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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.



IMPERIAL SPLENDOUR vIII
IS3logo2.jpg

Recruitment

We are looking for dedicated modders to complete the much anticipated Imperial Splendour vIII. If you are a new, but enthusiastic, novice, or an experience modders looking for a new challenge, then we invite you to apply. Please read our advertisement to learn more about joining us! Recruitment- Modders!

Recruitment.jpg

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.

Features

Faction Diversification

Factions

It is the main aspect of Imperial Splendour to offer unique game-play for each faction. We are limited with the number of factions we can use. As we didn't have been able to create true new factions, we have to use those already existing in game (but not necessarily used).

Please visit the Faction Discussion Forumto read about each factions unique qualities.

Units

First of all, I.S goal is to be as historically accurate as possible, but without destroying the gameplay. This means that we will not create "clone" armies using "generic" units. On the other hand, we will not add "all historically units". When working on faction units roster, we try to keep faction's particularism, but units are grouped by "types" such as "French line infantry fusiliers", "French line infantry grenadiers". On the other hand, we keep particularism such as "French line infantry petits vieux fusiliers", "French line infantry vieux fusiliers", "Gendarmerie de France" (heavy cavalry), etc.


Military Aspects

Combat Mechanics

Combat mechanics will be reworked for IS v3.0. The goal is to balance historical accuracy and realism with game- play.

The battle field is only 2000x2000 in Empire: Total War. A musket, a rifle or any light fire weapon should not have a range greater than 150; early era musket should be around 70, middle era musket should be around 85 and late musket should be around 100. Also, Light infantry weapons could have a 25% greater range, a better accuracy but a slower reloading rate. Of course, there is still much that needs to be tested.

Historically, a trained unit could fire up to 6 shots per minute, but definitively less during a battle due to stress. 2 to 3 shots per minute is considered to be rate under combat conditions. Carbine took longer to load, but something in the 60s is probably too much (60s is, as far as I know, then maximum reloading time that can be use in db tables).

The new Hussars will not use pistol. They should use carbine and sword as it is not possible to use more than 2 weapons.

Working on fire weapon and projectiles is a bit complex and it will require additional testing with each parameters. These can modify in within the unit's characteristics such as core_marksmanship or core_loading_skill but you can also modify projectile's parameters too, such as :

  • effective range : the "target area" you can see in game
  • muzzle velocity : effect on impact, maybe on the real projectile range too
  • marksmanship_bonus :
  • spread
  • damage :
  • penetration :
  • null, armor piercing , effective_range_based, low, medium, high
  • collision radius : the projectile "solid" size, bigger is the collision radius, greater is your chance to hit a target.
  • base_reload_time
  • base_misfire_chance

In addition to changes to the projectile tables. IS v3.0 will also include changes in the morale & fatigue tables to create a more realistic feel to battles. Troop movements will be reduce. This will make the battles deceptively more challenging. Using careful tactic would be a necessity if you hope to be successful on the battlefield.

Naval Combat

Imperial Splendour contains a reworked Naval System. We're trying to provide a more realistic experience, but not overly boring and time-consuming. The goals which we are aiming for are

  • 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.

Recruitment system

Our goal is to create a new recruitment system based on region. This means that the number of different units in building recruitment queue should be limited. On the other hand, the unit recruitment queue for general will be unusable. The new recruitment system should be similar to the one that Steph developed for Master of Europe

I.S recruitment system

Custom battles vs Campaign

First, I propose to separate Custom Battles and Campaign units.

Custom Battles units will be strictly restricted to the faction own historical roster and units will not be "cloned". Doing this, the Custom Battles pack will be useful to test units in game and will be use as a base to create Campaign Units packs.

Campaign units will be separated in 3 parts : national units, occupation/allied units and aor units. National, occupation/allied and aor units will be create from Custom Battle unit pack by cloning db entries. Separating those 3 pack should help to avoid confusion in db tables.

Custom Battles Units

Custom battle units will correspond to the faction's historical roster and divide by periods (early/middle/late).

Creating the Custom Battle Units pack will be the first step to add units in game. Custom Battle units will appears in Custom Battle only, never in Campaign. They will not have to be tied to building for recruitment. Once units had been successfully tested in game, they will be used to create Campaign Units packs.

Campaign Units

Campaign - National Units

As done in MoE, national units will be available only in homeland region and only for the faction which they historically belong to.National unit will also be cloned per homeland regions :

  • French Line Infantry {France}
  • French Line Infantry {Alsace}

Campaign - Occupation/Allied Units

Occupation units will be create by cloning national units, except guard and elite ones and giving slightly lower stats (moral ?) than their national counterparts.

As done in MoE, occupation units will be available only in homeland region and only for all faction except faction to which homeland belong. Occupation unit will also be cloned per homeland regions :

  • Allied French Line Infantry {France}
  • Allied French Line Infantry {Alsace}


Campaign - AoR Units

The main difference with national and occupation units is that AoR unit are not "regionalized". They are available through a regional area (one to several regions) and only have a global recruitment limit. Like National Units, limit will be fixed to 1/2 of max historical availability. They represent mercenary or foreign volunteers.

AoR units can be : "national" units (only available to the faction they historically belong to) such as foreign volunteers ; regional/natives units (available for all faction occupying the region).

Example :

  • French Swiss line infantry : available only for France but AoR extended to west Europa (France, Spain, Italy, Germany) and limited to 5 units (approximatively 10 historically) ;
  • French German Line infantry : available only for France but AoR extended to parts of west and central Europa (France, Alsace, Germany) an limited to 8 (approximatively 16 historically) ;
  • Allied Bengali sepoys : available for all factions owning northern India and limited to ? units.


This system should be extended to naval recruitment.

Custom Battle Units

Custom battle units will correspond to the faction's historical naval roster and divide by periods (early/middle/late). Campaign Units

1. Region based naval recruitment

Like land units, recruitment will be "regionalized".

Region could be separate in 4 types :

  • Naval building level 0 : can only build small ships (brig, etc.) ;
  • Naval building level 1 : can build small ships and merchant vessels ;
  • Naval building level 2 : can build up to medium military vessels (frigate) ;
  • Naval building level 3 : can build all type of ships, up to the most complex ones.

Only region with historical "naval building level 3" should be able to build the most complex vessels.

This means they have an historical naval tradition.

Those regions are, at least : England, France, Spain, Cuba, United Province, Denmark, Sweden, Ingria (only way to allow Russia to build big vessels), Naples & Sicily, Rumelia (?).

Recruitment limit will be fixed per region.

Units will be separate in National Units and Local Units (equivalent to occupation units).


2. Naval National Units

Naval National Units will be available only in homeland region and only for the faction which they historically belong to.

Recruitment will be fixed per region.

Example : Spanish can build :

  • Spanish 80 guns first rate {Cuba} in Cuba if they have a naval base ;
  • Spanish 80 guns first rate {Spain} in Spain if they have a naval base.


3. Naval Occupation Units

Naval occupation units will be available only in homeland region and only for all faction except faction to which homeland belong.

This is particularly important for factions unable to build ships, such as Bavaria or Saxony.

If such faction occupy a sea region, they will be able to build local ships, relying on local "naval tradition". Example : Austria can build vaisseau de 80 canons {France} if they occupy France

To sum up I.S Recruitment System we should create : Custom Battle Units, Campaign - National Units, Campaign - Occupation Units & Campaign - AoR Units

Non-Military Gameplay Aspects

AI, Economy, Unrest and Research fall in this category.

About economy, The IS team will explore several possibilities improve the game- play. To help reduce the way the AI "spawns" armies is to limit unit number available to recruitment and use a high recruitment. Furthermore, building chains will be modify to add more economic and repression effects. It is the hope of the IS team that will create a more consistent AI, and therefore, a more challenging experience.

The Team

Mod Leader: Wangrin

Project Manager: PikeStance

Contributors

  • Don504 : DB_table editor (db), 2D artist , Historian (North America)
  • Flikitos : Previous Leader, 2D and 3D artist, ESF Editor, DB-table Editor
  • JaM : Mechanic Battle and Campaign Designer, DB-table Editor, Historian
  • PikeStance : Project Manager, Battle and campaign mechanic designer, DB-table editor, Historian
  • Quintus Hortensius Hortalus : DB-table Editor, 2D and 3D artist (Tech tree and building chains)
  • Wangrin : Leader of the mod, 3D Editor, (the best) Historian.
  • Herr Doctor : Historian and 2D artist (Flags)Element B
  • TuranianGhazi : 2D and 3D artistElement C


Previous IS' team members

  • Ahiga : Lead Creative Designer
  • Dazo :
  • Dogmeat : FX, mod-architectureFortes : Co-creator of the mod IS III version
  • Flaviuss : 2D and 3D artist
  • gomer_pyle : Artworks and mapping
  • Kenniston5 : Technology Trees, startpos editorElement B
  • Lazy Knight : Script lua programmer, and DB-EditorElement C
  • MegasAlexandros : 2D and 3D artistElement B
  • Okmin : Co-creator of the IS III versionElement C


Special Thanks to Other Contributors

  • 162eRI : Historian (Flags)
  • Danova/Ornamentum: Hungarian Hussars, Albanian Warriors (Bashi Bazouks), French Colonial Marines, Spanish Carabineros, Hungarian Grenadiers, Trabant Guard, Spanish Marines
  • Erasmuss777: Danish
  • ErikBerg : Historian (Sweden)
  • HellFell: Russians, Spanish
  • Jarnomiedema: Dutch
  • Naxzul666 : Videographer
  • Shokh: Thanks for your Great Installer!
  • Sir Caesar: Moroccans, Persians Barbary Pirates, Hajduks, Hungarian Line, Grenzers, British Rangers, KTKG units
  • Spanky: Proper Militia (used for our levy line grade troops & Minutemen)
  • Ottoman Total Realism Team: Cairo Janissaries & Sekban Janissaries
  • ToonTotalWar Team (Creator) ToonTotalWar (Creator), gary, kave-In, Officerpuppy, Newman55f9, MorganH, Major, tiyafeh, carricanta, nigelnire: 2nd Catalonians & British Royal American Line


External Links

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