• Empire: Total War
    2,821 replies, posted
[QUOTE=Tac Error;14347814]How is the framerate drop with the mod's full version?[/QUOTE] I don't know, I lag a bit anything with my 9600GT since this game is so unoptimized. You can try it out but I don't think it's [i]noticeably[/i] laggier.
[QUOTE=Tac Error;14347814]How is the framerate drop with the mod's full version?[/QUOTE] The amount of smoke will definitely rape your FPS in the butt.
[QUOTE=occer;14347834]I don't know, I lag a bit anything with my 9600GT since this game is so unoptimized. You can try it out but I don't think it's [i]noticeably[/i] laggier.[/QUOTE] Fiddling with the video options endlessly will do you good.
Where do you want me to re-upload? I've fiddled with the settings and am happy, it's mostly on high and above but if this game was more optimized, especially for dual core then it'd run a lot better. FYI there's a "light" smoke mod which is meant to do less to FPS drops.
Why won't my demo launch? Every time I start it up Steam gives me "This game is unavailable, please try again later".
Maybe it doesn't work now that the game's out. It was a crappy demo anyway.
So now I can't try the game before I buy it? Oh well, I was planning to just buy it anyway, the demo was just an afterthought.
Maybe it was in the middle of updating and it got corrupted but now it can't update? Just a theory.
It might be something with NOD32 I think, when it was finished downloading it popped up thinking something in it was a virus, now whenever I verify the files in steam it comes up again. Going to try again with disabling NOD32.
Something very freaky happened yesterday. I played a quick battle, with three of my heavy first rates versus the enemy's standard fleet config. After the battle had raged on, I had lost one of my heavies and the enemy had lost everything but one first rate and a smaller (3th or 4th rate). The first rate was SO heavily pounded that it had NO hull integrity on the left side, absolutely nothing left at all. And the right side had a super tiny sliver of red in the hull meter. But it didn't sink, oh no. After I had continued to pound it's ass with half a dozen more full broadsides from both sides of the ship (my two heavies were positioned so that the first rate (which now seemed invicible) was in the middle), it caught fire. One more broadside later, and it sank like a rock. Probably took only a few seconds until it went fully underwater. I've never seen a ship stay alive for that long! Is this a bug? Should a ship really stay alive for so long after all the hull integrity has ran out?
what really annoys me, however trivial, is that im running this maxed out with perfect fps. However, does anyone have a mod which stops the detail you see changing as you zoom out? this is what I mean, the picture on the left is fully zoomed in, note the sleeves and feather atop the hat. Now the one on the right is zoomed out one stage and those have been replaced. I dont want this! lol, how can the sleeves go from green with thread to white... same with the feather... black to white? [img]http://img19.imageshack.us/img19/5928/empcompare.jpg[/img]
[QUOTE=Canesfan;14347028]I don't like it much either, but when it's line infantry vs. line infantry, rank fire generally loses because it doesn't have the morale effect that continous fire does. However, I tend to fight a lot of charges, so rank fire, with it's heavy, quick killing power, tends to be my favorite. Really needs to be an option to change between them.[/QUOTE] Are you taking about regular line infantry, because I never noticed it with them only my grenadiers.
[QUOTE=Orkel;14349218]Something very freaky happened yesterday. I played a quick battle, with three of my heavy first rates versus the enemy's standard fleet config. After the battle had raged on, I had lost one of my heavies and the enemy had lost everything but one first rate and a smaller (3th or 4th rate). The first rate was SO heavily pounded that it had NO hull integrity on the left side, absolutely nothing left at all. And the right side had a super tiny sliver of red in the hull meter. But it didn't sink, oh no. After I had continued to pound it's ass with half a dozen more full broadsides from both sides of the ship (my two heavies were positioned so that the first rate (which now seemed invicible) was in the middle), it caught fire. One more broadside later, and it sank like a rock. Probably took only a few seconds until it went fully underwater. I've never seen a ship stay alive for that long! Is this a bug? Should a ship really stay alive for so long after all the hull integrity has ran out?[/QUOTE] Sounds weird, but I've been having crazy bugs during naval battles as well. Right off the start one of my fifth-rate ships exploded. It had full health and nothing even touched it, simply blew up.
[QUOTE=Edthefirst;14351377]Sounds weird, but I've been having crazy bugs during naval battles as well. Right off the start one of my fifth-rate ships exploded. It had full health and nothing even touched it, simply blew up.[/QUOTE] Don't be messing with matches in the powder room, mang. The invicible ship one was the first real bug that I encountered in naval battles. Otherwise they've worked out smoothly (although I crashed once before). Anyone happen to know the percentage of probablility for a ship to explode from a cannonball?
[QUOTE=Orkel;14351422]Don't be messing with matches in the powder room, mang. The invicible ship one was the first real bug that I encountered in naval battles. Otherwise they've worked out smoothly (although I crashed once before). Anyone happen to know the percentage of probablility for a ship to explode from a cannonball?[/QUOTE] Think it depends on the type of ship. Rocket ships will explode a lot of the time if they're hit by a decent broadside or two, whereas the larger ships only seem to explode when you use rocket ships to catch them on fire. If the sails go up, and the fire doesn't go out, it's bound to explode pretty soon. Fire is probably the fastest way to make ships surrender, because if they don't stop shooting to put out the fire, it'll just sink the ship.
Rocket ships are great for getting enemies on fire. Unfortunatly they're good at exploding aswell.
[QUOTE=Canesfan;14352466]Think it depends on the type of ship. Rocket ships will explode a lot of the time if they're hit by a decent broadside or two, whereas the larger ships only seem to explode when you use rocket ships to catch them on fire. If the sails go up, and the fire doesn't go out, it's bound to explode pretty soon. Fire is probably the fastest way to make ships surrender, because if they don't stop shooting to put out the fire, it'll just sink the ship.[/QUOTE] Yeah, I've also noticed that smaller ships tend to blow up from large broadsides. One of my heavy first rates got set on fire and then blown up by a brig, because the brig crashed to it's side and blew up instantly when my HFR fired at it.
So I moved my guys into Bavaria as France so I could attack the city the next turn. While I press End Turn a 3/4 stack of Bavarians attacks me, the battle map looks great, but I made a beginner mistake (even though I've played the game 30+ hours) and set up my guys horribly. Out of 850 casualties only 120 were caused by Bavarians. So I'm pretty bloodied now, but my guys are pretty battle hardened. Now a full Bavarian stack attacks me before the turn is up, and I actually have the possibility of losing this one, I find Quixote's combat overhall makes things fairly harder. Then this happened (pay atttention to the marked one in particular) [img]http://img9.imageshack.us/img9/4599/terminatorlineinfantry.jpg[/img] It was fucking glorious. 250 or so of my men dropped, took out ~2750 and a quarter stack escaped.
Where do savegames go on Vista?
[QUOTE=Virtanen;14354640]Where do savegames go on Vista?[/QUOTE] X:/Users/Name/Appdata/Roaming/The Creative Assembly/Saves
[QUOTE=Orkel;14353944]Yeah, I've also noticed that smaller ships tend to blow up from large broadsides. One of my heavy first rates got set on fire and then blown up by a brig, because the brig crashed to it's side and blew up instantly when my HFR fired at it.[/QUOTE] And I just have to add, exploding ships are easily the coolest things that can happen in a sea battle. It's extremely fun to see a ship blow up to bits when you shoot at it.
pretty annoying that i get processor lag with a 2.23 p8400 core 2 duo... stutters in batlles and rapes the campaign map. rest of my specs are over the top i guarantee, but any way to get this running smoother since this processor surely is much more effective than a 2.4 P4?
[QUOTE=Orkel;14355235]And I just have to add, exploding ships are easily the coolest things that can happen in a sea battle. It's extremely fun to see a ship blow up to bits when you shoot at it.[/QUOTE] Not when 1. It's one of yours 2. It happens for no reason 3. It happens to a ship you'd like to capture.
[QUOTE=RayvenQ;14356163]Not when 1. It's one of yours 2. It happens for no reason 3. It happens to a ship you'd like to capture.[/QUOTE] haha! So true. A ship exploding for no reason has happened alot to me lately.
[img]http://img23.imageshack.us/img23/8909/linedeployment.jpg[/img] This is my standard deployment (I always play defensive) Red is line infantry, Blue Cannons, Green Light infantry/skirmishers, Yellow Regional Cavalry and Black is my general. once the enemy gets close to being in range of my rifles, I move them forward, holding the fire of the cannon, then letting the infantry fire, I use the horse for flank protection and flanking. I'm thinking of changing it though, so I have 8 infantry there instead of 6, gt rid of the two line infantry left and replace with grenadiers and replace the Skirmishers with grenadiers and put them behind the linesmen with each one centring on the gap where two line infantry ends meet and setting them onto grenades, letting them lob them into the enemy and then charging, pulling back my line infantry out of the way. Alternatively, I'm thinking of 5 line infantyr with 5 Cavalry riflemen behind them (they can fire over the heads making no friendly casualties.
I was playing a siege battle against my friend I was attacking and he was defending, I was gonna loose but then I noticed that I had 2 almost full strength line infrantry units left. So I order them to reinforce the little army I had left. They attacked a rifleman unit and suddenly BOOM! about half of my new troops gets killed by a volley from my OWN artillary, causing them to rout and I loose the battle, for some reason the guys manning the 24 pound howbits thought it was a good idea to fire thier explosive shells against 2 or 3 riflemen.
I've made a spreadsheet for you to keep track of your troops/factions various victories and losses, Copy/Pasted from another thread I posted it in It has no set armies, Instead a coloumn where you can input your own name for the army (1st Konigsburg Army for a full army as an example, 1st Konigsburg Militia as an example for a defending army, 1st India Fleet for Navies etc etc, really up to you how you name them in the sheet, but you can always rename your units ingame to help you keep track) It records (all numerical except for Army/Fleet names and Location) Location (inspired by this thread) Kills Losses Defeats Victories Auto Resolved Regions Captured Regions Lost Location (For Fleets) Ships Sunk (the enemies) Ships Lost (yours) Ships Captured Naval Victories Naval Losses These are entries per row for engagements and totalled up elsewhere in the sheet) It also has ratios for Kills/Losses Victory/Defeat Regions Captured/Regions Lost Naval Victory/Naval Defeat Ships Sunk/Ships Lost Ships Sunk/Ships Captured Ships Lost/Ships Captured I just need people to proofread/check that i have everything working right and the right equations etc etc WARNING: REQUIRES OPEN OFFICE (It's broken exporting to excel format) Here it is if anyone is interested: [url=http://www.mediafire.comHere it is if anyone is interested: [url=http://www.mediafire.com/?sharekey=a9a730be582ac6f60dec85adfe0a530ae04e75f6e8ebb871]Army Tracking[/url]
More proof that the game was never 'finished'. [url]http://www.twcenter.net/forums/showthread.php?t=243564[/url] They better patch this stuff in otherwise they're completely incompetent.
I'm curious. What was that mod name that added 4 turns per year? What about other mod suggestions?
You can use [url]http://www.twcenter.net/forums/showthread.php?t=242353[/url] the esf editor to change the turns per year from 2 to 4 I use Quiotxes Combat and Campaign mods and the smoke and blood mods.
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