18th century naval warfare addict. Empire Total War naval modder. Member of "Imperial Splendour" modding team.

Comment History  (0 - 30 of 36)
Sir_John_Barlow
Sir_John_Barlow - - 36 comments @ NAPOLEON TW FILES prior to CA patch April 2023

Hi, Imperial Splendour dev here.
Our mod works without issues after the update ;)

Good karma+3 votes
Sir_John_Barlow
Sir_John_Barlow - - 36 comments @ Imperial Splendour

How exactly are you playing them?

Don't seek to sunk all enemy ships, naval battles are designed to be realistic in which ships should surrender rather than sink. To achieve that you should demast, kill crew, reduce ship's HP and specially stern-rake, to mine the enemy's morale.

Good karma+1 vote
Sir_John_Barlow
Sir_John_Barlow - - 36 comments @ Imperial Splendour

Well, Copenhagen is pretty special concerning the city model collision and unit pathfinding, perhaps that was the problem, keep us informed if anything else happens!

And concerning naval admirals: Were you taking them out of their recruitment sloops? If you don't you can only have 1 at each time as the unit is capped at such number but the idea is for you to transfer the admiral after recruiting it to a larger ship by merging the 2 units together and proceeding to destroy the sloop.
You have more information available on how to perform this on the admiral unit's description in-game.

Good karma+1 vote
Sir_John_Barlow
Sir_John_Barlow - - 36 comments @ Imperial Splendour

We'll take a look, we are working on balance everything up.
Some units (older ones) that haven't been reworked yet have balance issues which we are currently addressing as much as possible.

Good karma+1 vote
Sir_John_Barlow
Sir_John_Barlow - - 36 comments @ Imperial Splendour

Only a few scaped our radar, the Austrian general is already fixed for the next (upcoming) update.

Good karma+1 vote
Sir_John_Barlow
Sir_John_Barlow - - 36 comments @ Imperial Splendour

You have stumbled upon the mighty "diplomacy crash"!
Our hardest one yet.
But it is fixable.

To go around it you should load the save and declare war on someone before passing the turn.

Good karma+1 vote
Sir_John_Barlow
Sir_John_Barlow - - 36 comments @ Imperial Splendour

The mod is pretty much stable.

Crashes usually take around 15-30 turns before one appears but if you're unlucky you can get it after just a few turns. It shouldn't impact gameplay as you can always reload the save and in case you stumble with a recurring crash then it's the already known "diplomacy crash". To go around it you should load the save and declare war on someone before passing the turn.

And the Austrian general is already fixed for the next update, along with other things and a lot of new content! It won't take much time before it's finished.

Good karma+1 vote
Sir_John_Barlow
Sir_John_Barlow - - 36 comments @ Imperial Splendour

Thanks for your comment!

- Austrian general texture already fixed for the next update.
- Always pass the 1st turn without doing anything but diplomacy, it is a bit bugged and it won't hurt to lose 1 turn anyway.
- Crashes can't be expected, usually they took around 15-30 turns before one appears but if you're unlucky you can get it after just a few turns. It shouldn't impact gameplay as you can always reload the save and in case you stumble with a recurring crash then it's the already known "diplomacy crash". To go around it you should load the save and declare war on someone before passing the turn.

Good karma+1 vote
Sir_John_Barlow
Sir_John_Barlow - - 36 comments @ Imperial Splendour

The tech needs to be disabled if it already isn't, fire by rank was not historically correct (at least not as represented in the game).
If you still want fire by rank back for gameplay purposes you can create a submod or talk with someone that knows how to mod Empire to do so, I'm sorry.

Good karma+1 vote
Sir_John_Barlow
Sir_John_Barlow - - 36 comments @ Imperial Splendour

The full (1700-1800) campaign is available in the old IS, this is the page for Rise of the Republic which takes place from 1783 to 1803, the older IS hasn't been touched in many years now but the idea would be that once RotR is done we would move to either other period (working towards full IS) or port to a newer game.

Good karma+1 vote
Sir_John_Barlow
Sir_John_Barlow - - 36 comments @ Imperial Splendour

We have improved it for the next update along with many more fixes and new units and it is not that far appart too!

Good karma+1 vote
Sir_John_Barlow
Sir_John_Barlow - - 36 comments @ Imperial Splendour

That said, I don't recommend 60min limit for naval battles.

Most smaller actions (more frequent) can be done in less than an hour but larger ones should take a bit more than one.

Good karma+1 vote
Sir_John_Barlow
Sir_John_Barlow - - 36 comments @ Imperial Splendour

So concerning the Cons:
- Naval battles aren't meant to be played to sink enemy ships, the main idea is to surrender them with the less possible losses. You can mine an enemy ship's morale by demasting (chain shot), killing crew (cannonballs and grapeshot), isolating them from their comrades or most effectively, by shooting through the stern. You should have a lot of coordination in order to always have a local advantage compared to enemy ships, even if your fleet is smaller.

- Accuracy of muskets in land battles has already been patched for the next update, the first 2 salvos are now much more deadly but then the rest decays to a normal innacuracy (yiu'll have to take care of tired troops or they won't hit much anyway).

- Concerning agents... I don't know what's the problem, perhaps spawn rate, we have to look into it, thanks.

Good karma+1 vote
Sir_John_Barlow
Sir_John_Barlow - - 36 comments @ Imperial Splendour

The Austrian general has been fixed for the next update along with manyother fixes and new factions reworked! And you can play all factions by installing the "All factions unlocked" submod, look for it here in Moddb in the "files" section.

Good karma+1 vote
Sir_John_Barlow
Sir_John_Barlow - - 36 comments @ Imperial Splendour

Join our Discord and ask for help there, there shouldn't be many crashes and the few that are inevitable shouldn't be game-breaking. Seek the link on our official blog.

Good karma+1 vote
Sir_John_Barlow
Sir_John_Barlow - - 36 comments @ Imperial Splendour

Man I spent my whole vacations looking at a screen to get the next update done hahah, yeah it's pretty much still under development, just gotta wait a little more for the next update, for now you can join us on our official Discord server where we post about what's currently under development. Find the link in our official forum!

Good karma+1 vote
Sir_John_Barlow
Sir_John_Barlow - - 36 comments @ Imperial Splendour

I asked before if it happened in the same turn for an specific save because there's a known bug that doesn't let you continue a game and always causes a crash when passing to the next turn.
It is an AI bug and the only way to solve it is by doing diplomacy. The best option is to declare war on some nation (sadly), so try loading your faulty save and doing so.
If it's this specific bug then it should be solved when passing the turn again.

Good karma+1 vote
Sir_John_Barlow
Sir_John_Barlow - - 36 comments @ Imperial Splendour

Most probably a bug... truly sounds like witchery to me haha
If it is a bug then it would be connected to "spawning" ships on a full stack, but I have never heard of something like this before.

Also, which port was it?

Good karma+2 votes
Sir_John_Barlow
Sir_John_Barlow - - 36 comments @ Imperial Splendour

We review each nation's historical amount of regiments, battallions, companies or brigades of each unit, then translate that to the game and in a few cases make some balancing decisions.

Good karma+1 vote
Sir_John_Barlow
Sir_John_Barlow - - 36 comments @ Imperial Splendour

Hola!
I'm gonna answer you in English in case anyone has the same questions...

Missing "Westerization of the navy" tech: I made a mistake while assigning the generic "special" tech to generic nations. It was an easy fix but you'll have to sadly wait for the next patch for it to be solved. Arriving soon (I hope).

1790' naval units reset not working: The script that did this was faulty (for all nations). I can say we have already fixed it and it will be solved in the next patch but this error is far simpler to fix than others: Just enter our official discord server and download the .lua file I have uploaded to the "known issues" thread (instructions are there too).

You'll find the link to our discord server on the official Imperial Splendour blog page (look it up on google).

Good karma+1 vote
Sir_John_Barlow
Sir_John_Barlow - - 36 comments @ Imperial Splendour

Hi! It was a mistake on the naval script. We already corrected it but you'll have to download the file (still experimental) from our Discord server. (find the link in the IS official blog page)

It will be fixed in the next update anyway.

Good karma+1 vote
Sir_John_Barlow
Sir_John_Barlow - - 36 comments @ Imperial Splendour

Already fixed in the developer version. Will be included in the next update.

Good karma+1 vote
Sir_John_Barlow
Sir_John_Barlow - - 36 comments @ Imperial Splendour

I cannot accept a critique against the battle experience if you target the "realism".
It is in fact a game and it can aswell be realistic. You don't know what's behind the development process and the many decisions we have to face to preserve realism as much as possible. Sometimes we might get things wrong but one shouldn't disrespect the amount of time and work done, even if wrong.
The current battle experience was (as far as I'm aware of, as I didn't worked on it) made using real statistics on casualties and accuracy.

We're aware of the complaints (I share them too) and we're currently working to develop a better experience. I have already partially fixed it for myself and I'll submit it for revision soon. Just take into account that changing core mechanics isn't easy at all and much testing is needed. Expect it to be patched on the next update though.

Finally, regarding naval battles I won't make them faster. The current state is perfectly balanced and presents a challenge for the new players I'm aware. I can recommend trying line tactics (there's morale boosts for having friendly ships covering you), using chain shot and grape shot to destroy sails and kill the crew, and most importantly: Using local superiority to demolish the enemy's morale. Surround enemy ships, focus them one by one, stern-rake them and you'll see how fast they start routing.

Good karma+1 vote
Sir_John_Barlow
Sir_John_Barlow - - 36 comments @ Imperial Splendour

Actually we currently have a "bug" and running isn't causing ANY exhaustion. You can have your units running across the map for hours and they will never get tired.
We'll fix that in the next version.

Concerning the AI doing weird battle deployments I don't know if there's much to do sadly, the game is almost 15 years old...

Good karma+1 vote
Sir_John_Barlow
Sir_John_Barlow - - 36 comments @ Imperial Splendour

Concerning firelock's range: I've personally corrected the range, accuracy and reload of all small weapons across the mod in my own dev. version. I still have to present it to the rest of the team and put it on trials though.

Concerning the UI: We aren't currently revising it but we've received some complains about it. I'll see what can be done.

Concerning Income: It's actually A LOT of income if you know how to get it. I've seen campaigns going at the year 1795 getting 30k+. The costs of replenishment are set to be 1:1 to a unit cost, so if you lost 50% of your regiment then you'll have to re-pay 50% of it's original value, which is logic isn't it? after all you have just lost half of the unit and men don't grow on trees.

Concerning the British army in Northern France: It's pretty well known, even in the dev blog for the update it is written, quote: "...just pass the turn. Land gameplay also needs this turn to work so use it only for diplomacy.". You gotta pass the turn only doing diplomacy, you won't lose much by doing so. I would love to display a warning message in-game at turn 1 but I don't have the means to do so. Anyway... anyone who downloaded the mod should have read the blog, right?

Good karma+1 vote
Sir_John_Barlow
Sir_John_Barlow - - 36 comments @ Imperial Splendour

Explain a bit more please, the crash always happens in the same turn for your specific save?

If so, then we might have the answer, it's a silly one.

Good karma+1 vote
Sir_John_Barlow
Sir_John_Barlow - - 36 comments @ Imperial Splendour

Concerning the damage model: We're assessing the situation and are testing different configurations to make it more dynamic while also preserving as much realism as possible.

Concerning the UI: We aren't currently revising it but we've received some complains about it. I'll see what can be done.

Concerning country's names: It's always nice to have a nation localised for your own language. Spanish-speaking people that don't know English can play with Spain without worries and so can do Germans, French, etc. Localising the whole mod for each language would take way too much time to do so this is the best option for now.
Plus, it's not too hard to memorize the names ;)

Good karma+1 vote
Sir_John_Barlow
Sir_John_Barlow - - 36 comments @ Imperial Splendour

Invisible Austrian marines: Noted a while ago, already corrected on the dev. version.
Muslim Camel riders: I've personally corrected the range, accuracy and reload of all small weapons across the mod in my own dev. version. I still have to present it to the rest of the team and put it on trials though.
Too little ammo: Also being evaluated to add more ammo to the units (more than double) as current state is not historically accurate.

Concerning the overall fighting experience: We're assessing the situation and are testing different configurations to make it more dynamic while also preserving as much realism as possible.

Good karma+1 vote
Sir_John_Barlow
Sir_John_Barlow - - 36 comments @ Imperial Splendour

It's totally possible to do so in less time. I know it's a new system but you just have to get used to it. Read about real tactics and try to employ them. You have to be careful with micromanaging and use the different modifiers to your advantage. Use chain shot, stern rake, surround and overwhelm enemy ships so their morale drops faster.

Good karma+1 vote
Sir_John_Barlow
Sir_John_Barlow - - 36 comments @ Imperial Splendour

Hi, it's a bit funny that you said this as we have now partialy reworked the Spanish units too! (wasn't in the initial plans).
As you said, many Spanish units weared white but definetly not close to all. According to our main sources of information ("Spanish Army at the Napoleonic Wars I (1793-1808)" and the Vinkhuijzen Collection of Military Uniforms), both Walloon and Spanish guards, grenadiers of the guard, marines, swiss fusilier and grenadier regiments, the Borbón regiment (formed by French loyalists in 1796) they all weared blue. Plus most militia units like Provincial and Urban Militias, "Milicia de Inválidos Hábiles" and some light infantry units like the Voluntarios.

We hope you can enjoy this units very soon. ;)

Good karma+3 votes