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Empire total war darthmod persia
Empire total war darthmod persia






empire total war darthmod persia

Indian units (And generally all the irregulars) act too coherently (DARTH VADER) They are not so coherent now, to their advantage.ĥ. In DarthMod 0,3 the ships have normalised speedsĤ. Of course the bigger ships are powerful as they should but they have their weakensses. 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. In DarthMod 0,2 The Naval Battles are excellent. Now critical hits play large role and smaller ships can take bigger part in the battle, by exploiting their advantages of speed and manoeuvrability. Naval Units endure too much (Some lose completely their wood and do not sink!) (DARTH VADER) Hull strength of ships balanced better. In DarthMod 0,2 I altered the bonus so that cavalry wil not charge at them blindly as before and stop.ģ. Square formation bugged (Troops do not fire properly) (DARTH VADER) Seems it has been positively affected by the better cohesion of the units. I have changed the missile covering parameters and the AI responded. They try to use hit and run tactics using the woods. In DarthMod 0,2 they are even more historically correct. 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.

empire total war darthmod persia

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. В папку C:\Documents and Settings\Твое имя\Application Data\The Creative Assembly\Empire\scripts файл preferences.empire_script.txt из архива

empire total war darthmod persia

#EMPIRE TOTAL WAR DARTHMOD PERSIA FULL#

Great Britain starts with historically held territories in India.Īll factions start with x5 their normal money except Maratha, which starts with x2.5 starting money.Īll factions start with full starting armies except Maratha, which starts with half sized starting armies but these armies can be retrained to full strength.ģ0+ American Factions are available in Custom Battles.Ĭustom Campaign – This is a modified Early Campaign with many modifications. Ultimate Late Campaign – This is a modified Late Campaign with many modifications. The Mughal Empire, Iroquois Nation and Cherokee Nation factions have been unlocked for play.ģ0+ Factions are available in Custom Battles. Minor Nations CAI Roles have been tweaked. The more notable ones are as follows:īoth Great Britain and France start the campaign with their historically held India territories.Īll factions start with x5 their normal money (except Maratha, which starts with x2.5 starting money)Īll factions start with Darth Sized starting armies (except Maratha, which starts with half DM sized starting armies but these armies can be retrained to full strength) Ultimate Campaign – This is a modified Early Campaign with many modifications. The biggest of these are that they set for DarthMod Units sizes for starting armies and the Grand Campaign has expanded victory conditions. Grand Campaign – It is pretty close the way CA released it with a few small changes.








Empire total war darthmod persia