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Thread: Empire Realism 4.1

  1. #1
    Member Member JaM's Avatar
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    Default Empire Realism 4.1

    Major changes:


    C
    omplete Diplomacy Overhaul
    - ER4 Brings many changes to Main campaign starting position, adjusting initial political situation to be closer to 1700 reality, while it also include background adjustments to nation relationships. ER4 also changes the victory conditions for all major factions. ER4 also introduces completly redesigned Campaign AI files, which are about 3-4x bigger than in vanilla or other mods. Practically every faction personality now has own unique definitions which makes AI behave differently based on type of faction politics and its historical behavior.
    I
    mproved Auto-resolve formula
    - Auto-resolve now doesn't automatically annihilate AI side. Instead, every auto-resolved battle makes AI to fight withdrawal battle and reduce own casualties. This also counts for after battle casualties, AI even recovers small amount of casualties taken during battle (wounded)
    N
    ew Units
    ER4 introduces several new faction and location specific units - There are several province specific units that are recruitable by any faction which owns the province. Saxony gives Saxon Line Infantry, Scotland provides Scotland Line Infantry, etc. New Native Warbands groups are available in North America, Bavaria now has its own Line Infantry unit. There are also several unique garrison units, Russians have new garrison unit based on Cossacks, North American colonial garrison is represented by Militia units.
    L
    and Combat Overhaul
    - Morale and cohesion is everything. While this system was introduced few versions ago, ER4 brings improved morale and cohesion mechanics. While unit rate of fire is faster than with other mods, effectivity of fire decays faster with every round fired. Disordered units are easy to get broken, having reserve units close is necessary. Experience plays huge role too, as more experienced units have better morale and lose cohesion much slower, while they regain it faster. Melee combat causes instant disorder to units. Unit experience is now very important factor, gaining experience is now slower than before,but experience stats gains are greater. Cavalry is now very effective at pursuing enemy, and they can deliver a lot of damage in melee, but they lose cohesion fast which makes them not suited for prolonged melee duels. Lancers are now very deadly to infantry and other cavalry,but are also very vulnerable to counterattacks. Practically the only cavalry that can face Lancers head on are Cuirassiers.
    New Combat ScaleER4 now uses 3:1 combat scale, where single soldier in the field represents 3 real men,while 1m in game corresponds to 3 meters in reality. Every single stat is adjusted for this scale. - Base Infantry unit now represents Infantry Battalion with 200 men, while single Cavalry unit represents Cavalry Squadron. Artillery unit now actually represent divisional Artillery group. There are also smaller specialist units like skirmishers which are usually composed of several companies. Grenadiers and Light Infantry are represented by Battalions, as they were usually represented by detached companies formed into single unit.
    Naval Combat Overhaul- Ship stats got completely overhauled, Ships of the line have now much stronger hulls, which varies based on ship size. Maneuverability, turn ratio, speed and ship mass were significantly changed, making naval combat much more realistic and dynamic. ER4 also brings significant morale aspect rework, introducing few new features. Ships of the Line are now feared to meet in combat, fighting against them reduces morale of the crew.Ship development also got slightly improved, double-decker frigates are now buildable from the start, while more modern 32 gun Frigates will be only available later after some research. - Trade Ships are now gone. Instead, they now represent large East Indiaman ships built for trading with India or other overseas colonies. They are decently armed so they can defend themselves against pirates, anyway they wont stand a chance against military grade ships. Their numbers will be limited, and will depends on country. Small nations will be only able to build few of these. - Pirates now use only small fast ships, mostly Brigs/Brigantines and Corvettes with superior maneurability. Crews are very experienced which will make them extremly dangerous to smaller ships and Indiamans. Pirate faction have limited amount of ships, anyway they can build new quickly making them real menace in Caribbean. Their CAI behavior was reworked, main goal of Pirates will be raiding trade lines instead of attacking military ships or blockading ports.
    T
    echnology Tree Overhaul
    Most of military techs got changed/improved to better simulate real technology advancement of 18.century - Infantry technology tree now significantly improve unit effectivity, improving accuracy, rate of fire and failure rate for volley fire. It also makes hollow squares available again, but only as the late trier research. - Cavalry tech tree allows recruitment for advanced cavalry units which have greater effectivity than standard cavalry units. - Artillery tree now brings few adjustments as well, introducing light and heavy canister, separate artillery guns for French, and some adjustments to Horse Artillery availability. Howitzers are now specialist units with just 2 howitzers per unit, anyway their effectivity is somewhat improved to make them useful even with overall smaller size. - Naval gunnery tree now improves gun reload times, there are several new techs available, with progression matching the real technological development (flintlock mechanism is now late tech).


    DOWNLOAD






    Installation Instructions:


    Preparation:- In case you have installed a former Empire Realism version (ie. ER 3.5-3.7), remove all those previous ER files (they have a "ER_" prefix). - Make sure you have a clean ETW vanilla installation, means an unmodified Empire total War installation with latest ETW patches by CA (via Steam), ie. launch ETW vanilla one time to verify it works as expected.- Backup your Data/Campaigns folder (optional - as you can still restore original files via STEAM)Install ER 4 files:- Copy/paste all ER4 files into the ETW Data folder, overwrite old files.- Ready. Start the ETW game as usually.

    Path: Program Files/Steam/steamapps/common/empire total war/data

    ER4 no longer requires to modify campaign unit multiplier!
    Path: users/(your computer name)/AppData/Roaming/The Creative Assembly/Empire/Scripts

    - ER-default unit multiplier is x1. Game is balanced to ultra settings which should give you 200 men per Line Infantry unit.
    Mod doesn't need to be activated via Mod Manager.



    Patch 4.1

    Changelog:

    - restricted 100 gun ships for Russia and all minor factions.
    - Saxon Line Infantry recruitable
    - added economy bonuses to AI on higher difficulties (Hard and Very Hard).
    - Slightly reduced priority for naval recruitment
    - Line Fusiliers/German Fusiliers (former Superior Line Infantry) renamed to Line Musketeers/German Musketeers
    - ability to assassinate restored for rakes/assassins
    - Guard Infantry recruitable from top government buildings - Metal Mines bonuses corrected for last tier mines.
    - Polish Winged Hussars are now available from early barracks and they disappear with late barracks.
    - Difficulty bonuses for AI completly reworked, now are same for all difficulty levels.
    - Spawning rates for agents,gentlemans and priests reduced.
    - Culture building bonuses reworked - Bourbon Palace now doesnt give any repression bonuses
    - Happiness building costs corrected
    - Guerilas now require same research as European Militia

    Instalation:
    - copy content of rar archive into data folder and overwrite existing files

    Essential Included sub-mods:
    Replenishment mod
    by T.C
    Proper militia mod
    by Spanky
    Firing animations
    by Lordsith
    Battle Formation mod
    by The Hedge Knight
    Large Flags
    by Primergy
    Battlefield Smoke mod
    by Mech_Donald
    Correct Colonies
    by uanime5
    Death Animations
    by Hofan

    Credits:


    Development - JaM, DaVinci.

    Testing - DaVinci, Dandelion, Gorhaax, Filmor
    Historical Research - Didz, Wangrin, Minas Moth

    Special Thanks to Kaunitz for his work on historically realistic combat mod, Didz for his great historical informations, mAIOR+ for his advices and testing,also big thanks to all who allowed me to use their sub-mo
    ds (mentioned above), all who participated on ER4development and of course to DaVinci for all those years of cooperation.
    Attached Files Attached Files
    Last edited by JaM; 05-11-2013 at 10:20.

  2. #2

    Default Re: Empire Realism 4.1

    v4.4 is available to those who haven't tried it out yet.

    http://www.twcenter.net/forums/showt...(4-4-version-)
    Lets play Divide et Impera, Ptolemy Campaign. Link to full playlist down below!

    https://youtube.com/playlist?list=PL...2oIDsmGrPrKpzM

  3. #3

    Default Re: Empire Realism 4.1

    I'll try it out soon!

  4. #4

    Default Re: Empire Realism 4.1

    Does this work with darthmod?

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