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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.

History

Imperial Splendour have been active before March 30, 2009 and this was the date when the first version was released. Quixote07 was the first leader of the mod and was later followed by many others. Version, 2.2.1 was released on July 08, 2012 as the first strong step towards accomplising the goal of Version III.

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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