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Thread: Empire Realism - Feedback and General Discussion

  1. #1261

    Default 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.

  2. #1262

    Default 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?

  3. #1263

    Default 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.

  4. #1264

    Default Re: Empire Realism - Feedback and General Discussion

    Oh well. Now that I am stuck into it, I might ride through it. Later!

  5. #1265

    Default 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.

  6. #1266

    Default 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)?

  7. #1267

    Default 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

  8. #1268

    Default 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).

  9. #1269

    Default 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.

  10. #1270

    Default 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!

  11. #1271

    Default 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.

  12. #1272

    Default 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.

  13. #1273

    Default Re: Empire Realism - Feedback and General Discussion

    Thanks.

  14. #1274

    Default 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?

  15. #1275

    Default 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.

  16. #1276
    Skillreaver's Avatar Civis
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    Mar 2012
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    Cracow , Poland
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    154

    Default Re: Empire Realism - Feedback and General Discussion

    What an amazing mod - I'm playing my polish campaign and it amazed me how challenging and difficult it can be...First time I think in my history of playing empire or napoleon I was forced to accept a defeat and just move on and regroup my forces after battle of Gdańsk There was no sense in replaying that battle because of my poor quality little army and no money for anything better at the time .The battles are amazing - a totally fresh and different experience - it's just how Empire TW should be from the beginning.Not only more epic and interesting but also realistic.Every battle is a different experience and you never know what can happen if you make mistakes.The victory is not guaranteed in this mod and that is something...really impressive considering the quality of AI in ETW .I've got one bug report - the part of artillery crew after moving the guns stays behind and joins the rest of the crew only after some time.
    And one question - is NTW graphics for ETW mod in the visuals and audio modifications compatible with ER? Because it changes the musket animations....

  17. #1277

    Default 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.

  18. #1278

    Default Re: Empire Realism - Feedback and General Discussion

    Hey JaM! Im going to play campaign with ER and I would like to know what difficulty levels (for campaign and battle) do you recommend to use with your mod? I want artificial intelligence to show its full potential

  19. #1279

    Default 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)

  20. #1280

    Default 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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