Results 1 to 10 of 10

Thread: Vuk's Mod

Threaded View

Previous Post Previous Post   Next Post Next Post
  1. #1
    In the shadows... Member Vuk's Avatar
    Join Date
    Jul 2006
    Location
    R.I.P. TosaInu In the shadows...
    Posts
    5,992

    Default Vuk's Mod

    Simple name, simple plan.
    The mod's aim will be simply to create more realistic gameplay. I have made such mods tweaking damage, running speed, reload speed, combat speed, missile capacity and range, price, bouncing patterns for cannons, and many other variables for all the other total war games so that I could enjoy a custom experience that was as close to real as could be achieved with the engine. I also cut units out and once even added a unit to do so, but generally left what they had. I made these mods only for myself however and my family, so this time, I think that I will release my rework to the public.
    I will have to wait till I have played through the game several times as all of the factions before I can have an exact plan of what to do, but here are things that I will be concentrating on:

    Reload time - realistic reload time, real life was balanced, so a game can be too without being unrealistic.
    Movement speed - for infantry, cavalry, artillery, and naval units.
    Range - again, as realistic as can be for the guns that are being used.
    Damage - during this period one shot even if in the leg could often kill, and one to the head or torso nearly always did. This will be represented.
    Accuracy - This will be a big balancer that will really make a difference between professional and non professional armies. The main difference will of course be between the firearms used, but the small difference between a professional and a semi professional soldier can make a large difference with the outcome of the battle.
    Realistic Melee Combat Speed - something that no Total War game yet has been able to nail down.
    A semi-realistic Naval Combat Model - this means things like no sailing against the wind. I am not a naval expert, but I will do my best to make this aspect of the game as realistic as possible, and will ask advice where I can.
    Formation Densities - something that I have not seen realisticly represented in many of the screens so far.
    Cost - Things that were massive Imperial investments will be in this mod.
    All Fantasy Units will be KILLED - All of them.
    Special Units such as Roger's Rangers will be removed and replaced with such generic units that respective factions can train, but will not be Uber. - fantasy units will not be added in their place.
    Elephants and horsemen will be made realistic - Their combat roles will be forced to match what they were in real life.




    Rebalancing a game for realism is an extremely long and tedious process, and requires very, very many hours of research and game testing. Also, I have a very busy schedule (I am in a Hungary studying now and will be working and studying when I go home for the summer) and not as much time as I would like to devote (and I am working on a M&B mod), so I will present no time frame for this mod or even say for sure if I will release it. It is a plan though that hopefully I will complete. (As I plan to do it for myself anyway, I cannot stand playing an unrealistic game)

    Vuk
    Last edited by Vuk; 02-14-2009 at 13:30.
    Hammer, anvil, forge and fire, chase away The Hoofed Liar. Roof and doorway, block and beam, chase The Trickster from our dreams.
    Vigilance is our shield, that protects us from our squalid past. Knowledge is our weapon, with which we carve a path to an enlightened future.

    Everything you need to know about Kadagar_AV:
    Quote Originally Posted by Kadagar_AV View Post
    In a racial conflict I'd have no problem popping off some negroes.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO