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  1. These are the Rebel Fleets that have been finally launched by The Rebellion’s Shipyard.
  2. This is not a mod, it is a group of mods. There are two main versions A and B.
  3.  
  4. Changes made in A and B versions (that are the base versions
  5. over which other concepts of design are applied to create the other 46 versions):
  6.  
  7. Added XVII century ship models to European factions to start the game with,
  8. based in galleon, fluyt and light galleon model and make the merchant galleon and fluyt have much less guns.
  9. The new ships are war galleon(vanilla galleon without commercial capabilities)
  10. and medium war galleon (based in fluyt model without commercial)
  11. with increased building and upkeep cost to discourage their recruiting when you reach the4th and 3rdrate.
  12.  
  13.  
  14. I have changed the campaign speed of the ships so sloops go further than a first rate.
  15. New table of ships guns, damage and range based in these sources of knowledge
  16. about the performance of the guns in XVIII, early XIX century, and America's civil war period:
  17. www.histarmar.com.ar/InfHistorica/ArtilleriadeMarina/12-punteriayalcance.htm in Spanish. Early XIX century guns.
  18. HMS Victory official website.
  19. http://www.civilwarartillery.com/tables.htm of USA civil war.
  20. I used the land 24 - PDR. SIEGE & GARRISON GUN, 32 - PDR. SIEGE & GARRISON GUN, and the 42 - PDR. SEA- COAST GUN
  21. http://usuarios.arsystel.com/naviost/nst/datos.htm in Spanish technical information about Santisima Trinidad ship.
  22. I have not only changed the range but also the damage in relation with the calibre of the gun.
  23. Testing changes made I found that the guns fire all at the same time despite the shorter ranged do not have the target in range.
  24. The game is designed like that, maybe realistically as the gunners could obey all at the same time the order to fire.
  25.  
  26.  
  27. I had to create some guns (all those whose name ends in 2 in tables) as there is a game design problem
  28. that I explain in the thread The Rebellion’s Shipyard in shoguntotalwar. yuku.com forums.
  29. I have made possible to build first rates and over first rates in naval hospital
  30. as you neither the AI do not need the steam machine to build them, so now I hope it will be easier to find them in the game.
  31. The new class of Third Rate Ship of the Line with Carronades besides the Third Rate Ship of the Line
  32. The new class of First Rate Ship of the Line with Carronades. There is also the admiral version
  33. that you can acquire in any of you steam dry docks or in your naval hospitals besides the Fisrst Rate Ship of the Line and the Fisrst Rate Ship of the Line Admiral version.
  34. The new class of Over First Rate Ship of the Line with Carronades that you can acquire in any of you steam dry docks or in your naval hospitals besides the Over First Rate Ship of the Line
  35.  
  36.  
  37.  
  38. Improved the chasing guns of the prow.
  39. First version of the Santísima Trinidad.
  40. Changes made trying to have balanced fleet stats.
  41.  
  42.  
  43. Costs of ships and upkeep reduced to half the original value to encourage the AI to build war fleets, as the AI seemed to find them too expensive,
  44. instead of indiaman fleets to combat with (see screenshots page 3). With the same target, a short of war ships have been enable to be built in trade and fishing ports
  45. so AI minor factions and UP (at the beggining mostly) can build a war fleet to be competitive in combat.
  46. Now if you send a sloop to bolck a port an enemy can send you a war galleon to remove you.
  47.  
  48. War ships will be able to be built in commercial and fishing naval facilities in a staggered way,
  49. so factions only holding these kinds of facilities will be able to build fourth rates in top fishing facilities and third rates in top commercial facilities.
  50.  
  51. Due to new ships and reduced damage for small guns, battles last more, galleys last more in combat and have a role different from just blowing up
  52. so eastern fleets do not get too much penalized due to lack of new XVII century ship models.
  53.  
  54. Chain fire power increase by 50%. Now you can stop a line with this tactic and chase ships more easily.
  55. Except for the k concept versions, that keep original 1.3 values.
  56.  
  57. Pirate fleet changed. So now they wont build galleons and are given indiaman 5th rate 5th admiral and 6th rate ships.
  58. Limited the number of units they can build of each model.
  59.  
  60. Ai budget preferences have been changed to encourage the building of ship. Beside that land unit cost and upkeep have been reduced.
  61. Maybe you feel now that you have more money now, but due to defence needs in several coast
  62. due to 1.4 patch naval invasion increase surely you will find what to do with that money.
  63. In concepts 2 and 3 as ships upkeeps are increased so the amount of money you earn each time is reduced.
  64. Anyway if any one thinks that this should be adjusted just post it here.
  65.  
  66.  
  67. The mod will be available in Spanish, English and. If any one is interested in other language please post here or contact.
  68. Montcalm has provided us French names for the new ships and we are very thankful towards him. We just only need the French language patch to be able to make a French version.
  69.  
  70.  
  71. Increased hull strength so ships will sink less.
  72. Hull visual integrity last more.
  73.  
  74. Changes in moral to adapt it to previous changes in hull, and other changes as reduced moral penalty for ships on fire so they can recover more often and keep on fighting or generalised increase of moral,
  75.  
  76. Added British colonial light cavalry.
  77.  
  78. Native American auxiliaries very limited in number of units that can be recruited
  79. to prevent AI full stacks of auxiliaries of native Americans fighting to protect the colonies.
  80.  
  81. Galleons and Fluyts keeping their merchant abilities have seen their consideration as line ships by AI changed to commercial ships so the AI identifies them as that,
  82. in its building and fleet composition decisions.
  83. Now AI Spain and Portugal are less likely to recruit and use the merchant vessels as war ships. So the same can be said about United Provinces and the Fluyt.
  84.  
  85. The skirmishers, irregular, pandour, voltigeur and light infantry units recruiting number is limited to 10
  86. to avoid AI spamming stack with some artillery some cavalry and rest of units being the ones mentioned due to their low cost.
  87. So now you will see more Austrian, Spanish or Polish Lithuanian armies more balanced and realistic.
  88.  
  89. About the Prussian-Austrian-Polish-Lithuanian struggle, cost and upkeep of line infantry units and some others changed to balance the fight.
  90. Also Mughal and Marathas units cost and upkeep changed with balance purposes, and some units of Mughal musketeers are able to be recruited in earlier buildings.
  91. Venice and Genoa, former Indiamen spamming factions have a limit of nine Indiamen to build.
  92. Fluyt swing and up and down movement in battle has been adjusted.
  93.  
  94. The special edition, the elite units of the west, the elite of America and the elite enits of the east are playable.
  95.  
  96.  
  97. (mój typ: AR3)
  98. I have developed 48 versions of the mod. They are depending on the concepts of design they have attached. The original version are A and B.
  99. They have the cost and upkeep of the ships reduced to 1 the patch 1.3 value. They difference from each other in campaign map speed for every ship as follows.
  100.  
  101. Version A:
  102. - Low campaign map speed. Big battle ships are really slow and you will have to create several fleet one at least for each sea (sea not ocean) you want to be at as a ruling power.
  103. Sloops, brigs and 6th rates and any other small ship are a must for riding, transport (risky business now) and scouting. Slow but powerful battle fleets will open their path slowly but terrifying their enemies.
  104.  
  105. Version B:
  106. - High campaign map speed. The dream of any admiral. Send your powerful fleet in a few time to the other part of the world.
  107. So intercepting fleets should be launched, if you had not blockade the enemy ports first.
  108. Sloops go anywhere in an ocean so they should be used as scouting before the battle take place in the ocean in the same turn.
  109.  
  110. To the first two A and B, I had already added some concepts of design that combined make the other 22 versions.
  111. Theses concepts are the following:
  112.  
  113. - The R concept. Reduced battle speed for ships. Reduced turning speed.
  114. - The X concept meaning that any version starting like that would have less Native Americans.
  115. - The 2 concept, the construction time doubled to encourage the player to keep the captured ships.
  116. In concept 2 we have increased ships upkeep cost a 50% for all ships.
  117. - The 3 concept, the construction time doubled to encourage the player to keep the captured ships.
  118. In concept 3 we have classified the ships in three classes, medium class which are 3rd rate, 4th rate and war galleon,
  119. then smaller ships than those are small class and bigger big class, difficult, no?
  120. Then we have kept ship upkeep vanilla cost for small class ships, increased by 50% medium class ships, and by 100% big class ships.
  121. - The k concept. In this concept versions keep the chains damage value that they had in patch 1.3.
  122.  
  123. So you can play Rebel Fleet A version or the more spicy Rebel Fleet XA3k version depending in which one you like more.
  124.  
  125.  
  126. CHANGES IN MAIN FOLDER
  127. These main folders are OPTIONAL. You can play the versions of the mod without installing it but is recommended in order to the balance of the game.
  128. AND it is also INDEPENDENT, you can use it with vanilla and surely other mods.
  129. These main folders are independent and optional from previous main versions and will only affect to the new campaigns that you start,
  130. so they are fully compatible with saved games of any mod including the Rebel Fleets versions 1.6.2.
  131. Added a two main folders to replace vanilla one. PLEASE read the installation advice.
  132.  
  133. These new main folders:
  134. 1st They radically change the diplomacy scheme in India, to prevent Marathas to become a huge power over several continents.
  135.  
  136. 2nd They change initial diplomatic relation among Poland-Lithuania and Russia so they are not allies at the beginning and have not trade agreement,
  137. This is made to balance the Prussian-Austrian-Polish-Lithuanian fight so the last ones are not wining it most of times.
  138.  
  139. 3rd Reduced starting treasury of Poland Lithuania to try to prevent a starting blitzkrieg against Austria or Prussia
  140.  
  141. Main folder 1.6.4. a. With this one if you play with Great Britain, France or Spain
  142. you begin with full control of the Americas’ colonies, so there is not protectorates mission for these factions,.
  143. They give extra starting treasury to France, Great Britain, Spain, Prussia and Mughal to face their new situations.
  144.  
  145. Main folder 1.6.4 b. With this one if you play with Great Britain, France or Spain you will play the protectorates mission for these factions,
  146. give extra starting treasury to
  147.  
  148.  
  149.  
  150.  
  151.  
  152. IMPORTANT INSTALATION ADVICE( edited December 11th 2009):
  153.  
  154. You need ModManager developed by LtChambers in http://www.twcenter.net/forums/forumdisplay.php?f=1108&order=desc&page=2
  155. to play these mods and to be able to choose among them and other mods you have downloaded.
  156.  
  157. Installation of patch_en.pack (English) or patch_sp.pack( Spanish)
  158.  
  159. The Rebel Fleets are prepared for two languages, English and Spanish.
  160. Once you have downloaded the files, open >SteamApps>common>empire total war>data
  161. there select the patch_en_pack file for English version, or patch_sp_pack for Spanish version and make a copy in a folder any place in your computer you want to,
  162. and then replace it by the one you downloaded with the 48 versions.
  163. If you don’t do this, because you have another language version or just do not want to replace original file,
  164. the consequence will be that you wont see the names of the new ships, but you will be able to play the mod.
  165.  
  166. Then paste the version of the Rebel Fleet of the 48 you want to play in the same data folder.
  167. The versions have been placed in different folders so firs you will see NON R VERSIONS and R VERSIONS folders for you to decide. Inside of them you will see a all those versions and in a separate folder the X VERSIONS.
  168.  
  169. Installation of main folder. - Chose the one you want to install.
  170. This main folder is OPTIONAL. You can play the versions without installing it
  171. but is recommended in order to the balance of the game. AND it is also INDEPENDENT, you can use it with vanilla and surely other mods.
  172.  
  173. So if you decide to install it then make a copy of the main folder placed in campaign folder
  174. common>empire total war>data>campaign
  175. in a folder any place in your computer you want to, and then replace it by the one you downloaded.
  176.  
  177. Start the game from the ModManager so you can select which version to play.
  178.  
  179.  
  180. CiC: 1809 team announcement, January the 20th of 2010
  181. I am happy to tell that CiC: 1809 team is posting today and tomorrow the first preview of the mod Continents in Conflict: 1809,
  182. which is dedicated to late Napoleonic era, which will add all completetly new units for all versions,
  183. world map resembling the world in those days and the diplomatic relations among nations, new factions, revised BAI and CAI
  184. and many of the changes made here in this mod for the naval part specially the R concept. VISIT THE THREAD CLICKING THE PICTURE IN MY SIGNATURE.
  185.  
  186.  
  187. Update February, 11th of 2010
  188. Version 1.6.3 released. Changes are:
  189. - Adaptation to new patch4, so the new versions are compatible with the Elite Units of the East.
  190. - Venice and Genoa, former Indiamen spamming factions have a limit of nine Indiamen to build.
  191. - Fluyt swing and up and down movement in battle has been adjusted.
  192.  
  193. New two main folders to adjust them to Elite Units of the East. They are:
  194. These main folders are independent and optional from previous main versions and will only affect to the new campaigns that you start,
  195. so they are fully compatible with saved games of any mod including the Rebel Fleets versions 1.6.2.
  196.  
  197. Main folder 1.6.4. a. With this one if you play with Great Britain, France or Spain you begin with full control of the Americas - colonies,
  198. so there is not protectorates mission for these factions, and you have the balance made in main 1.6.2 in India,
  199. to prevent Marathas from conquering the whole India and then the world, and in central east Europe affecting Prussia, Austria and Poland Lithuania.
  200. The difference here with main 1.6.2 is the reduced starting treasury of Poland Lithuania to try to prevent a starting blitzkrieg against Austria or Prussia.
  201.  
  202.  
  203. Main folder 1.6.4 b. With this one if you play with Great Britain, France or Spain you will play the protectorates mission for these factions,
  204. and you have the balance made in main 1.6.2 in India, to prevent Marathas from conquering the whole India and then the world,
  205. and in central east Europe affecting Prussia, Austria and Poland Lithuania.
  206. Also a difference here with main 1.6.2, is the reduced starting treasury of Poland Lithuania to try to prevent a starting blitzkrieg against Austria or Prussia.
  207.  
  208.  
  209. Update April, 19th , 2010.
  210. - Rebellion Drac Universal V2, which has been prepared by Dracula, now revised for it not to afect the land changes made in other mods.
  211. It is universal version because it is thought to be playable with vanilla and any other mod that do not have new ships, adding the battle mechanics that has been created here in The Rebellion’s Shipyard.
  212. Dracula has done some slight changes in some stats so, for example, galleons have the same turning speed as the third rates instead of the first rate that have in standard Rebel Fleet mod.
  213. To be able to play in balanced way with mods that have added new ships a special version should be created.
  214. Download it from attached files.
  215.  
  216.  
  217. NAVAL STATS. WHAT I THINK I KNOW ABOUT THEM AND YOU NEVER DARED TO ASK ABOUT.
  218. Spoiler Alert, click show to read: Show
  219.  
  220.  
  221. AUMRS. AUM The Rebellion’s Shipyard adapted versions.
  222. These are AUM mod for vanilla adapted versions to play with The Rebellion’s Shipyard versions. So changes are related to campaign for all units and for ship battles.
  223. There are 12 AUMRS versions that are the next ones to play combined with the TRS versions. Follow the guide to combine the versions.
  224. Once selected place them in data folder as it is said in the versions 1.6.3. word document.
  225.  
  226. There are also two languages adapted packs, patch_aumrs_en_loc for English and patch_aumrs_sp_loc for Spanish.
  227. To install them you should place it in the data folder. This AUM languages adapted packs are compatible with vanilla and The Rebellion’s Shipyard languages pack so you do not need to remove them from data folder.
  228.  
  229. Of course credits for the great and awarded work in AUM mod goes for Swiss Halberdier and his team.
  230. So here you have got the link to AUM thread http://www.twcenter.net/forums/showthread.php?t=250655,
  231. please visit the credit section to see how many good modders have contributed to AUM mod and have made me able to make these AUMRS versions.
  232.  
  233. AUMRS DOWNLOADS
  234.  
  235.  
  236. Edited: all updates in this post only related to fixing bugs have been taken away leaving just the ones that added gameplay so reading this post you will find more easily what this mods add.
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