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Thread: IMPERIAL SPLENDOUR Mod

  1. #1
    Dilly Dilly Member PikeStance's Avatar
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    Default IMPERIAL SPLENDOUR Mod

    In the coming days I will be including direct links to IMPERIAL SLENDOUR so that it can be enjoyed by fans regardless where they like visit and share their love for Creative Assemblies Empire Total War.
    Please be patient as I migrate the information.


    WELCOME to the Award Winning Information and Download Thread of IMPERIAL SPLENDOUR


    In this this thread, you will find the latest information about the mod.
    You may also download the regular mod (2.2.1b) and our late campaign mod (Rise of the Republic)

    The Imperial Splendour Development Team (TWC Usernames)
    Leadership
    Mod Leader: Wangrin
    Project Manager: PikeStance

    Contributing Team Members
    The CURRENT DEVELOPMENT TEAM
    wangrin {3d Modeler | Historical Researcher}
    PikeStance {DB Editor | Minor Startpos Editor | Historical Researcher}
    Bethencourt {3D and 2D Artist | DB & Startpos Editor | Naval Modding}
    oleg2242 {Historical Researcher | 3D and 2D Artist}
    Herr Doctor {Historical Researcher | 2D artist}
    Quintus Hortensius Hortalus {2D and 3D Artist | Historical Researcher.}
    agunter999 {2D and 3D Artist | Historical Researcher}
    TSanada {Technical Support}
    Topgearrules {Startpos Editor | DB Editor}
    Dom Pedro II {Historical Researcher}
    saffronbuyer {2D Artist}
    Rohl {Startpos | DB Editor}
    hortanium {Startpos | DB Editor}
    Stevenhomles {Historical Researcher}


    Are you interested in modding or joining Imperial Splendour Development team; then visit here!
    OR, contact PikeStance (Mod Manager)


    Imperial Splendour attempts to create the best Empire: Total War experience possible without destroying the essence of the game, with an eye towards expanding and enriching the experience, while adding to the game's realism whenever possible. Our main work has been to complete the former IS 2.1.4 release so as to update it and enable you to get the best Empire Total War experience. We are currently on version IS 2.2.1b. The greatest innovation in that release of Imperial Splendour is the evolution of the uniforms, separating the Grand Campaign into three periods (Early, Middle, Late). Each period allows you a different roster so as to be the most historically accurate. The uniform changes by stages and by revolution, so as to be consistent to correspond with major conflicts of the 18th century. A second aspect of Imperial Splendour is to offer a unique game- play experience with each faction.


    Frequently Asked Questions for v. 2.2.1b
    Spoiler Alert, click show to read: 
    Q: "Why do my grenadiers not have Grenades?"

    A: Imperial Splendour has removed Grenades from all grenadiers. This is for the dual reasons of game-play and realism.
    First, game-play. Grenades were infinite and incredibly fast-firing. This meant that they could be easily exploited in game-play terms.
    Second, realism. The concept of a grenade throwing grenadier was a thing of the 17th century. By the 18th century Grenadiers had changed and they longer carried or threw grenades. In the 18th century, a grenadier battalion was a prestigious unit of big, strong men. Grenades were only used in extremely rare circumstances during the 18th century.


    Q: "Is IS compatible with the Warpath DLC"

    A: No, it will be not be compatible. Our apologies.


    Q: "Where is the Recruit General star button?"

    A: . Gone. Again this is a dual game-play/realism decision.
    First, game-play. IS uses some unique bodyguard units. Unfortunately, the star button recruits the old, outdated generals bodyguard unit.
    Second, realism. Instant recruitment of a well-trained general with a full unit of elite bodyguard in the middle of enemy territory: Do you find something wrong with that? You have to recruit a general in a province (with the proper building) then send him out to the front-line just like any other unit.


    Q: I can't trade technologies! Oh noes!

    A: This is unfortunate, but intentional. Each faction has its own unique technology tree. Some factions will have different technology or they may have other technology that are in different parts of the tree. This makes trading technology trading impossible.


    Q: What about the BAI and CAI?

    A: The core of the AI can not be changed yet by modders. Anyway in the next release, IS will have the best enhancements in BAI & CAI ever knowns or unknowns. See this submod: OFFICIAL: Battle AI Tactical Enhancement {{BETA Version}} for enhance performance of the BAI.


    Q: Is IS compatible with the Road to Independence?

    A: No, we have not edited the RTI, so in the unlikely case that it does work, it won't work well, because we simply haven't messed with it. If you want to play the RTI, deactivate IS in your user-script or via mod-manager.


    Q: Is IS compatible with the Steam version of E:TW?

    A: Yes. The steam version of E:TW is the same as the disk version. All mods work with both equally well.



    Imperial Splendour v3.0 Development
    General Information
    Spoiler Alert, click show to read: 

    [FIELDSET2="-"]As you probably know Imperial Splendour is back with a new team for the next final release Imperial splendour 3.0.

    The mod was, for now, stopped at the 2.2.1b release, also seeing that the team does not count too many members, the work is advancing slowly, that is why we take the decision to release the IS III step by step, part to part, thanks to patch and complements.

    It will be a long way in order to attain the 3.0 (final) version, and so as to reach this goal. starting with a 2.2.1b Version.

    As you know the 18th century is famous for the evolution of its army, concerning its equipment, its formations, strategies, organization, but also the uniforms. That is essentially the goal of IS III.

    The 18th century is divided in three parts, one early, one middle, one late, and for each of these stages the uniforms will change so as to take a form more modern. There will be specific uniform for each period, and also when it will be necessary for each faction (in view of the late period which is really a goldmine for uniform diversity). IS 2.2 will add for each major faction, new units for the most important ones (others will come later, in an other release), for each stage.

    The evolution of units will be the consequence of your research in the tech tree, which will be totally redesigned, and also specific to each major nations seeing the historical ordnance of the 18th century.

    The three stages have a difference between them, the number of units available. The early period is really weak on this point, it is a stage that do not permit a real diversity of units. Then as soon as the reform is launched you will be able to begin the middle period, a real goldmine on the point armies diversity, a lot of foreign, light, or mobile units, also heavy units make their apparitions. Then during the late period there is a great army's normalization, you will come back to the basis of armies, less units available than during the middle stage but more than the early one, do not worry the heavy and elite troops are still here.[/FIELDSET2]

    Faction Diversification
    Spoiler Alert, click show to read: 

    Factions

    It is the main aspect of Imperial Splendour to offer unique game-play for each faction.
    We are limited with the number of factions we can use.
    As we didn't have been able to create true new factions, we have to use those already existing in game (but not necessarily used).

    It should look like this :

    Note this map represent emerging regions for factions, not starting locations for factions.
    Moreover, we will have to remove one faction or, at least, convert it to rebels, quite likely the Zaporizhian host.

    Please visit the Faction Discussion Forum to read about each factions unique qualities.

    Units
    First of all, I.S goal is to be as historically accurate as possible, but without destroying the gameplay.
    This means that we will not create "clone" armies using "generic" units.
    On the other hand, we will not add "all historically units".
    When working on faction units roster, we try to keep faction's particularism, but units are grouped by "types" such as "French line infantry fusiliers", "French line infantry grenadiers".
    On the other hand, we keep particularism such as "French line infantry petits vieux fusiliers", "French line infantry vieux fusiliers", "Gendarmerie de France" (heavy cavalry), etc.

    This is shown here :



    [CONTENTBOX=UNIT ICONS SYSTEM]the unique unit icon system differentiate units by colors and symbols which would enable the player to quickly find units :






    ***Grenade symbolized grenadiers.

    Some other symbol (work in progress) :


    [/CONTENTBOX]

    Military Aspects
    Spoiler Alert, click show to read: 

    Combat Mechanics

    Combat mechanics will be reworked for IS v3.0
    The goal is to balance historical accuracy and realism with game- play.

    The battle field is only 2000x2000 in Empire: Total War. A musket, a rifle or any light fire weapon should not have a range greater than 150; early era musket should be around 70, middle era musket should be around 85 and late musket should be around 100. Also, Light infantry weapons could have a 25% greater range, a better accuracy but a slower reloading rate. Of course, there is still much that needs to be tested.

    Historically, a trained unit could fire up to 6 shots per minute, but definitively less during a battle due to stress. 2 to 3 shots per minute is considered to be rate under combat conditions. Carbine took longer to load, but something in the 60s is probably too much (60s is, as far as I know, then maximum reloading time that can be use in db tables).

    The new Hussars will not use pistol. They should use carbine and sword as it is not possible to use more than 2 weapons.

    Working on fire weapon and projectiles is a bit complex and it will require additional testing with each parameters. These can modify in within the unit's characteristics such as core_marksmanship or core_loading_skill but you can also modify projectile's parameters too, such as :
    effective range : the "target area" you can see in game
    muzzle velocity : effect on impact, maybe on the real projectile range too
    marksmanship_bonus :
    spread :
    damage :
    penetration : null, armor piercing , effective_range_based, low, medium, high
    collision radius : the projectile "solid" size, bigger is the collision radius, greater is your chance to hit a target.
    base_reload_time
    base_misfire_chance
    In addition to changes to the projectile tables. IS v3.0 will also include changes in the morale & fatigue tables to create a more realistic feel to battles. Troop movements will be reduce. This will make the battles deceptively more challenging. Using careful tactic would be a necessity if you hope to be successful on the battlefield.


    Naval Combat

    Imperial Splendour contains a reworked Naval System. We're trying to provide a more realistic experience, but not overly boring and time-consuming. The goals which we are aiming for are
    Stronger Hulls - Ships of the line usually don't sink
    Realistic Maneuverability - Ships don't have a brake. They can not turn 90° on the spot. Ship maneuverability has been changed, while keeping large differences between the different ship sizes
    Useful Ammunition - Each shot-type shall have its uses, yet not be overpowered. Round shot is the most accurate, yet only really effective against hull and cannons. Chain shot hurts the sails, but is very inaccurate. Grape shot decimates the crew, but can only be used at short range
    Fitting Morale - In order to make sure ships not sink so easily, they must surrender before they sink. Morale has been fitted to this.
    Our battle mechanic is currently underdevelopment and is not part of the any mod. However, you can visit here and download the development version. Your feedback would be greatly appreciated.

    Recruitment system
    Our goal is to create a new recruitment system based on region.
    This means that the number of different units in building recruitment queue should be limited.
    On the other hand, the unit recruitment queue for general will be unusable.
    The new recruitment system should be similar to the one that Steph developed for Master of Europe

    [CONTENTBOX=I.S future Recruitment System][FIELDSET2=I.S recruitment system]
    Custom battles vs Campaign

    First, I propose to separate Custom Battles and Campaign units.

    Custom Battles units will be strictly restricted to the faction own historical roster and units will not be "cloned".
    Doing this, the Custom Battles pack will be useful to test units in game and will be use as a base to create Campaign Units packs.

    Campaign units will be separated in 3 parts : national units, occupation/allied units and aor units.
    National, occupation/allied and aor units will be create from Custom Battle unit pack by cloning db entries.
    Separating those 3 pack should help to avoid confusion in db tables.
    Custom Battles Units

    Custom battle units will correspond to the faction's historical roster and divide by periods (early/middle/late).

    Creating the Custom Battle Units pack will be the first step to add units in game.
    Custom Battle units will appears in Custom Battle only, never in Campaign.
    They will not have to be tied to building for recruitment.

    Once units had been successfully tested in game, they will be used to create Campaign Units packs.
    Campaign Units
    Campaign - National Units

    As done in MoE, national units will be available only in homeland region and only for the faction which they historically belong to.
    National unit will also be cloned per homeland regions :
    French Line Infantry {France}
    French Line Infantry {Alsace}
    Campaign - Occupation/Allied Units

    Occupation units will be create by cloning national units, except guard and elite ones and giving slightly lower stats (moral ?) than their national counterparts.

    As done in MoE, occupation units will be available only in homeland region and only for all faction except faction to which homeland belong.
    Occupation unit will also be cloned per homeland regions :
    Allied French Line Infantry {France}
    Allied French Line Infantry {Alsace}
    Campaign - AoR Units

    The main difference with national and occupation units is that AoR unit are not "regionalized".
    They are available through a regional area (one to several regions) and only have a global recruitment limit.

    Like National Units, limit will be fixed to 1/2 of max historical availability.

    They represent mercenary or foreign volunteers.

    AoR units can be :
    "national" units (only available to the faction they historically belong to) such as foreign volunteers ;
    regional/natives units (available for all faction occupying the region).

    example :
    French Swiss line infantry : available only for France but AoR extended to west Europa (France, Spain, Italy, Germany) and limited to 5 units (approximatively 10 historically) ;
    French German Line infantry : available only for France but AoR extended to parts of west and central Europa (France, Alsace, Germany) an limited to 8 (approximatively 16 historically) ;
    Allied Bengali sepoys : available for all factions owning northern India and limited to ? units.

    This system should be extended to naval recruitment.
    Custom Battle Units

    Custom battle units will correspond to the faction's historical naval roster and divide by periods (early/middle/late).
    Campaign Units
    Region based naval recruitment

    Like land units, recruitment will be "regionalized".

    Region could be separate in 4 types :
    Naval building level 0 : can only build small ships (brig, etc.) ;
    Naval building level 1 : can build small ships and merchant vessels ;
    Naval building level 2 : can build up to medium military vessels (frigate) ;
    Naval building level 3 : can build all type of ships, up to the most complex ones.

    Only region with historical "naval building level 3" should be able to build the most complex vessels.
    This means they have an historical naval tradition.
    Those regions are, at least : England, France, Spain, Cuba, United Province, Denmark, Sweden, Ingria (only way to allow Russia to build big vessels), Naples & Sicily, Rumelia (?).

    Recruitment limit will be fixed per region.
    units will be separate in National Units and Local Units (equivalent to occupation units).
    Naval National Units

    Naval National Units will be available only in homeland region and only for the faction which they historically belong to.
    Recruitment will be fixed per region.

    Example :
    Spanish can build :
    Spanish 80 guns first rate {Cuba} in Cuba if they have a naval base ;
    Spanish 80 guns first rate {Spain} in Spain if they have a naval base.
    Naval Occupation Units

    Naval occupation units will be available only in homeland region and only for all faction except faction to which homeland belong.
    This is particularly important for factions unable to build ships, such as Bavaria or Saxony.
    If such faction occupy a sea region, they will be able to build local ships, relying on local "naval tradition".

    Example :
    Austria can build vaisseau de 80 canons {France} if they occupy France

    To sum up I.S Recruitment System we should create : Custom Battle Units, Campaign - National Units, Campaign - Occupation Units & Campaign - AoR Units



    [/FIELDSET2][/CONTENTBOX]
    [CONTENTBOX=MoE Recruitment System][FIELDSET2=MoE recruitment system]
    Homeland region :

    A region is necessary the "Homeland" for a define faction.

    Example :
    Brandenburg and East Prussia are considered as Prussian homeland regions
    France and Alsace are considered as France homeland
    etc.
    National units vs Occupation/Allied units :

    National units are only available for the faction which they belong AND in faction's homeland regions.
    Occupation/Allied units are available for all faction except faction to which homeland belong.

    Example :
    French Line Infantry is only available for France faction and in France and Alsace regions
    Allied French Line Infantry is available in France and Alsace regions for all factions except France one.
    Regional recruitment and recruitment limits

    National and Occupation/Allied units are "cloned" per regions.

    Example :
    France region allow recruitment for "French Line Infantry {France}" and "Allied French Line Infantry {France}"
    Alsace region allow recruitment for "French Line Infantry {Alsace}" and "Allied French Line Infantry {Alsace}"

    French Line Infantry {France} and French Line Infantry {Alsace} are cloned units as well as Allied French Line Infantry {France} and Allied French Line Infantry {Alsace}.
    This means that is would be better to separate db tables : one for national units and one for occupation/allied units
    It would be easier to manage.


    National and Occupation/Allied units recruitment is limited to a define number.
    The global number is the sums of each regional limits.
    The global number is equal to 1/2 of the historical maximum availability.

    Example :
    France had had a maximum of 110 French line infantry regiments.
    The global limit will be fixed to 110/2=55 units
    This global limit will be divided up to French homeland regions :
    Limit could be fixed to 50 for France and 5 for Alsace

    Limit could be reduced for Occupation/Allied units, maybe to 1/3 of historical maximum availability for national units.
    Example :
    Allied French line infantry availability could be limited to 34 in France and 3 in Alsace

    Source : Napoleon : Masters of Europe (MoE), a new mod by l'Aigle and Steph
    [/FIELDSET2][/CONTENTBOX]

    Non-Military Gameplay Aspects
    Spoiler Alert, click show to read: 

    [WIP]
    AI, Economy, Unrest and Research fall in this category.

    About economy, The IS team will explore several possibilities improve the game- play. To help reduce the way the AI "spawns" armies is to limit unit number available to recruitment and use a high recruitment. Furthermore, building chains will be modify to add more economic and repression effects. It is the hope of the IS team that will create a more consistent AI, and therefore, a more challenging experience.


    Downloads and Installations
    Spoiler Alert, click show to read: 

    We currently have two different versions of play: 2.2.1b and Rise of the Republic (a special late campaign mod)

    if no image appears above, please click on the following links: Version 2.2.1b or Rise of the Republic




    IS Development Team Past contributors
    Spoiler Alert, click show to read: 


    Contributors
    Previous IS' team members
    Don504 : DB_table editor (db), 2D artist , Historian (North America)
    Flikitos : Previous Leader, 2D and 3D artist, ESF Editor, DB-table Editor
    JaM : Mechanic Battle and Campaign Designer, DB-table Editor, Historian
    TuranianGhazi : 2D and 3D artist
    Ahiga : Lead Creative Designer
    Dazo :
    Dogmeat : FX, mod-architectureFortes : Co-creator of the mod IS III version
    Flaviuss : 2D and 3D artist
    gomer_pyle : Artworks and mapping
    Kenniston5 : Technology Trees, startpos editor
    Lazy Knight : Script lua programmer, and DB-Editor
    MegasAlexandros : 2D and 3D artist
    Okmin : Co-creator of the IS III version


    Special Thanks to Other Contributors
    162eRI : Historian (Flags)
    Danova/Ornamentum: Hungarian Hussars, Albanian Warriors (Bashi Bazouks), French Colonial Marines, Spanish Carabineros, Hungarian Grenadiers, Trabant Guard, Spanish Marines
    Erasmuss777: Danish
    ErikBerg : Historian (Sweden)
    HellFell: Russians, Spanish
    Jarnomiedema: Dutch
    Naxzul666 : Videographer
    Shokh: Thanks for your Great Installer!
    Sir Caesar: Moroccans, Persians Barbary Pirates, Hajduks, Hungarian Line, Grenzers, British Rangers, KTKG units
    Spanky: Proper Militia (used for our levy line grade troops & Minutemen)
    Ottoman Total Realism Team: Cairo Janissaries & Sekban Janissaries
    ToonTotalWar Team (Creator) ToonTotalWar (Creator), gary, kave-In, Officerpuppy, Newman55f9, MorganH, Major, tiyafeh, carricanta, nigelnire:
    2nd Catalonians & British Royal American Line

    Shredder and Hetmanate mod team : mesh groups for early French hussar

    Attached Thumbnails Attached Thumbnails Click image for larger version. 

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    Last edited by PikeStance; 11-21-2017 at 10:20.

  2. #2
    Dilly Dilly Member PikeStance's Avatar
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    Default Re: IMPERIAL SPLENDOUR Mod

    This is the latest version of Imperial Splendour {v2.2.1b}
    For official submods, please visit the Sub-mods forum.
    For more General Information about Imperial Splendour and its development, please visit IMPERIAL SPLENDOUR {{{Information & Downloads}}}


    Promotional Videos and Roster Previews

    Spoiler Alert, click show to read: 

    A special thanks goes out to Naxzul666 for creating these great videos

    Early Period Video
    [YOUTUBE]kKG7TPXzIw8[/YOUTUBE]

    Late Period Video
    [YOUTUBE]CWDoKm9Np_8[/YOUTUBE]

    Roster Previews
    Early Period Roster

    Click image for larger version. 

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    Click image for larger version. 

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    Late Period Roster



    Download and Installation Instructions

    If you are new to using mods, please click on "New to Mods"
    New to Mods
    Saving your 'Vanilla' Files It is very important to copy all of your files in the game. I make copies of every ETW files on an external hard drive. If you have a desktop, you will probably have more than enough room to save a copy on desktop as well. <br>
    Many Mods do provide a means to uninstall. Unfortunately, they don't always remove all of the files. By keeping a copy you can use it as a means to delete anything that was left in files. If you experience CTDs it is most likely because you still have Mod files left in your folder. <br>
    If after reinstalling the game, you are still experiencing CTDs, then you should contact Sega Support immediately. They generally take at least three days to respond, so don't expect them to contact you right away.


    Step 1: Download the installer
    Option 1: The Imperial Splendour "Home Page" : Moddb Dpwnload (Link contains both patches listed below)
    Option 2:(Mega Upload Mirror site): Installer:Meaga Uploads- Installer / Updated (4 Feb. 2016) Patch: Mega Uploads- Patch
    NOTE: The installer should do two things: Create a folder called 'IS" in the main data folder AND create a folder in the campaign folder called "imperial_splendour"


    Step 2: Download and Install the PATCH (Patch 1)
    Download
    Primary Download Site: (The patch can be found on the same page as the installer & data files): Imperial Splendour "Hone Page" on Moddb: moddb.com/mods/imperial-splendour
    Additional Options: GameFront or Mega Uploads

    Installation
    Uncompress the IS_221b_patch.7z file, you have two folders
    -IS
    -Campaigns

    Replace the files from the Data/IS folder by the files contained in the unzip IS_221b_patch/IS folder.
    Code:
    E:\Program Files (x86)\Steam\SteamApps\common\empire total war\data\IS
    Replace the files from the Data/campaigns/imperial_splendour folder by the files contained in the unzip IS_221b_patch/campaigns/imperial_splendour folder.
    Code:
    E:\Program Files (x86)\Steam\SteamApps\common\empire total war\data\campaigns\imperial_splendour

    Step 3: British Tech Tree Bug Fix Patch (Patch 2)
    Download here:
    MediaFire : http://www.mediafire.com/download/nd....1b_Patch_2.7z
    Moddb : http://www.moddb.com/mods/imperial-s...-221b-patch-20

    Installation:
    Copy and Paste the file where you have installed "Imperial_Splendour 2_2.DB.pack"
    If you not now where the file is located (it should be either in
    Code:
    C:\...Steam\SteamApps\common\empire total war\data 
    or 
    C:\...Steam\SteamApps\common\empire total war\data\IS
    It depends on which launcher you use (Empire or Imperial Splendour) use the search function of you OS.
    When asked to overwrite; click "Yes"

    Changelog:
    Spoiler Alert, click show to read: 

    Fixed the British Techtree bug

    Any issues with this Patch: PM: Quintus-Hortensius-Hortalus (TWC)

    If you do not want to use the IS launcher...
    Spoiler Alert, click show to read: 
    You need to move the files from the IS folder to the main Data Folder
    Copy and paste the files. You do not need to delete the folder. The game will run normally regardless.
    In addition, you need to move the user.empire_script.
    Code:
    E:\Program Files (x86)\Steam\SteamApps\common\empire total war\data\IS
                                      To
     C:\document and setting\Users\"yourname"\AppData\Roaming\The Creative Assembly\Empire\scripts
    user.empire.scripts file should look like this
    Spoiler Alert, click show to read: 
    Code:
    mod "Imperial Splendour 2_2 DB.pack";
    mod "Imperial Splendour 2_2 Media.pack";
    mod "IS_Horses.pack";
    mod "IS_sounds_musics.pack";
    mod "IS_Artillery.pack";
    mod "IS_britain.pack";
    mod "IS_Flags.pack";
    mod "IS_france.pack";
    mod "IS_mod_BSM_4_1_Medium.pack";
    mod "IS_mod_no_forts.pack";
    [/FIELDSET2]


    If everything is done correctly, then it should look like this
    You will see an Imperial Splendour Image at the main menu.


    The files without the installer(Beta Version only)
    Spoiler Alert, click show to read: 
    [FIELDSET2=Links]Data Folder: Mega Uploads- Data Files
    Campaigns Folder: Mega Uploads- Campaign files
    User Script: Attachment 322386[/FIELDSET2]


    Patch for IS 2.2.1b Changelog
    Fix Artillery prices for other factions which was the cause for armies being artillery units only
    Fix Technology bugs, which prevented you from developing bayonets, square formations, etc.
    Adjust new late units prices and stats to IS 2.1.4 ones
    Fix some icons problems and added a new General's units
    Fix no name units bugs
    Fix the IS 2.1.4 Russian bug that prevented the faction from developing post-European doctrine reform
    Added buildings for early French Republican units
    More technologies are available at the beginning of the campaign
    Fix the Artillery issue for Denmark and the German States


    v2.1.4 (Previous Version)
    Click on the link to download: https://docs.google.com/file/d/0B6LP...lIYXZHQ2c/edit
    Thanks to Lazy Knight for supplying an upload for fan favorite. [/CONTENTBOX]

    You should be good to go!
    Last edited by PikeStance; 11-21-2017 at 10:18.

  3. #3
    Dilly Dilly Member PikeStance's Avatar
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    Default Re: IMPERIAL SPLENDOUR Mod

    Click image for larger version. 

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    **OPEN-BETA RELEASED**

    Imperial Splendour Team
    is glad to tell you that after a year of work, the Imperial Splendour: Rise Of the Republic is finally available!!

    This is a Beta so don't be too rude even if we managed as hard as possible it is possible that you can encounter some tiny issues. So as to make you enjoy again and again and again that new ETW experience we will often release patches with ADDITIONAL CONTENT and bugs fixations. Anyway we really hope that it will give you the best and a new experience of ETW, we worked hardly for that. Also thank you so much for the support you gave to us, you are the best!!

    Always at your service!

    The IS Team

    Imperial Splendour: Rise of the Republic
    (IS: RotR), is the late campaign of IS 2.2.1b that focuses on the French Revolutionary Wars at the end of the 18th century.

    It is the year 1783; we begin the adventure just after the American Revolution which shows to the world that the order of a monarch can be disputed by his own subjects and that a colony can claim its independence in name of Liberty. However, in Europe, most of regimes are absolute monarchies; the American events are really bad news for the stability of their reign. Such events inspired by the Enlightenment could spread and tilt monarchies in place for nearly a thousand years.

    For more informations just get a look to our Preview here: http://www.twcenter.net/forums/showt...public-PREVIEW

    Download
    IS: RotR is divided in three part + the campaign part that you can find here:
    Part1: https://drive.google.com/file/d/0B7d...it?usp=sharing
    Part2: https://drive.google.com/file/d/0B7d...it?usp=sharing
    Part3: https://drive.google.com/file/d/0B7d...it?usp=sharing
    Campaign Part: https://drive.google.com/file/d/0B7d...it?usp=sharing

    Installation Instructions

    As we didn't had the time and the knowledge (yet) so as to make an installer you have to install manually the Beta. Sorry about that..
    But the final release will have a installer so as to make the things easier!

    First Step: Unpack the part 1; part 2; part 3

    Second Step:
    Move the unpacked Files (the *.pack files) in your ETW data folder:
    X:\Program Files (x86)\Steam\SteamApps\common\empire total war\data

    Third Step:
    Unpack the Campaign part

    Fourth Step:Put the "campaigns" folder in your ETW data folder:
    X:\Program Files (x86)\Steam\SteamApps\common\empire total war\data

    Fifth Step: Find and open you "user.empire_script.txt" here:
    C:\Users"yourname"\AppData\Roaming\The Creative Assembly\Empire\scripts

    And replace everything by:
    mod "Imperial Splendour 2_2 DB.pack";
    mod "Imperial Splendour 2_2 Media.pack";
    mod "ISBeffecto.pack";
    mod "IS_Artillery.pack";
    mod "IS_Early_Britain.pack";
    mod "IS_Flags.pack";
    mod "IS_france.pack";
    mod "IS_Horses.pack";
    mod "IS_sounds_musics.pack";
    Congrats you installed IS: RotR Beta 1.0!
    Last edited by PikeStance; 11-21-2017 at 10:15.

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