Introduction:
Ekpyrosis is a modification of battle mechanism designed for multiplayer battles and campaigns.
Most of players know that AI/CPU will be always predictable – it’s only matter of time. Real challenge is in game against human player and that mod concentrates on that aspect of game. I don’t not plan to adjust battle mechanism to single player mode. Simply some features of mod could be incomprehensible to AI.
Modification base on my experience in multiplayer battles and campaigns. I will not write here (like many others) that i have created realistic and historical mod.
In the past i saw many modders who too easily used word "realism" and who never published list of historical sources. I also saw many authors who belived that they reach the Olympus of historical accuracy but they never heard anything about methodology of history. Many of them thought that they were like Prometheus but truly they were next incarnation of Sisyphus.
It's not mean that i will not base strongly on historical sources in the future. Now that mod is like Decartes's temporary/provisional morality - it's a necessity solution on the road to something much more complicated and reliable.
I can only say that Ekpyrosis mod is less infantile, more sophisticated than default RTW2 and was tested in multiplayer battles by experienced players.
I spent many hours on NTW3 battlefields especially in historical battles (HB) which are still the most complicated and sophisticated type of challenge in total war series. I like many ideas typical for NTW3(HB) such as fog of war, strong fatigue system, important role of terrain modifiers, slower movement and few important rules because they change game into quasi simulator.
I know that typical consumer of mods wants something different but i don't address that work to mass audience. You don't need add reputation points and express gratitude i think that you should save your energy for these modders who really crave for ephemeral fame. More important for me is reliable critique and discussion.
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Current version also contains system of movement and new ranges for ranged weapons which base on sources.
Main features:
- Multiplayercentrism – mod for multiplayer battles and multiplayer campaigns designed for multiplayer players, tested in multiplayer mode; (mod should work in single player mode but I don’t guarantee performance of AI )
- NEW FOG OF WAR – that feature totally change battle mechanism, now scout is important, players can hide maneuvers behind main line, prepare ambushes etc.
- New system of movement - check new method of speed calculation and sources:
http://www.twcenter.net/forums/showt...1#post13253704
http://www.twcenter.net/forums/showt...1#post13253905
http://www.twcenter.net/forums/showt...1#post13254869
- Slower ships with reasonable turn rate
- Revision of ranged weapon damage
- Missile weapons with new range - check new method of range calculation and sources:
http://www.twcenter.net/forums/showt...1#post13256372
- New fatigue system – for example you cannot make very deep cavalry charges without fatigue penalties, you should plan your cavalry attacks, then give cavalry rest and attack again. No more never ending cavalry charges;
- New system of morale - for example encircled line formation will collapse quite fast
- Longer fights;
- Better phalanx mechanism + increased size of phalanx (+50%) - now phalanx size allow you to form a longer phalanx line also phalanx formation works better – for example longer phalanx vs phalanx clashes;
- Important role of terrain modifiers – for example you cannot charge through forest such quickly like in default game;
- Removed some abilities: quick_reload, use_the_whip, precision_shot – longer delays for abilities;
- Stronger town gates – now you cannot easily burn gate you should use sige equipment;
Link to early version:
http://www.mediafire.com/download/8k...mod_v0.30.pack
Instalation:
Remove previous version.
Download, copy and paste mod file into your data folder;
Deinstallation:
Remove mod file from your data folder;
Rules:
Sometimes Total War games do not portrait well tactical situation which occurs on battlefield. Game engine has its limitations but there is solution: rules. I played many games with rules and its good solution for these group where players know each other. I suggest 2 rules:
- do not charge through your units.
- max 20-25 % missile units in army.
Recommendations:
- Mod was designed for large size of units
- I play with GEM - Graphic Enhancement Mod
Beta testers:
Patrykus
Fanest
Zaratustra
Members of Legio Group
English is not my native language so sorry for possible mistakes.