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Imperial Splendour

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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. Our main work has been to complete the former IS 2.1.4 release so as to update it and enable you to get the best Empire Total War experience. We are currently on version IS 2.2.1b. The greatest innovation in that release of Imperial Splendour is the evolution of the uniforms, separating the Grand Campaign into three periods (Early, Middle, Late). Each period allows you a different roster so as to be the most historically accurate. The uniform changes by stages and by revolution, so as to be consistent to correspond with major conflicts of the 18th century. A second aspect of Imperial Splendour is to offer a unique game- play experience with each faction.

General Information

As you probably know Imperial Splendour is back with a new team for the next final release Imperial splendour 3.0.

The mod was, for now, stopped at the 2.2.1b release, also seeing that the team does not count too many members, the work is advancing slowly, that is why we take the decision to release the IS III step by step, part to part, thanks to patch and complements.

It will be a long way in order to attain the 3.0 (final) version, and so as to reach this goal, we will start where Imperial Splendour stopped, starting with a 2.2.1b Version.

As you know the 18th century is famous for the evolution of its army, concerning its equipment, its formations, strategies, organization, but also the uniforms. That is essentially the goal of IS III.

The 18th century is divided in three parts, one early, one middle, one late, and for each of these stages the uniforms will change so as to take a form more modern. There will be specific uniform for each period, and also when it will be necessary for each faction (in view of the late period which is really a goldmine for uniform diversity). IS 2.2 will add for each major faction, new units for the most important ones (others will come later, in an other release), for each stage.

The evolution of units will be the consequence of your research in the tech tree, which will be totally redesigned, and also specific to each major nations seeing the historical ordnance of the 18th century.

The three stages have a difference between them, the number of units available. The early period is really weak on this point, it is a stage that do not permit a real diversity of units. Then as soon as the reform is launched you will be able to begin the middle period, a real goldmine on the point armies diversity, a lot of foreign, light, or mobile units, also heavy units make their apparitions. Then during the late period there is a great army's normalization, you will come back to the basis of armies, less units available than during the middle stage but more than the early one, do not worry the heavy and elite troops are still here.

Description

Imperial Splendour is a game enhancement mod which attempts to improve on various aspects of the original game. The main goal is differing the factions from each other, to allow different campaigns with different factions. It focuses on the 18th century AD which gives it a completely overhaul. It also gives players a chance to play through the French revolution.

Features

Main

  • 2 periods - One late(french revolutionary wars) and One early(Spanish Succession War)
  • Different Rosters for different periods - Meaning uniforms will change during campaigns.
  • Integration of the French Revolution - When a Revolution succeeds in France uniforms will change, according to the period time line

Land Battles

  • New Rosters for each faction - Every faction will be different from each other.
  • New Regional Recruitment system - Local units can be recruited.
  • New Artillery System - The accuracy and Reload stats of a unit mean different things depending on spread and base reload.
  • Included cavalry standard bearers
  • Re-worked AI - Redesigned to provide a sustainable challenge to the player.
  • More tactical land battles - Unit costs and stats modified.

Naval Battles

  • Stronger Hulls - Ships of the line usually don't sink
  • Realistic Maneuverability - Ships don't have a brake. They can not turn 90° on the spot. Ship maneuverability has been changed, while keeping large differences between the different ship sizes
  • Useful Ammunition - Each shot-type shall have its uses, yet not be overpowered. Round shot is the most accurate, yet only really effective against hull and cannons. Chain shot hurts the sails, but is very inaccurate. Grape shot decimates the crew, but can only be used at short range
  • Fitting Morale - In order to make sure ships not sink so easily, they must surrender before they sink. Morale has been fitted to this.

Campaign

  • Revisions to building cost and availability - It takes more time to build a city.
  • Re-skinned several different factions and even reworked others completely - Giving a unique feel.
  • Misc campaign map changes - buildings added/removed and corrected geographical errors.

The Team

External Links

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