Foothold in India is a light overhaul modification, addressing the problems of vanilla Empire while staying true to its spirit. It is a modular project, with all '.pack' files acting as independent modules that can be applied in any combination with each other or as standalone modifications.

Description

Darth Mod unit stats, improved modular structure and more. With the latest media add-on included.

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Foothold in India 1.4.6 Complete - Full Version - Any OS
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Stonewall_Jackson
Stonewall_Jackson - - 46 comments

i havent tried the mod yet but i have a bit of a suggestion, so in base game there is this ottoman camel gunner unit that has a unique rifle which supposedly has bullet drop mechanic, do you think itd be possible to make it so that all the guns in the game have this bullet drop mechanic? It might make for a more "realistic" gameplay

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Erzya Author
Erzya - - 219 comments

Hi Stonewall_Jackson! It's possible by reducing "max elevation" of a projectile: for camel gun shot it's 30, and for muskets it's 88 in vanilla. However, I edit the projectiles table in some tgg_battle_unit_stats_* packs, so I'm not sure if I can make it work with any combination of packs. Which battle_mechanics pack do you play with?

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Stonewall_Jackson
Stonewall_Jackson - - 46 comments

I play with the mfr, one i honestly dont know the difference with the other battle mechanics, also wasnt aware that muskets already had bullet drop since most of the time id be viewing the battle from above so it's quite unnoticeable

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Erzya Author
Erzya - - 219 comments

The bullets already drop, that's true. However, it probably wouldn't hurt if they dropped faster. I'll see what I can do.

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Stonewall_Jackson
Stonewall_Jackson - - 46 comments

Also maybe the shaturnal camel gunners can instead be turned into a mounted infantry/jezail gunner type of horse unit instead of camel? I saw that there is already a zamburak camel gunner unit so changing shaturnals could avoid some redundancy (not entirely sure with this claim doe since all evidence i have is that in the references section of zamburak wikipedia page the term shaturnal was also used to refer to the 2000 zamburaks used by durrani empire against the maratha confederacy inthe third battle of panipat). I guess it could also be seen as a balance change since currently I can negate the vulnerability of my light infantry to cavalry by placing shaturnals behind them when skirmishing, which also effectively doubles their firepower since the shaturnals' height advantage allows them to shoot above the light infantry.

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Erzya Author
Erzya - - 219 comments

A mounted jezail dragoon, riding a camel - which have to be dismounted before firing - is actually a cool idea for a unit! Quite exotic and fitting the concept. I'll think about it.

However, is it necessary to disable the vanilla camel gunners? I think not. IMO, these are pretty fun units to play with, and they give the eastern factions some considerable firepower and edge in guerilla warfare: they don't have proper line infantry anyway.

As for historical correctness... Shaturnal and zamburak are technically different words for the same thing: it is a very lightweight cannon, anywhere in between a "swivel gun" (a really small cannon) and a "wall gun" (a really big musket used for fortification defense), attached to a camel saddle. The vanilla shaturnal is closer to a "wall gun" due to technical limitations of the game engine, which doesn't allow true mobile artillery - any artillery piece has to be unlimbered before shooting, and all the implementations of zamburaks are technically simple mounted musketeers. My zamburak gunner is different from vanilla shaturnal gunner: it is technically a mounted grenade launcher, like in Imperial Destroyer, rather than a mounted big musket. I find them fun, but sort of imbalanced, so you can easilly deactivate them in campaign by deactivating tgg_unitpack_zamburaks.

Vikingsword.com

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Stonewall_Jackson
Stonewall_Jackson - - 46 comments

It's more the shaturnal that I'd be willing to deactivate, also about the jezail dragoon, if it will ever be done pls not on a camel, would make them too good of a unit to be able to counter what serves as a counter to skirmisher type units.

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Erzya Author
Erzya - - 219 comments

Why not on a camel, if I plan to make him uncapable of firing while mounted? A camel is mostly worse than a horse, except for the hight. If they won't fire when mounted, the unit will actually be a weaker cav than the other dragoons.

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Stonewall_Jackson
Stonewall_Jackson - - 46 comments

yea it's to make up for the fact that they have better guns with such longer range than their dragoon counterpart, and if they were given camels then they can pretty much fight the other dragoons/cavalry on their own since the horses get scared

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Erzya Author
Erzya - - 219 comments

This effect is quite weak in comparison to the effect of camel cavalry's vastly inferior stats. They can't really fulfill that potential without some serious support and are not a force, that can be used independently - only as a part of combined arms.

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