Eidos Forums

Go Back   Eidos Forums > Eidos Classics > Imperial Glory > Imperial Glory - Mod Editing Forum

Reply
 
Thread Tools Display Modes
  #1  
Old 08-22-2005, 01:37 PM
Nahirean Nahirean is offline
Gamer
 
Join Date: May 2005
Posts: 97
Default Nahirean Mod v0.1 thread. Mod delayed indefinately.

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.
Reply With Quote
  #2  
Old 08-22-2005, 01:43 PM
Eruan Eruan is offline
Gamer
 
Join Date: Jun 2005
Location: Toronto, Canada
Posts: 134
Default

Just for curiosity, how big is it?
Reply With Quote
  #3  
Old 08-22-2005, 01:43 PM
Nahirean Nahirean is offline
Gamer
 
Join Date: May 2005
Posts: 97
Default

Quote:
Originally Posted by Eruan
Just for curiosity, how big is it?
The .dt file is about 32kilobytes.
Reply With Quote
  #4  
Old 08-22-2005, 03:42 PM
moetman moetman is offline
Gamer
 
Join Date: Jun 2005
Posts: 60
Default

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
Reply With Quote
  #5  
Old 08-22-2005, 06:48 PM
Fiddlerpig Fiddlerpig is offline
Gamer
 
Join Date: Jun 2005
Location: USA
Posts: 50
Default

ok, where can we download it?
Reply With Quote
  #6  
Old 08-22-2005, 07:27 PM
officerpuppy officerpuppy is offline
Gamer
 
Join Date: Jun 2005
Location: Brooklyn, NY
Posts: 365
Default

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
Reply With Quote
  #7  
Old 08-23-2005, 12:51 AM
Gunfreak Gunfreak is offline
New Player
 
Join Date: Jun 2005
Posts: 11
Default

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.
Reply With Quote
  #8  
Old 08-23-2005, 12:54 AM
madmaxthebest madmaxthebest is offline
New Player
 
Join Date: Aug 2005
Posts: 8
Default

Quote:
Originally Posted by Nahirean
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?
for what is that mod
Reply With Quote
  #9  
Old 08-23-2005, 03:04 AM
sick's Avatar
sick sick is offline
 
Eidos Moderator
 
Join Date: Nov 2002
Posts: 1,919
Default

Quote:
**I NEED SOMEONE TO HOST MY .DT FILE!!!**
Sure. Sent you a PM.
Reply With Quote
  #10  
Old 08-23-2005, 04:03 AM
Icanus Icanus is offline
Gamer
 
Join Date: Aug 2005
Location: United Kingdom
Posts: 65
Default

Quote:
Originally Posted by Nahirean
Hello folks, I have completed my mod for imperial glory
have you managed to sort the campaign problem with the first version of my program? if not you can send me over the text files and I'll sort it for you with the updated, work-in-progress version of the program before you post it to TAFN.

Last edited by Icanus; 08-23-2005 at 05:16 AM.
Reply With Quote
  #11  
Old 08-23-2005, 04:46 AM
Hengist_Sharpe Hengist_Sharpe is offline
Gamer
 
Join Date: Apr 2005
Location: Manchester
Posts: 55
Default

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.
Reply With Quote
  #12  
Old 08-23-2005, 06:55 AM
Sir Crow Sir Crow is offline
Gamer
 
Join Date: May 2005
Posts: 99
Default

Will it work with existing save games if it can be played in Campaign mode of course.
Reply With Quote
  #13  
Old 08-23-2005, 07:26 AM
Nahirean Nahirean is offline
Gamer
 
Join Date: May 2005
Posts: 97
Default

Quote:
Originally Posted by Icanus
have you managed to sort the campaign problem with the first version of my program? if not you can send me over the text files and I'll sort it for you with the updated, work-in-progress version of the program before you post it to TAFN.
Icanus, yep. It works fine. Before I release it though, I am actually considering a large amount of rehauling. 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. Also, the "Objectives" on the battlemaps ruin the experience as well. Finally, I would also like to reduce the time and costs of the units to make war a more common thing in the game.
Reply With Quote
  #14  
Old 08-23-2005, 07:50 AM
Hengist_Sharpe Hengist_Sharpe is offline
Gamer
 
Join Date: Apr 2005
Location: Manchester
Posts: 55
Default

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.
Reply With Quote
  #15  
Old 08-23-2005, 08:10 AM
Nahirean Nahirean is offline
Gamer
 
Join Date: May 2005
Posts: 97
Default

Quote:
Originally Posted by Hengist_Sharpe
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.
Heng,

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..
Reply With Quote
  #16  
Old 08-23-2005, 08:14 AM
Gunfreak Gunfreak is offline
New Player
 
Join Date: Jun 2005
Posts: 11
Default

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
Reply With Quote
  #17  
Old 08-23-2005, 08:17 AM
Angelus888 Angelus888 is offline
New Player
 
Join Date: Jun 2005
Posts: 15
Default

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.
Reply With Quote
  #18  
Old 08-23-2005, 10:54 AM
Queeg Queeg is offline
Gamer
 
Join Date: May 2005
Posts: 294
Default

Outstanding worK! You're on the right track. Removing Militia altogether is the way to go, if possible.
Reply With Quote
  #19  
Old 08-23-2005, 11:33 AM
Nahirean Nahirean is offline
Gamer
 
Join Date: May 2005
Posts: 97
Default

Quote:
Originally Posted by Queeg
Outstanding worK! You're on the right track. Removing Militia altogether is the way to go, if possible.

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.
Reply With Quote
  #20  
Old 08-23-2005, 12:36 PM
Icanus Icanus is offline
Gamer
 
Join Date: Aug 2005
Location: United Kingdom
Posts: 65
Default

Quote:
Originally Posted by Nahirean
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.
I believe there's a setting in one of the SB files. Each country has a "IADefsPresidente.sb" file in Imperial Glory\Game\GameModes\Gestion\IA\[COUNTRYNAME]\, which has a number for each unit type determining how much the AI prioritises building them. I've had good results by setting this to 0 for militia, though you still get a few early on (all the starting units, and the AI will still have to build them until they build a barracks and get access to something better).

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.
Reply With Quote
  #21  
Old 08-23-2005, 04:17 PM
Sir Crow Sir Crow is offline
Gamer
 
Join Date: May 2005
Posts: 99
Default

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?
Reply With Quote
  #22  
Old 08-23-2005, 05:01 PM
Nahirean Nahirean is offline
Gamer
 
Join Date: May 2005
Posts: 97
Default

Quote:
Originally Posted by Sir Crow
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?
I could slow them down significantly, but I've already made them incredibly vulernable to musket fire. The problem is they pin down and hold a line of infantry and allow for an easy (and undeserved) victory on some occasions.
Reply With Quote
  #23  
Old 08-23-2005, 05:57 PM
maxdo maxdo is offline
New Player
 
Join Date: Aug 2005
Location: good old canada
Posts: 1
Default

Hi i am new i have a question were can i download this sweet mod i want battles of 1000s not 100s
Reply With Quote
  #24  
Old 08-23-2005, 08:54 PM
Grandmaster Grandmaster is offline
New Player
 
Join Date: Jan 2005
Location: swansea
Posts: 28
Default

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
Reply With Quote
  #25  
Old 08-24-2005, 04:09 AM
FoggyMusket FoggyMusket is offline
New Player
 
Join Date: Aug 2005
Posts: 13
Default

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.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -8. The time now is 02:19 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2013, vBulletin Solutions, Inc.