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ETW Mods (Released)

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Revision as of 10:44, 10 July 2009 by 84.58.178.17 (talk)
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Major Mods

A Proper Empire: Terra Incognita
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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
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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.)

-Better Campaign AI

Imperial Splendour
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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.

The Rights Of Man
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on casus belli, casus foederis in the Age of Reason

“I begin by taking. I shall find scholars later to demonstrate my perfect Right.” - Frederick II the Great

It is the dawn of a glorious modern age. Reason -- even "enlightenment" -- courses through the veins of nation-states. In the streets of Paris, men speak of the "Droits de l'Homme". The common man now fights for a flag and pro patria -- not just because a feudal lord has conscripted him in service. Yet, some leaders see these so-called "rights" as a poison to be resisted at all costs.

The principles of natural philosophy guide the wealthy as they strive to accumulate yet more wealth. The medieval prejudices against earning money and trading are still strong, so many make use of "factors" -- agents who act on behalf of a wealthy lord to create yet more wealth, seemingly from nothing as gold multiplies itself.

But there is always a cost. In the countryside, the crushing, but reliable and proud, rural poverty of most men is at an end as the commons are drained, cleared, enclosed and planted. A way of life for thousands of years has come to a sudden close, driving the common man to beggary, to work in a factor's mill, or to enlistment in the military of his state. Sometimes, a wave of unrest driven by these new principals of enlightenment and fueled by the dislocated poor, will crest and break on the land.

Most nation-states now have a professional army, built along modern principles. Ostensibly, war is fought for rational reasons, by rational means: the ordered movement of armies enforces the rights of nation-states, kingdoms and empires. No mere brutish motivation drives armies together. Now, armies fight to further the enlightened policies of their leaders, in the old world or the new. Or perhaps not. Perhaps, as they always have, soldiers fight for rulers motivated by cold avarice, blood lust and the age-old desire to conquer those that refuse to submit.

On the battlefield, soldiers move through complex evolutions -- evolutions for marching, evolutions for maneuvering in face of the enemy, and evolutions to load muskets quickly and reliably in the face of thunderous guns. The crisp mathematical theorems that describe these evolutions are based on the principles of geometry and trigonometry, and simple axioms. It is war as it should be, according to the theorists: orderly, precise, predictable. Yet these theorems do not protect the common soldier from the bloody hand of fate, nor from the privation and illness that is his lot. They only obscure that these battles are won, as all battles have always been won, by discipline in the moment of violence and crushing the enemy's will to fight.

A leader in these times must learn to balance progress and stability, conquest and investment, taxation and growth, trade and self-reliance. A successful ruler will set his land on a path to recognition as the premier nation-state of this new age; a failed leader will condemn it to be a backwater country, forgotten and passed-over by the modern age and The Rights of Man.


Visual Mods (major and minor)

Better Firing Arcs
Captain Cox' Loading Screens
Larger Fonts
Regalia of Nations
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Welcome to Regalia of Nations, what we hope will become the graphical go-to mod of Empire Total War! This mod aims at changing the look and feel of the game. Flags, Uniforms, Music, Graphical Effects, this mod will be looking at changing all of them. We hope at gaining hosted mod status soon to better our work and reach more people.

The only gameplay feature this mod will change is allowing minor factions to be playable in the Grand Campaign. NOTE: Emergent Factions are not playable.

The Mod Leaders for Regalia of Nations are me (Aykis16), Trasibulos, and Mech_Donald. We are looking for other mod members to help with uniform textures as well and perhaps for music and research. So if you're interested in joining the team, pm either Trasibulos, Mech, or me and tell us why you want to join the team.

Smoke and Blood Mod
Tracer Effects Reduction


Sound Mods

Unit Mods

Gameplay Mods

Miscellaneous Mods

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