Discussione: "DarthMod" Ver 6.0
Vedi messaggio singolo
Vecchio 10-17-2009, 11:16 AM   #1
Poetarmato
Sangre caliente - CWB Staff
Points: 9564, Level: 65 Points: 9564, Level: 65 Points: 9564, Level: 65
Activity: 99.9% Activity: 99.9% Activity: 99.9%
Ultimi obiettivi raggiunti
 
L'avatar di Poetarmato
 
Data registrazione: Sep 2009
Località: Siracusa
Messaggi: 1595
Partecipazioni Tornei: 2
Tornei Vinti: 0
Poetarmato si trova su una strada distinta
Invia un messaggio con MSN a Poetarmato Invia un messaggio con Skype™ a Poetarmato Send a message via Xfire to Poetarmato
Predefinito "DarthMod" Ver 6.0

Empire Total War - "Darth Mod" Ver. 6.0

Completamente compatibile con la patch 1.5 e la campagna "WarPath"
Compatibile con le nuove Unità d'Elite Americane

Ormai e' quasi inutile presentare Darth Vader e il suo staff di modder, ogni titolo Total War ha la sua modificazione firmata da questo gruppo che si distingue sopratutto per l'ottimizzazione del game play e per la ricerca minuziosa e storicamente accurata del realismo sul campo di battaglia, e questo nuovo lavoro riadattato alla nuova patch rilasciata da Creative Assembly non fa eccezione.La modificazione ottimizza il sistema di combattimento terrestre e navale puntando al vero realismo e simulando in maniera accurata le varie situazioni strategiche sul campo di battaglia.Le unita' sono state aumentate di numero cosicchè ora sarà possibile avere sui vostri schermi delle battaglie epiche per numero di combattenti. Ecco un video di presentazione:
+ YouTube Video
ERROR: If you can see this, then YouTube is down or you don't have Flash installed.


Il Darth mod si e' inoltre dimostrato ottimo anche da un punto di vista del settaggio a seconda del tipo di Hardware a disposizione dell'utente, per questo motivo è possibile scegliere tra quattro diverse versioni:
Darth Mod: Commander Edition: classica modificazione del Darth Mod presenta una serie di sub-mod che ne esaltano la grafica ed il realismo, ma necessita di un hardware molto prestante, adatto per il Multiplayer.

Darth Mod: Commander Lite Edition: per chi fosse in possesso di un PC di medie prestazioni o comunque lento e datato, adatto per il Multiplayer, non presenta modificazioni di terze parti come le sub mod presenti invece nella versione classica.

Darth Mod: Ultimate Commander Edition: Ultima modificazione in termini di tempo che presenta una serie di ben 80 sub mod: reskin di tutte le fazioni in gioco, effetti grafici (fumo, sangue, esplosioni, ecc.), tool per la minimappa, nuove bandiere di stato e reggimentali, un comodo tool per l'istallazione/disistallazione della mod e come se non bastasse un comodissimo Menù che rende la mod estremamente settabile in tutti i suoi aspetti e, quindi, adatto per ogni configurazione Hardware. Per una completa recensione e il link al download clicca QUI

Link ai download: I link seguenti vi reindirizzeranno ai download box dove troverete anche le istruzioni per l'installazione.

- Darth Mod: Commander e Commander LITE:

Note tecniche:
- Nella modificazione commander edition è già incluso la submod blood & smoke ver 4.1
- Non istallare altre versioni diverse da quelle compatibili esclusivamente con il Darth Mod 6.0 Commander e Commander Lite

Novità della versione 6.0
-Optimized for 1.6 patch (removed the AI formation pack used by previous version of DarthMod).
-Corrected Ghoorkas having no shield defense value and deleted Death Head Hussar wrong shield Value (Vanilla bug reported by zowrath).
-Trade and Fish ports can now raise 4th and 5th rates at higher tiers. Also Naval Hospital can now raise 1st rate, over 1st rate and some other ships except the steam ships which can only be created in Steam DryDocks. Result: AI and Human player can raise much powerful fleets with varied composure and not spam too many trade ships, sloops, brigs etc.
-Increased upkeep costs of Native Americans so that they can not support big armies but they are still cheap to be raised quickly.
-Melee units upkeep costs increased, the same done with special units of Maratha + unit recruit limits enabled (for example Sikh troops) so that Maratha cannot overrun easily with quality armies their neighbours.
-Bargir infantry not so powerful as before (They have the numbers to compensate). Mughal and Persian musketeers combat skills increased (they were low). This is another trick to weaken the Maratha.
-New models and textures for The Ottoman's Nizam-I-Cedit units (Provided fully by zowrath).
-Camel gunners abilities increased: They can dismount as Dragoons, fire from horse back, their abilities are enhanced, making them a harder unit to fight in battle (Thanks to zowrath for the original idea and the great implementation help).
-New animations for cavalry and infantry: an original idea mod of yanxu. Cavalry units have more pluralism in Death and idle occasions. Infantry stands in a different manner. These animations add more realism perception for the tactical battles.
-New help distances for CAI, hopefully encouraging naval invasions and Alliance helping.
-New special characteristics for each kind of CAI (For example Natives will prefer to raid more and will ally with powerful and nearby neighbours, Trade countries will use more their strategy to gain diplomatic and trade agreements, Maritime countries will use more army for naval invasions etc. (I am unsure if this works 100%). This character modding of CAI was inspired by Zowrath who proposed to add some code lines to encourage better army stacking for CAI and then it was fully implemented by me as a full scale idea to add more layer of code.
-New naval units limits (with the 4th-5th rate ships now more easily recruited the CAI liked to spam them so this had to be done).
-More campaign movement points for auxiliary and trade ships (Brigs, Sloops, Indiaman, Xebecs, Dhows etc.) and also to special ships and steam ships. The result is more easy reach and support of trade lines and more historic usage of the smaller vessels.
-New Maratha Light Infantry unit created from Zowrath.
-USS Constitution got 32 pounder cannon and 4 turns build time (Vanilla historical fix by Zowrath).
-Some naval crew fixes of equipment not showing (Vanilla Bug Fix by Zowrath).
-The return of the vanilla classes... now that CA has decided to finally fix the formations to 1-line as proposed so many times by ME. 1.6 Patch Formations are identical to DarthMod formations prior the patch with my class fixes. Yes = identical. Probably they implemented some other code to fix AI, but anyways now the skirmisher class innovation fix is no longer needed (It works but it is not as necessary as before). The side effects of units to show as skirmishers and not to have correct regiment names is now fixed.
-DarthMod Lite now includes everything except the Smoke and Sound Effects which may slow down older PCs. DarthMod Lite is now (DarthMod) - (Smoke & Sound effects) I repeat!
-New CAI developments: CAI characters gained even more level of characterization (Important to use the new starting positions!). Some faction will prefer to develop more, some to raid more, some to create large armies, some to attack in larger stacks than to separate to raid.... too many to list. You have to witness that. (Thanks to Zowrath for the very good feedback and ideas for this).
-Unit Spotting parameters lowered by 50%. Now the units can hide but also behave intelligently as well (not blind as in vanilla). The new patch of CA made that possible to lower. Thanks to hip also for the original idea and reminder to look at this.
-Special care and balance in the battle system to make it fit to the new BAI. Melees more decisive and chaotic, cavalry more lethal and penetrating, musketry slightly more devastating... it is excellent I guarantee. Play as many battles as you can! They will be not enough! You will want more!
-Minor balance changes for British/Prussian Line infantry. British Line Infantry reload reduced from 30 to 27, Prussian Line Infantry Accuracy increased from 35 to 38. (Thanks to Alhoon for the feedback).
-Spotting distance ratio for cavalry changed and seems that this affected the premature cavalry charges (common AI behaviour). The AI does behave overally better with these values. Light Infantry and Infantry are the main spotters of the Army. General and cavalry will be sentinels around.
-Cavalry is penetrating and enduring in battle, not murdered easily. Now you can organize cavalry assaults to flanks or even heroic frontal charges at crucial moments and end the battle. You must fear AI armies with cavalry.
-Melee penetrations of infantry has been balanced as well and a lot of other parameters affecting turning rates, radiuses, charge distances, hit points etc.

Credits:
- Dartis and all the DM Team. May the force be with you all
- Tharoth for the Normal Unit Size
- Link al Forum Ufficiale
__________________
Chi ha paura muore ogni giorno, chi non ha paura muore una sola volta
P. Borsellino

Ultima modifica di Poetarmato; 05-08-2010 alle 07:54 AM. Motivo: Upgrade
Poetarmato è collegato   Rispondi citando