Sheogorath
03-13-2010, 21:45
Taken from my post on the .com:
Basically, having looked through the other mods on TWcenter and not found any that quite suit my taste, I've decided to jump headfirst into the wonderful world of TW modding and create my own. This mod will only change stats, not models, textures, or any of that sort of thing.
This is just an initial outline from what I've gathered by looking around with the pack editor, how much of this can actually be accomplished at my skill level remains to be seen.
My initial focus will be the two factions I feel require the most work, the Russians and the British. A basic outline of the intended changes:
Global changes:
-Increase musket ranges. About 100 seems to be a popular number, so it shall be. Light infantry will be set to 130 or so, while rifles will go to, oh, maybe 180.
-Increase artillery ranges. I was thinking initially that it would be best to simply double them and see where that goes.
-Decrease morale, line infantry will no longer fight to the death. Initially go with simply halving most units morale and see where that goes.
-Decrease accuracy, so the entire front rank doesn't get wiped out in a single volley. My initial idea was to make the 'average' accuracy around 35 or so.
-Increase men per unit, 400 for line on 'ultra' size units, 100 for cavalry
-Grenadiers, lights, will have same unit sizes as line.
-Remove grenades from grenadiers
-Ships will have their costs, upkeep, and hull strength greatly increased. If required, morale will be reduced so that ships surrender before sinking.
Russian faction changes:
-Increase morale relative to other factions, the Russians were known for their staying power, this will be reflected in high morale, charge, and melee ability.
-Increase elite units abilities relative to other factions. Russian elite units were, in comparison with the rest of the army, well equipped, trained, funded and generally considered elite. Therefore grenadiers, guards, and elite cavalry will be at least a match for other high-end units.
-Decrease accuracy of Russian artillery relative to French, increase reload rate. Russian gun crew stats doubled in comparison to other factions to represent the fact that they almost never abandoned their guns.
-17th Jaegers will be modified to reflect the fact that they were clearly time traveling Spartans. Other unique units will be made significantly better than their generic counterparts.
-A few increases to Cossack stats, price, etc., possibly adding pistols to the unit. We'll see how it works out.
-Will look into modifying the Russian attrition immunity. If it can't be changed, I'll have to decide on whether to remove it or leave it.
-Russians will be able to recruit ships with over 80 guns. If time permits, Russian ships will have weaker hull strength than other factions, but fire faster and be better in boarding, reflecting the fact that the Russians employed naval infantry to good effect on several occasions.
Overall faction summary: Below average regulars will be compensated for by superior elite units and artillery. A modest navy will be able to keep Russian interests in the Baltic and Black Sea secure, but most likely won't be up for toe-to-toe with the main forces of the Royal Navy.
British faction changes:
-British infantry will have low melee skills (but fairly high defense), and be above average shots.
-Highlanders will be restated to be something like grenadiers to give the Brits something to use in the melee. They will be only average shots, however. May possibly replace bayonets with swords, just because it would look cool.
-KGL and other 'foreign' units will be restated to reflect their superior nature. No longer will KGL line be inferior to regular line.
-British cavalry will vary from poor to average, rather than all-round superior. They will retain high morale, however.
-British artillery will be fairly poor and expensive. If there is some way to limit ammo for artillery, the British will have the lowest artillery ammunition levels.
-British naval vessels will have slightly poorer hull strength, but high morale and accuracy. They will be significantly cheaper than other factions, however, and possibly build faster.
Faction summary: Poor melee skills will be balanced with decent shooting in most British units, limited amounts of foreign 'elites' will provide a solid core for the British. Poor cavalry and artillery. The Royal Navy will rule the seas, however, with numbers and ability.
I am welcome to feedback and suggestions, however, please do not turn this thread into a historical argument thread. We already have one (or, rather, several) of those. This mod is mostly geared to my tastes, and how I feel the factions should play.
As I go on, other factions will be changed. For example, Austria will have larger unit sizes to reflect its historical...larger unit sizes.
An example of my idea of the stats for an 'average' line infantry unit:
Musketeers:
Range: 100
Accuracy: 35
Reload: 30
Ammunition: 10
Melee: 5
Charge: 8
Defense: 6
Morale: 4
Currently this is in the alpha phase, I've gotten a lot of the planned changes for the Russians and British done, with some tweaks left to do and plan to move on to the Prussians next.
The mod is quite playable, as, for now, the stats remain within the range of regular NTW units.
The key with the Russians is aggressive melee attacking with artillery support. Don't get into firefights with your regular line, 'cuz they'll get whooped. Your jaegers will beat line infantry in a firefight, but not much else.
The British play defensively, let the enemy come to you and give them some of that delicious musketry, then hit them with your Highlanders. Learn not to rely on artillery or your regular cavalry, although you can replace them with the better trained foreign units (KGL, for example).
The Prussian's will be presented as having mostly above-average stats, but poor morale, reflecting their antiquated leadership.
Testers would be welcome, and feedback much appreciated. The mod can be downloaded here:
http://www.twcenter.net/forums/showthread.php?p=6944710#post6944710
Basically, having looked through the other mods on TWcenter and not found any that quite suit my taste, I've decided to jump headfirst into the wonderful world of TW modding and create my own. This mod will only change stats, not models, textures, or any of that sort of thing.
This is just an initial outline from what I've gathered by looking around with the pack editor, how much of this can actually be accomplished at my skill level remains to be seen.
My initial focus will be the two factions I feel require the most work, the Russians and the British. A basic outline of the intended changes:
Global changes:
-Increase musket ranges. About 100 seems to be a popular number, so it shall be. Light infantry will be set to 130 or so, while rifles will go to, oh, maybe 180.
-Increase artillery ranges. I was thinking initially that it would be best to simply double them and see where that goes.
-Decrease morale, line infantry will no longer fight to the death. Initially go with simply halving most units morale and see where that goes.
-Decrease accuracy, so the entire front rank doesn't get wiped out in a single volley. My initial idea was to make the 'average' accuracy around 35 or so.
-Increase men per unit, 400 for line on 'ultra' size units, 100 for cavalry
-Grenadiers, lights, will have same unit sizes as line.
-Remove grenades from grenadiers
-Ships will have their costs, upkeep, and hull strength greatly increased. If required, morale will be reduced so that ships surrender before sinking.
Russian faction changes:
-Increase morale relative to other factions, the Russians were known for their staying power, this will be reflected in high morale, charge, and melee ability.
-Increase elite units abilities relative to other factions. Russian elite units were, in comparison with the rest of the army, well equipped, trained, funded and generally considered elite. Therefore grenadiers, guards, and elite cavalry will be at least a match for other high-end units.
-Decrease accuracy of Russian artillery relative to French, increase reload rate. Russian gun crew stats doubled in comparison to other factions to represent the fact that they almost never abandoned their guns.
-17th Jaegers will be modified to reflect the fact that they were clearly time traveling Spartans. Other unique units will be made significantly better than their generic counterparts.
-A few increases to Cossack stats, price, etc., possibly adding pistols to the unit. We'll see how it works out.
-Will look into modifying the Russian attrition immunity. If it can't be changed, I'll have to decide on whether to remove it or leave it.
-Russians will be able to recruit ships with over 80 guns. If time permits, Russian ships will have weaker hull strength than other factions, but fire faster and be better in boarding, reflecting the fact that the Russians employed naval infantry to good effect on several occasions.
Overall faction summary: Below average regulars will be compensated for by superior elite units and artillery. A modest navy will be able to keep Russian interests in the Baltic and Black Sea secure, but most likely won't be up for toe-to-toe with the main forces of the Royal Navy.
British faction changes:
-British infantry will have low melee skills (but fairly high defense), and be above average shots.
-Highlanders will be restated to be something like grenadiers to give the Brits something to use in the melee. They will be only average shots, however. May possibly replace bayonets with swords, just because it would look cool.
-KGL and other 'foreign' units will be restated to reflect their superior nature. No longer will KGL line be inferior to regular line.
-British cavalry will vary from poor to average, rather than all-round superior. They will retain high morale, however.
-British artillery will be fairly poor and expensive. If there is some way to limit ammo for artillery, the British will have the lowest artillery ammunition levels.
-British naval vessels will have slightly poorer hull strength, but high morale and accuracy. They will be significantly cheaper than other factions, however, and possibly build faster.
Faction summary: Poor melee skills will be balanced with decent shooting in most British units, limited amounts of foreign 'elites' will provide a solid core for the British. Poor cavalry and artillery. The Royal Navy will rule the seas, however, with numbers and ability.
I am welcome to feedback and suggestions, however, please do not turn this thread into a historical argument thread. We already have one (or, rather, several) of those. This mod is mostly geared to my tastes, and how I feel the factions should play.
As I go on, other factions will be changed. For example, Austria will have larger unit sizes to reflect its historical...larger unit sizes.
An example of my idea of the stats for an 'average' line infantry unit:
Musketeers:
Range: 100
Accuracy: 35
Reload: 30
Ammunition: 10
Melee: 5
Charge: 8
Defense: 6
Morale: 4
Currently this is in the alpha phase, I've gotten a lot of the planned changes for the Russians and British done, with some tweaks left to do and plan to move on to the Prussians next.
The mod is quite playable, as, for now, the stats remain within the range of regular NTW units.
The key with the Russians is aggressive melee attacking with artillery support. Don't get into firefights with your regular line, 'cuz they'll get whooped. Your jaegers will beat line infantry in a firefight, but not much else.
The British play defensively, let the enemy come to you and give them some of that delicious musketry, then hit them with your Highlanders. Learn not to rely on artillery or your regular cavalry, although you can replace them with the better trained foreign units (KGL, for example).
The Prussian's will be presented as having mostly above-average stats, but poor morale, reflecting their antiquated leadership.
Testers would be welcome, and feedback much appreciated. The mod can be downloaded here:
http://www.twcenter.net/forums/showthread.php?p=6944710#post6944710