far as I know, Empire pikemen don't dance/roll around the battlefield and they can hold the pike in the left hand while using a sword in the right one. Maybe you can pull it off. Good luck!
My Mod:
Well this mod is already perfect and my almost 300 turns long polish campaign was such a blast.The same as my russian NER campaign.Glad to see next version of the mod is coming If I could suggest something it would be a units or armies limit tied to the population instead of the current one where it's impossible to garrison the next conquered regions when the units cap is reached.It surely addds to the challange but in case of a large empire is just not realistic to have so much funds to field more units and not being able to do it.The AOR system is the best solution I think.The challenge would be still there with limited armies but the few extra units per region could greatly help to garrison it or to add them to the main army.
Last edited by Skillreaver; June 26, 2020 at 05:30 AM.
How do I unlock all the factions?
Unlock all factions? The faction slots are hardcoded, if that's what you mean. There is nothing modders can do about it.
My Mod:
All those "realism" mods are worth , including this one. Reasoning: the utter ridiculous from Creative Assembly never seems to be changed. On a SINGLE ship, even light galley, you can transfer your whole army of 20 units (line infantry, for instance). 2400 men on a single light galley, ha-ha. True fekkin realism, indeed.
you are barking on a wrong tree... that's how the game was designed by CA, and modders cant do anything about it... Anyway I'm looking at it different way - transport fleet is still there, but is escorted by that single light galley.... if you destroy the galley, you then can easily sink the transport fleet...
Yes I realize that. Still, the game claims to have some historical authencity to it, and this transporting troops thing is so unbelievably silly.
In Civilization 3, for instance, the Caravel can carry 3 units, Galleon - 4 units.
Really? A pity.modders cant do anything about it
Yeah, plenty of room to use your imagination.I'm looking at it different way - transport fleet is still there, but is escorted by that single light galley
This mod is called Empire Realism, so I just pointed at the most unrealistic feature of the game.you are barking on a wrong tree
Perhaps I should have posted that on CA forum, but they won't give a sh#t - it's an old game, why bother.
Oh well.
Last edited by lolIsuck; July 06, 2020 at 03:49 PM. Reason: Don't bypass the censor
Transporting armies across the water was always a huge weakness in CA games... Empire wasnt their first attempt, they had the same system implemented in old Medieval TW... They decided to not change it for Empire, and the way how its coded, its impossible to change it for modders.. All i can say, there is single value that controls how AI uses transport fleets, and in ER, AI will always tend to assemble larger fleet to tranport land army... Of course, that means that AI will not use ships to transport armies if he cannot assemble required fleet... but as I said, there is nothing any modder can do about player using single ship to transport his army across the sea... (yet what I did in ER is that AI will more likely intercept your ship and attack it.. so you are risking your army that way)
Its one of many flaws Total War games have... you have to decide how much they matter to you, so you either ignore it, or dont play the game anymore... and frankly, i must say i didnt play TW game for several years for the similar reason.. but when i want to give it a go, i rather play old Empire or Napoleon than new games which are "dumbed down" quite a lot...
Last edited by JaM; July 07, 2020 at 01:26 PM.
Hi, I started a RoI Chapter II Campaign, and as you are gathering feedback I'd like to report a few details that I have noticed:
1. Recruitment Costs and Unkeep Costs values for units differ when recruiting them and when checking them in the army panel. eg: (Colonial Militia -> for recruitment: 1460, Unkeep: 150; -> In the Army: 1000, 189. This effect also applies to the ships I have recruited.
2. On Goverment Panel, in the Policies tab, both groups of population are called Middle Class, I guess there should be Middle and Lower Class
3. For the recruitment cap, when population of a town reaches 1050, you can recruit whatever unit, and takes only 50 people out of the town
I can report more details if I find them. Hope you find this feedback useful
Also, went back to play Empire since a few years and decided to try your mod, I can say that you have done a really nice job, I got my ass kicked TWICE while assault a fort controlled by the AI. Was pleasently surprised of how the moral system works!
Cheers!
My Mod:
Hi guys, I just installed the mod but it isn't working. I just get the vanilla game. I added the 3 mod pack files to the user script. Do I need to do anything else? Thx.
Hey, a couple questions if you please; have you considered an option for larger units? I have only played Sweden, and it is mainly Swedish history of the time I'm really well versed in, so might be discrepancies between countries, but regiments are pretty much between 1/2 to 1/3 of their real counterparts, and a large army will be at 1/10 of the real size of number of men engaged in battle - for Russia more like 1/20th or less. I get that you can't have 20000 men on screen, but still, regiments of 4-500 depending on unit type? I've played Darth mod before, and I do enjoy the variety in unit size and performance, and the over all large units, but it's way broken with AI getting in line and attacking one after the other and artillery being able to take out half a unit with one shell of quicklime - which lead me to your mod, which has way superior combat. And on the note of artillery, the next question; field artillery. Why do 3pdr field guns shoot slower than 24pdr siege guns? Light field artillery is supposed to be in the infantry line in the front, shooting quite fast, moving about without to much hassle, but not being anywhere near as effective as a solid hit with a big gun. Historically they where even attached to the infantry regiments, moving with them as long as they moved at walking pace. It feels kinda wierd with the balance there, where I get my small guns up front and their canister shells just kill 3 guys and then I gotta wait a couple minutes before they see fit to fire again. I'd be better off with just more infantry in that case, as they serve no purpose that a single volley of musket fire would not accomplish. I still use them tho, because they where there historically, so they will be there when I play. Lastly, auxiliary units; why can't my caroleans team up with their cossack brothers in arms as they did historically, even when I take lands that are inhabited by cossacks? Would be a great way for Sweden to get some light cavalry if nothing else. Maybe this is just a Sweden thing, since Russia can do it, but from my perspective it would be great to be able to recruit certain auxiliary units in some accurate territories no matter what country has conquered them.
Anyway, those are just my two cents, and I find the mod really really good as a whole, especially concerning AI and combat, so keep up the great work!