Napoleon Total War Musket Sound Mod
The popular mod series now for Napoleon: Total War! 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).
I have been doing some housekeeping lately and I've noticed that I had a lot of orphaned attachments. Attachments get orphaned when the PM or post is deleted without removing the attachment first. DarthMod Empire v8.0 Platinum'The Changelog of a 13GB mod' Battles GameplayFinally the BAI has become better than the average human player. The quest has ended. New formations make the BAI far more effective, especially in defense. Several adjustments to formations and other settings make the BAI to line up better, generally to behave much more efficiently and be more challenging.
You should now notice increased difficulty even in custom battles. The New formations make the BAI to form also double or triple lines when needed, which is necessary when it commands a.
40 Unit army. The new feature of DarthMod Empire (read below).
Much better melee mechanics resulting to more violent hand to hand battles and animations. Changes in unit movement and physics mechanics together with other settings provide much more dynamic melee, ferocious and violent, as realism requests.
By improving a lot the melee and animation mechanics units become much more agile when fighting and also the BAI is benefited by being more responsive. Unit speeds and responses superbly balanced not only for more violent melees and better timed volleys but also for much less Siege Lag.
Melee penetration increased to the extreme cinematic effect. Unit Vertical rank space increased to proper levels (Maybe it contributed to the Fort Lag). Several improvements to projectile physics and trajectories. Morale more dynamic (Units are affected more from musketing and cannon fire but do not shutter and can regroup). Native American morale increased for balance. Some repairs in the formations in the off sets to achieve even better BAI. Tweaked firing range for straighter AI musket lines and better Cavalry attacks.
A small fatigue error penalty in naval battles is fixed. BAI should form better musket lines and be much less hesitant. Ships firepower and accuracy fine tuned and corrected in some cases (for example 2nd rate was showing less firepower than 3rd rate). This patch comes with an automated installer,fixes many DME Launcher issues and enhances the gameplay.Download mirrorsIt is save game compatible (you have to set the launcher to the previous campaign state to load successfully a campaign)although the new CAI changes may affect undesirably your ongoing campaign.In any case it is advised to upgrade DarthMod Empire with this patch.Please read and follow the below installation instructions.Installation instructionsStep 1You have to have installed the Full Version of DarthMod Empire v8.0. Find all download mirrors here:.Step 2Open the Launcher and do Settings-Enable Restore Mode-Close Launcher-Select 'Vanilla Ready' It is necessary to do this so to be sure that all the gameplay files get updated correctly.
(If you have previously installed Beta Update 20+ you do not need to do this procedure).Step 3Run the Patch installer and follow the instructions (they are similar to the installer of the full version).You can now play DarthMod Empire as previously with all the newest enhancements and fixes by using the launcher and re-applying your preferred settings.What it includes. Different mass settings for even more realistic melees. Better musket accuracy balance. Muskets are now more lethal at close range. Dagestan overprotectorship bug should now be toned down significantly or completely fixed. (Needs a new campaign to test). Generally the region trades should be much less.
The AI should attack/defend/make musket lines more effectively. Morale tweaks. Morale much more dynamic. Combat animation mechanics tweaks. The melees should now be much more brutal and good looking.
Some Unit Balance costs/stats changes (corrected some old vanilla clone units like the Cuirassiers that were exactly the same for French and for all other nations). Major CAI tweaks & improvements. C&c zero hour windows 10. CAI should repair ships more frequently and all issues that have been reported have been addressed (Needs testing). Now also tries to disband unnecessary units.
Blood & gore from direct cannon shotsMy goal for this mod was to create a more atmospheric, brutal gameplay while keeping as close to the 'vanilla' flavour of the game as possible.It now looks like a warBetter smoke courtesy of the Whiff of Sulphur mod. The battlefield now looks like a battlefield, quickly filling up with gunpowder smoke choking your little soldiers.
I've tweaked/improved the explosions a little (I think). I've added blood for both muskets and cannons, battles look brutal. I know there's a blood & smoke mod but the blood is pretty weak and you hardly ever see it and the smoke doesn't linger long enough, also they always forget to add blood for cannons for some reason? I want to see some gore with my cannon balls! Now when your men get hurt, they get really, really hurt.And sounds like a warNew death screams. The screams of agony and anguish will bellow across the battlefield as cannons tear limbs off and musketballs get lodged in ribcages. No more petty whimpers or psuedo-orgasm sounds of the vanilla game (or the echoey/low bitrate poltergeist type sounds of other sound mods I tried)New musket sounds courtesy of Battle Chaos mod.
These were left untouched as they're pretty much perfect as is; Muskets will rattle the battlefield and sound like real muskets, not cap guns you get at a 99p shop like in vanilla. Although I have added new cannon fire sounds courtesy of Diggy's ETW cannons.Improved/normalized volume for BC mod's marching sounds, you can hear the corporals and sergeants shouting and bellowing in the background. Video DemosSmall update April, 2019:Sorry I just disappeared if anyone was a fan of this. I got busy at University then didn't have a PC for a long while. Anyway I'm back and started playing NTW again so thought I'd retake a look at this. More updates will be coming as I re-familiarize myself with modding as I've practically forgotten how to do most of it lol. About the original plans to mess with AI: I've noticed Bran has updated his CAI/BAI so this may not even be necessary anymore.
However I've not played a campaign yet I'm starting a new one tonight. If there's something I dislike, or like and want more of, or if something can be tweaked to my tastes then I'll play around and think about incorporating.- Tweaked volume of some sound files. Some sounds were still a little too low or high so I've tweaked a little, notably the death screams as I feel they were way too low during ship battles for example. I can't turn them too high or they'll be too high in land battles and sound out of place.
I'll tweak further as I play myself.- Tweaked cannon blood. While excessive blood & gore looks real cool in land battles, it looked a little ridiculous during ship battles. Unfortunately I can't see a way to differentiate between ship cannons and land cannons when it comes to blood, the game seems to use the same instructions for both. So I've halved the values. This'll be tweaked further again as I play until I get a nice balance for both land and ship cannon blood.Small update 2, April 2019-Further tweaked cannon blood. I.think. I have a nice balance now between land & ship cannons.
Play a ship battle and let me know if it's still a little excessive or not I'll try and fine-tune it further. I have to be careful because the game uses the same instructions for both ship and land cannons.-Normalized some more sounds (footsteps etc), amplified musket and cannon hit sound files by 2db. Let me know if they're too loud I'll dial it back by a dbDOWNLOADTo do:Decrease time it takes for blood spray to dissipate.
I've noticed sometimes in musket impacts the blood spray lingers just a tad too long and it can sometimes look a bit funky, like the blood is defying laws of gravity. I can't remember which lines were used to get that spray so I've gotta play around with the numbers until I hit the right ones so may take me a little while to update again. I'll try for once every couple of weeks.CAIInstallationMOD format. Drop in your NTW Data folder and add:mod 'NTWBWv1.pack';To your user.script text or use mod manager.If it's a redownload/update remember to backup the old file first so you can revert back if need be.Recommended mods to play alongside N:BW& sirloin'sOnly use his standalone BAI.
His CAI suffers from that annoying soundbug where your horses shout 'militia' and line infantry shout 'revolutionary guard'. I'll be looking at tweaking CAI myself once relearning everything.CompatibilityThe mod should play nicely with other mods since it's mostly audio & visual. If you play an overhaul mod just give this mod priority in loading order if you want the muskets, cannons, cannon blood, battle smoke etc. It won't override stats, campaign changes, unit sizes, uniforms etc or anything like that but it may replace battle flags.Credits & Special ThanksThese are some elements and mods I've incorporated to use as a base- Whiff of Sulphur - the best, most realistic battle smoke I've seen. WoS did an amazing job- Battle Chaos - without a doubt the best sounding muskets in any game or mod alike; also an amazing idea from Sirloin for the ambient noise during fighting and the clanging of canteens while marching. Seriously great job!- Realistic flags for more zoomed-in immersion- Extra Blood Mod - Without this I couldn't have figured out how to add cannon blood that other mods seem to lack- Diggy's ETW Cannons - for some awesome battlefield wrath and thunderAwardsGameplay, audio & visual - 2016.
V1.0b - Increased rifle/musket range to delay vanilla's melee zerg bug- increased armour & ammo for longer firefights - decreased melee attack stats/increased melee defend stats to encourage the AI into calculating that firefight is more advantageous than zerging like spastics- Slightly increased number of troop (not too much though for those playing on potatoes. If you lag simply go to preferences.script and turn down unit multiplier)- Increased artillery from 4 to 8 for double the blood & gore brutality.- Temporarily removed alternative battle terrains while I figure out why it crashes campaign battles- Temporarily removed land/deployment ambient sounds from Battle Chaos while I figure out why it crashes campaign after ship battleshttps://mega.nz/#!BcQkyQAI. Well if you look at the forums you can clearly see that I did not vanish and yes a PM before doing this would have been better honestly. Not a big deal but shows respect. Also thanking 'the mod' that provided you assets does not equal to a proper credit of the person behind it. It takes two seconds to write up a nickname.
Napoleon Total War Pixelated Apollo
Again, I'm not angry, but if you wanted to do it properly would have been better.I'm anti-social by nature AND HAVE TROUBLE WITH ASSOCIATIONS oops caps, it's the reason i don't have friends, I don't even remember half of my own family's names don't worry about it I gave credit toi the battle chaos guy when I wrote the post im really not seeing what all the postal fury is aboutAnyway edited first post, I'm anti-social and have attention/associative problems but i'm not an a-hole I do listen- Added 'proper' credits to OP. I think range is currently 170/185/200 but I'll double check.TW AI is bugged, the lazy devs at CA pretty much use the same code for all the games which means the AI is just hard-coded to want to go into melee when too close. Only way to really, really discourage it along with borking up its melee calculations is to increase range of ranged weapons and increasing its odds of calculating that ranged = better. While playing the AI is simply doing maths.If melee damage = ranged damage then engage melee elseif engage ranged (paraphrasing to simplify) but that's basically it.So while I've increased to maybe 'Unrealistic' levels it's the only way to stop the zerging. Besides, I just imagine that 200 = 200 yards, and muskets definitely fired 200 yards so 170 is perfectly fine for me.
I may increase slightly more though gonna do some testing on a bigger map to see how it plays out.I'll play around with decreasing accuracy for you too BUT, I'll have to play around with decreasing melee stats more as well, because as I said, the AI will be deciding between ranged & melee depending on the maths it pulls out of its ass. Too innacurate it'll just decide zerg is better, unless inaccurate ranged still outputs a sum greater than melee zerg.I'll keep playing and fiddling though until we get some good, brutal firefights (Y). I was just tired of the same old melee zerg every battle, I tried other mods but they either break the game or don't do exactly what I want.
Like smoke Or blood, or smoke & blood but barely noticeable. Too close range weps which just means more melee zerg, or breaks game sounds because they've added new tables and borked matching up with patches etcSo set on a quest to create a nice, amospheric brutal game with lots of blood, screaming and long intense firefightsSince the mods incorporated helped me enjoy NTW a 1000% more thought it was only right to share my work too incase others have the same tastes as me. I was just tired of the same old melee zerg every battle, I tried other mods but they either break the game or don't do exactly what I want. Like smoke Or blood, or smoke & blood but barely noticeable.
Darth Mod For Napoleon Total War
Too close range weps which just means more melee zerg, or breaks game sounds because they've added new tables and borked matching up with patches etcSo set on a quest to create a nice, amospheric brutal game with lots of blood, screaming and long intense firefightsSince the mods incorporated helped me enjoy NTW a 1000% more thought it was only right to share my work too incase others have the same tastes as meAfter some battles i think 120,150 and 200 range will be something enjoyable along that think that 180 meters firefights weren't so often when a volley will kill couple of men.