View Poll Results: My Favourite Land/Naval Combat Overhaul Mod for 2012 is:

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  • Imperial Splendour v2.2.1b

    9 25.71%
  • Russo-Turkish War of 1877/78 Mod

    0 0%
  • American Civil War: The Blue & The Grey v3.4

    6 17.14%
  • European Wars 2 - 18th Century Mod

    0 0%
  • Empire Realism 3.5

    5 14.29%
  • DarthMod Empire v8.0 Platinum

    15 42.86%
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Thread: [ETW] Favourite Land/Naval Combat Overhaul Mod

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  1. #1

    Default [ETW] Favourite Land/Naval Combat Overhaul Mod




    For the year 2012, there are 6 ETW mods nominated as favourite Land/Naval Combat Overhaul Mod. A category that deals with tweaks and modifications of land and naval combat. Like modification of stat balancing and AI behaviour. Vote for the one you like the most:
    Imperial Splendour v2.2.1b


    Description: Imperial Splendour attempts to create the best Empire: Total War experience possible without destroying the essence of the game, with an eye towards expanding and enriching the experience, while adding to the game's realism whenever possible. In version 2.2.1b there are number of changes that try to improve this feature even further:
    Click to Expand
    • Total Review of the French faction units (Early and Late Period)
    • Total Review of the British faction units (Early and Late Period)
    • Review of some Generic European vanilla units
    • Reworked Artillery system.
    • New Artillery models
    • Rework on Sounds effect on the battle maps
    • Review of the user interface for Battles
    • Review of some animations for cavalry



    Russo-Turkish War of 1877/78 Mod


    Description: Its main focus is on the events of the war between Russia and the Ottoman Empire in 1877 and 1878. Its only a Custom Battle mod, but i tried to bring you the experience of a battlefield in the late 19th Century. This means: Breechloading repeating rifles, no more stoking at guns, blood effects, new artillery pieces, death screams, very high rifle range, deployable earthworks, gabionades and palisades. Gun batteries are much bigger now, to create a deadly shrapnel fire.

    Further details about the mod can be read here.


    American Civil War: The Blue & The Grey v3.4


    Description: This mod is based on the American Civil War, we have tried to create a realistic feel to how battles would have been fought, using eyewitness account, civil war historians and reenactors, we will continue to tweak the combat as time goes on. Following changes were done in this version to affect this part of the aspect:
    Click to Expand

    * Slightly changed morale of units
    * Rifle accuracy lowered between 75 to 150 meters (~yards)
    * Ammunition for all soldiers increased
    * Artillery fire rate lowered slightly
    * Defensive rating of all cavalry units lowered slightly
    * Melee attack of all cavalry units improved slightly
    * Skirmish battle limits for regular infantry increased to 6 for both sides
    * Fixed a problem with crashes after battles
    * Reduced the range accuracy for rifles slightly
    * Reduced the damage of rifles slightly
    * Increased the melee damage of cavalry
    * Lowered the defensive rating of cavalry
    * Lowered slightly the reload time of artillery
    * Unit formations redone, they form now a better line but still should not look like a robot army.
    * Dismounted cavalry reload animation redone
    * New CSA battle flag
    * Most infantry units can now actively attach bayonets. Once done, they cannot be un-attched and firing while attached is not possible. Those are restrictions by the game engine which cannot be changed. Chose wisely if your unit should attach it in the situation you have to face. The computer use it (not everytime) as well for his units, when the unit is out of ammo.
    * Added CSA irish brigade
    * Added CSA/USA engineers
    * Added CSA/USA sharpshooters
    * Added USA gatling gun
    * Added CSA whitworth gun
    * Slightly changed unit sizes to fit all unit size settings
    * Several performance improvements
    * New rifle firing animation (The soldier now need about 0,5 seconds to raise the weapon, about 2 seconds to aim, then he fires and still holding the weapon on the same level and watching for about 1,5 more seconds trough his iron sights if he hit.)
    * Slightly changed moral system
    * Overall some unit balancing
    * Some smaller combat tweaks
    * Blood & smoke rework
    * Unit distance detail



    European Wars 2 - 18th Century Mod


    Description: E:TW mod - ''European Wars 2'' is a continuation to a R:TW mod - EW1. The creators have put emphasis on realism, historical accuracy, military, cultural and economical changes. Main merits of EW2 are completely reskined units, emphasis on historicity, many units for each factions and compatibility with other mods. Following changes were done in this version to affect this part of the aspect:
    Click to Expand

    -Darth AI, Sound, Formations added.
    -30 playable factions in custom battles (major factions in grand campaign).
    -Division to early and late line infantry for major/minor factions (Late Line Infantry available only after 'fire by rank").
    -Winged Hussars available for PLC in 1700.
    -Winged Hussars are more effective, but more expensive.
    -Late Prussian Grenadiers aren't recruitable in drill school now, they are stronger and more expensive,
    -Early infantry guards are stronger now, they are also more expencive,
    -Prussia has now two types of dragoons: early and late instead of vanilia's "Dragoons' and "Light Dragoons"
    -Swedish Livegardets are better at shooting now,
    -Early Swedish Infantry have bigger morale now,
    -Polish Janissaries guard have now rank_fire ability,
    -PLC's late line infantry have now 275 soldiers in a unit,
    -Early Prussia Line Infantry reloading skill is now lower,-Colonial Line Infantry available only after Fire By Rank,
    -Pirates available in custom battles,
    -Bavaria and Savoy now train "Grenadiers Bearskin" instead of "Grenadiers"
    -French Armoured Pikeman have now 400 soldiers in unit,
    -Russian and Danish Bombardiers have now training level on "trained",
    -Crimean and PLCs cossacks have now 400 soldiers in a unit, they are cheaper now,
    -Polish Pancerni is now medium cavalry fighting with sabre,
    -Ottoman Sekban Janissaries are now a missile unit (they are also more expensive)
    Additional Units:

    -Early Line Infantry #15 - All Major Factions (+ Denmark, Bavaria, Saxony, Savoy and Portugal) per 1 unit; France 3 units (KLA)
    -Pikeman #13 - All Major factions + Bavaria, Denmark, Saxony, Portugal and Savoy (KLA)
    -Armoured Pikeman - France (KLA)
    -Early Gardes Suisses - France (KLA)
    -Late Gardes Suisses - France (KLA)
    -Early Gardes Francaises - France (KLA)
    -Garde du Corps - France (KLA)
    -Mousquetaires de la Garde - France (KLA)
    -Dragoons - France (KLA)
    -Guard Infantry - Britain (KLA)
    -Life Guard Cavalry - Britain (KLA)
    -Mosquetero de la Guardia del Rey - Spain (KLA)
    -Walloon Guard - Spain (KLA)
    -Pancerni - PLC (KLA)
    -Early Grenadiers - Prusia (KLA)
    -Early Guard Grenadiers - Prussia (KLA)
    -Early Guard Musketeers - Prussia (KLA)
    -Early Guard Cavalry - Prussia (KLA)
    -Late Dragoons - Prussia (KLA)
    -Cuirassiers - Netherlands (KLA)
    -Janissaries - PLC (max. 5) (KLA)
    -Late Dragoons #2 - Denmark, Prussia (Salvo/gary)
    -Early Line Infantry - Venice (Salvo)
    -Bombardiers - Sweden (Salvo/KLA)
    -Trabants - Sweden (danova)
    -Vasgota Line Infantry - Sweden (Preussen Gloria)
    -Swedish Guard Grenadiers - Sweden (Preussen Gloria)
    -Late Line Infantry - Sweden (Preussen Gloria)
    -Pikeman - Venice (Salvo)
    -Cossack Cavalry - PLC (max. 10) (Salvo)
    -Cossack Infantry - PLC (max. 10) (Salvo)
    -12th Pounders - Crimea (Salvo)
    -3 Janissaries units - Crimea (max. 10) (Salvo)
    -Light Dragoons #2 - Bavaria, Savoy (Salvo/KLA)
    -Guard Cavalry - Savoy (Salvo)
    -Grenadiers Bearskin - Bavaria, Savoy (Salvo)
    -Horse Grenadier - Bavaria (Salvo)



    Empire Realism 3.5


    Description: Adding tweaks and providing changes which shall enhance the realism and challenge in the campaign mode, altogether realising some significant gameplay changes with Empire TW towards realism and historical accuracy. Following changes were done in this version to affect this part of the aspect:
    Click to Expand

    Fully implemented Experience system previously seen in Napoleon Empire Realism mod. Units now have starting experience based on level of training and status.

    - There will be several experience tiers based on unit status. Militia grade units will start without any experience, regular troops will start with 1 Exp level,while high quality regular troops will start with 2 exp points. Veteran and specialist troops like Grenadiers or Skirmishers will start at 3 exp points. Guard units will start at 4 exp points.


    Complete Unit stats overhaul based on unit effectivity and weapons used, as well as received training. Overhaul works closely with new Experience system.

    -Infantry stats are based on simple fact that in 18.century armor is long gone for western military, which means only defense soldier has is his skill with a weapon which only defensive bonus provided was thanks to its length (standoff). Bayonet is now very lethal in close combat, anyway due to high attack low defense stats melee will be very short ut highly lethal experience. Melee will also reduce cohesion(fatigue) to minimum very quickly, making units very vulnerable to counter-charges by units in reserve.
    Infantry rate of fire was increased dramatically, Infantry will have realistic reload times, which will result in several salvos being fired at approaching enemy,which while not very effective at long ranges, will still reduce morale of approaching enemy. Anyway if you make your infantry shoot for long period of time, their cohesion will go down rapidly and so will the musket fire effectivity. Only few initial salvos will be effective, so holding your fire till the last moment is beneficial. Improved salvo animation allows for very quick responses to orders, so units wont start repositioning and will fire instead.

    All infantry units now have historically correct formation based on formations used in middle of 18.century. This is a compromise had to be made, otherwise there would have to be twice the number of infantry units present to simulate move from 4 ranks to 3 rank formation. Unit movement speeds were adjusted and based on historically correct movement speeds. Instead of running infantry moves in double march speed, which was always used for formation changes, or when moving in column, anyway moving double-speed will reduce cohesion a lot. Standard speed doesn't influence cohesion, which is a compromise to make AI less impacted by cohesion changes, as it doesn't know to accommodate this, anyway thanks to this AI will be more effective in attack as its units wont arrive completely disordered (as before) and instead will fight.

    -Cavalry stats were completely changed to simulate real cavalry effect it had in close combat. Its main weapon is charge and shock effect. While Shock effect will reduce morale of nearby enemy infantry significantly, cavalry charge will provide high charge bonuses only for limited amount of time, and once charge is stopped, cavalry melee stats are not very high to be able to fight in prolonged melee.Anyway if used properly, cavalry charge will break morale before actual contact is made which will result in complete massacre of fleeing infantry. But if infantry morale is intact cavalry charge will most likely fail, especially if faced by close range salvo from defending infantry, or if infantry manages to form square in time. Cavalry will now be more distinctive in effectivity based on type. While heavy cavalry will be good at charging, and will be able to deliver great impact, it will lose cohesion faster if ordered to move fast. Light cavalry, especially hussars will not care that much about cohesion, will be able to run across the battlefield without cohesion loss (unimportant for them), anyway they wont be able to perform formed charges as heavies will.

    -Artillery effectivity was increased. Guns are accurate at longer range,and have more different types of ammo available as technology progresses. While early types of artillery are fixed and unmovable they are still very effective guns with good accuracy, long range but limited rate of fire. As technology progresses, lighter guns will appear with increased mobility and accuracy. Anti-personal ammo will now also evolve, early available light short range canister will be supplemented with late availability of heavy medium range canister. Light canister is intended as defensive ammo with high rate of fire, while heavy canister is suited more for attack, with standard rate of fire. Both type of ammo will be available to all guns and howitzers at the same time (except early culverins and sakers which will only use light canister.

    -Naval combat was also enhanced, with several adjustments to morale system. Ships will stay routed much shorter, which means they will fire back when retreating, anyway when that occurs human player will have very limited control of ship simulating chaos on the deck when hit really hard. While gun ranges were fixed to same range for all guns (to prevent some ships firing at longer range just because they have long range versions of small guns on main deck), main difference now is in accuracy at range, and gun penetration power. Large calibers do much more damage at longer ranges, while they are able to cause critical damage at close range to small ships. Light guns now do just minimal damage against Ships of the line.


    DarthMod Empire v8.0 Platinum


    Description: Adding tweaks and providing changes which shall enhance the realism and challenge in the campaign mode, altogether realising some significant gameplay changes with Empire TW towards realism and historical accuracy. Following changes were done in this version to affect this part of the aspect:
    Click to Expand

    • Changes affecting battle gameplay in this new version:
    • New formations make the BAI far more effective, especially in defense. Several adjustments to formations and other settings make the BAI to line up better, generally to behave much more efficiently and be more challenging. You should now notice increased difficulty even in custom battles. The New formations make the BAI to form also double or triple lines when needed, which is necessary when it commands a... 40 Unit army... the new feature of DarthMod Empire (read below).
    • Much better melee mechanics resulting to more violent hand to hand battles and animations. Changes in unit movement and physics mechanics together with other settings provide much more dynamic melee, ferocious and violent, as realism requests. By improving a lot the melee and animation mechanics units become much more agile when fighting and also the BAI is benefited by being more responsive. Unit speeds and responses superbly balanced not only for more violent melees and better timed volleys but also for much less Siege Lag.
    • Melee penetration increased to the extreme cinematic effect.
    • Unit Vertical rank space increased to proper levels (Maybe it contributed to the Fort Lag).
    • Several improvements to projectile physics and trajectories.
    • Morale more dynamic (Units are affected more from musketing and cannon fire but do not shutter and can regroup). Native American morale increased for balance.
    • Some repairs in the formations in the off sets to achieve even better BAI.
    • Tweaked firing range for straighter AI musket lines and better Cavalry attacks.
    • A small fatigue error penalty in naval battles is fixed.
    • BAI should form better musket lines and be much less hesitant.
    • Ships firepower and accuracy fine tuned and corrected in some cases (for example 2nd rate was showing less firepower than 3rd rate). This affects autoresolve which now should be completely error free and the real time battles which are even more realistic and challenging.
    • Ships mass increased to have more inertia effects.
    • Rocket and Mortar ships heavily capped.
    • Cannon Range differs now according to caliber.
    • Increased the damage of carronades significantly.
    • Increased the Naval Cannons ranges.
    • Increased the Naval Cannons hitpoints so that they do not get destroyed so easily.
    • Naval Mortars and Rockets range decreased so that they are not overpowered in naval battles.
    • Enhanced the naval physics (ships are affected more by tides and collisions).
    • A small unbalance in unit cost upkeep for some 1st rates is resolved.
    • Ships have more damage endurance for more spectacular naval battles, especially the heavy ships above 2nd rate which are big targets but can win now more evidently due to their general superiority.
    • Infantry squares more resilient against cavalry.
    • Re-balanced all the reload rates so to make the squares to fire more rapidly (they took ages and their reload rate is hard coded and cannot be changed specially) and the BAI even more responsive. Now the squares are more useful than ever and the BAI muskets more than ever without melee bug.
    • Solid cannon shots have now shockwave effects for realistic impacts, just like in Napoleon: Total War. (Artillery accuracy reduced for balancing, DarthMod submods should update the Artillery Accuracy stat accordingly).
    • Various unit balance costs and stats here and there. (For Causa Belli mod, Greek ships and new unit sizes must be adapted as any other shared unit stat).
    • English and European factions Ship Marines have now the historically correct model (The Scrooge McDuck hat is over).
    • Pirates and Crimean Khanate have now an enriched unit roster (In Vanilla it was annoyingly limited).
    • Garrison has some upkeep cost to simulate the siege negative impacts to economy for the defender.
    • Many units of minor factions unlocked for custom battles.
    • Mortar and fixed artillery can now move slowly so that they are more useful and, for god shake, they could move. (Now when the attacker brings his mortars in range, you are in trouble).

  2. #2
    wangrin's Avatar Unguibus et Rostro
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    Default Re: [ETW] Favourite Land/Naval Combat Overhaul Mod

    A voté


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  3. #3

    Default Re: [ETW] Favourite Land/Naval Combat Overhaul Mod

    • Winner: DarthMod Empire v8.0 Platinum
    • 1st Runner Up: Imperial Splendour v2.2.1b
    • 2nd Runner Up: American Civil War: The Blue & The Grey v3.4

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