Модификация от легендарного Дарт Вейдера, улучшает ИИ в игре.
В целом изменяются характеристики отрядов пехоты всей, стреляют намного дальше. Линейная пехота плотнее стоит плечом к плечу. АИ на тактической карты действует хорошо, реагирует на обходы и чаще применяет атаку с флангов и т.д. Прочность кораблей меньше, и также АИ на стратегической карте сильнее развивается, агрессивнее действует.Меткость у артиллерии выше стала.
Установка:
1. Сделать резервную копию файла patch.pack из папки ...\empire total war\data
2. Заменить оригинальный patch.pack тем, что из архива
3. Сделать резервную копию файла preferences.empire_script.txt из папки C:\Documents and Settings\Твое имя\Application Data\The Creative Assembly\Empire\scripts
4. В папку C:\Documents and Settings\Твое имя\Application Data\The Creative Assembly\Empire\scripts файл preferences.empire_script.txt из архива
Новая версия DarthMod, Вас ждут новые улучшения ИИ.
Полный список:
1. Indians (Native Americans) misbalanced (melee weak+missile strong) (DARTH VADER) Bows and throwing axes + Damage balanced realistically, Melee Increased a little, Speed is better than any other foot unit. Still cannot win easily because the general musket range is increased and they lose too many men by the new Darth efficiency of the musket. In DarthMod 0,2 they are even more historically correct. They try to use hit and run tactics using the woods. I have changed the missile covering parameters and the AI responded. This applies to all units of course.
2. Square formation bugged (Troops do not fire properly) (DARTH VADER) Seems it has been positively affected by the better cohesion of the units. In DarthMod 0,2 I altered the bonus so that cavalry wil not charge at them blindly as before and stop.
3. Naval Units endure too much (Some lose completely their wood and do not sink!) (DARTH VADER) Hull strength of ships balanced better. Now critical hits play large role and smaller ships can take bigger part in the battle, by exploiting their advantages of speed and manoeuvrability. In DarthMod 0,2 The Naval Battles are excellent. Try them. There is a penaly for large ranges and a bonus in close ranges so that smaller ships can become real hunters, which can hit the right moment and sink bigger vessels. Of course the bigger ships are powerful as they should but they have their weakensses. In DarthMod 0,3 the ships have normalised speeds
4. Indian units (And generally all the irregulars) act too coherently (DARTH VADER) They are not so coherent now, to their advantage.
5. Nations are kind of passive in normal difficulty and do not attack often (except with navy) (DARTH VADER) This has greatly changed. AI uses too many new priority addons of mine. It will support allied assaults, try to retake a lost province at all costs, fortify to towns and forts, guard the borders, wage wars, raid, blockade.... everything is more lively in the normal difficulty and I would like someone to test to harder ones.
6. The AI does not use naval landings (Aradiel) I have not tested it yet too much but my target was to improve this. In DarthMod 0,2, the Ai will use its navy much more aggressively but I cannot do anymore... it seems hard coded. You have to test with many turns.
7. AI refuses to take reasonable offers while beeing in no position to challenge the player (Aradiel, kuruption) It should have changed indirectly because of bigger priorities in military strength weight and so a powerful nation can threaten others more easily.
8. Some minor states especially Kurland always attack the player (Aradiel)
9. Protectorates declare war by themselves (Aradiel)
10. AI is hording armys in cities, does not respond properly to invasions (Aradiel) This is changed a lot as mentioned above. AI will still guard capitals but will sally out in an opportunity, defend or if it calculates it cannot win it will stay to use the bonus of militia. Only then. In DarthMod 0,2, the AI will use all the means of war to destroy the human player, but without cheating.
11. AI Does not properly invade itself, Austria-Poland deadlock (Aradiel) Everything is altered. Total War is spreading with alliance packs.
12. Allies hardly ever send assistance (Aradiel) This should have changed. Testing needed.I tried to alter it again in DarthMod 0,2 check it.
13. AI does not respond to piracy (Aradiel) AI will try to guard trade routes at all costs and energetically try to attack those of the human player. More enhnanced in DarthMod 0,2.
14. Artillery is completely ineffective/inaccurate unless you alter the unitsize to 240+ (Aradiel, Nantok) Artillery range is increased and balanced realistically. Static artillery will still be able to fire across the critical points of a map. Mortars can be shot down. Fort artillery has 100 better range than most artillery so that they can counterfire enemy artillery attack, Only mortars can outshoot them by 50 meters. The game of siege is a far more difficult process now. Remember the siege scene of the "Last of the Mohicans with Daniel Day lewis"... artillery will play the biggest part of it.) Artillery is very effective now and balanced.
15. Technology trade is almost impossible, unless you trade land (Aradiel)
16. AI is repeating to offer the same deal over and over, or AI is offering to trade 2 or even 3! provinces for 1 (Aradiel) Seems it has been affected by new AI priorities.
17. Fleets are unbalanced (Aradiel)
18. Cavalry stopping just before hitting a target (Errabundi)
19. When turning formations or jumping walls units sometimes go into ultra-run mode (merka) All infantry speeds have been normalised to realistic levels and according to unit. New normalisations of speed in DarthMod 0,2....perfect. I need one certain AI file in my hands to optimise it completely, but it is locked.
20. The "surrender" button when sieging a town is useless. No matter how many units you have and no matter how few they have, they never give up! (helmersen)
21. Pathfinding problematic in general, especially on bridges and other narrow passages (Argent Usher)
22. Friendly Line of Fire not working (Argent Usher)
23. AI priority of attack seems not to work in some occasions (Against artillery for example) (Argent Usher) Everything seems better in DarthMod 0,2 due to many balance techniques.
24. Sometimes AI formations maneuver until they reach 1-2 mtrs ahead of Human Formation and then charge (Normal Difficulty, 1.5 multiplier unit size). (DARTH VADER)
25. Unmounted Dragoons which have lost men, cannot remount and get stuck or behave strangely (DARTH VADER, Lord Willy)
26. When a special character dies in campaign map (Spy, Gentleman, Priest), he dies endlessly with an annoying sound until you click on the character. Then the message of his death pops up and the tormenting sound stops. (Seems hard coded but I noticed) (DARTH VADER)
27. Rakes and Gentlemen rarely increase in skill after successfull duels or missions (Nantok)
28. Hostile armies in your territory will get stuck there when you declare peace, untill you declare war again (Nantok)
29. AI prioritises your general too highly in battles. Their army will stop what they were doing and run around in circles after him completly oblivious of your army killing them (Nantok)
30. Muskets range is very short (DARTH VADER, Nantok) This has changed significantly and realistically. 50%-60% increase of range of all guns is what was needed. Accuracy is affected by distance and it did not need alteration. Units with experience, better accuracy and good reload rate, can now outshoot much bigger armies as they should do. The age of musket is brought back to the game. Witness it. In DarthMod 0,2 I changed completely the battle system. Accuracy is lowered and I added some reload bonuses and penalties. In mix... everything looks realistic. If you liked DarthMod 0,1 then you will be amazed with DarthMod 0,2. DarthMod
31. Attacking with a wide formation seem to cause only the men in the middle to fight, while the men on the flanks stand idly (Nantok)
32. General needs own abilities, like rally troops (Nantok)
33. Certain factions refuse to trade or ally with you, regardless of how much they like you (Nantok)
34. Conquering Provinces should be more difficult, not only by taking the capital. (RaduAlexandru) Religion and unrest takes a much bigger part in a province pacification. In my test I finally took France (I played with Britain). How? I sieged it for 4 turns. They attacked with all the militia inside. I won but they still had new militia regenerated! New siege and new battle to win with a lot of casualties. The city is ruined with many damages. My income is depleted and I face bankruptcy. I do not have money to recruit new units and repair my losses. A relieveing french army enters the border. A rebel force is generated at the outskirts of the city. I decide to take an empty star fort outside of the town and abandon the city. Paris is easily taken and the remnant of my forces are sieged by a big and united french army to destroy me completely.... you want more? New enhancements in DarthMod 0,2.
35. Pirates gone forever if conquered (RaduAlexandru)
36. Troop Units move too fast (DARTH VADER, LordWedggie) As I said above, Speed of units is normalised to realistic levels. This creates not only a better feel but a new challenge for a battle. Optimised in DarthMod 0,2.
37. Ships turning rate too high (DARTH VADER, LordWedggie)
38. AI seems to get bonuses in hard difficulties resulting to big endurance and premature charges (DARTH VADER, LordWedggie)
39. Laser bullet, arrow, cannonball trays are annoying and must be eradicated (DARTH VADER) I leave them for now because they help me to observe the trajectories of the bullets and mod the guns better.
40. Religion should play more vital role (kuruption)
41. Leaders are immune to assasination attempts (kuruption)
42. Cavalry pathfinding is problematic (kuruption)
43. There should be better variance of reload times between troop types (Remo) I have done this for many troop types and will do more later. For example native americans cannot reload too fast.
44. Ammunition should be lowered to get more critical ???Subject to remove???(Nantok)
45. Troops delay to fire too much (Angel) It has changed due to better cohesion of Line infantry. The concentration of firepower is easily calculated and is devastating as it was historically.
46. Crimean tatars use cossack infantry instead of mass of tatar cavalry (InfUA)
47. Fleet formation gets disorganised for no apparent reason (Alone Elf)
48. Ships get stuck at edge of map (rebirthofman)
49. Rain not affecting guns (Marine Hoplite, LEGIO_Desaix)
50. Peace offers not given by AI (Otherside) It should have changed. Needs testing.
51. Artillery not protected in battle by AI (aus-rotten)
52. There is need of a limit of general unit raise number (Xtiaan72)
53. AI uses almost every time solid shots and seldom or never boards ships (njk)
54. Artillery crew seems to leave their guns after melee and have to be manually placed there again (Marine Hoplite)
55. Early artillery unit are wrongly static (pajomife@iol.pt)
56. AI sees human hidden units (Marine Hoplite)
57. Artillery stats almost the same (Ziem)
58. Some units are too weak (DARTH VADER) East, Ottoman, Russian Indian units are now bigger and have lower cost. They can raise large armies who compensate the lack of efficiency with big numbers.
59. Flanking not clearly a better battle option (DARTH VADER) Now any kind of rear or flank attack will have a devastating effect, to a realistic level. A good general from a bad one can finally be distinguished.
60. Units should gain experience a little bit faster. At the moment it is nearly impossible to get +6 level units. (herb0815) This has been addressed indirectly.
61. Units have some imbalance (DARTH VADER) In DarthMod 0,3 I have started to work in this in some sectors.
Установка:
1. Файл darthmod.pack кинуть в папку ...\empire total war\data
2. Файл user.empire_script в папку C:\Documents and Settings\Твое имя\Application Data\The Creative Assembly\Empire\scripts
ну если войска Российской Империи в моде характеристикам - ноль, значит мод - дерьмо
твоя жизнь дерьмо если не знаешь историю молчи
ну ты походу историю не знаешь. Шведы были топ армии и их разбили русские линейные полки, да ополчение себя ужасно показало в начале войны, но затем после реформ русская армия была топовая в европе и тех же прусаков были
Хороший, но не доделанный мод, плюс ко всему еще и Российские войска по характеристикам вообще в ноль скатили. У меня и моих знакомых где-то на 10 ходу начинаются зависания и вылеты...
да вылетов и глюков в игре и так хватает,сними бы чего поделать
У меня пиратка и с модом все хорошо идет,нет никаких вылетов.Лично мне мод Дарта нравится, оригинал хуже. P.S Сам играю сейчас в DarthMod Empire 1.5
уже есть 1,9 версии, один только вопрос, у меня лицуха, что бы его поставить, достаточно скопировать нужный файлы в указанное место или там открывать ещё нужно что-то чем-то?
Не знаю у меня с ней всё нормально не вылетает, никаких багов нет, ну только подвисает иногда, ну так у неё требования... А вообще игра класс.Мне нравится.
САМАЯ СВЕЖАЯ ВЕРСИЯ DARTHMOD Empire Commander Edition 6.7 А также мощнейшая сборка модов на базе Дартмода Ultimate Commander Edition Полностью адаптировано к патчу 1.6! Вылетов нет, глюков нет, багов нет и тормозов , тоже -нет! Качнуть можно здесь у нас на Плэйграунд http://forums.playground.ru/empire_total_war/592302/
Если делали американцы, то ясно чего у русских занижено все
Россия, если что, во многом отставала от западных держав. Не вижу здесь русофобии американских мододелов.
Русская пехота была настолько плоха, что разбила топ 1 пехоту шведов в соло (единственное что поляки нам время выбили тем что Карл пытался там своего ставленника поставить). Да в начале северной войны мы были слабы, но после первых битв и реформ мы стали намного лучше. А вот прусаки переоценены, до Фридриха 2 такие себе