Геймплей на тактике • Благодаря новым формациям ИИ на тактике стал хорош, как никогда, особенно в защите, даже когда управляет 40 юнитами. • Переработана механика и анимация рукопашной в сторону большей жестокости, динамичности и реалистичности. • Проникающий эффект в рукопашной усилен • Улучшены траектории выстрелов • вертикальные интервалы между юнитами увеличены • Мораль более изменчива. Мораль американских аборигенов увеличена для лучшего баланса. • Дальность огня изменена у некоторых юнитов • Пофиксен мелкий баг с усталостью в морских сражениях • Огневая мощь и точность стрельбы некоторых кораблей изменена • Масса кораблей увеличена для усиления инерции • Дальность арт огня зависит от калибра • Увеличена дальность огня корабельных орудий • Ракетные и мортирные корабли имеют бронирование, дальность их огня снижена. • Урон карронад существенно повышен • Улучшена физика на море (корабли больше подвержены влиянию приливов и столкновений) • Поправлена стоимость поддержки некоторых юнитов • Запас прочности кораблей увеличен для большей зрелищности морских боев. • Перебалансировано время перезарядки, каре теперь стреляет чаще. • Точность артиллерии понижена, но внедрен эффект контузии (как в Наполеоне) • Стоимость и параметры многих юнитов изменены. • Морская пехота Европейских фракций имеет теперь правильные модели • Линейка юнитов Пиратов и Крымского Ханства расширены. • У гарнизонных войск теперь есть небольшая плата за содержание • Многие юниты минорных фракций разблокированы для кастом битв • Мортиры неподвижная артиллерия теперь могут медленно двигаться.
Геймплей в кампании • Более агрессивный ИИ • Более качественное кправление ИИ финансами и более разумное ведение дипломатии • ИИ защищает порты лучше, ведет глобальное вторжение, ведет исследовательскую деятельность лучше. • Автобой пересмотрен в пользу больших потерь для атакующего при осадах • Улучшен расчет автобоя в морских боях • ИИ чаще перекрывает вражеские торговые маршруты • ИИ чаще чинит корабли • ИИ чаще рекрутирует наиболее сильных юнитов • ИИ лучше рассчитывает размеры армии, необходимой для противодействия игроку • Пофиксены дипломатический баги касательно бонусов\штрафов от альянсов и разрывов торговых отношений • Американские аборигены и минорные фракци поддерживают союзников чаще • Фортификационные сооружения теперь стоят дороже, так что возвести их не так просто • Пофиксен баг с невозможностью американских аборигенов нанимать лучников в некоторых кампаниях • Indiaman корабли устранены • Правки условий победы в поздней кампании
Эффекты и озвучка • Новые эффекты, сходные с имеющимися в Дартмоде для Наполеона • Новые звуки мушкетов из «Американской Гражданской Войны» • Музыкальный мод от Brigadier Graham улучшен.
Новый Лаунчер • трассы от снарядов переделаны и теперь не выглядят как лазерные лучи в ваниле • Добавлена опция Отсутствие Фортов (No Fort Optiom) • RTI кампания удалена из-за забагованности • Доступен Мультиплеер • Теперь доступна кампания с 40 юнитами (30 морских).
DarthMod Empire
Empire: Total War mod | Released 2009
It was pointless to resist. The DarthMod series of Mods strikes back to destroy all gameplay inconsistencies of the original game and offer you better AI, realistic battles and unequaled challenge.
Causa Belli 2.2
Causa Belli is a sub-mod for Darthmod for Empire Total War. It seeks to overhaul the minor factions making them more fun to play or enabling the player.
causa belli 2.2 other
DarthMod Empire v8.0.1 Platinum Patch
Fixes Many DME Launcher issues and enhances the gameplay.
darthmod empire v8.0.1 platinum patch patch
DarthMod Empire v8.0 Platinum Part 2
The most anticipated mod for Empire: Total War is finally available!
darthmod empire v8.0 platinum part 2 full version
DarthMod Empire v8.0 Platinum Part 1
The most anticipated mod for Empire: Total War is finally available!
darthmod empire v8.0 platinum part 1 full version
[OBSOLETE] DMUC Patch 6.2->7.0+
*There is a new Version 8.0* The new version improves the gameplay in all levels, especially the BAI, the CAI and the strategic formations!
[obsolete] dmuc patch 6.2->7.0+ patch
DarthMod Empire Commander v7.0
It was pointless to resist. The DarthMod series of Mods strikes back to destroy all gameplay inconsistencies of the original game and offer you better.
darthmod empire commander v7.0 full version
[OBSOLETE] DarthMod Empire Commander v7.0+
*There is a new Version 8.0* This is the best mod for the PC game «Empire: Total War» as reviewed by thousands of fans.
[obsolete] darthmod empire commander v7.0+ full version
[OBSOLETE] DMUC v6.2
*There is a new Version 8.0*DarthMod Ultimate Commander is a nearly complete overhaul of Empire: Total War based Darth Vader’s excellent DarthMod Empire.
[obsolete] dmuc v6.2 full version
DarthMod Empire Commander 6.0 Enforced
The DarthMod Empire Commander (DM) is closer to vanilla and improves the Gameplay & AI.
darthmod empire commander 6.0 enforced full version
DarthMod Empire Commander 5.5
The DarthMod series of Mods strikes back to destroy all gameplay inconsistencies of the original game and offer you better AI, realistic battles and unequaled.
darthmod empire commander 5.5 full version
DarthMod Empire Commander 5.4
The DarthMod series of Mods strikes back to destroy all gameplay inconsistencies of the original game and offer you better AI, realistic battles and unequaled.
darthmod empire commander 5.4 full version
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Darth Mod Empire 7.0
Mortars less accurate. The garrison mortars were very accurate so this had to be addressed. Fire-By-Rank reload penalty reduced. Broadside damage bonus reduced. Edited again the notorious xholds parameters in kv_rules tables (previously they were all made zero by me). This clearly seems to produce a very good effect in Battle AI. It becomes more determined and aggressive (much less back and forth). Also, the battle mechanics change and you see much more lively melees. This new setting needs your full testing in battles. Returned the grappling hooks for infantry. I tried, you insisted, it did not work. The poor AI cannot handle this and we want it to be better and more challenging. There is no fort lag with the latest additions of DarthMod so by returning the ropes back, you will get a far more challenging battle and campaign experience overall. Added limbering ability for fixed cannons (The fixed cannons were not working correctly in sieges and also it is ridiculous not to have them in reinforcements). Made some slight accuracy balance for cannons (Sakers became more accurate, demi-cannons less accurate). Improved the response of infantry (move, shoot etc.) as it was asked many times. Now the infantry can shoot in time (The AI also) before a charge. Made a brave new change to parameters of battle_entities files that were for much time untouched as they were balanced in a different way. Changed the value of the 8th column from the left in battle_entities file. This I have understood is the «locomotion speed». It affects how quickly the formation of the unit moves around its center (If you fantasize a unit length as a snake then it affects how quickly is the movement of the body of the snake that walks as a wave). Also I modded the 5th and 6th columns of the same file. These values affect the acceleration of the unit as I know (acceleration and deceleration respectively). Also, many other parameters were changed like radiuses, targeting angles (removed 360 degrees of light infantry because it made it to form strange angles automatically), masses, radiuses, models etc. All these clearly have transformed the battle system, both in melee mechanics and musket behaviour. Turn rate of infantry increased (Affects reactions and fire delay). I decided to change the parameters melee_height_delta_max/min. These values control a «tractor beam» which drags the troops to the center of the melee. The less it is, the more chaotic the melee becomes. For compensation, because melee lethality has changed due to that, I balanced some melee factors in the same file (kv_rules). The outcome of all the above affects the battle greatly, makes the AI more challenging, to react and musket more. More GDP and research bonus for the CAI to make it more challenging. 5th and 4th rate made available earlier in shipyards and also 6th rate made available to late trade and fish ports. I tried to override vanilla building units allowed tables so to make sloops, brigs, 5th rates unavailable to high tier shipyards (and encourage the AI to build bigger ships) but the engine did not allow it. Made the AI priority to save money very little (hoping that it will use more money for repairs and development). Changed some animation values to improve the musket/aim animations. Basically I changed the value of blend_time from «0» to «1». The vanilla zero value seems to cause problems. Also I corrected some very high values of animation mods added to DarthMod after 6.0 version, which caused delays of reactions for no reason (inspired by many users feedback about this). These new animation settings create a miracle to the battlefield, as the AI responses are greatly enhanced and it becomes MUCH more challenging. Changed the CAI weight system to encourage more development, research, naval actions and spies attacks. All naval units have lower upkeep cost to encourage the CAI to prefer the strongest ships. Also the unit limit of 5th rates and all admiral type of ships is reduced. Most naval limits removed, including those of trade ships. Experimenting with a new value in unit_tables (3rd from the right). Does this value affect the priority for the AI to build the unit? It needs testing or an answer from someone who knows. More usage of trade routes by the AI (Hopefully) and less spamming of trade ships. A lot of new animation tweaks for better reaction of troops. Removed some extra animations that caused delays as well. Thanks to «elianus», «Hofan» and «Lordsith» for designating the units and animations that had the problem. Demand for special trade products increased globally. Increased the trade bonus per turn for steady trade agreements with nations. Reduced the build times of ships (now max=2) to encourage the CAI to build more ships and also to quickly go to trade theaters. Possibly corrected a DMUC bug which made some line infantry to fire more slowly than normal. The DM does not have this issue (needs testing). Experimenting for the first time with the file «battle_type_setup_limits», possibly affecting BAI battle priorities per army type (?). You must test battles to see if the new settings have a better effect in battles. Maybe for example it considers its army with 4 artillery pieces as strong in artillery and choose other hidden tactics. Previously the vanilla value was crazy high. 12! Fixed some errors (hesse-cassel grenadiers not able to form square-vanilla error, magyar grenadiers more loose formation etc.). Thanks to «elianus» and Hofan for the feedback Returned the «value analysis horizon» parameter to its original setting (Maybe it caused CTDs and corrupted saves on late turns (Needs testing). Disabled the axe throwing ability of native americans because it made them useless against line infantry (due to the ridiculous fire by rank animation they had). Reduced the deployed ranks from 6 to 4 to favour the AI musketry. If is is 3 then the unit formations stretch too much and the probability of the «leap frogging bug» increases very much. Increased the government buildings tax bonuses to make them more useful comparing to barracks. The increased agent movement points are reverted to vanilla (the related file probably caused CTDs to some users). New animations and some latest tweaks to refine the whole mod to perfection, with the valuable aid of Hofan. Unified and optimised the locomotion speed of units. The melee height parameter has no max and min, and this makes the melees better. Government effects changed to increase rebellions and clamour for reforms but not so much so to cause difficulty to the CAI. Fluyts and Galleons characterised merchant ships so that the CAI uses them in the trade theaters. Before they were characterised ships of the line so the CAI preferred to build them instead of the actual big ships. Rockets reload rate reduced. Unit icon of East Indian Lancers showing Native Indian Cavarly (Vanilla bug) partially fixed by giving a more relevant unit icon. The campaign missions automatically success for the AI after 120 instead of vanilla’s 5 turns. For example the 13 colonies will join AI Britain after 120 turns instead of 5. Fixed the 3 turn and 4 turn per year option for Ultimate Late Campaign (DMUC related).
This version is dedicated to all the people who have helped in creating it Для просмотра ссылки Зарегистрируйтесь Files changed (for modders in and out of DarthMod team): Darth_campaign_ai_personality_junctions unit_stats_land (biggest change is the grappling hooks «7th from the right», the deployed ranks and some values of fixed cannons to enable limbering, also some animation fixes mentioned here) Darth_units (Mainly the class of fixed cannons, naval upkeep costs, naval unit limits) battle_entities kv_rules gun_types_tables (New) campaign_difficulty_handicap_effects Darth_building_unit_allowed_tables campaign_ai_manager_behaviour_junctions Darth_unit_stats_naval campaign_variables Darth_commodities_demand_junctions (new) Darth_commodities Darth_battle_type_setup_limits (new) warscape_equipment_themes_tables Darth_battle_type_setup_limits_tables unit_to_unit_abilities_junctions officer_spontoon_personalties Darth_government_types_to_effects Some other files specific of DMUC Many animation files
New melee mechanics for more intense battles and better animation visuals. Fatigue affects more the troops. New battle animation entities: The Native American is swift, strong and quick. The melee man is heavy and stronger. These battle animation entities are enabled for many relevant troop types. Morale revamped so that Artillery and Small arms fire have more impact and several other parameters create a more dynamic system. Infantry walk and run speed are increased and also are balanced accordingly other parameters to create realistic movements. Cavalry walk speed is also increased so that it can manoeuvre much more easily. Now the cannon trails are also not visual. Lancers have more anti-cavalry bonus to make them more resistant against cavalry opponents. Mass tweaked so melee penetrations are more evident especially those of Cavalry charges. Some diplomacy optimisation changes. Now the CAI will research technology much faster, especially army technologies such as Bayonet improvements. All ships can now trade although because of the upkeep costs the more specialised will produce more profit. This was done to encourage CAI to trade more and build super fleets. Income of minor factions is not so much favoured so that the bigger nations finally prevail. This should affect some countries that have difficulties in expanding such as Spain and Netherlands. Troop realistic movement rates improved more. Weak and cheap trade ships (Indiamen, Dhow, lugger) are removed from the campaign unit roster because the CAI insists on recruiting them and to wander around with them. Now the CAI will truly build powerful navies. (For compensation the trade income is slightly increased). Mortars have smaller range but can also fire closer to them. Now they are a better close support artillery which is more vulnerable to Cannons and Howitzers. (Not yet available to this beta) Trade and alliance agreements have more effect so the CAI honours them more. Various CAI changes to make the CAI help more the allies and also to balance regional development vs army technology management.
The new formations The new Darth Formations encourage AI battalion type attacks (reserve system) and also: The AI should attack now in full unison. The AI should lethally flank. The AI light infantry is more dangerous. The AI artillery is located in a powerful battery which unleashes devastating concentrated barrages to the human player. AI general is always careful and not suicidal. Cavalry attacks are better coordinated. No big gaps between units (now they create one long thin line of musketry per group and per formation). Attack and defend offsets are improved so that the AI properly times the assault and muskets more. There are various micro-adjustments to each formation. The official Indian, Native American, Ottoman formations are no longer used because they were not working correctly. AI naval formations should interact better. The AI siege and river battles should play better.
DarthMod Empire (6.95. версия)
По поводу Мода: есть файл Installation Instructions.txt там всё подробно описано.
If your PC cannot handle the thousands of troops of DarthMod Empire Commander Edition lower your settings (Normal = approximately Ultra of Vanilla version)
Для игры с Commander Edition (Тысячные армии) скопируйте файл из одной из папок Starting position (начальная расстановка войск) сюда: C:\. \Steam\SteamApps\common\empire total war\data\campaigns\main
Это нужно чтобы с начало компании отряды имели увеличенную численность (уже имеющиеся) пример: у Пруссии в ориг. версии макс. размер лин. пехоты ЕМНП 160, а в DarthMod Empire Commander Edition 350. Установка этого файла нужна для исправления числа солдат в отряде при начале компании.
2 папки содержат каждая файл startpos.esf для одной из компаний: Обычной «Grand compaign» и Тропы войны (за индейцев) «Warpath». Если вы не хотите играть в Commander Edition, вам эти файлы ненужны.
Злоумышляющий Добряк (9 Июн 2010, 20:07):
4apay91 (16 Июн 2010, 09:17):
imper 16 Июн 2010 (11:32):
А тебе поисковыми системами пользоваться религия не позволяет?
Вот, откопал FAQ по лаунчеру на 6.0. Вдруг кому понадобится.
P.S. К стати только у меня одного или у кого ни будь то же, во время воспроизведения новых звуков (арт. выстрелы, флейта и тд.) слышен треск, как от проводки, при чем он слышен, когда камеру подводишь к юнитам.
При запуске мода мы первым делом попадаем в главное меню. Главное меню состоит из нескольких категории: Опции(Options), Мультиплеер(Multiplayer), и Кампании(Grand Campaign, R.T.I., Warpath, DMUC Campaigns). Описание каждой из этих категорий дано ниже!
Опции Геймплея(Game Play Options)
— 25% Быстрая перезарядка (25% Fast Reload) — 2x Точность (2x Accuracy) — 4x Точность (4x Accuracy) — 2x Точность + 25% Быстрый перезарядка (2x Accuracy + 25% Fast Reload) — 4x Точность + 25% Быстрый перезарядка (4x Accuracy + 25% Fast Reload) — Количество Артиллерии в отряде X1.5 (Artillery Units x1.5) — Количество Артиллерии в отряде X2 (Artillery Units x2) — Количество Артиллерии в отряде X1.5 + 25% Быстрый перезарядка (Artillery Units x1.5 + 25% Fast Reload) — Количество Артиллерии в отряде X2 + 25% Быстрый перезарядка (Artillery Units x2 + 25% Fast Reload)
— All Forts Enabled (по умолчанию): Этот параметр включает все форты. — Wooden Forts and Stockades: Только деревянные форты. — Fort Battles Disabled: Отключает форты в сражении, но они все еще присутствуют и используются на карте кампании. — All Forts Disabled: Форты удаляются из карты кампании, а также форты удалены из сражений.
— Оригинальный(Normal): по умолчанию — Медленно-X2 (Slower x2): Время исследования, увеличено х2 — Медленно-x4 (Slower x4): Время исследования, увеличено x4 — Медленно-x8 (Slower x8): Время исследования, увеличено x8
Графические опции(Graphics Options)
Аудио опции(Audio Options)
Меню выбора кампаний
Вы сможете выбрать следующие кампании:
Примечание к кампаниям Путь к Независимости и На тропе войны
DarthMod Empire v8.0.1 Platinum
Совместим с патчем 1.6, всеми DLC и Warpath Campaign
Special new in version 7,0 New melee mechanics for more intense battles and better animation visuals. Fatigue affects more the troops. New battle animation entities: The Native American is swift, strong and quick. The melee man is heavy and stronger. These battle animation entities are enabled for many relevant troop types. Morale revamped so that Artillery and Small arms fire have more impact and several other parameters create a more dynamic system. Infantry walk and run speed are increased and also are balanced accordingly other parameters to create realistic movements. Cavalry walk speed is also increased so that it can manoeuvre much more easily. Now the cannon trails are also not visual. Lancers have more anti-cavalry bonus to make them more resistant against cavalry opponents. Mass tweaked so melee penetrations are more evident especially those of Cavalry charges. Some diplomacy optimisation changes. Now the CAI will research technology much faster, especially army technologies such as Bayonet improvements. All ships can now trade although because of the upkeep costs the more specialised will produce more profit. This was done to encourage CAI to trade more and build super fleets. Income of minor factions is not so much favoured so that the bigger nations finally prevail. This should affect some countries that have difficulties in expanding such as Spain and Netherlands. Troop realistic movement rates improved more. Weak and cheap trade ships (Indiamen, Dhow, lugger) are removed from the campaign unit roster because the CAI insists on recruiting them and to wander around with them. Now the CAI will truly build powerful navies. (For compensation the trade income is slightly increased). Mortars have smaller range but can also fire closer to them. Now they are a better close support artillery which is more vulnerable to Cannons and Howitzers. (Not yet available to this beta) Trade and alliance agreements have more effect so the CAI honours them more. Various CAI changes to make the CAI help more the allies and also to balance regional development vs army technology management.
The new formations The new Darth Formations encourage AI battalion type attacks (reserve system) and also: The AI should attack now in full unison. The AI should lethally flank. The AI light infantry is more dangerous. The AI artillery is located in a powerful battery which unleashes devastating concentrated barrages to the human player. AI general is always careful and not suicidal. Cavalry attacks are better coordinated. No big gaps between units (now they create one long thin line of musketry per group and per formation). Attack and defend offsets are improved so that the AI properly times the assault and muskets more. There are various micro-adjustments to each formation. The official Indian, Native American, Ottoman formations are no longer used because they were not working correctly. AI naval formations should interact better. The AI siege and river battles should play better.
Установка русификатора 1. Скачать русификатор Unit Pack Translation Project 2. Удалить из папки data файлы с названием unit_pack_compatibility_project (их два или три, это английская локализация) 3. Поставить unit_pack_translation_project_v3_9.pack в папку data