Vices & Virtues FIXES v1.2 UPDATED: For Medieval 2: Total War
Vices & Virtues FIXES 1.2 INCLUDES - Fixed PRINCESSES, ASSASSINS, DIPLOMATS, no longer lose trait points on failure. PRINCESS CHARM traits now work! ADMIRALS fixed, no more irritating one-star fleets on training which won't combine. ADMINISTRATION traits fixed. HUNDREDS of Family Member traits & triggers fixed, character traits work again!
This mod fixes broken agents, princessess, many character traits and ancillaries in vanilla Medieval 2.
It is compatible with any non-VnV / ancillary mod, and aims to change nothing in vanilla Medieval 2 but what is broken.
==VERSION 1.2==
===NEW FEATURES===
Two new versions of the ancillaries files, for those mods/players which set the game at a different number of years per turn. This ensures many ancillaries will appear at the correct times in modded games.
To check and use:
Go to medieval2/data/world/maps/campaign/imperial_campaign
Open descr_strat.txt
Read the value for "timescale" near the top of file.
If timescale 1.0 RENAME the enclosed file export_descr_ancillaries[TURN=1.0].txt to export_descr_ancillaries.txt and place it in your medieval2/data/ folder (or modswitch /data folder)
If timescale 0.50 RENAME the enclosed file export_descr_ancillaries[TURN=0.50].txt to export_descr_ancillaries.txt and place it in your medieval2/data/ folder (or modswitch /data folder)
NOTE: the standard export_descr_ancillaries.txt file included with the mod is set for a timescale of 2.0
===TRAIT FIXES===
Added hereditary triggers for wives as well as generals (ie if general marries a beautiful princess, his children are more likely to be beautiful)
Stopped Faction Leaders being loyal / disloyal to, er, themselves.
Lots of little adjustments to previous fixes (including: BadDisciplinarian again (bloody autoresolve), princesses ageing & becoming desperate less quickly, etc)
Removed antitraits for StrategyChivalry and StrategyDread - this is a hotfix, but will stop the two traits being constantly wiped out. You will get them both at the same time, sorry, there are too many triggers for these two to do by hand. There is a better fix on the way...
Added non-existant triggers for Hates N Fears vs religions
Fixed all hates n fears copy & paste errors, they all have the same effects now (with one deliberate exception)
===MARRIAGES===
Fixed princesses tended to give many more positive traits than negative. To rebalance, I've developed and linked some ancilliaries and traits to make an 'unhappy marriage' function over time. This includes:
Cuckold trait now based more on princess traits
Changed adultress ancilliary triggers: the more charming a general's wife, the less likely he is to wander. Of course, if he's looking for Narnia, finding himself unexcited by such a desirable wife may hasten his journey out of the closet.
Cuckolded generals more likely to look for adultresses
Generals with adultresses more likely to become cuckolded
Self-perpetuating relationship between the above
Shouldn't be game-changing (but the probabilities are very low) just take a little edge off your uber-general as he ages; but the possibility is there for things to get quite nasty, so I would check the traits of eligible princesses carefully, charm alone might not tell the whole story.
===ANCILLARIES===
Re-wrote armour ancillary triggers
Fixed broken condition for adultress triggers
Created trigger for Taticius (byzantine military ancillary)
Fixed trigger for Copernicus to give him to agents instead of generals, as his effects suggest
Checked complete ancillary file for errors & corrected minor fluff errors (text etc)
===BROKEN===
Many relic triggers won't work because the hardcode conditions seem to be broken:
Characters cannot inherit relics when their father dies
Characters cannot take relics from generals who die in a battle where they were present
Sorry, tried many alternative solutions for quite some time, no luck. Ask CA to fix their code ;)
VERSION 1.3 Will be most likely be the final version, and will largely fix any bugs found in 1.2.
Hopefully, it will also include a complete and permanent anti-trait fix, more news on that when it comes.
ALSO - an announcement of a new, personalised VnV mod - combining this one and a popular titles mod - will be coming soon, so watch this space!
==VERSION 1.1a==
Fixes / rebalance for some of the previous alterations
1/3 of ancillary file fixed
===TRAIT FIXES===
BadDisciplinarian coming up too much from autoresolve - raised % of soldiers routed to trigger, and disabled trigger if battle was won
Balanced Good/Bad Disciplinarian traits from activity / inactivity
Fixed GoodCommander / BadCommander antitraits like GoodAssassin/BadAssassin and agents etc. Who knows how I missed that, perhaps I win too much.
FactionKiller trait not working. Seems to be problem with hardcode event condition 'LeaderDestroyedFaction' - does anyone know where I can find the event triggers which define this? Or are they hardcoded and unalterable?
Tried making FactionKiller work with other conditions (ie taking faction capital when factionsettlements = 1, linking trait to message Faction Destroyed appearing), but no luck. Annoying.
Restored original Factionleader / Factionheir changeover triggers. They don't actually make sense, but my amended triggers somehow allowed characters to have both Factionheir and Factionleader. Will try again in 1.2
Activated AdoredByPope trait rewards for papal missions (incomplete triggers in original)
Deleted duplicate Berserker trigger, upped thresholds a little
Deleted governing9 trigger - this was a 'moral corruption' trigger that meant no generals could keep Fair In Rule / Noble In Rule traitline for more than a few turns when treasury > 50000. Those traits have plenty balanced against them as it is, this was stupid imo.
===GENERAL ANCILLARY FIXES===
Checked all standard ancillaries to make sure they work etc.
Making many more standard ancilliaries transferable: my tests were this: 1) Is it a family member? 2) Is it linked or specific to the character? 3) Is it unique enough to control its own destiny? 4) Does the owner have reason to hide/disown it (ie criminal)? If the answer to any of those were YES, then it's not transferable. The transferable questions were: 1) Is it an item? 2) Is it professional military or servant & thus under orders? If the answer was YES, then they were transferable (aside from some unique relics etc). Most historical/fictional figures left alone & non-transferable. In the end, it is YOUR CHOICE to use transferability or not (ie don't ***** at me about changing it, just don't transfer them!). Some ancillaries have been kept non-transferable for balance reasons (ie priest ancillaries mostly non-transferable as they can seriously influence chance of becoming Pope).
Made common ancillaries slightly less common, rare ancillaries slightly less rare - you should now see more variety, instead of 100s of artists, alchemists, etc and nothing else. Unique / named ancillaries still v rare, but you will see a larger range of standard ancillaries.
Removed some odd trigger conditions (ie triggers which rewarded for winning battles when slightly outnumbered, but not when more outnumbered)
Removed some bizarre blocks to northern_european cultures having some basic ancillaries
===SPECIFIC ANCILLARY FIXES===
Apothecary trigger now gives apothecary instead of alchemist
Added triggers for two armour ancillaries: characters coming of age may recieve a gift of armour from their father, if the father has an ancillary skilled enough for the job.
Biographers now only pay attention to slightly more accomplished generals
Added black stallion triggers for assassins and dreaded generals
Added bodyguard triggers for assassination attempts
Counterfeiter now appears for merchants created in settlement with alchemists lab OR BETTER
Added trigger for eunuch for Islamic generals in cities with advanced administration
Changed trigger for explosives, so they appear only after the gunpowder discovered event, instead of based on turn (which will be wrong if you or a mod have altered the number of years per turn)
Added faithful servant trigger - princesses coming of age with a noble or charming mother now may gain a loyal family servant from her
Fixed knight reward imbalance from crusades: previously hre, spain, portugal only got 1 knight (santiago or teutonic) and everyone else got 2 (templar + stjohn). Now France & England only get 1 Templar, and everyone else gets 1 StJohn.
Removed anti-ancillary condition from 'master' ancillaries (no logical reason you can't have more than one)
Added triggers for FactionLeaders with guild HQ in kingdom, they have a small chance to get the appropriate master ancillary as an advisor
Inappropriate ancillaries no longer given to princesses (ie mentors, tutors)
Added trigger for nun on priest creation from Abbey or above (Same for orthodox)
Fixed trigger for pet bloodhound, now can be given to spies and assassins on creation
Added triggers for royal escort for princesses
Made siege and military engineers mutually exclusive (they double up too much and waste space)
Added trigger for slaver for Byzantine & middle eastern cultures (because they don't get much unique to themselves)
Added triggers for smothering bodyguard for princesses
===QUESTIONS===
Something very strange: character leading army outside settlement getting Corrupt trait regularly...tested to see if this is from corruption triggers, it's not. No idea what is was happening. Please bug report if you see this occurring (no general without Corrupt trait (first level: Dubious) should ever get the trait without being in a city)
===BROKEN===
Not my area, but if you look in descr_missions.txt and descr_faction_standings.txt you will find that faction standing rewards for regicide missions don't exist. Might be of some interest to diplomacy modders (or heaven forbid CA actually fix something in a patch)
==VERSION 1.1==
This version has now (hopefully) fixed 99% of the traits file. Ancilliaries & fluff (typos etc) to come in v1.2
==MAJOR FIXES==
Added many fixes I missed from KOBAL2's traits fix, so big thanks to KOBAL at www.totalwar.org. Find his mod here
Ambush triggers created.
Added missing/eliminated DiscontentGeneral triggers: renowned generals in charge of great cities in far off lands might start entertaining thoughts of independence, unless they are very loyal...on the other hand, less skilled generals might be happy that you gifted them with walls. PLAYTEST & FEEDBACK PLEASE!
Crusader/Jihad levels now harder to get. Becoming a Grand Crusader/Holy Warrior now requires generals to do more than simply win one crusade.
Added new self-perpetuating "education" triggers for some traits which were near impossible to reach top levels: characters who ALREADY possess academic / culture traits who spend time in settlements with appropriate academic / cultural buildings may spend some time educating themselves.
Fixed Sobriety / Prim trigger thresholds to a) make them appear correctly on birth / marriage, b) eliminate anti-traits (Drink and Arse/Girls/Feck/etc) as intended on marriage / fatherhood. NEEDS PLAYTESTING
BETAing a new gain/loss code for GoodDenouncer/BadDenouncer, please see how your priests move up and down the scale from Good/Bad on killing heretics/witches. This should work better than the current gain/loss code for other agents, but I don't want to risk breaking those until this has been thorougly tested. NEEDS PLAYTESTING
==GENERAL FIXES==
Added new Berserker battle trigger.
Changed 'HatesX' birth triggers to see them appear a little more often. Hates'n'fears a little more common.
Insane and Angry generals can now become Berserkers
Left corruption alone (though severely tempted to remove doubling up of traits such as Epicurean from having theatres etc & large treasury)
Castles now REALLY don't give BadTaxman
Added 10% chance for Sane on birth to make mad traits a little less common
Added 10% chance on birth for Objective/Subjective and assigned various anti-traits to them. Effect should be to ensure random births don't produce too many characters with conflicting traits. If this works, will expand these traits further in v1.2. PLAYTEST!
Added trigger to GloriousFool, generals who narrowly lose a battle where the odds are against them may get this trait.
Made adultresses slightly less common, especially for men with charming wives.
Added HasAdultress trait. Doesn't have any extra effects than the ancilliary, just for sake of completion.
Removed Ignorance as anti-trait to tactical & logistical skill (plenty of great generals with no education in medieval times). Increased chance of trait appearing in military generals to balance.
Added trigger for non-faction leaders to get PoliticsSkill
Generals whose troops rout often are liable to be blamed for bad discipline. (general note about Disciplinarian & BadDisciplinarian: generals who keep their troops active will gain the former, generals who leave them idle will get the latter)
AssassinMaster slightly harder to get (in line with SpyMaster).
Last level of AssassinCatcher slighty easier to get (in line with CounterSpy)
Checked & fixed all trait thresholds in triggers - should see more coming of age traits
Many more trait and trigger fixes
==AGENTS==
Princesses now convert their traits into General traits on marriage correctly.
Fixed merchants gaining / losing GoodMerchant/Badmerchant
Lowered thresholds for Monopolist (because I've never seen it in higher levels)
Created trigger for ExoticTastes for merchants trading exotic goods
Priests who become heretics should now base their hereticskill level on their previous piety rating. NEEDS PLAYTESTING
InquisitorFailure will now activate when intended (if this was meant to be the patch fix for inquisitors, well they bugged the fix too...)
==QUESTIONS for fellow modders==
Some things I haven't worked out yet which would really help. If you can help, please PM me (Orientis) at www.twcenter.net, or post in this thread.
Is there any code / condition to find out whether character married within family?
Anyone know where MissionID & PaybackID parameters can be found? (not in docudemon_conditions files from CA)
Is there any code / condition which defines a character's age?
==VERSION 1.0==
==MAJOR FIXES==
Assasssins / Princesses / Diplomats losing all Good- traits instead of one point on unsuccessful mission: Now working as intended, failed missions now only reduce trait by one point.
Princesses completely fixed, see below.
All generals/family start with base Piety of 3 (ReligionStarter trait now fixed)
Many traits assigned to incorrect character types have been corrected or replaced (ie triggers trying to give family members SmoothTalker trait, a diplomat trait, have been replaced with RhetoricSkill).
Many trait errors giving incorrect values fixed.
Restored trait triggers for generals who are active & leading armies to balance traits triggered by sitting around in cities
==PRINCESSES==
All now spawn with default Charm 3 (neutral traits to character on marriage)
Princesses now get random traits at coming-of-age like characters
Appropriate Princess traits now self-perpetuating
Secret Love ancillary slightly less common
Inital Princessess on starting a new campaign WILL have +2 Charm too much. To change this I would have to alter the descr_strat.txt file, which would then conflict with most other mods.
(Princesses may in fact now have too much charm, feedback welcome for v1.1)
==GENERAL FIXES==
Non-family generals can now get traits for administration / tax etc while governor. Since non-family generals only seem to exist at the start of the game, it hardly matters. Correct me if I'm wrong.
Good / Bad Taxman trait now linked tax level of city that general is governing. Castles unaffected (since tax level unalterable).
GoodAdministrator trait now linked to being an active governor
BadAdministrator trait now linked to having an unneccessarily unhappy population. Trait now is opposite of GoodAdministrator, instead of opposite of GoodTrader...
Being an InspiringSpeaker once again inspires your soldiers as well as your population (possibly this wasn't a mistake by CA, please complain if you want this removed from the fix mod)
Being a BoringSpeaker now actually has consequences
No more 20 yr old 'Scarface's, BattleScarred trait now takes considerably longer to max
FertileWife trait now given to family members on marriage (if appropriate to Princess married) instead of, er, admirals...
Radically reduced likelyhood of brothels or above to give Drink/Feck/Girls traits
Fixed threshold for Prim trait so it works correctly with triggers
PublicAtheism trait now working, generals who wander too long among heretics or slaughter innocent co-religionists beware...
Balanced ExpensiveTastes trait thresholds (Extravagent, Royally Extravagent etc) to be more in line with similar traits & antitraits.
Balanced Ignorance trait to be more in line with Intelligence anti-trait.
GoodDiplomacy and BadDiplomacy traits now active in limited way, more to come.
VictorVirtue trait triggers fixed, generals can now develop the Victor line of traits correctly.
Admirals now gain command stars more reliably, and gain retinues from winning battles.
Admirals no longer gain command stars or retinue on creation (no more 1star fleets appearing from training and being unable to merge)
==UNFIXABLE==
Good/BadArtilleryCommander and Good/BadGunpowderCommander seem to be unfixable, as there are no unittype parameters for those units. Please PM me if you know otherwise.
==v1.2 COMING SOON==
Ancilliaries to be fixed.
Some ancillaries to be inheritable (in original CA file but broken).
Many more transferable ancilliaries (then it's up to you if you do it or not)
Battle triggers get one last examination / upgrade
Typos and fluff fixed.
==BUGS & FEEDBACK==
Please post feedback & bugs in this thread.
Tell me what I have missed or what you think needs fixing so I can include it in future versions.
PLEASE FEEL FREE TO DISTRIBUTE OR USE IN YOUR OWN MODS, as long as you acknowledge source and link to thread where I can get feedback. Enjoy!
The Lordz Modding Collective (LMC) is proud to present to you Napoleonic Total War 3 (NTW3).
NTW3 is the latest of our Napoleonic mods, based on Napoleon Total War by the Creative Assembly (CA).
Whereas Napoleonic Total War1 (mod for Medieval 1 Total War) and Napoleonic Total War 2 (mod for Rome Total War) were complete reinventions of two popular games, NTW3 is more of a makeover of the latest Total War title by CA. This however was still a major undertaking as we strived to provide the most historically accurate multiplayer experience we could given the limitations of the tools/engine available to us. Some compromises of course were needed for the sake of good gameplay as we wanted the experience to remain fun.
Since it would be dull to enumerate all changes made, I will highlight the main features of the mod. Please keep in mind this is still a Beta version in its latest stages and so some work is still ongoing to polish some of the rough angles.
What is new:
I- Playable Factions
NTW3 will include 18 nations that partook in the Napoleonic wars. A complete order of battle was developed for each of them to allow varied armies on the field. Nations will vary, as they did historically, in unit sizes, morale, firepower and close combat capabilities, making for different national strengths and weaknesses. This practically translates into using different strategies and tactics to achieve victory based on the nation used.
For example; Historically Russia had massive armies on the field, good selection of cavalry, and large numbers of guns. It's infantry was made mostly of conscripts and poorly trained troops (It did however have a number of valiant elite and guard troops). It's poor saltpeter made for poor gunpowder with more missfires which lead to the Russian preference for charging and bayonet use compared to prolonged musket fights. This is represented in game by larger unit sizes, low musket accuracy and better melee stats. Their batteries are larger than other nations with slightly lower stats to simulate the historical limitations of their artillery (poorly commanded at first and bad saltpeter). Despite the lower accuracy of the Russian artillery, a Russian commander in NTW3 will quickly realize the effectiveness of its bigger size and will use it to soften the enemy. He will prefer not to stay in long firefights but to charge for victory when the setting is right.
On the opposite end of the spectrum, England had more of an elite but smaller army. It's men were experienced, and were good shots (The British also deployed mainly in 2 line deep formations bringing more guns to bear on their enemies) . Many lower quality Dutch and Brunswickian troops supplemented its low numbers on the continent. It's cavalry was decent but not the best in Europe. It's commanders almost never used their cannons in large batteries but mainly in half batteries throughout the line. This is represented in game by smaller infantry unit sizes that deliver a deadly punch. Their high cost will make a British commander in NTW3 consider the ground as his best ally, using reverse slope when possible, to minimize casualties and supplementing his army with a few less expensive (and dare I say, more expendable), Dutch and Brunswickian troops. He will definitely prefer a protracted firefight to a charge.
Here is a complete list of all playable factions:
France
Britain
Russia
Austria
Prussia
Spain
Ottoman
Bavaria
Denmark
Hesse-Darmstadt & Baden
Northern Italy
Poland
Portugal
Saxony
Sweden
United Netherlands
Westphalia
Württemberg
II- Gameplay Mechanics:
1/Unit Sizes
Infantry units represent battalions or regiments. Because of the ‘slot limit’ in game some compromises were needed. The larger units are either strong battalions, (British Foot Guard, Hungarian Line) or 2-3 small battalions (most Russian, and some militia units). Historically unit strength was variable so the sizes are one interpretation only (based on the 1808-1815 period).
The small skirmisher units represent 1-3 companies of ‘specialist troops’ (most armies used their skirmishers this way). A scale of 1 in-game figure to 6 actual soldiers was adopted.
The cavalry is not as easy to define. Cavalry regiments often operated in squadrons, or groups of squadrons, like the battalions of an infantry regiment, the cavalry units in game represent these groups. The 1:6 unit scale was also used.
The cannon units are batteries of ‘average’ size for the armies. 1 in-game gun represents 2 actual cannons. The crew per gun, as well as number of guns per battery varies by nation.
Within the constraints of the 20 unit slots we tried to allow players to create scale armies of 15 – 30 battalions with artillery and specialist support. There is room also for a brigade of cavalry, more if you make sacrifices elsewhere. At the scale of real Napoleonic battles this would represent a small Corps of maybe 2 infantry Divisions and cavalry support.
2/Unit Ratings
Wargaming rules were used as a base for unit stats. Multiple sources were used to compare the different value or strength of a unit compared to its counterpart in other nations. A formula was used to calculate the cost of the unit based on its stats. Each number in the stats was given a relative importance compared to the other numbers. This was used as a coefficient to adjust the price for example of better shooting stats compared to better melee stats. We applied this formula consistently to all branches of the army for each nation. Finally, minor nations were divided into 3 categories based on their historical importance and the size of their armies during the Napoleonic wars between 1808-1815. Each category received a different extra penalty to unit costs to represent the fact that these nations could not historically field as large or as good armies as the 5 major factions.
Of course there is some degree of subjectivity that was used when no clear historical data was found for some units in certain aspects, but mostly we relied on published sources and expert opinion.
3/Weapon Effects
Using a scaling factor of 1 in-game distance unit equaling 3 metres the ranges and effects of weapons have been realistically portrayed. Musketry causes only moderate casualties beyond 100m, becoming virtually useless beyond 200m. Cannons were based on effective range, with varying fire rates for sustained, long range bombardment and desperate ‘defend-the-battery’ close range canister.
4/Balance
Much work has been done to get the balance of Infantry/Cavalry/Cannon right. This is the essence of Napoleonic warfare, and the equal importance of each is one reason why this is probably the most popular period for Wargames. This balance can only be achieved through testing, and our dedicated team of more than 30 has been providing feedback for many months now.
Also we used unit limits and adjusted costs to prevent spamming.
5/Realistic fatigue & Morale effects
Cavalry starts very powerful, but become useless after a couple of charges until rested again.
Units under heavy fire and weakened may break if something ‘bad happens’.
Cannons cannot fire flat out all day, reserving their ammo and energy for important tasks. As the crewmen become fatigued, the battery loses reload and accuracy. Past winded, they become very inefficient. Exposure to musket and especially cannon fire will break down a unit's ‘will to fight’ making a rout much more likely when the enemy closes.
6/Fog of War
This means you will have no idea what your opponent is up to until you are close to his army.
Scouting, generally using light cavalry, is required to locate the enemy. Consequently, tactical and strategic ambushes are possible. I think this will be a very appealing and distinctive aspect of this mod.
Please note that only a few vanilla reworked maps have fully functional FOW. Although it might seem that they all have it, some absurd things in visibility can happen sometimes as they are not fully fitted. On the other hand all Lordz made maps have fully functional FOW.. All reworked vanilla maps will have functional FOW for the release.
7/Unit Disruption for Infantry/Cavalry Interpenetration.
Units cannot pass through each other like ‘ghosts through walls’. Friendly infantry will be considerably slowed and scattered if they attempt it.
Your cavalry can NOT leap forward from behind a line of infantry to attack the enemy. You must have gaps for cavalry operations. This seemingly small feature will have a big impact on how armies are maneuvered on the field.
III- Historical scenarios
Napoleon's Eagles deals with the historical engagements of the Napoleonic era. It represents the true ‘grognard’ companion to the NTW3 classic mod. The battles are carefully researched and recreated with detailed OOBs, uniforms, and historical behavior.
Maps were created from 1:25000 scale topographical data, villages represented with their correct layout and stronghold positions. Realistic terrain effects impact heavily on the unit movement and behavior. Historical battles play in a more realistic fashion, they are slower and fatigue settings are harder.
It would be best to familiarize yourselves with the historical battles prior to playing them. In the final release, the orders of battles, the map analysis and other features (victory conditions, starting positions, delays etc...) will be published to allow an offline study of these battles.
These battles are meant to be played in MP, playing them on LAN with AI will cause significant lag on some PCs while the AI tries to manage a huge number of units.
The first release will offer:
Battles from Napoleon’s 2nd Italian campaign: Marengo and Montebello.
Here the numerous Austrian army of FM Melas will face the more mobile divisions of the Reserve Army of Napoleon.
The first volume of the 1806 campaign: Auerstädt
The epic struggle between Prussia and the French "decima legio" of marshal Davout's III Corps. Recreated with a wonderful autumn map, the Prussian player(s) field more than 90 units in the full scenario.
Unique to Napoleon’s Eagles is the ability to control an entire army.
This would mean, playing Marengo on a 1vs1 basis will offer each player the challenge to manage more than 80 units, playing the same battle on 2vs2 will give players 40 units each on so on.
To access these wonderful engagements please use the scenario battles instead of land battles when hosting. You will have the opportunity to pick how many players will be on each side from there. Please note that sometimes the players will see very few units available to them in the pre-loading screen but in fact they will have an appropriate army in game.
More scenarios will follow with time, Aspern Essling is due soon, with the battle of Corunna due next month.
IV- New Multiplayer Maps
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
NTW3 includes a complete rework of all vanilla maps as well as more than 20 new maps made from scratch. These new maps were designed in different styles. Some of them are objective maps with multiple victory locations assigned different victory points. These should be played with time limits, the side with the more points at the end is the victor.
It is our firm belief that without good maps the multiplayer experience will remain lacking, so we are committed to keeping the community interested with a steady stream of new maps.
V- Other Changes at a Glance
1/ A score of gorgeous 2D artwork including an original work commissioned specifically for NTW3 by artist Mehmet Sait Sener (used as the banner and as the main screen in NTW3).
Artist Mehmet is, in his own words, "A philologist(Spanish/English) and a self taught artist, with a passion for languages, history and art. I like depictions of history through art and literature; be it movies, games, or books. Currently a freelance concept artist/illustrator".
You can find him here: http://woodyend.carbonmade.com/
Some of the many loading screens made by Lord Legless Lannes
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
2/ New units with new uniforms for some older units (adjusted for historical correctness when possible)
3/ Music and sound changes
4/ Changes to the radar map and unit icons on the radar map (now using conventional wargaming icons)
5/Unicorns with the ability to fire canister, explosive shells and round shot to be faithful to their historic versatility. An unfortunate compromise was to remove their barrage capability. This was partly compensated by slightly higher reload.
6/ Removed crouching when hidden. Now units will walk upright, the hidden attribute was essential to fog of war and so it was annoying to see men crouching until seen by the enemy.
7/ Added maps previews to show starting positions when loading
8/ Removed upgrading units and replaced that feature with custom made conscript/regular and crack units to model these differences in a historical way rather than just a generic % increase in stats for all. In game, it will be easy for the player to know his upgraded units as they have chevrons on the unit cards.
9/ General cannot charge, this was made to avoid people using their generals to charge in the back of a melee, getting the high rear attack malus.
10/ Localization files for other languages will be made
These were some among many more minor adjustments.
Credits:
The Lordz Team
1/ Lord Von Clausewitz: Mod leader, worked on unicorns, removed crouching while hidden, participated in developing the overall gameplay in the classic mod under the guidance of Lord Avon_Ulysses.
2/ Lord Desaix: Lead designer, worked extensively on all aspects of the historical scenarios, map making tutorial, reworking all vanilla maps, making installers, developing the fog of war concept and multiple fixes here and there
3/ Lord Fullin: More than 20 maps made from scratch, making new units and countless uniforms
4/ Lord The Fenix: Historical scenarios maps made from scratch, worked with Lord Desaix on the historical scenarios
5/ Lord Avon_Ulysses: Worked on the stats, and the overall gameplay mechanics including adding interpenetration penalties.
6/ Lord Legless Lannes: made all the beautiful 2D artwork, the loading screens, the unit cards, the screenshots, and the map preview screens
7/ Lord Liberalis: helping to promote the mod in non English speaking forums by doing the necessary translations and working on public relations
8/ Lord Sean Cappone: For making the open beta installer
A special thank you:
1/ Honourary Lord Dumonceau: for all his help and hard work in the nick of time, helped with making units, on the sounds and music as well as multiple other fixes
2/Honourary Lordz BDC and JC for their contribution to the mod in its infancy. Lordz Badger and Hokomoko for their work on map making in ETW. The knowledge acquired from them helped us make the new maps for NTW3.
3/Gen Thielmann AKA Cyn for all the historical research he has undertaken for us
4/Jakob for his research on the Scandinavian armies
5/ Jutland for allowing us to use some of his models
6/ Scorpionet for allowing us to use some of his models for spain
7/ Cornwallis for his Prussian pack used in the historical battles
8/ JFC for allowing us to use his NTF mod
9/ LtRowland for allowing us to use his BettersoundFx
10/ PDGuru for allowing us to use a few of his models
11/ L'aigle Imperial submod for allowing us to use some of their work although we eventually did not
12/ Last but not least, to our beta testing team of more than 30 people that tested the mod relentlessly over months
NTW3 comes with its own manager that will allow you to pick to play the classic mod or the historical scenario. It also has a "delete script" button. It is recommended to press it if you had been playing other mods so as to not have any bugs/incompatibility issues . Other buttons you will find are "save preferences" and "load preferences" that will allow you to save multiple graphics and other settings to load at your discretion prior to launching the game so as to not have to do that each time.
The Mod was extensively tested in Medium Funds (10K) and medium sized armies. Ultra sized games will allow double the men, except for artillery where only the crewmen double but not the number of canons (CA bug). The Ultra sized armies are only recommended in 1vs1 and 2vs2 to avoid lag. the experience in this setting will probably be different than in medium sized armies, and since it has not been beta tested extensively, we cannot guarantee the results. Artillery might be underpowered in this setting, we might in the future make a separate version of the mod with double the men and improved canons (either will double the size or improve the damage) to be launched from the mod manager. This is something still being discussed.
Before installing, a few suggestions:
1) DELETE (or move to another dir) ANY REPLAY SAVED WITH OTHER MOD OR VANILLA, this can cause crashes when saving/loading replays like unfortunately with every other mod
2) DELETE (or move to another dir) ANY SAVED ARMY WITH ANOTHER MOD VERSION or VANILLA, this can cause crashes when loading armies or maps
3) Please SAVE the vanilla LOCALIZATION file to another folder in case you have problems playing vanilla so you can restore it. This is an extra precaution.