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  1. #1
    Grand Patron's Banner Bearer Senior Member Peasant Phill's Avatar
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    Default Mods to install/follow

    Reading this board, there are a lot of replies such as: [insert name]mod fixes [insert problem] really well but I'm not a fan of some other changes it makes.
    Darthmod is an example for such a mod. There strongpoints are widely advertised, unfortunatly there weaknesses are only to be discovered with (intensive) play.

    Which mods, wips and existing ones, are promising?
    What are the pros and cons about those mods?
    Quote Originally Posted by Drone
    Someone has to watch over the wheat.
    Quote Originally Posted by TinCow
    We've made our walls sufficiently thick that we don't even hear the wet thuds of them bashing their brains against the outer wall and falling as lifeless corpses into our bottomless moat.

  2. #2
    Member Member Didz's Avatar
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    Default Re: Mods to install/follow

    Its always awkward to choose a mod package, as one can never be sure that everything the host has included is what you want to use.

    However, so far, I've been really please with 'The Rights of Man' (TROM) which includes a lot of the things I consider important and has more or less sorted all the issues I had with the battle engine of the vanilla game.

    But it doesn't do everything I want, and some of the stuff it does do isn't radical enough for me so I've supplemented TROM with a number of smaller mods, for music, weapon sound effects, uniforms, the proper_militia mod (that gets rid of the French Onion Sellers) and even the full version of the Blood and Smoke Mod (the light version is included in TROM, but I wanted more smoke and blood). Thats doesn't seem tp cause any problems as long as you get the load order right in ModManager so that the smaller mods load after TROM.

    On top of that Sage hasn't removed the fantasy units from the game in TROM, he has just restricted how many of them you can recruit. Whereas, I chose to get rid of them entirely as I don't even want to see them in my game, so I had to go in and edit the TROM_UNIT_TABLEs to get rid of them.

    At the minute I think I've got the game about as close to what I think it ought to be as it can get using Mods. Until someone breaks the Campaign System table codes and starts improving the Campaign engine I think the modders have done as much as they can.
    Last edited by Didz; 07-16-2009 at 12:56.
    Didz
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  3. #3
    the G-Diffuser Senior Member pevergreen's Avatar
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    Default Re: Mods to install/follow

    Vanilla Extended Mod (When it gets upgraded)

    Quote Originally Posted by TosaInu
    The org will be org until everyone calls it a day.

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  4. #4
    Member Member Didz's Avatar
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    Default Re: Mods to install/follow

    Quote Originally Posted by pevergreen View Post
    Vanilla Extended Mod (When it gets upgraded)
    Hmm! never heard of that one, is it the one Jack Lusted has supposed to have produced.
    Didz
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    Grand Patron's Banner Bearer Senior Member Peasant Phill's Avatar
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    Default Re: Mods to install/follow

    Didz,
    I've been browsing through the TROM boards on TWC but I only a very extensive list of changes made.
    What are the 'features' of this mod and in your opinion which changes are less desirable.

    Oh and I believe there is a forum about the Vanilla Extended Mod on the hosted mods here at the Org.
    Last edited by Peasant Phill; 07-16-2009 at 15:23.
    Quote Originally Posted by Drone
    Someone has to watch over the wheat.
    Quote Originally Posted by TinCow
    We've made our walls sufficiently thick that we don't even hear the wet thuds of them bashing their brains against the outer wall and falling as lifeless corpses into our bottomless moat.

  6. #6
    Member Member Didz's Avatar
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    Default Re: Mods to install/follow

    Quote Originally Posted by Peasant Phill View Post
    Didz,
    I've been browsing through the TROM boards on TWC but I only a very extensive list of changes made.

    What are the 'features' of this mod and in your opinion which changes are less desirable.
    The goal of this mod is to make ETW more historically accurate, so if your not interested in 18th Century history its probably not for you.

    The main area affected are the battles.

    I find the troops behave more appropriately, and the uniforms, weapon capabilities and weapon effects are more accurate. For some reason this seems to affect the way the AI plays the game and generally speaking it does a better job than I remember it doing in vanilla. Suicide charges are quite a rare occurence for instance.

    In the campaign game TROM limits recruitment of certain units whilst adding additional regional units. So, for example Sweden can only support so many Line Infantry Regiments but if it captures Denmark then it is able to add a number of Danish Volunteer Regiments to its battle line. My Swedish army currently has Danish, Polish, Prussian and Russian volunteer units in its battle line.

    Artillery had been given more historically accurate ranges and the trajectory of fire has been flattened to make them more historically accurate. Likewise musketry now has it poper range and effect. Fatigue effects have been increased to reduce the amount of rushing around that both you and the AI can get away with. I find cavalry needs to be rested after every major charge, which is as it should be.

    The biggest problem with the TROM_NAVAL_SUB_MOD is that the ships now rapidly run out of sea due to the arbitary limits set by the game, and that gets a bit frustrating as your constantly having to modify your tactic's to avoid the edges of the ocean.

    There is nothing in TROM that I would prefer not to be there, in some cases I would have liked it to go even farther than it has, but in most cases I've got round than by downloading another small mod to provide the additional changes.

    Generally, I would say that were it not for TROM I would no longer be bothering to play ETW, as the vanilla game is really just a joke.
    Last edited by Didz; 07-16-2009 at 18:31.
    Didz
    Fortis balore et armis

  7. #7

    Default Re: Mods to install/follow

    I rather like TROM. Some of the changes that stand out for me:

    - musket accuracy/lethality is dependent on range. Long-range shootouts are no longer lethal and can go on for a while. movement speeds have been reduced. feels far more historical to me. in vanilla you can just blast away at maximum range with no regard for actual tactics of the day. during this era, one major facet of disciplined troops was the ability to take a volley of musket fire without shooting their own load. in TROM, it's actually beneficial to do this. in vanilla, it's not.

    - naval reload times increased, combat in general is slower but maneuver matters more. in vanilla, there's sometimes no point to maneuvering a ship unless you've lost a lot of guns on one side. in TROM, you can actually get benefit from letting loose a broadside, turning down wind and loosing another broadside.

    someone did release a submod that addresses this for those that don't want the more realistic approach and faster naval battles.

    - artillery is far more accurate. artillery can now be the biggest killer on the battlefield even with say 2-3 batteries in a stack. proper use of artillery, protecting your own guns - way more important in TROM.

    - improved recruitment - the campaign AI builds better armies and thus facilitates better battles.

    - some new units

    this is not a total conversion, but rather makes vanilla way better.
    Last edited by resonantblue; 07-16-2009 at 18:32.

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