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Wątek: Dyskusje Ogólne

  1. #1
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    Dyskusje Ogólne



    Jesteś gotowy na bardziej realistyczne, a zarazem trudniejsze bitwy? Jak tak to już teraz wgraj DarthModa i zobacz, jak tym razem uznany moder DARTH VADER poprawił sztuczną inteligencję, która dzięki niemu lepiej stosuje formacje i potrafi wykorzystać Twoje błędy w Napoleon: Total War.

    Znana seria modów DarthMod doczekała się swojej wersji pod Napoleona. Twórcy zapowiadają, że w ich modyfikacji napoleońskie bitwy będą dla gracza znacznie bardziej wymagające wraz z zachowaniem realizmu rozgrywki właściwego dla tego okresu.

    http://www.twcenter.net/forums/showthread.php?t=513599

  2. #2
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    Re: DarthMod Napoleon

    Jest już wersja 1.5 z kampanią: http://www.twcenter.net/forums/showthread.php?t=498413

  3. #3
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    Re: DarthMod Napoleon

    Najnowsza wersja:
    http://www.twcenter.net/forums/download ... le&id=3586

    Version 1.9

    Reduced the accuracy of the units, including artillery to more proper levels. This affects very much the targeting realism and also the challenge in every battle because no longer you can win by being static.
    Fine tuned movement rates to be even more human like (affects positively the AI maneuvering)
    Slightly re-balanced almost all units to have more diversity (in vanilla there are many clone units). Now for example the British have low attack+high defense+good musketing, the Austrians are better at melee than in musketry, the Prussians also... cavalry and light foot units also diversified. Many changes made to fine tune the historic ability of the troops per country.
    Improved the Darth Effects (Now muskets have fire flash, Blood shows more realistic)
    Added some bug fixes for the All Faction Campaigns:
    * Fixed a problem with Rhineland handover scripting.
    * Fix for black campaign map at the start of some campaigns (this disables advisor from showing up in first turn).
    * Custom game menu minimaps added.



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  4. #4
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    Re: DarthMod Napoleon

    Jest już wersja 2.0: http://www.twcenter.net/forums/showthread.php?t=513599
    Version 2.0

    Tweaked morale so that units can also shutter and not re-group all the time.
    Made CAI to evaluate better its economics so to understand whether it should disband units or save money than to go suicidally for war. (Needs testing).
    Artillery and projectile damage made even more realistic according to range.
    Firing arcs of infantry have been increased even more so that AI makes straighter Lines and muskets more to broader directions. This affects the human player who can now hold the line without having to "microturn" in order to target an enemy.
    Turn rates of troops have been reduced slightly to look more realistic and make rank fire to initiate less synchronous.
    Improved the Darth Effects (Intensified the musket smoke, Leaves and other wandering stuff in the air removed to save FPS).
    Improved the Sound Effects (New thicker more realistic Musket Sounds edited and mastered by me by using as a base the musket sounds of "BattleField Smoke Mod of MechDonald and the Ultimate Sound Mod of LochKopf).
    Fixed a bug that would result sometimes to play wrong sounds for a unit (Not sure, needs testing).
    Added 18 french units, a quality work of Pdguru. These units give to France the necessary Master Touch to be more interesting for the human player and more challenging as a CPU player. Among these units there is the "French Column", a special large unit exclusive for Napoleon that is ideal for braking enemy formations. All units are adapted to DarthMod stats. Info about these units can be found in this thread Pdguru's Mods (Temporarily unavailable).
    Added the Napoleon Total Flags Mod, an exceptional work by JFC.
    Added the Drum Roll Change (cadences) all factions v5!, a usual master piece work by La♔De♔Da♔Brigadier Graham.
    Extra Campaigns and UI changes:
    Fixed CAI being passive in All Faction Campaigns (Needs testing). The CAI worked and works in its full potential in the vanilla Campaigns.
    New minimap file for Peninsula campaign (game menu).
    New UI and menu images (logo, legal, advisor).
    Scripting has been reworked:
    Now Rhineland handover will be prevented only if the player plays as Bavaria or Wurtteburg.
    Black campaign map at start fixed.
    Breaking script fixed.
    Double mission issue, fixed.
    Batavian army building at start, added (startpos and save).
    Fixes FoW over armies and fleets that are located overseas.
    All emergent playable.
    Launcher changes:
    A brand new and more sophisticated Launcher that remembers you settings is finally available, made by husserlTW. The Launcher can have multi skins, has a lot more options than the previous older one and is very easy to use.

  5. #5
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    Re: DarthMod Napoleon


  6. #6
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    Re: DarthMod Napoleon

    v2.2+Hotfix
    Version 2.2+ (with HotFix)

    Coalition/Emergent Campaign bug not showing trees and save CTD issue resolved (reverted to previous working state of version 2.1).
    Musket extreme particle smoke settings fine tuned to show more realistic.
    Carcass & Quicklime damage and effects are now more realistic (Experimental howitzer cost increased to balance accordingly).
    Howitzer lethality and effects are now more realistic.
    A certain British Fife march sound that blended not correctly to all units removed from cadence march sound mod.
    Solid shot coalition effects stronger.
    Melee more violent.
    Infantry & Cavalry walk/run dust intensified slightly.

    http://www.strategyinformer.com/pc/napo ... 42326.html



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  7. #7
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    Re: DarthMod Napoleon

    Wersja 2.25
    Version v2.25

    CAI should develop and upgrade buildings more.
    CAI should manage better its economics overall.
    CAI should build more ships to bring more challenge in the seas.
    CAI should be more active in trading and upgrading ports.
    CAI should protect its ports more.
    CAI should be more energetic in diplomacy.
    CAI Friendly/Enemy stance more dynamic.
    CAI Spain should build much less armies and concentrate more in diplomacy and naval superiority.
    The player has slight GDP and upkeep penalties to make the campaign progress harder.
    Musket smoke improved even more as per feedback (Now it dissolves more gradually and is looking perfect!).
    Link do pobrania:
    http://www.twcenter.net/forums/download ... le&id=3586
    http://www.modsaholic.com/page.php?id=78
    http://www.strategyinformer.com/pc/napo ... 42472.html



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  8. #8
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    Re: DarthMod Napoleon

    Wersja 2.3

    Version 2.3

    Improved Auto Calculation for both Land and Naval Battles.
    Great Britain AI should be more aggressive and challenging.
    CAI should build more ships for more challenge at the seas.
    CAI should have better navy composition.
    CAI should repair ships more frequently.
    CAI should manage aggressiveness level better.
    CAI should manage economics more efficiently.
    CAI should calculate correctly the necessary army size to counter the human player (Prepare to take heavy losses in the battlefield).
    New melee animations & mechanics result to more cinematic and violent hand to hand battles.
    Tweaked a little the morale to improve the AI decisioning and creation of its musket lines.
    Now cannons have distinct range differences according to their caliber to reflect their historical advantages.
    Minister diplomacy bonuses/penalties intensified to make their role more important.
    Ships cannon damage intensified for more decisive, more realistic naval battles.
    New smoke effects even more realistic
    http://www.twcenter.net/forums/download ... le&id=3586
    http://www.modsaholic.com/page.php?id=78
    http://www.strategyinformer.com/pc/napo ... 42724.html



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  9. #9
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    Re: DarthMod Napoleon

    witam
    zna ktoś mod dodający jednostki Księstwu Warszawskiemu i innym nacjom do darthmoda?

  10. #10
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    Re: DarthMod Napoleon

    Witam serdecznie. Jeśli chcę zainstalować nową wersję muszę odinstalować starego darthmoda ?

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