View Poll Results: Should more new units be added to the mod (even if it messes with in-battle voices)?

Voters
22. You may not vote on this poll
  • Yes! More units would be great!

    15 68.18%
  • No! I don't want my line infantry shouting "Revolutionary Guards!" when I click them.

    7 31.82%
Page 1 of 6 123456 LastLast
Results 1 to 20 of 113

Thread: Succession - A Total War: Empire Revival Mod

  1. #1
    The_Lord_Snow's Avatar Libertus
    Join Date
    Sep 2019
    Location
    Massachusetts Bay Colony
    Posts
    90

    Default Succession - A Total War: Empire Revival Mod

    VERSION 1.4 RELEASED JANUARY 30, 2022


    As you were, soldier.

    After years of learning to mod the game's data files, campaign setup, and unit textures, I am very proud to present Succession - A Total War: Empire Revival Mod.

    The mission of this mod is not new: to enhance the historical accuracy and strategic challenge of ETW without sacrificing entertainment. To accomplish this mission, I've tweaked more aspects of the game than I can count, including:


    • Altering the accuracy of cannons and firearms and reducing projectile tracers. Battles will be won by disciplined and experienced troops who can withstand the prolonged onslaught of enemy volleys, or close the gap in good order with bayonets.
    • Enhancing the causes and effects of fatigue and morale. Remember not to tire your regiments before engaging, and watch your flanks.
    • Improving the effects of buildings, technologies, and character traits. A capitalist in the cabinet will lower the costs of industrial buildings, a physiocrat will lower farm costs, and high level religious schools will improve research.
    • Improving diplomacy. AI factions will behave more realistically by placing higher value on interfaction opinion. They will be less inclined to launch attacks purely for sharing a border, though they will still take advantage of weak and undefended neighbors.
    • Introducing Portugal and Denmark as playable factions with original faction descriptions and victory conditions.
    • New technologies for Britain, the United States, and Poland-Lithuania, with more coming in later updates.
    • National Traditions giving bonuses to certain factions from the start of the Grand Campaign.
    • New Missions for Britain, Austria, Prussia, Sweden, and Denmark!
    • Adding many new units for major and minor factions (even rebels!), including marines, revolutionary infantry, frontier militia, Croatian chasseurs, Connaught Rangers, Dagestani swordsmen, colonial Highlanders, and Portuguese tiradores.
    • Adding new historical characters present in the world in 1700, including Menno van Coehoorn, Henry Boyle, and Jacob van Wassenaer Obdam.
    • Revamping the campaign setup. The Great Northern War has plunged Sweden in a conflict with Denmark, Poland-Lithuania, and Russia (which has recently made bitter peace with the Ottomans). In contrast, western Europe experiences relative peace following the Imperial victory over the Turks; Austria is on good terms with their Polish saviors. The German states continue to rebuild following the devastation of the Thirty Years War, making the Prussian campaign more about rising from the ashes than constant military onslaught.
    • Creating a sophisticated Area of Recruitment system; many units, from line infantry to cuirassiers, are now limited to their home regions. Unique, region-specific units take their place, such as the Regiment of Danzig in West Prussia and the Portuguese Legion in Portugal.
    • Faction Updates! Bohemia appears as an emergent faction complete with Empire's unused Czech voice files. They are also available in custom battles. Additionally, Westphalia has been rebranded as the Archbishopric of Cologne (Westphalia appears a century too early in vanilla).
    • Adding historical titles for dukes, viceroys, electors, governors, secretaries of state, maharajas, chiefs, and emperors.
    • Revamping Generals so they are no longer a heavy cavalry unit. These men are officers and gentlemen; the unit size has been decreased and their combat abilities reduced. Keep your general safe; a general who flees the field has a worse impact on morale than a general who dies in glorious battle. This holds true for the player and the AI, so consider sparing a routing enemy general and watch his army follow suit.
    • Limiting recruitment of Indiaman trade ships as the AI tends to build fleets of them for combat. Brigs and sloops now possess the ability to trade, though they are less efficient due to their higher upkeep.
    • Enhancing campaign map faction COLORS. You will never be unsure whether Portugal or France owns a region again.


    NOTE: The campaign has been balanced for playing on the Normal difficulty level. Other difficulty levels will still be enjoyable and challenging, but sticklers for historical realism should stick to Normal as it tames the sometimes random AI.

    WHAT'S NEW IN 1.4?

    *National Traditions! Inspired by EU4, many nations (particularly minor factions) start with a bonus technology already researched representing the historical strengths of the faction. The following factions begin the Grand Campaign with national traditions:

    • Denmark: Danish Traditions give +15% port wealth and +2 lower class happiness.
    • United Provinces: Dutch Traditions provide +1 sea trade route, -25% religious unrest, and -2% upkeep for naval units.
    • Poland-Lithuania: Polish Cavalry Traditions provide -10% cavalry and dragoon recruitment costs but +2% upkeep for all land units.
    • Portugal: Portuguese Traditions provide +1 sea trade route and +5% to trade route growth.
    • Austria: Habsburg Prestige provides +1 happiness to the Catholic population and +5 diplomatic relations.
    • Venice & Genoa: Merchant Traditions provide +2 sea trade routes, -20% cost of galleys, +20% port wealth, and +10% to trade route growth.
    • All Native Americans: First Nations Traditions provide +3 happiness to the Animist population, and -10% building costs
    • Mughal Empire: Mughal Traditions provide -10% cavalry recruitment costs, +5% region and town wealth from textiles, and +1 happiness for the Muslim population.
    • Crimean Khanate: Crimean Traditions provide -20% cavalry recruitment costs, -10% cavalry upkeep, and +5% wealth from livestock farms.
    • Scotland: Scottish Traditions provide +1 charge bonus for infantry, +1 morale for land units, +5% research rate, but +10% religious unrest.
    • Sweden: Carolean Tactics provide +1 bayonet charge bonus, +5 movement points for land units, but +5% infantry recruitment costs.

    *Two new technologies for the United States: the Whiskey Tax provides +2% wealth from wheat farms and Lessons of Valley Forge improves land units' marksmanship, movement points, and bayonet charge.
    *A new mission for Sweden to reclaim Nya Sverige.
    *Further tweaked the campaign AI to behave a little more realistically.
    *Lots of new unit textures for many different factions.
    *A new medium sword cavalry unit for the Mughal Empire, filling a very glaring gap in their early game roster.
    *Much less harsh campaign victory conditions for Portugal.
    *Greek Rebels should now wear Greek uniforms and fly the Greek flag.
    *A few customized unit icons, including Marines, Maison du Roi, and French lancers.

    What's next?...
    *In retrospect, I don't like how I restricted European recruitment of Native American auxiliaries. My vision is to give France access to cheaper, better Native units as they were pretty soft colonizers. Additionally, I want major factions to have access to unique Native units from their historical allies (Abenaki for the French, for example). The mounted musketeers are a little OP and dubiously historical, so they will remain a late game unit requiring Shortened Carbines to be researched.
    *Stronger hulls for ships
    *National Traditions for more factions
    *New Missions
    *More unit textures

    When I started this project, I actually had no intention of releasing it. As such, there are some legacy mods from other creators in the files. I tried to purge anything third party to avoid stepping on my fellow modders' toes, but some elements remain as the original creators are no longer active on this forum (as far as I know). Those that come to mind are:


    • Of Kaiser, Tsar, and Ghasyar by Sir Digby Chicken Caesar - this incredible mod adds new units such as Swiss line infantry, Khevsuri warriors, and Slavic pandours. The detail and immersion of his mod is so great, I ended up cloning one of his units as a melee unit for Dagestan. All credit for those models and skins goes to him. Thanks to Caesar for his permission to use them.
    • Vanilla Units Enhanced by Bavarian Grenadier - I used some of his excellent models for my new Revolutionary Infantry unit and European generals. All credit for those models goes to him.
    • General Andy's Musket Sounds - the greatest musket sound improvement mod on the planet, in my opinion. All credit for General Andy's sounds goes to him.


    DOWNLOAD AND INSTALL
    VERSION 1.3 INSTALLATION:

    1. As you would with any mod, backup your Empire files!
    2. Download the files HERE.
    3. Place all files except the startpos.esf and scripting.lua into your Program Files/Steam/steamapps/common/Empire Total War/data folder (the LS_textures file is optional and includes new unit textures from the mid/late 18th century)
    4. Place the startpos.esf and scripting.lua files into your Program Files/Steam/steamapps/common/Empire Total War/data/campaigns/main folder
    5. Activate with ModManager like the good ol' days.


    RECOMMENDED SUB-MODS
    Durango's Historical Portaits Mod
    Durango's Interface Visual Enhancement
    Bavarian Grenadier's Vanilla Units Enhanced
    Terrestria Orbum
    Manic's Flags
    Johny's Drum Rolls

    KNOWN BUGS
    Bohemian flag will not appear properly on campaign map
    Possibly a vanilla Empire bug, but I've seen Demi-Cannon models disappear when fully zoomed out on one occasion in battle


    Make the world your colony in style. Enjoy.
    Last edited by The_Lord_Snow; March 02, 2022 at 11:11 AM.

  2. #2
    Frunk's Avatar Form Follows Function
    Artifex

    Join Date
    Jun 2009
    Location
    Gold Coast
    Posts
    6,490

    Default Re: Succession - A Total War: Empire Revival Mod

    Congrats on the release! +rep Welcome to TWC, as well.

    If you want to spread the word about your mod, feel free to post an Announcement here: https://www.twcenter.net/forums/show...mpire-C-amp-O)
    FrunkSpace | Mod Announcements | Colonies & Empires

    Under the patronage of Iskar of the House of Siblesz. I am the proud patron of:

    atthias | PaulH | Athos187

  3. #3
    The_Lord_Snow's Avatar Libertus
    Join Date
    Sep 2019
    Location
    Massachusetts Bay Colony
    Posts
    90

    Default Re: Succession - A Total War: Empire Revival Mod

    Hey, cheers, pal! I appreciate that!

  4. #4
    Frunk's Avatar Form Follows Function
    Artifex

    Join Date
    Jun 2009
    Location
    Gold Coast
    Posts
    6,490

    Default Re: Succession - A Total War: Empire Revival Mod

    My pleasure.
    FrunkSpace | Mod Announcements | Colonies & Empires

    Under the patronage of Iskar of the House of Siblesz. I am the proud patron of:

    atthias | PaulH | Athos187

  5. #5

    Default Re: Succession - A Total War: Empire Revival Mod

    Great to see that Empire TW isn't dead! Specially with talented modders like you, thanks for the work Lord_Snow, gonna re-download Empire and test your mod soon!

  6. #6
    Alwyn's Avatar Frothy Goodness
    Content Director Patrician Citizen

    Join Date
    Feb 2014
    Location
    United Kingdom
    Posts
    11,130

    Default Re: Succession - A Total War: Empire Revival Mod

    Thanks for releasing this mod and welcome as a new modder on TWC! I appreciate your detailed description.

  7. #7

    Default Re: Succession - A Total War: Empire Revival Mod

    Thanks for your work, I will definitely check out your changes!
    Try my ETW mods: Interface Enhancement Mod



  8. #8
    The_Lord_Snow's Avatar Libertus
    Join Date
    Sep 2019
    Location
    Massachusetts Bay Colony
    Posts
    90

    Default

    Cheers, PrimoTw! Hope you enjoy it!

    Cheers, Alwyn! I am a big fan of your AARs!

    Cheers, Durango! I hope you enjoy!
    Last edited by Frunk; April 25, 2020 at 09:13 AM. Reason: Posts merged.

  9. #9

    Default Re: Succession - A Total War: Empire Revival Mod

    Thnks for your mod. I will give a try. I was trying to play vanilla, but it is so broken (the siege lag killed the game for me).
    Hope I can finish a campaign with it. I will try a republic prussia. And hope the flags for it didn't have changed too.

  10. #10
    GaivsSejanvs's Avatar Civis
    Join Date
    Nov 2007
    Location
    somewhere, Germany
    Posts
    145

    Default Re: Succession - A Total War: Empire Revival Mod

    That's great, thank for the release Lord_Snow.
    I've downloaded the game a week ago, too. Just for nostalgias' sake... :-D
    Is your mod compatible with the definitive Edition??

    Regards

  11. #11
    The_Lord_Snow's Avatar Libertus
    Join Date
    Sep 2019
    Location
    Massachusetts Bay Colony
    Posts
    90

    Default

    Thanks to everyone for the kind words. I hope you are all enjoying the mod.

    I am pleased to release the first update to the mod. Nothing drastic (should be completely save game compatible) but it changes the factions available in custom battle and includes a number of new models and textures. Shout out to Bavarian Grenadier for his late general model. If you want to access the update, download this zip file and extract to your ETW data folder (overwrite the LS_campaign folder).

    Another quick note I hope you find helpful regarding my mod: brigs and sloops are now able to trade in trade nodes and indiamen recruitment is restricted. This is because indiamen are practically upkeep-free and thus favored by the AI. This change addresses the AI building fleets of armed merchant ships instead of proper navies.

    https://drive.google.com/file/d/1_AF...ew?usp=sharing

    Quote Originally Posted by GaivsSejanvs View Post
    That's great, thank for the release Lord_Snow.
    I've downloaded the game a week ago, too. Just for nostalgias' sake... :-D
    Is your mod compatible with the definitive Edition??

    Regards
    Cheers, GaivsSejanvs. Yes, this should be completely compatible with definitive edition. I hope you enjoy.
    Last edited by Frunk; May 03, 2020 at 04:36 AM. Reason: Posts merged.

  12. #12

    Default Re: Succession - A Total War: Empire Revival Mod

    You could do a 4 turns per year version, since you modify the startpos file. I dont need it, I already did it, I'm sying it as a suggestion.

  13. #13
    The_Lord_Snow's Avatar Libertus
    Join Date
    Sep 2019
    Location
    Massachusetts Bay Colony
    Posts
    90

    Default Re: Succession - A Total War: Empire Revival Mod

    Quote Originally Posted by armandoeng View Post
    You could do a 4 turns per year version, since you modify the startpos file. I dont need it, I already did it, I'm sying it as a suggestion.
    Hey, pal, thank you for the suggestion. I hope you're enjoying the mod. I recently learned that ability myself and have applied it to the Road to Independence campaigns. I will consider making the change.

  14. #14
    The_Lord_Snow's Avatar Libertus
    Join Date
    Sep 2019
    Location
    Massachusetts Bay Colony
    Posts
    90

    Default Re: Succession - A Total War: Empire Revival Mod



    New Textures coming soon...

  15. #15

    Default Re: Succession - A Total War: Empire Revival Mod

    I like o try this mod, can't seem to get the download link to work, says to big to scan for viruses or something, does anyone have another link thanks.
    Last edited by Frunk; May 24, 2020 at 09:58 PM. Reason: Typo fixed.

  16. #16
    The_Lord_Snow's Avatar Libertus
    Join Date
    Sep 2019
    Location
    Massachusetts Bay Colony
    Posts
    90

    Default Re: Succession - A Total War: Empire Revival Mod

    Hey Warriordude, I appreciate the interest in my mod! Here is an updated link. If the file size is an issue, try downloading the files individually rather than all at once.

  17. #17
    The_Lord_Snow's Avatar Libertus
    Join Date
    Sep 2019
    Location
    Massachusetts Bay Colony
    Posts
    90

    Default Re: Succession - A Total War: Empire Revival Mod

    Version 0.93 coming soon!
    • A new unit for the British Empire - the Connaught Rangers
    • New textures for many European factions
    • Building and character effect tweaks
    Last edited by The_Lord_Snow; August 06, 2020 at 07:52 PM.

  18. #18

    Default Re: Succession - A Total War: Empire Revival Mod

    Small problem. I get so far and then I get a message saying "Couldn't download. Network Issue". Followed by "Couldn't Download. No permission". Has anyone got any ideas as to what I do. Thanks for any help.

  19. #19

    Default Re: Succession - A Total War: Empire Revival Mod

    OK. Got problem sorted. Had to sort out some "Edge" issues.

  20. #20
    The_Lord_Snow's Avatar Libertus
    Join Date
    Sep 2019
    Location
    Massachusetts Bay Colony
    Posts
    90

    Default Re: Succession - A Total War: Empire Revival Mod

    Glad you got it working, Robleau2. Hope you enjoy the mod!

Page 1 of 6 123456 LastLast

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •