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5th April Tyrant 1.032 - Combat, Naval & Campaign Overhaul, (+AUM xtra units) Realistic ship movement/damage, tighter formations, new fire drills, sma

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Tyrant Combat & Game Play Overhaul.

my humble overhaul of units combat and campaign.

5th april Tyrant 1,032

Just releasing 1.032 because like a dill in 1.031 i included an old tyrant_full.mpatch pack,
thnx maddy ...again

oooops

If you are using 1.031 mod version then this is the same. No need to install.



Download here
(mod and media patch versions included)

NEW Swiss Halberdiers AUM extra units balanced for tyrant attached on post under this


4th april 1.031 Tyrant released (fixes a few things, polished some others)


1.031/32 Changes

have been tryin too do too many things at same time and is a recipe for trouble consequentially 1.03 had a few bugs apologies on that but i seem to have got most the kinks out (just got beat 3 times in a row an thats new)

#New pack tyrant_units to go with tyrant full and tyrant ai.

-which Adds 13 new units for recruitment for Batavia, Greece, Sweden and Britain.
Adding units involves copying the tga's so they make the mod big fast, this are just the first test bunch, to see how it was done AUM units will be comin along the line. The main idea is too flesh out the minors forst then add a bit for majors, oh an if there uniforms aint the latest fashion that aint my main concern wither atm hehe.
-Depending on the style of Government new units avail are
Sweden_Inf_Elite_Grenadier_Guards
Britain_Cav_Light_Hussars
Netherlands_Cav_Light_Hussars
Netherlands_Inf_Light_Dutch_Flanquers
Netherlands_Inf_Elite_Grenadier_Guards
Netherlands_Cav_Lancer_Lancers
Netherlands_Inf_Elite_Republican_Guards
Netherlands_Cav_Light_Hussars
Netherlands_Inf_Elite_Life_Guards_of_Foot
Greece_Inf_Elite_Grenadier_Guards
Greece_Inf_Elite_Life_Regiment
Greece_Inf_Elite_Life_Guards_of_Foot
Greece_Inf_Elite_Republican_Guards
Greece_Cav_Light_Light_Dragoons


#Reworked charge ranges
#Halved Dust levels from moving troops.
#Tracers Reduced to virtually invisible.
#Lite inf are now irregular class the ai uses this class much better.
#Mass fire reload boosted a little
#over all firearms reload down by 2%
#Reduced mortar shell uber kill power and accuraccy - i tweaked it a bit high before....
#long range lethality up 5%
#BAi tweaked some more
#gabinades removed from 6ldrs and horse arty.
reason Ai deploy gun facing wrong way often, this way some will be able to repo an actual cause u pain.
#6ldrs given hide in scrub ability.
#arty arcs increased - they were sometime sitting idle and not acquiring,

#Finished of more the hull changes for ships - bout 300% more hull resist.
#fixed the carnage kill from naval mortar shells - tweaked to high.
#tweaked chainshot vs sail

#fixed recruit bug if you got over 10 recruit. (thnx Maddy for pointing that one out)
-recruitment slots r gained then lost and towns industrialize an drain available manpower.
-conscription now gives replen and maintenance bonus instead of recruit points (an make the rich happy)
-reduced other capital recruit value factors
#Raised by one tier level for british heavy dragoons since they were cav lite an have hussars now
#Removed bugged new units without icons and uniforms il add em bit a time since the process is a bit slower and larger in mb's than for ETW,


1.03 Change Stuff
2nd april
Ok thanks to a new patch from CA there has been a bit of a delay but also a bit of a major overhaul, in fact so many changes im sure to miss many, so soz bout that but i just wanted to get it up for the Easter weekend , plus surprises are fun.


Land Combat Stuff....
Last weeks patch contains 3 tables i use alot) so with a bit of grumbling i bit the biscuit and started afresh on 3 new patch2 version tables, that sorta sucked but it did give me ample chance to tweak big time as i did it.......

In brief
#New Unit sizes
- Bigger for almost all. not huge (well cept Ottoman peasants are quiet numerous) but bigger where it counts to add flavor for the more man power rich nations. (medium setting will be ok those with pc issues im sure)
- Line inf is 240 now, militia varies, Cavalry bigger for some units nations, lite dragoons smaller for maneuverability (ai) , peasant mobs are up to 400, (these are on ultra settings)

#New Unit Formations and fire drills for some.
-Grenadiers and some foot guards deploy in column and fight with imp Platoon fire - this lets the ai maneuver great and allows most men to fight - Grenadiers have less than average line ammo so they are usually the first into melee as well.
-Unit ranks adjusted for new unit sizes for max maneuverability and good percentage able to fire.
-Some cav units in more of a column for above ai reasons
-Some special line inf units given rank fire if there nation doesn't get elites.
-Unit personal spacing and formation irregularity tweaked - u will see when you deploy.

#Charge ranges reworking - Cav will now line up further away and run/charge sooner.

#Cavalry has been made meaner!

#Deli Horsemen now get carbines (80 of em now)and can skirmish shoot mounted and dismount,

#New militia style/firedrills for some
-landwher is a form of levy line now fights similar to line inf.
-Some militia types and mobs (ie Portugal) are more irregular guerilla types

#Unit hide ability tweaked.
-Cav can now hide in forest
-all lite inf can hide in buildings + some militia mob types.
-a few skirmish units given stealth

#All units fire arcs tweaked ( a big help for the ai and player too sometimes)
-target aquire/move angle for arty inf and cav tweaked
-lite inf will now turn on the spot and engage any target within 360
-missile cav has a 160 fire arc - shoot injun style as u hoon down the back of there lines......

#all movement tweaked.

#Missile cannon mortar etc spread and range tweaked - line inf still 100 range.

#BAI given more encouragement to flank. (watch the cav round the back)

#Experience Tweaked
-fixed xp gain rate (i think i had the numbers up side down)
-Units at 0 experience are relatively green now, you will need good training facilities or experience to have your men harden up.

#Inspire, fear and Shock resist tweaked.
-heavy arty 12lpnrs, Janisary Grenadiers plus others reassure your men , some melee troops cause trouser changes.
-Only the tougher units now get shock resist (a morale bonus power)

#Morale balanced
-units morale lower (untrained units r green)
-units more effected by shock damage (large hits of causlaties in a short time)
-more likely to break but more likely to rally, sometime many time in a battle (depending on troop quality general and xp etc)
-dead general penalty reduced a bit - due to life expectancy of ai generals being pretty average.
-plus more little tweaks..... one is a bit diffrent but il c if any1 spots it.
-Charge onus reduced slightly
-Combined makes units Less likely to accept kamikaze casualties

#Shooties
-Firearms reload a bit slower - tech upgrades like advance an fire will inceased reload reate but cost you in maintenance an recruit cost 2-3%
-Cannons reload a bit slower but are a little more accurate than 1.02 ,
-Grape reloads a little slower (reason because rounshot is still alittle weak inho im working on the rubber cannon ball thing - dudes getting up after cannon knockdown)

-Missle penetration tweaked. Cannons are more beafy in knockback.
-Long range lethality dialed sown a bit.

#Melee
-Penetration tweaked up a bit - units piling thru there target men flying fro horses etc.
-Cav is meaner........
-Adrenalin boost given for chargers (they loose a bit of fatigue)
-Units should manouver bit better now with there less frontage.

#Fatigue
-Walking now causes some fatigue - ooops
-Shooting, reloading, combat n receiving arty fire will now ware out your troops more.
-Balanced with faster recoup for resting makes fatigue a bit more dynamic.
-Lite cav fatiges a bit slower to other cav types now .

plus lots of little stuff.......


Naval Stuff
Inspired by classic PC and board games like age of sail Wooden ships and iron Men, naval reworking is a key focus for myself.

A very large overhaul here, tweakin this is a messy one so it was easier to start a fresh new table.

But at last ships finally move how i want em too (tweaking will be ongoing but i at last understand the 7 mysterious turn rate columns) The 7+ Hull Columns ive been workin so this includes my prelim work there as well.

Fixed the slow speed high maneuverability problems of 1.02

Ships Accelerate a lot slower to vanilla, turn realistically and have more mass and can generally take a bit more damage. They are however 10-20% faster so although they take time to get speed well handled ships and formations can make it to very decent speeds - Velocity is a tactical thing now!
Speed determines your ability to turn - this is you actual speed not sail status, (Tweaks ongoing here)
Halt - u aint turning unless u got oars or a paddle
Very Slow - almost no maneuverability unless as above or with a steam propellor.
Slow - good maneuverability
Medium - Best Maneuver
Fast to Very fast - diminishing maneuverability

-Frigates have very good maneuverability vs Top rates creating a bit more tactical joy. how long can you maneuver and keep out of the wall of death fire arc.

-Top rates move like stardestroyer not the vanilla speedboats now

-Collisions can be more fun.......

-Use Speed as a tactical factor, cause it is now.
-Plan your turns well ahead.
-Manage speed for best maneuverability
-Learn when to ungroup units for turns, manage speed etc,
-sometime u may want to Ungroup and regroup formations before a turn will reset there spacing and show less of a "lead trail"
-on rare occasions ships sailing in high winds at full sail down wind may reach vmax and loose maneuver, hit the breaks for 10 secs then try the turn at more repsonsive speeds
-Distinction between Ships of the line frigates and small sloops etc more pronounced,
-Battles end up over Km's now, i pays to keep a squadron or two in reserve.

#wind/physics factors more significant.
-fixed the 1.03 error (my bad) so now sailing into the wind is more drastic, turning large formations into the wind takes a bit of skill (hint: get max peed and sail for the turn)
-Physics for wind weather and kinetic damage tweaked for the size according to size an mass.

#Cannon fire has been tweaked
-Some ranges upped a little, spread adjusted,
-chain scatters a bit more now,
-fixed a vanilla but that showed wring 6ldr chain projectile.
-Frigates and Sloops etc no longer uber reload and accuracy you now need to use there
considerable maneuverability advantage instead.

#Ships Hull and damage has been reworked - (still working on this are but so far)
-Damage has been reworked - slower reload less accurate but more damage per hit. (hold fire and alt rmb target are your friend)
-hull more resistant, and more buoyant
-Ships generally take alot longer sinking, even the bits after an explosion.
-Magazine Explosions significantly down. (no more banzi sloops to ruin your day)
-Fire takes longer to burn - seem a bit harder to put out.
-1/3 less swiss cheese.
-Repair rate is now much slower Ooops there i mixed it up in 1.02 lower rep number means faster repair it seems. Ships now will take some time to fix so withdrawing em is prefered (unless your on fire or leaking that is)

Plus many many tweaks but the best way is to try it

It may not be evey1's taste but imho Naval battles are a bit more Epic now - starting slower but building up to pretty furious little bashes. The slower acc and turn gives player more time to do stuff but the slightly boosted top speed means that dashing frigates are indeed just that what you choose to sail the tortise or the hare is up to u. The AI also seems to handle it ralatively well and
indeed is sometime helped by the spreading out it creates.


Campaign Stuff ( designed mainly for the campaign of the Coalition)
il probably forget the majority of this since i did it mainly a week agi (ive been in combat mechanics and patch2 land this week)
Big reworking of recruitment and Civil Military structures. In short to allow better troops available sooner and to be accesable to all nations (like minors who only have civil capitals etc)

Distinction is maintained but the type determines the town/slots emphasis not exclusivly now.

Civil (magistrate etc)
-Low Recruitment slots
-Best ecenomic benefits
-Med Repression
-Some benefits against cultural civil unrest
-higher tier access to most basic military units but without training benefits.

Drill
-Most recruitment
-low economic benefits
-Higher Levels increase max avail town watch and military garrison
-Best access to Military units and training
-Discounts on recruitment/maintenance.

Artillery/Supply
-Medium Recruitment
-Low economic benefits
-Best access to arty units, and training for them.
-Higher Levels increase max avail town watch and military garrison
-Access to other military units, not as good as Drill but better than civil.
-Supply (maintenance) bonus's

Entertaiment/Culture
-Nil recruitment bonus (i think)
-Good Economic benefits
-Good happiness benefits
-top tiers improve your diplomatic ranking with others.

This massively helps the ai it making better stacks, for example, This means Holland with an Arty slot and no drill slot can actually field a decent army now, and the distinctions between the types give player a bit of strategic thinkin.

#Ports Overhauled (in similar style and for similar reasons to the land recruitment)

Naval Dockyards
-Have One Trade Route now! Limited capacity that increases with upgrades- much less than trade ports thou
-Higher tiers mainteance and recruitment discounts.
-Best Naval recruitment selection with best training (xp level)
-Only place top rates are built
-ability to build trade ships (for ai)
-Most recruitment slots (ships build times are generally a bit longer but docks have more recruit slots so you can have more keels down at a time.

Trade Ports
-Much better Trade and Ecenomic Benefits than military.
-boosts region growth.
-can Recruit veteran trade ships
-Access to frigates and for some mara time one port powers (like netherlands) abilty to build 3rd and 4th rates and higher tiers. (ai like this muchly)

#unlocked most units that wernt available ,plus added some elite types to minors who didnt have them. (see below) integration with AUm is on the list.


#Number of towns in a region determines the recruit ability/number of that regions capital
-Most tier2 towns give at least +1 to recruit, capital recruitment is less from its own building so raisin/occupying the enemies regional towns will hurt there recruit ability.

#Large Reworking of Economic benefits.......
-many more global (continental) benefits from building now. So networks can be built up to
-ie heavy Industry in wales now can have an effect other than just locally.
-Maintenance will hit players harder if they dont have the infrastructure to support there evil minions.
-Choices between high cash industrial building or low cash maintenance discount buildings is more of a strategic decision.
-For eg Gunsmiths (powdermills) are more significant but for greater benefits there are greater risks.

#Some Early infrastructure build times and costs reduced - to counter Britain starting with no dirt roads, im sure i built those tracks some 1000 years ago in RTW AIds Ai getting up of the ground.

#Ai economy, recruitment priorities, stack size adjusted,,,,,,,,, (attached as separate tyrant_ai who don't wish this)
-Ai devoted more money early to infrastructure so they can get bigger and meaner later.
-Ai minors kick butt now well cept netherlands there always in trouble.
-Ai builds a bit more cavalry
-Less small stacks more larger ones.
-Ai more aggressive after declaring war.

#Religious cultural unrest tweaked, bit less for ai still a challenge for player.

#Ship Campaign movement up 15-25%. Frigates and small get the biggest gain.

#made from new CA's new patch2 tables all the new DLC units are included and balanced.

#Added some Elite and missing units to minors rosters, these atm have default icons and skins, there a nother step in NTW an ive got to read Swiss Halberdiers findings on this, but i wanted them in so new campaign could be started an the gui and uniforms can come later as a mini patch.


#Plus lots stuff but i'm tired so that will do for starts,,,,,,

#Designed for the campaign of the Coalition i think you will find it quiet a bit more challenging
- Hint - Build infrastructure first.

#New Campaign Recommended - New Unit size building effects and campaign difficulty effects may work with old saves but i recommend for sure a new campaign for full effect.




#Two versions available (in download)
Mod version - script needed recommended or
Media patch version - no script needed.
Tyrant_ai included as seperate mini mod.

#Recommended setting are (remember it will be quiet a bit harder than vanilla)
-Medium to very hard Campaign difficulty, Medium is a tough fight now hard is where i test it , very hard ai should be 5-!0% meaner than hard.
-Normal battle difficulty. (harder would i think mess with the damage and moral a bit i thnkz)


BTW Sorry for the absence, delay, etc but time is a little scant at times so its often a choice between modding or posting, an i thought rather than blab an do nothin it was better to be absent an productive . So for missed posts and PM's i aint igorin em i just havn't had time to read em yet.


& a big thanks to the fellas who made and maintain the mighty mod toll PFM, Erasmuss777 in particular for the latest version. U Champ
!

Enjoy


1,02 changelog 4th march (and other contents)
Overview

This mod aims too increase tactical games play, with longer slower land sea battles allowing more tactical depth and a bit more strategic options in main Campaigns. It is also primarily focused on getting the most out of the ai at every opportunity, balancing all changes on how they effect the ai in campaign games and battles.

It basically includes these changes (plus many to small an numerous to list)

Land Combat
#Generals can Dismount. - a tribute to Quixote who invented my first fav mod feature.
#Closer formations for line, Grenadier and elite units.
#Light dragoons (and similar) can now Fire mounted and skirmish.
#Removed Fire and advance cause it sucked imho for the ai, replaced with new fire drills.
#New fire drills for all units to create a mix of feel for differently trained units and a variety of fire in battle. It also is designed with Bai behavior in mind.

Mass FiRe (one big synced volley, clunky but potentially powerful) - For Euro Militias and badly trained mobs
-accuracy balanced to compensate, a big clunky volley that reflects the low training, that if timed right can be deadly but at range is more a fireworks show.

Skirmish FiRe (all ranks can fire soon as loaded) - For Lite Inf, Skirmishers, Missile Cav, and Eastern Missile mobs
-a less disciplined constant wither of fire , fast and flexible - for the large east units there stats adjusted to balance for the powerful ability

Opportunity FiRe ( that is actually no fire drill at all, allows everyman in front rank or who can see shoots as soon as able) - For Euro Line And Grenadiers.
-This is the more random fire , fast and flexible fire drill not a blunt as mass fire but relatively more accurate than most other drills (save lite inf skirmisher types) the thin red line. (Line and Grenadiers reload and acc stats boosted for balancing)

RanK FiRe (synced 3 lines of fire one after another) For Elite Euro Troops - This will make the wall of death that is FireByRank a rarer and more special thing. Elites will be the king shooters on the battlefield now. (researched instead of FAA at schools)

#FAA tech now give rank fire for elites and a reload bonus across the empire but you will pay more for the training of troops now on (3% range.)
#All melee and some Cav units use a column formation as do some Mobs (helps frontage and ai manouvres)
#Irregular mob Formations for eastern units. in the Style of Ahiga's Irregular mod for ETW
#less regular spacing for lite cavalry. (works well with skirmish)
#reduced the boost abilities for Generals so not so uber powerful.
#Ottoman Janisary Grenadiers upped to same size as musketeers 160 (more units size tweaking on way)
#tweaks to morale better chance for the ai's broken units to rally, greaterfear of arty damage, the aim for bit more dynamic reactions from troops
#Morale boost for units in column formation. (reduced in 1.03)
#Reduced slightly the top of the Morale levels for some elites so no more terminators.
#Balanced slightly other units stat imbalances in morale, and reload rates to compensate for there relevant fire drills.

Weapon stuff

#Land Cannons Range tweaked up about 15%
#Individual scatter and muzzle velocity given for different calibres.

#Artillery reloads slower now.
*Effect: less sniper accurate cannon fire, less frequent but with greater range that deals more damage and morale effects.
#Line Inf Range is now 100 other weapons balanced accordingly.
#Muskets have different individual spread (based on Quixotes discoveries) from minimal for lite inf and rifles weapons to low for flintlocks,med for matchlocks then pistols too wide for shotguns, bows etc. - bullets wiz everywhere now - watch ya general.
#Muskets can misfire now.
#Musket fire less accurate at max range more deadly up close
- as well as being mre realistic, micro management is better rewarded.

#custom less trails (thnx to scivian for the tutorial) to make medium visibility tracers - just a small trail to make shots visible. (see cleaning ui_cache on this )



Sea Combat

#A Complete overhaul of how every ships moves, for more realistic tactical game-play.

- basically to create more time too manage when your fleets are in the thick of it and strategic feeling where u need to plan and maneuver in advance. (u can always hit Fast Fwd at the start of battle to get the fleets close)
#Ships now have much more momentum they take longer to get up to speed and longer to stop

- ie they big an heavy thing of wood, not speedboats with bow thrusters.
#Speed is now a serious tactical factor and you must manouver much more tactically too preserve speed, and plan ahead more.
#Redone all ship turning speeds, (all 300 orrible little entries )
#Ship can no longer swivel on the spot (unless they got oars or a paddle*) Ships will now turn much slower and realistically but no to slow for the BAI to control.
#Speed and wind effects turn rate significantly.
-Your turn rate goes from none at 0 speed and gets better to you reach medium speed then it drops off again, managing your speed effects your maneuverability.
-it seems ships can sail into the wind to get a tacking turn rate bonus
#Sailing into the wind is more significant now- wind direction more crucial, but within ai limits.

#Naval Weapon ranges upped and Balanced due to type and calibre.
#Chain has a real range now (but a much more scattered pattern see below)
#Naval weapons given spread values similar to musketry and land cannons above.
-LR rifled is most and Low calibre high velocty guns accurate decreasing as mussle velocity goes down and calibre goes up,
-Chain due to its non aero dynamic flight has high spread (compensates for its new long range)
#All Damage and Hull strength and ship hit points modified.
- to make ships sink less, surrender more, and take more varied damage, - Balance Ongoing
#Shellfire and Round shot 'can'cause more sail damage, gun damage and crew fatality if lucky,
#Naval Reload rate slighty slower,
-the aim of this with more scatter but combined with more lethal damage is too make each broadside counts a bit more now, chain or shot is a gamble, manouvering critical,.

#Naval morale tweaked
-slight increase penalties for some damage and being raked from astern
-better chance that routing ships will rally,
-tweaked levels of shaken wavering and routs.
#Reduced the large imbalance that had large ships with terrible accuracy and reload vs small ships by about 5% toward the median.
#Slowed ship repair in battle.
#Preliminary balance in Morale levels of some uber high units.


Campaign stuff – (if u dont want this stuff use the tyrant_combat only)
#Bigger government differences in the style of T.R.O.M. And TapFx,
-AB Monarchies research and trade slower but get discounts on recruitment.
-Republics get good trade and research but pay higher maintenance. (CMs somewhere in the middle)
-Certain authoritarian governments get better bonuses against religious/cultural unrest.
-More Libertarian republics suffer cultural unrest a little worse .
#replaced middle class with lower class for constitutional monarchies - this means Britain is now not immune industrial unrest.
#Tyrant taxation - taxing one class makes the other react.
-unbalanced tax levels cause resentment / unrest in the class war.
-gives players alternate ways to manage unrest.
#maximum repression from armies and town watch reduced slightly.
#Cultural Religious differences cause a bit more more unrest - promotes some emergent nations, resistance and combined with the above changes increases player challenge.

#Small tweaks to ai to promote helping allies at war, spending policies, and reduce spending all its cash on fort upgrades.
#minors ai given the command line to help them expand.
#Faction table included mainly to encourage minors the non expansion setting for all minors has been removed. Also makes some more minors avail for custom battles Scotland Greece etc.
#Tweaked Campaign Difficulty Settings to help ai and reduce some player penalties on very hard. (overall a medium difficulty increase)
#lessened the ai bonus it got on auto resolve battles on very hard.
#Reduced ai penalties between certain governments that made them overly hostile. Gave Empire Gov type some of the above diplo changes.
#Ottomans get trade ship dowh now - thnx Swiss more Aum integration coming.
#+5% more chance of ship capture in after battle resolve,
#made it slightly easier diplomatically to get friend and close friend status.

And a few more things il add as i remember,,,,,,,,,,


This mod is in the early dev stages and really is for my own gaming tastes and pleasure mainly, so that's my disclaimer if our tastes differ hehe. Also Big changes could mean some rough edges there are literally 1000's of entries to change in these tables so consider this a work in progress - balancing and bug squishing comes next then adding national flavours, extra units and effects after that.


Install Instructions
Remove any older tyrant packs or hotfixes. You only need latest version 1.03.

Two version included mod version (recommended) or media patch (no script needed) if pple have problems with scripts, Mod manager is out for NTW thnxs to Erasmus777 (download and rep him here) is also an easy way to activate mods.

Mod Format Version
This version mod_Tyrant_full.pack and tyrant_ai are mod formatted so need a user.script to activate it.


Place the User.script in your C:\Users\username\AppData\Roaming\The Creative Assembly\Napoleon\Scripts dir.(u may need to show hidden folders)

Put the Tyrant_full
Tyrant_ai
tyrant_units packs
in your
C:\Program Files (x86)\Steam\steamapps\common\napoleon total war\data directory.


#If you don't want the AI part simply delete the line mod "mod_tyrant_ai.pack"; from the user.script.

#Or use Mod manager Thnx too Erasmuss77

Media patch version
These are in media pack format dont need a script
they will auto load next time you start NTW. (Sometime greater Compatibility is the only reason i prefer mod version above)

#just put the
tyrant_Full_mpatch
tyrant_ai
tyrant_unit.packs


in your C:\Program Files (x86)\Steam\steamapps\common\napoleon total war\data directory.

-If u dont want ai just dont install the tyrant_ai pack.

Then Start NTW as normal and enjoy, if u start a custom battle and your line doesn't have Fire by rank button it works.

######################Compatability###############################
Tyrant uses alot of tables from kv rules to units tables projectiles. traits etc so cosequently This mod will not work like it should if you use any mod that effects BAI, Unit spacing firearms, artillery, building or campaign effects. You of course are free to try but i would suggest one or the other, variety is the spice of life after all, and there are many other fine mods in this flavour.

Mods that just add new unit sound or visual effects should be fine.



Also if tracers seem to come back or you have other graphics anomalies try Cleaning out thefx_cache that keeps all your cached textures Just delete all the contents of the ui_cache folder fx_cache (it can store old mod fx ) this will make NTW reload textures next time it starts this can clear many gfx annomalies, its located same dir where u find scripts, C:\Users\username\AppData\Roaming\The Creative Assembly\Napoleon\ui_cache


Big Thanks too , Erasmuss777,
Vicar and HusserlTW, lt Chambers and Alpaca for there work on PFM the tool of the trade, LazyKnight for the Great DB manual resource and for all the ETW modders for there ideas over the last year and there great mods, T.R.O.M, Imperial Splendor, Darthmod, APE etc.


All the work in this mod has been my own but i have been aided by the invaluable work done over the last year by the TW modding community. So any of my work is welcome to be used in your own mods (acknowledgment is all i ask an its good karma).

Modding i believe is a co operative not competitive
affair so i encourage every1 to have a go at it, tweak your favorite mod to suit your tastes, its how i started and its the best way to learn.
'Where would things be if some mug had copyrighted the wheel.'



*Tyrant_Full 1.032 (6th attachment) is the latest version,


Attached Files
File Type: rar mod_tyrant.rar (19.0 KB, 727 views)
File Type: rar tyrant Full 1.01.rar (54.6 KB, 518 views)
File Type: rar Tyrant_Full_v102_6th_march.rar (61.9 KB, 1506 views)
File Type: rar Tyrant_full_103_mod_n_patch_versions_2ndApril.rar (152.9 KB, 278 views)
File Type: 7z 4thApril Tyrant_mod_n_patch versions 1.031.7z (796.0 KB, 171 views)
File Type: 7z 5thApril Tyrant 1.032.7z (793.5 KB, 197 views)
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