v1.11.0
* It is NOT necessary to start a new campaign if upgrading between v.1.10.0 and v.1.11.0
* Russian and Swedish Regiments of Foot now have "cold resistant" trait.
* Fixed the string for the mounted Streltsy.
* Fixed a slight error in a string for the Irregular Infantry (aka old Cossacks).
* Rebalanced Steppe Cavalary, except Kamluks, to make them less expensive and more irregular. They should be recruited in greater numbers by Dagestan, Georgia and the Crimean Khanate.
* Hetman Cossack cavalary now renamed, "Chuguevski Cossacks", and only recruitable by Poland or Russia. These are disciplined, trained light cavalry. They require 2 turns to raise.
* Sakers, mortars and 64 pounder seige cannon now slower on campaign map.
* Strings for Siege Canon, Mortars, Sakers and Demi-cannons updated to reflect low speed on campaign map.
* Vibornye and Gorodskiye Streltsy and Pikemen all obsolete a little earlier.
* Maximum recruitment applied to Vibornye and Gorodskye Streltsy.
* Pikemen more expensive to raise and upkeep; this will help the AI buy less of them.
* Irregular Infantry (formerly Cossack Infantry) have less ammunition and a slightly lower morale.
v1.10.0
* Fixed bug keeping Grenadiers from being recruitable by Russia.
* Pikemen now recruitable by Russia and Sweden, but quickly become obsolete.
* Implemented AOR, and added 17 new types of Line; these are recruitable if you own the particular province. Each are uniquely balanced with varied prices, recruiting times, and strong and weak areas.
* Added Walloon Guards, recruitable in Flanders with an Army Staff College.
* Mameluks and Pandours recruitable by Ottomans.
* Cossack troops now only recruitable in the Ukraine, Crimea and Causcus regions.
* Cossack infantry can now skirmish, is harder to spot on campaign map. They have a slightly lower morale, and are about 10% cheaper. They are recruitable by Poland, but not by Russia.
* Cossack troops renamed "Irregular" as a temporary solution to make them appropriate for a region inclusive of the Crimea and Caucas.
* European style troops no longer recruitable in the Crimea, Chechneya or Georgia.
* Hungarian Hussars recruitable by any European power in Hungary.
* European-style line and light infantry has a slightly closer rank spacing.
* Light cavalary and some kinds of irregular infantry are faster on the campaign map.
* Demi-cannons are slower on the campaign map.
* Modern sailing ships are about 30% faster on the campaign map. Galleys and Galleon-types are a little faster. The path-finding algorithm can cause a longer pause when selecting your naval unit the first time in a turn.
* Republican Conscript Infantry are a little better all around. Their relatively inexpensive price will help the CAI choose to buy them as a Republic, and help offset some of the Republic recruiting cost penalty.
* Line Infantry are no longer morale shock resistant; only elite type units have this trait.
v1.05.0
* Winged Hussars are now a heavy cavalary unit available in the early game. They are only buildable in Barracks or Drill School (i.e. forced obsolence). They are a little more expensive. They are the best early game cavalry.
* Russia should now be able to recruit Grenadiers. (I may also make Pikemen recruitable by Russia, but this will need to wait for the AOR work).
* Gorodskiye Streltsy are now armed with muskets. Their H2H is slightly better, and their morale is lower (they were underpaid, and being disbanded). Their campaign cost has been adjusted, but is still lower (they were, after all, underpaid) than an inferior unit (euro_militia). They are also only available in earlier buildings; they become obsolete, and they are only available in Russia's home regions, in order to reflect the anti-Gorodskiye reforms between 1689 and 1720.
* All melee-type cav has received a +2 or +3 to charge; this will help counteract the much smaller bonus vs. infantry they receive in this mod. If I mad my druthers, I would increase the fear effect of charging cavalry, but this is not possible.
* Tweaked all Naval loading values a little bit. Brits are best at loading again.
* NA artillery is 50% more expensive, to help convince the AI to buy less artillery.
* Elite Infantry types no longer use Platoon Fire / Imp. Platoon Fire.
* Text strings updated to reflect changes to Winged Hussars and Gorodskiye Streltsy.
v1.04.0
* Some colonial units have slightly more expensive upkeep, to represent the difficulty of raising and continue to suppy units outside of
Continental Europe. Colonial artillery takes 1 extra turn to build.
* Grenade Launcher Units (not grenadiers) no longer recruitable in the Campaign game.
* Rogers Rangers now better than regular Rangers, again.
* Fire-by-Rank now is researchable with an Army_Barracks and requires a smaller number of research points. The AI will research much earlier as well.
* Grenzers recruitable.
* Regiments of Foot, Substandard are now cheaper to recruit, but have a higher upkeep. This is to encourage their use as a stopgap solution
only; this makes sense as well: they still require pay, chow, uniforms etc... like a real line unit. A maximum of 8 are recruitable to keep
the AI from over-recruiting them.
* 18 Pounder Guard Galloper should now be recruitable with Ordance Board and Engineering School.
* Many fixes naval ship armaments, reflected in the English localized text included with this mod.
* Xebec crew size larger, to reflect their common Med. usage as a privateer.
* American heavy frigate morale improved.
* British ships are +2 morale, -1 speed. British reloading speed now matches other countries (it was about 25% higher!). They notoriously underfunded gunnery practice.
* Naval projectile roundshot damage slightly tweaked follow physics, e.g. pain=m*v^2.
* Naval base reload speed increased 18 -> 25; this is still far faster than reality (should probably be around 120). Carronades still fire significantly faster.
* Galleons, Flyts, Race-built Galleons all now have more appropriate crew sizes, more old-fashion (i.e. lighter) armaments. As per all crew / unit size changes, starting units will not reflect these values, only those post-repair or built during a campaign.
* Russian Infantry regiments are now normal sized. Their stats have changed: acc: 45, reload 17, melee 9, charge 5, defense 15, morale 10. They are now the best defending Line Infantry.
* Austrian line cost fixed to account for smaller size than vanilla.
v1.03.0
* The CAI will now weigh the adjaceny, existence of an alliance and military strength as more important when deciding to make war or peace. Diplomatic relations (the +/- values on the diplomatic menu) and interfaction relations (what my friends think of you) are both now a little less important.
* The flank and rear attack bonuses have been removed. This improves the post 1.2 patch BAI. The morale penalty for flank and rear attacks still exists. This is not a miracle fix, but does generally improve the BAI.
* Removed my naval morale changes. I just wasn't happy with them, and until I can modify more of naval combat, I don't think they're an improvement over vanilla.
* Fixed a bug where I had swapped melee values between NA warriors and NA tribesmen.
v.102.0
* Changed Republican Conscripts back to 1 turn to recruit (this is what they should have been, as they are essentially a militia-type unit).
* Gave Republic Conscripts and Republican Guard a 5% discount in recruiting cost (but not upkeep). This can be used to help off-set the recruiting penalty that Republics receive.
* Increased the upkeep cost of demi-cannons. These required large teams of oxen to draw -- as many as 24-per gun (which means 2x - 3x that number on campaign!), and that was one of the (many) drawbacks. This should have been done much earlier, but I missed it when I was hex-editing. This has two benefits: first, it will encourage the AI to modernize artillery and and second, it will balance them better, as, with their longer ranger, they were still pretty useful even without moving.
* Tax efficiency logbase from 1.25 to 1.35. This shallows the inefficiency curve from owning many provinces *slightly* (if you own 25+ provinces, you might see about +10% boost in taxable income). Note that making protectorates does NOT trigger this inefficiency -- so protectorates are a good way to maintain a solid income.
* Added the subtle and excellent work by Jingle_Bombs to make the uniforms look more period appropriate, i.e. 7-years war vs. Vanilla ETW's American Revolution.
* Republican populations are, in general, happier.
v.101.0
* Fixed bug in unhappiness for iron industrialization.
* Added middle class happiness penalty to industrialisation buildings. It is, in general, smaller than the penalty to lower classes, but reflects the general unrest that even constitutional monarchies can suffer in periods of social turmoil.
* Added Obushnikov's musket and cannon sounds. They're hands-down the best I've heard.
* Made some very small adjustments to gov't types:
Absolute Monarchy
Research -30% (slower)
Recruit -20% (less costly)
Lower Class Happiness +4
Upper Class Happiness -4
10% greater effect from the destabalizing influence of educational facilities.
Constitutional Monarchy
Research -10% (slightly slower)
Recruit -5% (slightly less costly)
Lower Class Happiness 0
Upper Class Happiness -1
20% less effect from the destabalizing influence of educational facilities.
Republic
Research +5% (faster)
Recruit +15 (more costly)
Lower Class Happiness +5
Upper Class Happiness -4
40% less effect from the destabalizing influence of educational facilities.
v.100.1
* Fixed a rare crash bug when loading battles in North America.
v.100
Battle Movement Speeds:
* All land units are about 35% slower. This creates a generally slower game, and increases the time under fire when closing with firing units.
Weapon Lethality:
* Small arms ranges are about 25% greater. There is time for a line unit with rank fire to fire 3 full volleys at a closing melee unit.
* Musket, Matchlock and Light Inf Muskets now represent similar weapons, but different doctrines and training. MUSKETS are weilded by well trained line infantry, trained to level their musket (though, perhaps not aim) and fire, often on command. MATCHLOCK weapons are poorly maintained weapons weilded by ill-disciplined troops that will open fire beyond the range of effective range of their weapons. LIGHT INFANTRY MUSKETS are muskets weilded by troops that have been trained to fire accurately, and engage a greater distance than line troops. Ranges are 90, 105 and 130 respectively.
* The impact of extended ranges on accuracy is much more significant.
* All weapons can now misfire, with percussion cap weapons have the lowest misfire chance and matchlock weapons the highest. Misfire causes a 3-second "retry".
* All artillery, naval and land, now has variable effective ranges based on historical data.
* All artillery, naval and land, fires a number of grape or cannister pellets that increase in number with gun weight.
* All naval artillery is now somewhat more accurate, and does a little more damage at close range.
* All naval artillery is significantly more accurate at range, and ranges have significantly increased.
* Carronades are now much faster to load than an equivalent gun of equal weight, but of much shorter range. Carronades historically weighed about 1/4th to 1/5th compared to a gun of equal weight, could be fired much faster but threw their heavy shot much shorter distances. Carronade damage is equal to a gun of the same weight.
* Carbines and pistols both fired a small ball than muskets (usually about .5 caliber vs. .6 or larger), and are therefore slightly less lethal when they hit a target. They are also less effective against armored targets.
* Net musket lethality is slightly lower than the vanilla game, especially at longer ranges, due to the stronger drop off of effectiveness at range AND the significantly slower battle map movement speeds. This benefits the Battle AI due to its tendency to run back at forth at extreme range. It also encourages a slower and more deliberate play style. Above all however, this provides a
much more realistic casualty rate under musketfire, and, due to the way morale works encourages the player to utilize a more historical doctrine of a few volley than close with bayonets. At close ranges, musket volleys can still be deadly.
* Cavalry has had its global melee bonus against infantry reduced.
Land artillery ranges, ball or shrapnel:
3 pnd - 270
6 pnd - 400
Saker - 350
9 pnd - 500
12 pnd - 550
18 pnd - 550
Demi - 500
24 pnd - 600
Fort mounted weapons have +50 to these ranges, due to elevation and a superior firing platform.
Note that ranges increase quickly with the lighter guns -- their effective range is also close to their maximum range. Larger guns, however are less limited by ball carrying, and more limited by other factors, such as visibility. The numeric ranges in game equate very roughyl to about 1.5 yards.
Lastly, as Mortars cannot be used in the doctrinal correct way (trenches dug close to the enemies walls), I have kept their range longer than it should.
* The effectiveness of grappling hooks has been reduced. I would prefer to remove them from all units, but, in this glorious new age of cannons, the AI appears completely unable to knock a wall down with a cannon, and CA, in its wisdom, neglected to implement saps and the like.
Land Unit Changes:
* Many units have received small adjustments to cost and upkeep to maintain balance with the changes below. This is also necessary to keep the CAI from over-prioritizing units.
* Almost all units now take longer to build. Militia and Irregular units can still be raised in 1 turn. Line and other regular units require 2 turns (assume about 6 months to organize and recruit NCOs and officers, and 6 months to recruit, equip and train the soldiers). Elite units and British Line units require 3 turns. Some elite units may require 4 turns. Prussian and Swedish Line train in 1 turn due to the benefits of their cantonment system indocrinating military age males. In principal it now takes 1 turn of "administrative request" + training time to raise a unit; if a unit comes ready to fight (think: militia, rregulars and feudal-system soldiers), then they require only a single turn to raise.
* Grenadier units no longer throw grenades. This has been replace by a +2 bonus to melee. They can now also rank fire, and their size has been increased to equal line units.
* Light Infantry units are now larger in size. Historically, light infantry were used as line troops, and detached occasionally for skirmishing duties. I have chosen not to model this doctrine here, as it would make light infantry too similar to line units.
* Armed Citizenry has now been renamed, "Urban Militia" and their stats have been increased somewhat. These are units of local militia, perhaps drilling once a month, that will provide the last line of defense to an urban area.
* Militia units have now been renamed, "Regiment of Foot, Substandard". They can be raised in 1 turn, however they do not have access to advanced firing drills. They represent poorly equiped, poorly trained and poorly led units that may need to be thrown into the line of battle prematurely. There is a limit of 12 at anytime; this is to keep the AI from overbuilding these units, and to encourage the player to replace them with propper line of battle regiments when the opportunity presents itself.
* Carbineers, like Dragoons, were historically used for policing. They receive the same bonus to policing that dragoons receive.
* All non-artillery units can now hide in wooded areas. <- CA actually added this for the patch! I added a few more units to the list. Now, only general-type units and elephants cannot hide in woodland. NA general can hide in woodland.
* The size of General units has not been changed. This is because the CAI is already reluctant to build them in sufficient numbers.
* Rangers and Native American units are a bit smaller and a bit tougher. Most have build limitiations on them, reducing the number of elite-type units you will see.
* Grenzers recruitable, but no longer use a weapon for which there is no historical support for wide usage.
* Artillery is more accurate, however it is not as accurate as it should be. This is because it is allowed unlimited ammunition, so it needs to stay a little bit nerfed. Hopefully CA will implement tracking ammunition in the future.
* Line units have additional diffentiation to account for doctrinal differences in training and usage. In general, a higher morale represent an experienced NCO corps and lower morale represents forces that did not make use of experienced NCOs; a higher defense value represents better close order training; a higher charge or melee represents training in 'the bayonet'. Highlights are:
o Prussian line is very effective on defense and offense, and is recruitable in 1 turn, due to the benefits of the Cantonement system.
o British line has better firepower, and is good defensively, but take 3 turns to build.
o Austrian line is of low quality, but is less expensive to build and maintain.
o Russian line is larger, but of poorer quality on a whole.
o American line has the best accuracy, but may not stand as effectively against a determined charge.
o Swedish and French line are both good at attack. Swedish line is recruitable in 1 turn, due to the benefits of the Cantonement system.
* Grenadiers and other elites now have access to rank fire.
* The reload bonuses for firing drills has been slightly reduced.
* Pikemen are better defensively, but have much lower charge bonus. They also now 'scare horses'.
* All unit with musket_matchlocks have had their accuracy reduce to counteract the added range.
* Ranger units are smaller, but more lethal.
* Cavalry previously received a large bonus against INF (+10), that has been reduced (now +4). This makes cavalary less effective in a drawn out melee. Use cavalary for its shock value when the enemy is waivering. This will also make squares more effective.
* Most musket-armed light infantry now has bayonets.
* Whlie CA gave jagers rifles in the patch, they neglected to fully fix the issue, and they were still shooting shorter range musket balls. Fixed. Their morale has been dropped slightly: these were irregular troops, not trained regulars.
Land Battle:
The morale model used in battles has been completely reworked to balance correctly with weapon lethality and slower movement speeds.
* All units that may fight in the line of battle, or were reasonably competent in H2h, now have the ability to 'Cause Fear', however the radius has been significantly reduced. Historical and credible examples of true melees on the 18th century field of battle are very rare. More commonly a unit would waiver, then rout, when presented with a disciplined line of bayonets. This now occurs sometimes, especially if the unit has taken many casualties, or has take casualties recently. Melees still occur, but tend to be more decisive, with low morale troops routing somewhat more quickly, occasionally before contact.
* Units are now more likely to regroup to fight again after routing.
* Infantry alone is not likely to stop a determined charge with musketry alone, however, cannister armed cannons are highly likely to do so unless caught off guard.
* Fire and advance reload a little faster.
* The defender's benefits of firing from walls are greater.
* The value of cover / building has been slightly reduced.
Unit Experience:
* All unit abilities increase steadily as a unit becomes more experience, except Morale. Morale peaks at +3 at level 4 experience, and then decreases steadily. This represent the extremely well documented effect of combat fatigue, and the "survivor" mentality of the most veteran troops. They are still more effective than less-experienced troops, but must be used carefully. "Sending in the old guard" should not be a decision taken lightly.
* Units acheive low experience levels more quickly, to represent the immediate bonding effect even a limited amount of combat can have.
Naval Battles:
* The morale impact of being fired on from the stern (raked) has been increased. I cannot find away to increase damage when being raked.
* The morale impact of suddenly taking many casualties is somewhat greater. A waiver ship, ranked from the stern by grapeshot may strike its colors.
* Ships rout or surrender a little more quickly.
* The penalties for being demasted, on fire, and suffering over 30% damage in a short period of time are all greater.
* The damage bonus for firing a broadside is gone. The benefit of firing a broadside is the morale shock value.
Campaign Balance Changes:
* Automatic policing can now only help with a maximum of 3 unhappy people (was 4).
* Some "happiness buildings" in capitals have had their benefits slightly reduced.
* Automatic policing now about 2x more expensive. Policing newly conquered regions can be a large economic drag.
* "Happiness towns" increase regional economic growth slightly. They are more necessary and useful than they were previously.
* Religious building produce less happiness.
* All government types adjust significantly
Absolute Monarchy
Research -30% (slower)
Recruit -15% (less costly)
Lower Class Happiness +4
Upper Class Happiness -4
10% greater effect from the destabalizing influence of educational facilities.
Constitutional Monarchy
Research -10% (slightly slower)
Recruit -5% (slightly less costly)
Lower Class Happiness -1
Upper Class Happiness -1
20% less effect from the destabalizing influence of educational facilities.
Republic
Research +15% (faster)
Recruit +15 (more costly)
Lower Class Happiness +5
Upper Class Happiness -4
40% less effect from the destabalizing influence of educational facilities.
* Naval hospitals can now build 1st rates (though not strong 1st rates).
* Steamships are no longer recruitable. They are not appropriate in the 18 century.
* Campaign map speeds are faster, especially wtih high quality establishd roads (levels 2+). This is done to overcome the rediculously slow movement speeds of armies otherwise. The aids the player and the AI both equally -- the AI, with its tendency to change its mind between turns, is more likely to carry through with attacks.
* It costs 600 population per recruited unit. While I generally consider TW units to represent "reality" at a rough ratio of 10:1, the AI does not take population into consideration when recruiting, and will hapilly denude its own towns (especially those in the New World, which begin with low populations).
* School cost is now 3k, 5k, 8k, 15k. I am considering making them more expensive still.
* School build time is now 3 / 6 / 10 / 18; it will now take 37 turns and 45k to fully build up a new school.
* Campaign AI weights alliances slightly more favorably when making war and peace decisions.
* Campaign AI is slightly more likely to support allies in war.
* Campaign AI will try to recruit artillery at the cost of recruiting dragoons (but other cavalry is unchanged).
* Campaign AI is slightly more likely to keep small armies (9 or fewer units) together.
Ancillaries and Traits:
* Many ancillaries and traits have been modified. Two significant changes have been made: morale bonuses have been significantly reduce. This is to somewhat reduce the positive effect of a great general. Why? First, the command bonuses are already very good. Second, the almost uniformly benefits the player since the AI has such a hard time recruiting and keeping its general alive. The second major change is make it much easier to gain negative effects due to lost battles. Again, the reasoning for this is as noted above: lost player battles are so rare, even on VH that developing negative effects was almost impossible.
* Research traits for gentlement now have an 'opposite' which takes a negative hit at levels +2 or above.
Other:
* Field uniform colors are slightly less saturated for some countries. Dyes of this period were not, or imperfectly, fixed, and when exposed to inclement weather, uniforms would fade quickly.
* Projectile trails are subtler, but still visible.
* Removed recruitment points from the cheats allowed the AI. This allowed them to build much too quickly.
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