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.

Post news Report RSS DarthMod Empire Commander 6.0 Enforced Released

A new "Enforced" version is released. It is available for both DM and DMUC.

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Special New in "Enforced version"
-CAI corrections which affect AI reaction in defense of regions, response to port attacks, correction of possible AI confusion mid turns, AI naval repairs.
-Weakening of melee troops of Native Americans and Indians (Mostly morale and shield lowering). Now they should be shocked more from proper musket fire and maybe will not be able to even reach the line infantry. Also the shield defense was very large for the Indians (7) so this made them too powerful and musket resilient also.
-Includes the Naval Pitch&Roll fix (thanks to Monkeybreadman for the helpful feedback on this) and also some new values which I hope improve the resistance of low level ships (to sink prematurely). Also sailing against the wind has more penalty.
-Naval wind speeds made more realistic according to direction (Slower).
-Pitch&Roll effects balanced according to new settings to make the effects more realistic and help the endurance of ships.
-Naval Moral effects balanced to fit new settings.
-Chainshot became 35% more effective.
-5th Rate and 6th Rate ships gained more hull points.
-All ships campaign movement points increased a lot. This helps the trading locations to become theaters of war and also helps tremendously the AI naval invasions. The hard code seems sometimes to timeout if the destination is too far away so this method makes the Naval Invasion System of DarthMod Complete.
-New melee mechanics making units more responsive and also musket units more defensible against heavy melee troops.
-Native Americans can hide&move, hide&shoot.
-Land Mortar calibration improved (Now it is far more effective).
-Field artillery calibration improved slightly.
-Old technology muskets have more misfire penalty.
-Made squares more resilient against cavalry.
-Fatigue thresholds changed so that units willl become tired more easily and not run all the time (Affects AI positively).
-New Melee mechanics creating the necessary adjustments so that: Chaos of battle is maintained, cavalry is not so powerful, bayonet musket troops are not as weak against melee troops as before.
-Musketry slightly more powerful (It feels even more real).
-Extreme Projectile adjustments to cannons:

  • All solid shots gained realistic fragment damage according to their caliber. This includes all infantry cannons, naval cannons except the early cannons of the campaign which still kill by impact only. Artillery lovers... you are going to love this! It is real! No more mortar and howitzer useless solid shots. In fact, solid shots are the best average solution, as it was in History.
  • Carcass more powerful.
  • Rockets more powerful.
  • Fort cannons gained realistic ballistic speeds and are more effective (They had the vanilla laser ballistics before...).

Those who have mods based on DarthMod must include or adapt all the projectile files. Especially in Projectile_Explosions I created one new entry, in Darth_Projectiles I created 2 new entries. (See them below). Also... do not rename the Projectile_Explosions as the new entry will be bypassed.

This is a bless to the previous version 6.0 and it is the optimization for the Battle Gameplay. You are not going to win this AI now... at least easily. It is pointless to resist! Install it now!

Follow the instructions Twcenter.net.

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