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#1
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Hello folks, I have completed my mod for imperial glory thanks to Icanus and his awesome program!!
Here are some screenshots: Melee! http://img373.imageshack.us/my.php?image=ss16rq.jpg Line Fighting! http://img373.imageshack.us/my.php?image=ss27dh.jpg French Firing into the Ruckus http://img373.imageshack.us/my.php?image=ss32sz.jpg Triangle of Death http://img373.imageshack.us/my.php?image=ss46rg.jpg Imperial Skirmish - No longer! http://img373.imageshack.us/my.php?image=ss52zk.jpg French in a bad situation http://img373.imageshack.us/my.php?image=ss61yt.jpg ------------[end screenshots]--- Here's the readme for the Mod: ------------[begin readme]------ Nahirean Mod v0.1 for Imperial Glory. Before I begin here I would like to extend my personal thanks to Icanus. Without his program this mod and most likely several to come would have not been possible. ----------- Purpose ----------- The purpose of this mod is to prolong combat interactions and simulate a more realistic combat scenario. Here's how I am going to do this: :: Infantry :: I am going to increase infantry unit sizes to 180 men per unit and reduce their combat accuracy. When purchasing "BETTER" units or "UPGRADING" units you need to know the following: With infantry I am using a ARMOR SCALING system to simulate a "better" unit since ALL OF THE UNITS will have uniform attack stats. Logic dictates that if two units fire on each other yet one has more armor they will suffer less casualties and thus win. But the kill rate will be LOW regardless. I have tested this and it works. What follows is the armor layout. Remember, this system does NOT include what will happen if you use STRATEGY on the battlefield. I hope that this mod makes the use of strategy more important. :: Artillery :: With this release I am leaving Artillery unchanged. :: Cavalry :: The goal here is to keep cavalry strong in melee combat but very vulernable to musket fire. I am making every Cavalry unit contain 100 men. I am leaving thier melee values IN TACT and reducing their armor values. They can be viewed on my table below. ** Please note that any Cavalry unit that can shoot is getting their gunfire stats reduced to infantry level. Here's the unit Ranged Resistance table. * Please note that Light Infantry get a slight bonus to ranged combat to make the unit strategically viable. ----------- Cavalry ----------- Camel Lancer Armor Values per Rank: 0, 1, 5, 10, 15 Camel Marksman Armor values per Rank: 5, 10, 15, 20, 25 Dragoon Armor values per Rank: 5, 10, 15, 20, 25 Hussar Armor values per Rank: 0, 1, 5, 10, 15 Lancer Armor values per Rank: 0, 1, 5, 10, 15 Lifeguard Armor values per Rank: 0, 5, 10, 15, 20 Marmeluke Armor values per Rank: 0, 5, 10, 15, 20 ----------- Infantry ----------- Line Infantry Armor values per Rank: 20, 30, 40, 50, 60 Rifleman Infantry Armor values per Rank: 30, 40, 50, 60, 70 "Militia" Armor values per Rank: 0, 0, 0, 0, 0 Light Infantry Armor values per Rank: 15, 25, 35, 45, 55 Grenadier Infantry Armor values per rank: 55, 60, 65, 70, 80 Blackwatch Infantry Armor values per rank: 70, 75, 80, 85, 90 Now there's only ONE problem here. **I NEED SOMEONE TO HOST MY .DT FILE!!!** Anyone want to host this badboy?*EDIT* This mod is delayed indefinately. Pyro's lackluster game design has doomed the concept unfortunately. Let's hope things change in the future. Last edited by Nahirean; 09-09-2005 at 08:24 PM. |
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#2
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Just for curiosity, how big is it?
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#3
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#4
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Here's some screens of my edited .dt
http://www.hotkey.net.au/~paulp_adsl...rialGlory0.gif http://www.hotkey.net.au/~paulp_adsl...rialGlory1.gif don't know if it really shows off how awesome increasing the unit size looks |
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#5
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ok, where can we download it?
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#6
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Seems like id have to tone down my Smoke mod, with so much infantry fireing at once, the smoke effect would cause serious lag. I'll have to d/l this mod when it comes out to experiment with my mod and release a 2nd version.
Cant wait to try it out though, finally a mod that increases the # of infantry on the screen. I always thought that even huge battles looked a little small to me. You can get it hosted at:http://www.tafn.info/TAFN/imperialglory/html/index.php |
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#7
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yes this is perfect, i was just gonna start another game of IG, but now i'll wait a copel of hour's
this looks great, but arn't that map's gonna be a little smal, with 3000 units on both sides edit: another ting, have you removed the militia, i would hate to se a horde of 3000 of them comming at me Last edited by Gunfreak; 08-23-2005 at 12:54 AM. |
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#8
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#9
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#10
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Last edited by Icanus; 08-23-2005 at 05:16 AM. |
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#11
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Looks nice, I'm especially interested in the quote: Imperial Skirmish - No longer! Looking forward to seeing for myself.
Keep up the goodwork. You appear to have done more than the devs did in months, with their so called patch. |
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#12
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Will it work with existing save games if it can be played in Campaign mode of course.
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#13
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#14
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Nahirean,
If you can get rid of my number one hate about the game, the troops constantly rushing into melee, then please take your time with the release. I totally agree with you, when you say... "This is because I find that the melee combat is so unrealistic and it totally takes away from the "Line warfare" that I picture occuring" (even though I haven't seen your changes yet. I have seen it in the stock game, and for me, it ruins what a Napoleonic era battle should be about). Take your time, and improve this game where Pyro didn't. I'm sure the wait will be worth it. |
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#15
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The cool thing is that with these new settings (Thanks to Icanus) the line troops generally won't rush into Melee unless you're "Too close" to them. I am considering removing Militia units altogether, but at this point I don't know if it's possible.. |
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#16
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i say release it now, and call it a demo or somthing, just so we can play around an test, then when and if you find a solution to the hack and slash, release it as v0.2 or somthing
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#17
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I've got Icanus's program and made changes, with compiling them back into the file, but in game the units are still 60 strong instead of the 120 that I made them. I took care of making sure health and everything corresponded with the new size.
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#18
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Outstanding worK! You're on the right track. Removing Militia altogether is the way to go, if possible.
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#19
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My goal is to modify every map to do the following: Remove the silly "Objectives". Force Line Warfare. I want to remove Militia units completely. I have been tossing the idea around of removing all but "Dragoon" style cavalry, but I think people would feel limited. But if I understand History correctly, wasn't that a more accurate representation of the warfare? Lines and Lines of men firing at one another? I have made significant progress figuring out how to persuade the AI to use ranged attacks and not melee combat through the .dt settings. If someone could help figure out how to do the following I would be in their debt: Modify production costs and turns per unit. At the current rate it's simply too costly and time consuming to produce an impressive army. Modify maps to remove objectives. Completely remove Militia units. <-- I've tried making them weak to ranged attacks but the AI still builds them in droves and turns every battle into a slugfest. If I could figure out the resource area I could make them cost 100,000 gold etc in lieu of removing them. |
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#20
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As to the build costs, I'm still hoping these are in one of the areas of the DT file I haven't examined yet, since I can't find it anywhere else. |
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#21
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I know this is your mod but I think it would be a shame to remove the militia although they do need sorting out. The actual Russian Opolchenie (militia) did act this way in reality and had nothing except pitch forks or a pike but were expected to charge Infantry or cavalry like the regular soldiers and they were not allowed to show fear or pain (they were punished severely if they did). And they were feared to a certain extent, to this end it would be sad to see them go but as has been mentioned I don't think even the Opolchenie would keep charging like the militia in IG. Is there no way they could be made more vunerable to musket fire? Or perhaps slow them down?
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#22
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#23
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Hi i am new i have a question were can i download this sweet mod i want battles of 1000s not 100s
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#24
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this mod , looks rather cool , at least somebody is having a good at making this game more playable , nice one, the trouble is i have given to my game to mate to play as i got bored with it, ill demand it back lol when the mod come out
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#25
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I'm confused, is this mod already released?
Yeah, removing militia would be a great idea, and not having all units charge melee. Making artillery have a longer firing range and more power (getting more kills) but a slower rate of fire is also on the wishlist. |
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