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Thread: Gameplay options for IMPERIAL DESTROYER

  1. #301

    Default Re: Gameplay options for IMPERIAL DESTROYER

    Soon: Play campaign as Jacobite Britain.
    Will be it posibol in future ore its this projet abandoned?
    anyway best mod for Empire fore sure .

  2. #302

    Default Re: Gameplay options for IMPERIAL DESTROYER

    Hmm, how about twice the number of cannons for artillery, only 2 guns per unit is kinda meh.

  3. #303

    Default Jacobite campaing + ammo

    HI,i make for myself it for can play as Jacobite, and no break the main mod.

    I use the knights of S.John and their region (Malta) ,for start at Jacobite (im not modder ,only make it for engoy as Jacobite).

    -All Jacobite Roster is now recruitable in Malta, ore any region you own as Knight of S.J (faction).
    -Some unit need research technologys how is normal ,(i not change nothing in normal main mod).
    -faction colors and flags of Knights of S.J are now the same of Jacobites in battle map.
    -Voices change from italian to english.
    -Ad Jacobite(Knights of S.J) faction to custom battle for testing(you can see all units in roster early and late)
    NO bugs ,no ctd in my 1700 campaings (i make it fore start in 1700,make army of 10 units,2 canons and one boat ,and in turn 7,8 ,9 im wich my army in the Scotland lands and take it.
    In my start campaings i lose fast again english army some times ,other times i defend till optain peace treat(16 turns) and enjoy the normal start campaing in only 3 years of the game(20 minuts of play),i my last campaing i wait around 30 turns for have big army ect,in all campaing i play wen i take Scotland ,up taxes of malta 100% and wen rebelion come let them take free and Scotland is your new capital and italian rebels have their region again.


    I mod the ammo rounds of all units what in the main mod have 4 and 5 .
    -all units wich 4 rounds now have 10.(lines of infantry ,militias ect)
    -all units wich 5 round now have 15 .(light infantry ,granadiers ect)



    -my options files wich the mod are these (no have ctd and bugs )
    1-fire by rank
    2-all diplomatic options back +general make forts.
    3-priets back
    4-churches back
    5-religion conversion

    -Make a security copy of lord .core pack and lord bd.units before copy in data folder of your game instalation.Enjoy .
    my nex try will be make real pirate campaing in both sides sea and land .

  4. #304

    Default Re: Jacobite campaing + ammo

    t
    Attached Files Attached Files

  5. #305

    Default canyons x 2 ammo 4 to 8 and 5 to 12

    canyons x 2
    ammo units wich 4 rounds have 8
    ammo units wicht 5 round have 12
    Attached Files Attached Files

  6. #306

    Icon5 Re: Gameplay options for IMPERIAL DESTROYER

    Does anyone know how I can get rid of the negative affects on the player's public order? I noticed that for the player on normal difficulty you have 5 less government type repression than you should and more negatives from government type. This is why rebellions aren't preventable for some nations even one turn 1 and with tax exemptions.

  7. #307
    amuridee's Avatar Laetus
    Join Date
    May 2021
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    Indonesia
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    10

    Default Re: Gameplay options for IMPERIAL DESTROYER

    hi can anyone reupload this unlimited ammo options please?

  8. #308

    Default Re: Gameplay options for IMPERIAL DESTROYER

    Public Order Improvements:

    I made this to take away some of the negative affects of public order which Imperial Destroyer introduces. Just replace the old Lord_Core pack.

    https://www.udrop.com/5Fgx/Lord_Core.pack

    Details:
    - Government Type Repression for All Difficulties
    With regular Imperial Destroyer: AI gets a +10 repression bonus
    With improvement, as per vanilla: AI gets no bonus


    - Tax Public Order Penalties
    With regular Imperial Destroyer: -8 for normal tax rate and higher, -4 for low tax rate, -2 for minimal tax rate
    With edit: -4 for normal tax rate and higher, -2 for low tax rate, -1 for minimal tax rate

  9. #309

    Default Re: Gameplay options for IMPERIAL DESTROYER

    Hello to all! Does anyone know how to change the musket sounds of Imperial Destroyer mod with the General_andy-s musket sounds mod. I tried to do it, but I ended up deleting the full Lord_sounds patch which is unfortunate because I only want to change the musket sounds. Thanks for your help;

  10. #310
    Civis
    Join Date
    Apr 2018
    Location
    Sweden
    Posts
    147

    Default Re: Gameplay options for IMPERIAL DESTROYER

    Will there ever be any sort of public order sub mod?
    I don't take an issue with having to consolidate new territories - I actually quite enjoy that feature. However, it feels a bit ridicolous to start off with public order issues in every single campaign. Even when I had a revolution as France were the peasants clamouring for reform.. . Or the fact that you start off with public order issues as Sweden in the late start date when they.. just.. had.. a.. revolution with Gustav III due to.. public order issues. Any chance we could see a "global PO boost by 5-10" submod?

  11. #311
    jookoo's Avatar Foederatus
    Join Date
    Jun 2009
    Location
    Sweden, Sweden, Sweden.
    Posts
    45

    Default Re: Gameplay options for IMPERIAL DESTROYER

    I'm using the less accurate shots gameplay option, but can't see any difference in the accuracy stat for the units with it activated. Or maybe its changing something else than the accuracy stat? Just want to know if it's working as intended


    Quote Originally Posted by Frotzy View Post
    Will there ever be any sort of public order sub mod?
    I don't take an issue with having to consolidate new territories - I actually quite enjoy that feature. However, it feels a bit ridicolous to start off with public order issues in every single campaign. Even when I had a revolution as France were the peasants clamouring for reform.. . Or the fact that you start off with public order issues as Sweden in the late start date when they.. just.. had.. a.. revolution with Gustav III due to.. public order issues. Any chance we could see a "global PO boost by 5-10" submod?
    Perhaps what LePetitCaporal posted 2 posts above would help you with that?

  12. #312
    Civis
    Join Date
    Apr 2018
    Location
    Sweden
    Posts
    147

    Default Re: Gameplay options for IMPERIAL DESTROYER

    Ah, in plain sight..
    Thanks!

  13. #313

    Default Re: Gameplay options for IMPERIAL DESTROYER

    Hello again please can someone add here links for '' standart move campagin '' ? ? ? . ( sorry but all MEGA links are broken please i want play this glorius mod again )
    Can you add in one option :
    + use only trade for trade ships
    + campaign standart move
    + make trade only trade ports
    + square formation
    thanks.

  14. #314

    Default Re: Gameplay options for IMPERIAL DESTROYER

    Can someone please.

  15. #315

    Default Re: Gameplay options for IMPERIAL DESTROYER

    Please someone update MEGA options links please . . . or can someone add here to standart movement ? ? ?

  16. #316
    Lordsith's Avatar Artifex
    Patrician

    Join Date
    Oct 2010
    Location
    Bishkek
    Posts
    1,125

    Default Re: Gameplay options for IMPERIAL DESTROYER

    Quote Originally Posted by ijustwannadown78 View Post
    Please someone update MEGA options links please . . . or can someone add here to standart movement ? ? ?
    It's already vanilla Empire movement speed by default.

  17. #317

    Default Re: Gameplay options for IMPERIAL DESTROYER

    There is a problem .. small fractions like Württemberg or Hanover cannot train units!

  18. #318

    Default Re: Gameplay options for IMPERIAL DESTROYER

    Could someone please make a sub mod that makes cavalry combat much faster and doubles the number of cannons. I really enjoy this mod but find cavalry combat is very slow and the cavalry itself quite weak in sustained combat, especially compared with the rate at which troops die to musket fire in this mod. Would be great if you use a template like darthmods cavalry which feels like it has a use on the battlefield being able to rout exposed units giving them strategic use, rather than being limited to tying down a unit for extended periods of time.

  19. #319

    Default Re: Gameplay options for IMPERIAL DESTROYER

    I have the verision 6.3 and also the same problem with army movement
    https://imgur.com/a/GPoAcJm
    Does anyone have the file or know which table I must edit?

  20. #320

    Default Re: Gameplay options for IMPERIAL DESTROYER

    I just love this mod but I would like to ask if there are any gameplay options that increase the Campaign Movement Range on the world map for armies. Even if it adds an extra 50% (for example) to the current range, would be great.

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