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Difference between revisions of "ETW Mods (Released)"

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(Major Mods)
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Musket fire is more realistic and artillery plays a key role on the battlefield. Technology rates have been reworked; some things are easier to acquire, some take longer. Charging is more effective, useless firing drills have been removed, and all units have been balanced accordingly. Building times for settlement and capital improvements now match the increased number of turns. Furthermore, the whole naval combat side has been revisited and adjusted to be both more realistic and provide a better gameplay feeling.</div>
 
Musket fire is more realistic and artillery plays a key role on the battlefield. Technology rates have been reworked; some things are easier to acquire, some take longer. Charging is more effective, useless firing drills have been removed, and all units have been balanced accordingly. Building times for settlement and capital improvements now match the increased number of turns. Furthermore, the whole naval combat side has been revisited and adjusted to be both more realistic and provide a better gameplay feeling.</div>
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{{Hide
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|title=[http://www.twcenter.net/forums/forumdisplay.php?f=1126 DarthMod Empire]
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|content=It was pointless to resist... The DarthMod series of Mods strikes back to destroy all gameplay inconsistencies of the original game and offer you better AI, realistic battles and unequaled challenge.
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'''DarthMod Empire''' includes:
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- Optimized Land battle system (Musket lethal in short range but not in long range, Extra balance for all units per faction, more difficult AI by indirect methods etc.)
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- Optimized Naval battle system (Ships turn and handle realistically, each faction has a special battle character, realistic tactical battle AI from indirect methods etc.)
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}}
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{{Hide
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|title=[http://www.twcenter.net/forums/forumdisplay.php?f=1138 Imperial Splendour]
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|content=http://img7.imageshack.us/img7/4341/impsplensplash1.jpg
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<small>written by '''Quixote'''</small>
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'''AI Changes:'''
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The AI has been reworked nearly completely. It was redesigned to provide a sustainable challenge to the player. My goal is for the late game in Empire Total War to be just as fun and challenging as the early game.
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To achieve that, I've reconfigured how the AI develops it's economy. It now has a much greater emphasis on constructing economic builds and educational buildings. You can bet that in the late game the AI will be swimming in as much cash as you are.
 +
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I've tried to capture the feeling of 18th century military and diplomatic give and take with the AI. If you want to maintain peace, you must use diplomacy to ensure that international relations remain strong. If you neglect this aspect of Empire Total War you will pay the price in countless lives as you struggle to stay alive during constant war.
 +
 +
I've also reworked how the AI develops and utilizes it's armies and navies. The AI will actively try to cripple your economy with it's navy through raiding trade routes and most of all blockading ports. The AI will exploit any chink in your armor, any weakness in your empire. If you leave a frontier province without a garrison or any sort of protection, the AI will seize the chance and try and take it from you. Similarly, it will exploit any other conflict you might be in for their own benefit.
 +
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It's not all doom and gloom. All of these changes will work for you, as well, because I've drastically changed how the AI aids it's allies. The ancient greeks specialized in a formation of spearmen called a phalanx. In that formation, you didn't guard yourself with your shield, you guarded the man next to you. So on down the length of the army. The AI will now be that man standing next to you, protecting you where you are weak, and striking where your collective enemies are vulnerable.
 +
 +
 +
'''Naval Changes'''
 +
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Overall, I've tried to make the naval side of the game more realistic by reducing turning rates and sailing into the wind (thanks again to darth for working out those headers). I've also tried to reduce the likelyhood of ships sinking, and made surrendering and capturing ships much more common. This is combined with dramatically increased naval costs to add real importance to each naval battle.
 +
 +
 +
'''Land Changes'''
 +
 +
I've tried to make land battles more tactical. Each unit has a niche, or a role, and a counter. You need a balanced army and intelligent tactics to ensure victory. The first (and biggest) change you'll notice will be accuracy scaling. You'll have absolutely terrible accuracy at long range (the accuracy number I've shot for is based off of accuracy rates at those ranges in real battles). Once you close, however, your volleys will be absolutely lethal. It's important to time charges, advances, and retreats to take advantage of this new mechanic. I've also made artillery a vital component of every army, and cavalry has also been heavily reworked, with each type (missile, mobile infantry, lancer, sword cavalry) having a different role it needs to fill.
 
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Revision as of 09:28, 10 July 2009

Major Mods

A Proper Empire: Terra Incognita
apeti_dlbanner.png

A Proper Empire balances combat, morale, and battlefield effects. Pricing changes in units, buildings, and research costs will challenge you but new units, new technologies, and additional benefits from many other changes to Empire will be available.


Terra Incognita adds the most advanced strategy-focused mod for A Proper Empire to date. Enjoy exciting new features like Manpower and Supply, a completely rebalanced economy and, most importantly, an exhilarating new gameplay feeling. The aim of Terra Incognita is to present the player with ways to employ diverse strategies and present him with interesting decisions that offer meaningful choices.


Thanks to major contributions from members all across the community the mod now contains additional unit textures, improved smoke and sounds, historically accurate battalion/naval flags. Also included; over half a dozen new units, with more to come -- there are even compatible additional unit packs provided by members of the community!


Musket fire is more realistic and artillery plays a key role on the battlefield. Technology rates have been reworked; some things are easier to acquire, some take longer. Charging is more effective, useless firing drills have been removed, and all units have been balanced accordingly. Building times for settlement and capital improvements now match the increased number of turns. Furthermore, the whole naval combat side has been revisited and adjusted to be both more realistic and provide a better gameplay feeling.


DarthMod Empire
It was pointless to resist... The DarthMod series of Mods strikes back to destroy all gameplay inconsistencies of the original game and offer you better AI, realistic battles and unequaled challenge.

DarthMod Empire includes:

- Optimized Land battle system (Musket lethal in short range but not in long range, Extra balance for all units per faction, more difficult AI by indirect methods etc.) - Optimized Naval battle system (Ships turn and handle realistically, each faction has a special battle character, realistic tactical battle AI from indirect methods etc.)


Imperial Splendour
impsplensplash1.jpg

written by Quixote

AI Changes:

The AI has been reworked nearly completely. It was redesigned to provide a sustainable challenge to the player. My goal is for the late game in Empire Total War to be just as fun and challenging as the early game.

To achieve that, I've reconfigured how the AI develops it's economy. It now has a much greater emphasis on constructing economic builds and educational buildings. You can bet that in the late game the AI will be swimming in as much cash as you are.

I've tried to capture the feeling of 18th century military and diplomatic give and take with the AI. If you want to maintain peace, you must use diplomacy to ensure that international relations remain strong. If you neglect this aspect of Empire Total War you will pay the price in countless lives as you struggle to stay alive during constant war.

I've also reworked how the AI develops and utilizes it's armies and navies. The AI will actively try to cripple your economy with it's navy through raiding trade routes and most of all blockading ports. The AI will exploit any chink in your armor, any weakness in your empire. If you leave a frontier province without a garrison or any sort of protection, the AI will seize the chance and try and take it from you. Similarly, it will exploit any other conflict you might be in for their own benefit.

It's not all doom and gloom. All of these changes will work for you, as well, because I've drastically changed how the AI aids it's allies. The ancient greeks specialized in a formation of spearmen called a phalanx. In that formation, you didn't guard yourself with your shield, you guarded the man next to you. So on down the length of the army. The AI will now be that man standing next to you, protecting you where you are weak, and striking where your collective enemies are vulnerable.


Naval Changes

Overall, I've tried to make the naval side of the game more realistic by reducing turning rates and sailing into the wind (thanks again to darth for working out those headers). I've also tried to reduce the likelyhood of ships sinking, and made surrendering and capturing ships much more common. This is combined with dramatically increased naval costs to add real importance to each naval battle.


Land Changes

I've tried to make land battles more tactical. Each unit has a niche, or a role, and a counter. You need a balanced army and intelligent tactics to ensure victory. The first (and biggest) change you'll notice will be accuracy scaling. You'll have absolutely terrible accuracy at long range (the accuracy number I've shot for is based off of accuracy rates at those ranges in real battles). Once you close, however, your volleys will be absolutely lethal. It's important to time charges, advances, and retreats to take advantage of this new mechanic. I've also made artillery a vital component of every army, and cavalry has also been heavily reworked, with each type (missile, mobile infantry, lancer, sword cavalry) having a different role it needs to fill.


Visual Mods

Sound Mods

Unit Mods

Gameplay Mods

Miscellaneous Mods