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Thread: imperial realistic v2.5

  1. #1
    Civis
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    Default imperial realistic v2.5

    Regards,




    I present this submod that modifies certain aspects of the game, such as the space between the soldiers (vertical and horizontal).
    I modified all the parameters of the land battles, there are many details to explain in this point, I will only give the most important points.




    1.- The range of the musket decreased from 100 to 60.
    2.-Decreased the accuracy of the units significantly (originally it was stupidly high)
    3.- The units move more slowly.




    In general, something more historical for more details, visit the incredible mode of Imperial Realism, which your developer gave me permission to include in this modification.




    The "Count's body for the Russian service" submod was updated so that the units can be recruited in the campaign; In turn, the file "patch_is_text" (loc) was also modified.




    Decrease the ammunition of the units.
    The infantry in general will have 20, except the light infantry that will have 30, I did it because I do not like to have the bayonet of "adornment".




    I also replaced the hollow square with the pike square (from my point of view it is more historical)


    The different types of "shot" were eliminated (mass fire, fire by rank, etc.).




    And finally, there is a clear difference between the different units of line infantry, I will attach some reference images.




    Installation.




    Of the 5 files, 4 are only replaced in your data folder,


    IS DB
    IS Russia cuentas
    IS Russia
    patch_is_text


    The "ER_Main" file is in "mod" format, so you must place the following line in your "user.empire_script"




    mod "ER_Main.pack"; it should be at the top of your user script.




    I am new to this, if there is an error, let me know, I have only modified the European factions.


    the file "parch_is_text" is in movie format, therefore, you should not put it in your user script
    Remember that you should only have a "parch_is_text" in your data folder.


    The "IS Russia Conde" file must be included in your user.script as
    mod "IS Russia Conde.pack";



    I apologize if my English is not the best

    link: http://www.mediafire.com/file/1k2yo3...nits%2Bloc.rar
    link versión 1.5: http: // www. mediafire.com/file/95vlaaarbfcp5p5/more+realistic+v1.5.rar
    link version 2.0 http://www.mediafire.com/file/dfmdxe...alistic+v2.rar
    link version 2.5: http://www.mediafire.com/file/uct82f...v2.5r.rar/file

    images:








    Imágenes Versión 1.5

    Formaciones de infantería más compactas.


    [SPOILER] [/ SPOILER]

    [SPOILER] [/ SPOILER]

    [SPOILER] [/ SPOILER]


    [SPOILER] [/ SPOILER]


    Más batallas cuerpo a cuerpo más realistas.


    Antes de

    [SPOILER] [/ SPOILER]

    Después de

    [SPOILER] [/ SPOILER]

    [SPOILER] [/ SPOILER]

    [SPOILER] [/ SPOILER]

    [SPOILER][/ SPOILER]

    [SPOILER] [/ SPOILER]

    [SPOILER] [/ SPOILER]

    [SPOILER] [/ SPOILER]

    [SPOILER] [/ SPOILER]

    [SPOILER] [/ SPOILER] And finally


    greater penetration power in loads of heavy cavalería.https://www.youtube.com/watch?v=0R0TpiHDSeY


    It should be noted that this is in a trial period, as some details have not yet been perfected.

    NEW VERSION 2.0


    modifications version 2.0:

    the number of soldiers in elite infantry units and grenadiers has decreased.


    elite infantry: 200
    Grenadier Infantry: 231
    Line Infantry: 280



    the depth range was modified to accommodate these numbers.


    Line infantry: 5 ranks.
    Elite infantry and grenadiers: 4 ranks.



    It should be noted that these numbers are subject to my parameters in "campaign_unit_multiplier 1.3" I recommend that you use the same number, if you do not know how to do it, I leave the tutorial explaining the procedure.



    link: http://www.twcenter.net/forums/showt...Bigger-Battles



    And the most important thing about this update is that, after several days of testing, finally, only the first one. Two ranges of the unit can be fired at will.


    Of the innumerable tests that I have done what I can summarize that:


    -The soldiers in ranks 3 to 5 will only fire if a soldier of 1st and 2nd rank dies. Maximum distance (60)

    -the distance does not influence the firing of ranges and, rarely, when they close distances (30 of the range), some soldiers of rank 3 fire at will.

    -It is noticeable an important saving of ammunition.


    Video link: https://www.youtube.com/watch?v=jTPQg50ABxc&t=9s


    NEW VERSION 2.5

    modifications version 2.5

    French Republic


    Effective range of infantry: 70
    Effective range of the carbines: 50 (cavalry)


    Cavalry


    Attack: average.
    Charge bonus: higher
    Defense: Average compared to other factions, except for the cuirassiers who have the best defense.
    Moral: high


    The purges of the revolutionaries made a dent in the cavalry.


    French Monarchy


    In comparison with the republic, its units have a better moral and defense. (only certain units)


    Britain


    Effective rank of the infantry: 50 (line) 45 (elite)
    Effective range of carbines: 50


    The British infantry was well known for making their musket fire to rank closer than any other.
    (this information was not taken from any movie)

    "The fire of British infantry is delivered with such a coolness ,
    even in the most critical position, that it surpasses , in effect ,
    that of any other troops. ...
    This solidity and tenacity in attack and defense, form the great
    redeeming quality of the British army, and have alone saved it
    from many a defeat, well-merited and all but intentionally prepared
    by the incapacity of its officers.
    ("The Armies of Europe" in Putnam's Monthly, No. XXXII, publ. 1855)

    Cavalry


    Attack: high
    Charge Bonus: average.
    Defense: high.
    Moral: average

    "Their sabers and firearms were well made, and the men were brave and good sworsdmen. The weakest point of British cavalry however, were their tactics and discipline in real combat. "

    Prussia


    Effective range of infantry: 60
    Effective range of carbines: 50


    Note: the Prussian infantry no longer has the advantage of being the infantry with the best recharging cup, however it has the best morale.


    Cavalry


    Attack: very high
    charge bonus: average
    Defense: high
    Moral: high.

    Since the times of King Frederick the Great , Prussia's cavalry had a
    reputation that struck awe . Under a leader as renowned as Seydlitz ,
    the Prussian cavalry achieved the nearest to a state of perfection that
    it was ever going to. So great was its reputation in the Seven Years' War
    that Napoleon made a special point of warning his regiments in 1806
    to beware of the Prussian cavalry.

    The cavalry was probably the most vaunted arm
    of the Prussian army until 1806.

    Note: the Prussian cuirassier does not have a breastplate for this reason, his defense is inferior to his French counterpart, but his attack is greater.

    Russia


    Effective range of infantry: 60
    Units of the count (submod): 70
    Carbines: 50


    Note: there are different types of range, precision etc, depending on the type of muskets used or the fighting style of the faction.

    "Bullet's an idiot, bayonet's a fine chap"
    - General Suvorov

    "... in the charge of their close columns, their determined bearing of the bayonet,
    and their order for close action, they are equaled only by the British."
    - Sir Robert Wilson


    Cavalry


    Attack: very high.
    charge bonus: average
    defense: high
    moral: high (average for cavalry standards)

    minor factions follow the same pattern (in terms of statistics)

    Regarding the cavalry, it was considered his armor, type of mount and type of cavalry.

    The French cuirassier is the cavalry unit with the greatest defense.

    All the cavalry is weak against the infantry cadres and the artillery and musketry firings.

    For the infantry it is now more difficult to kill a rider.







    I remind you that "patch_is_text" not included, must be downloaded from version 1.0, in the next update that will be included, I apologize if this bothers you.


    link version 2.5: http://www.mediafire.com/file/uct82f...v2.5r.rar/file

    Installation


    For those who have already played with the mod, they should only copy and paste in the data folder.


    If this is your first time, follow the instructions in the header of this publication.


    Please comment your experience with the mod.

    and as always I apologize if my English is not the best.
    Last edited by MAIAN; March 22, 2019 at 11:54 AM. Reason: version 2.5 cavalry

  2. #2

    Default Re: submod more realistic

    Thank you it's a great sub mod is much more historical like that. I saw on the images that you posted on the screenshot Thread that you had blood. Can you share it please to make it even more realistic?

  3. #3
    Civis
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    Default Re: submod more realistic

    tomorrow I will upload it as submod

  4. #4

    Default Re: submod more realistic

    Thank you very much, just two small remarks for this mod after having tested it some time:


    - I notice that the morale of the units is maybe a bit too low, they tend to retreat after losing only 6 to 10 men ...


    - Once the units have formed the full square, they no longer have a musket in their hand, then when they free themselves from the square they remain static and move to reform the line without moving their legs.


    Apart from that it's good, good job friend!

  5. #5
    Civis
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    Default Re: submod more realistic

    they retire and they are reformed again

    One point I forgot to mention is that the first download is the most important.


    for more details: http://www.twcenter.net/forums/showt...nges-explained


    On the second topic, I do not know what it could be, when I tried it I did not have any problem, I'll see what I can do.

  6. #6
    Civis
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    Default Re: submod more realistic v1.5

    Version 1.5 available.

  7. #7
    Skillreaver's Avatar Civis
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    Default Re: submod more realistic v1.5

    Wow thanks for this submod! Empire realism battle mechanics and imperial splendour is just perfect combination...once again - great job

  8. #8

    Default Re: submod more realistic v1.5

    Hi, great job. Is this only for the rise of the republic or also for the 1700 start?

  9. #9
    Civis
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    Default Re: submod more realistic v1.5

    only for Rise of the republic
    Quote Originally Posted by Anubis88 View Post
    Hi, great job. Is this only for the rise of the republic or also for the 1700 start?

  10. #10
    Civis
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    Default Re: imperial realistic v2.0

    Version 2.0 available.

  11. #11

    Default Re: imperial realistic v2.0

    I am using your submod and it is working nice. I play as the U.S.A. I have just one recommendation - can you please reduce musket and rifle range of non-European nations and of some units in European roster - it is not fair that they have range of 100 to 150 meters.

    Greetings from Serbia.

  12. #12
    Civis
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    Default Re: imperial realistic v2.0

    In the next update, errors will be corrected, among other things.
    Does the two-range fire work well?
    Last edited by MAIAN; March 16, 2019 at 04:58 PM.

  13. #13

    Default Re: imperial realistic v2.0

    Quote Originally Posted by MAIAN View Post
    In the next update, errors will be corrected, among other things.
    Does the two-range fire work well?
    Yes, 2 rank fire works well. I have been playing Empire Realism mod from version 3.1 and I am glad you incorporated it into Imperial Splendour. Too bad guards and grenadiers do not have 260 men like the line.

  14. #14
    Civis
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    Default Re: imperial realistic v2.0

    Quote Originally Posted by Gustav Mahler View Post
    Yes, 2 rank fire works well. I have been playing Empire Realism mod from version 3.1 and I am glad you incorporated it into Imperial Splendour. Too bad guards and grenadiers do not have 260 men like the line.
    the grenadiers are elite units, I think that at this point you have realized the great damage they cause in close combat

    I recommend that you play with "campaign_unit_multiplier 1.4"

  15. #15

    Default Re: imperial realistic v2.0

    No no, your settings are good, 1.3 multiplier for number of soldiers is working fine. You fine tuned your settings. One question: in your testing of the submod have you encountered the Ottoman and Russian turn bug that is marring the original game and Imperial Splendour?

  16. #16
    Civis
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    Default Re: imperial realistic v2.0

    Quote Originally Posted by Gustav Mahler View Post
    No no, your settings are good, 1.3 multiplier for number of soldiers is working fine. You fine tuned your settings. One question: in your testing of the submod have you encountered the Ottoman and Russian turn bug that is marring the original game and Imperial Splendour?
    I am playing a campaign with the Swedes, I have 79 shifts and so far I have not had problems of any kind.

  17. #17

    Default Re: imperial realistic v2.0

    The musket sound you use in your video is fine, can you share it please?

  18. #18
    Civis
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    Default Re: imperial realistic v2.0

    I need a beta tester if there is someone interested send me a pm

  19. #19
    Civis
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    Default Re: imperial realistic v2.0


  20. #20

    Default Re: imperial realistic v2.0

    Wow this submod is fantastic, are you putting the units of regiment of the american revolution in imperial splendour? That will be great.

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