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[下载] NTWMOD Europe in Conflict【欧洲的战争】 [复制链接]

法蘭西諾曼第總督

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楼主
发表于 2010-6-6 10:33:38 |只看该作者 |倒序浏览







Europe in Conflict 的下载地址
                            安装程序下载        http://www.filefront.com/16610313/Europe-in-Conflict-Setup.exe/


这MOD新加了大量兵模。且有新的音效。激情的音乐。新的科技树。

这是原文
Europe in Conflict is a mod for Napoleon Total War that brings a new element of realism to the game. Players can now successfully use Napoleonic tactics on the battlefield to achieve their aims. Europe in Conflict rewards daring and smart commanders, while punishing those who make foolish decisions both on the battlefield and on the campaign map. EiC also has one of the best mixes of historically accurate material and gameplay, with Napoleonic tactics being portrayed in an accurate and fun way.
Many new features have been introduced in v1.0, including a radical campaign overhaul. For the first time since the Technology Tree was introduced to the TW series you will have to decide whether or not to invest in new techs - as you can guess, the economy is very different to vanilla N:TW. We have achieved these features in a number of ways:
Column formation is now an effective tool of war (see feature below)
Muskets have been rebalanced - at long range they are inaccurate, at short range they are devastating.
"Realistic campaigning" - a new feature unique to Europe in Conflict, see below for more info.
Sieges have been completely overhauled - they are now (whisper it!) fun to play! (see feature below)
We have introduced the most comprehensive AOR system to date to N:TW - with over 100 new, region-specific units each region now has a whole new level of value.
We have created the most extensive tech tree to date, with 50 new, faction-specific technologies.
We are the first mod for N:TW to introduce a new building chain - see the feature below for all the details. For the first time in N:TW, players can now decide exactly how much the want to invest in their troops.
A fully working installer has been added - also included is a wide selection of minimods.
A complete naval overhaul has been added.
Players now have the choice of whether to ship troops from home, or recruit more expensive local units.


v1.0 Changelog

AOR system implemented - see below.
New Building chain implemented - See below
Naval Overhaul added - see below
Economy overhaul added - see below
CAI changes added - it's spending is now more military focused; uses less navy for trade; unit recruitment balanced
MAJOR SIEGE OVERHAUL - All new siege units added - see feature below. Sieges are actually playable now, and even better than that - they're fun!
Unique tech trees implemented for each faction (over 50 new techs). See below.
Installer added. The following minimods are included, and optional:
Blood mod by ToonTotalWar
Better Grass Mod by Primergy
Additional Music by EiC Team
Additional Graphics by EiC Team/jarnomiedema
No Dust/ New Weapon Effects by Radious
Larger Deployment Zones by Barron Von Beer
Naval Crew retexture by Sir Digby Chicken Caesar
I am aware that there are more people who we have requested permission from, but unfortunately the mod was uploaded before we could include their mods. All going well, they'll be fully included in v1.1
Here are the links to mod's that didn't make the installer:
Better Explosions mod by Williehuntz
Sir Digby Chicken Caesar's loading screens mod
Many minor bugs fixed - disappearing campaign units seems to be gone, make sure to report it if you see it!

Melee effectiveness improved - units "clumping" should be reduced
Sieges overhauled - see gameplay feature(sieges are now very playable and enjoyable!)
Experience bonuses changed - see gameplay feature
Graphical overhaul begun - new unit skins for Prussia, GB, Denmark, Italy, Wurrtemburg, Naples.
Major faction rebalancing done -see the faction guides for more info.
Muskets are now accurate depending on range - long range will have few hits, short range will be devastating.
2 rank fire added for all regular troops.
New artillery units added to each faction + grenadiers added to GB.
Custom Battle faction unlocker added.
Napoleon's Bodyguard reskined to historically accurate "Chassuers a Cheval a la garde". It also includes Roustam Raza, Napoleon's famous Mameluke bodyguard.
Battle movement speeds at 75% of vanilla.
Fire and advance feature and grenades removed.
Musket reload times increased by roughly 35% - varies majorly between factions, see below.
Experienced troops now experience "shell shock" - troops who have participated in a great number of battles suffer a morale drop. (The morale actually follows a curve - it starts off, rises, peaks and then begins to fall again. It eventually drops back to just above where it started from) They are not as impetuous as their younger colleagues, and have seen what war can do to a man. Think twice before sending them into the breach. See below for a very detailed explanation of this effect
Realistic campaigning added - an army can now effectively go to war in an enemy territory (see below)
Morale system overhauled (see below)
New U.I. started.
Unit sizes increased to: 320 for line infantry; 120 for cavalry; some artillery doubled; 200 for light units; 240 for grenadiers. (All on Ultra) If you system cant handle this the unit sizes are scalable down to less than vanilla sizes.

详细的功能特性

One of the things that wasn't properly implemented in vanilla was the ability to take an army into an enemy land and fight the armies that come up against up without having to constantly go back to a friendly territory to re-supply.
We have tried to implement a fix to this situation in the following ways:
Increased the percentage at which a unit will disintegrate - no more chasing around stacks full of units of 12 men.
Changed movement point values for roads - there is now a clear difference between the best/worst roads.
Passive region to region spying is reduced - spies are now more important in enemy territory.
War related happiness is changed - More of an effective when a major battle is won/lost.
Autoresolves edited - High ranking generals now play a larger role in the battles, minimum casualties required on the winning side has been slightly reduced.
Economics have taken a serious overhaul - late game income will be much more restrictive; home region units are much cheaper than foreign service units (see AOR feature); units are slower to recruit. This means that if an army comes out of a settlement and you destroy them, by the time you reach the settlement it wont be full of a half stack of fresh, full-strength units.
Units rout after taking less casualties. Your army will no longer be useless after one battle.
Units disintegrate at a lower percentage than before (was at about 90%, is now at 70%). This means that a strong victory will destroy the enemy army, you will no longer defeat an army and have it come back 5 turns later replenished to full strength. This is experimental, so feedback would be very helpful regarding this!
Shell-shock effect added, see below for more info.

The Shell-Shock Effect:  New and improved in v1.0!

I hope that this will explain any doubts about shell-shock. here is how it is implemented, and some sources to back it up.

This is how morale advances:
Green troops - nervous, naturally low all round stats.
Experienced troops - higher stats. They have the "been there, done that" mentality and are at the "peak"
Veterans - the highest stats except for morale. Their morale has dropped to just above recruit level (see graph). This is excellently demonstrated in these quotes:


Quote:
When veteran regiments went into battle, they had to cope not just with the natural apprehensions of the day, but the memories of what they had endured in previous combats. This grisly legacy accumulated from battle to battle, and its influence may be clearly traced in the Seven Years War. We will follow one of these sequences over a number of campaigns, starting with the troops of the Prussian corps of Bevern in the midsummer of 1757. These men had been engaged in the bloody battle of Prague (6 May), and shortly after-wards they were ordered to open an offensive against a new Austrian army under Field-Marshal Daun:

Quote:
No troops could have marched off with less good grace than did our men on this occasion…. It was as if they were being led to the scaffold, for the resistance of the Austrians had taken them by surprise and made them
anxious for the future… our strength and courage seemed to have drained
away. (Warnery, 1788, 135)  


Quote:
All of a sudden I was overtaken by a fear which deprived me of all my
courage, and a terror which set my limbs a-trembling. A little child could
have pushed me over…. On the subject of this so-called ‘cannon-fever’ I
have often talked with officers of all ranks, as well as with valiant private
soldiers. They assure me with one voice that anyone who maintains he has
gone through battle, and never experienced this appalling fear, must be
accounted a braggart and a liar. But they all talked about something which
I have often noted myself, namely that such a sensation is spread in such a
way over the early, middle and final stages of the battle that the stronger
men bear up the weaker ones, and that a general flight sets in only when
this disabling fear affects the morale of the majority of the army, and the
weak men carry the strong along with them. (Küster, 1791, 61–2)
Küster’s ‘cannon fever’ clearly has much in common with the ‘battleshock’ which has
been identified by twentieth-century commentators. They have also drawn attention to a
‘curve of combat efficiency’ which denotes the individual’s response to the stress of
combat over the long term. After his first experiences of action the soldier attains a
‘plateau of maximum effort’. All the time, however, his resources are being depleted by
the effort required to survive stressful experiences, and his period of greatest proficiency
is succeeded by an accelerating degeneration which may produce the collapse of all his
defences.  

Here is the curve (apologies for my paint skills ):

?t=1270116925


Morale has been overhauled. Units will now rout at about 60% casualties, a much more realistic figure than the 90% we were seeing in vanilla.
Units that fight together or in a line of battle will fight for much longer than a unit that is surrounded or isolated. This has been achieved by many changes in the morale values, but what most people will notice is that all units have the abilities "Inspires allies" and "Scares enemies". This simulates the feeling of security a person would feel when part of a large group of men, and the natural fear a person would feel when they encounter an enemy. It may seem like these values "cancel each other out", but they re-enforce the system whereby a unit will fight longer as part of a large group, and rout sooner when isolated. This also creates a situation where if you need to send a unit off on its own for a "special" job (i.e. assault a farmhouse or breach) it will make more sense to send a specialist unit (grenadiers or elites in this case) in case they were to be cut off or ambushed.
Units are also more likely to stop routing if they rout in the direction of a large mass of friendly units.
-----Column formation-----


Firstly, we would like to explain how to actually use column as was seen pre-release. In order to use column, form the unit into an actual column (more ranks than files). At this point, it will recieve the morale boost and if it is stopped then the men on the outside files will shoot, aswell as the men in the front two ranks.

Column formation has really taken our attention with this mod. In vanilla it was basically useless. We have spent time working on this problem, and the solution to this has tied in with other changes that our mod makes.
There is now a much larger morale boost for using column formation.
Due to decreases in musket reload speeds, a column now stands a chance of actually hitting home. It should really only be used on a weakened unit, as it is likely to take high casualties if it receives a close-range musket volley.


-----Muskets-----


Musket effectiveness has taken a massive overhaul:
A musket is now inaccurate at long ranges, but a close range volley is lethal. A full range volley may now only incur 10 or less casualties.
Reload times have been increased by about 35%.
This slow-down gives players the chance to think. Battles now last longer, and maneuvers are now possible. The slow-down also increases the effectiveness of columns.
-----Cannons-----


Some cannons have received a 2X accuracy boost, howitzers would be Op-ed with this boost..
Siege guns have be introduced.
Cannon roster overhaul implemented.


Our UI changes have only just begun. The current UI is only a change in the title, as seen below. This was only included as it is by far the easiest way to see if the mod has installed correctly


Sieges have been completely re-thunk in this mod. If at any stage ladders are brought into the game (yes, we know it'll never happen) then this will be revamped once more.
Here is an introduction to sieges from the Beta preview:

Quote:
Historically sieges were bloody affairs - they were hell for both sides, and a victory only came at a high cost. We've managed to somewhat replicate this by removing grappling hooks, but we are pushing it further in this release. Firstly, we've added siege guns - incredibly slow guns, with no purpose only to take down walls (see the artillery feature for the relevance of their speed).
Second - we've added cannister to the wall guns. We've carefully balanced them, they have very few pellets individually and are slow to load. They aren't over-powered, they are just about right - they give the defender that edge, but not a razor blade  

Wall hitpoints increased drastically.
Siege guns have be introduced - field guns no longer have the power necessary to take down fort walls quickly. Siege guns are not designed for use as they were in Empire: Total War. They are slow moving, slow shooting, and just not designed for general field work. Their only advantage is that they fire a much heavier shot, designed for taking out walls, and have longer range than field guns.
Grappling hooks are gone. A breach must now be forced and taken. It wont be simple, but sieges were always bloody affairs.
Special siege units added - The Forlorn Hope, Engineers and Sappers. These units are the only units in game to carry rope ladders, and have high melee skills. They are ideal for assaulting a breach or making an escalade. They are limited in availability (so the AI won't spam them) and they only carry one shot ( a loaded musket/pistol), so they are not overpowered. They are only designed for taking a stretch of wall/a breach and should not be used without support. Also, remain aware that units such as the Forlorn Hope were professional cannon fodder - don't expect them to last more than a few battles without support.
We are aware that the French sappers unit should carry axes, but due to some technical difficulties we have not implemented them in v1.0.
Cannister shot added to wall guns.
We are working hard to get axes into v1.1.


Major Faction rebalancing changes:  New and improved in v1.0!


Well you all know how the beta played last time, and we've really just advanced from there. We haven't changed how the core EiC game plays, but we've made changes that give every faction its own historical, unique feel.
Battles are now much harder - every faction has a weakness that you can exploit, and a strength you can play to (its more complex than that, you'll see for yourself in-game). They range from movement speeds to morale, shooting ability to melee skills, training levels to discipline levels.
For example - Russian units (with the exception of elites) can't guard. This simulates the historical situation where even their own officers couldn't stop them from rushing into melee if the enemy gets to close. But they have high melee skills, so it isn't a death trap.
The Prussian's, for another example, have excellent infantry, but their artillery is extremely weak.
To see the full details of this, look at the Faction Guides in the second post on this thread. The changes are extremely extensive

Artillery has taken a major overhaul, but it isn't finished yet. We've added siege guns and most factions now have light 3-pdr guns. Guns now react completely differently depending on size. We've used historically accurate figures when editing the gun performance, so there is a clear difference between biggest and smallest in all aspect - range, cannister, rate of fire, movement.
We've edited the guns stats big time - siege guns will fire every 80 seconds or so, gallopers every 15. But siege guns have higher range, damage and larger cannister pellets. The guns are staggered like this from biggest to smallest, so you can pick the right gun for the right situation


An AOR system works by limiting the areas some units can be recruited from.


For example, if Prussia wants to recruit its national units (i.e. Prussian line infantry, Prussian light infantry, Prussian grenadiers etc.) they'll only be able to do so from their home regions Brandenburg, Pommerania, East Prussia, West Prussia and Silesia. Otherwise they will have to make do with troops from other nations - which are slower and more expensive to recruit. They will all have different stats - some better, some worse.
A note on the AOR system: Some of these units are historically inaccurate - that is because they simply never existed. Britain was never conquered by France, so how could we say what French units recruited from London would look like?
For example, when making the AOR for the England region (which is only available if England is conquered by any faction other than GB), we had to remove any gear or equipment that had marks of royalty on it. So we took the opportunity to be creative - we made units that looked interesting on the battlefield, and added some diversity to your armies


Prussian Musketeers Serving The UK:




So here's an example:
France has just finished a long campaign against Austria, but now Russia has started an offensive against the French. France does not have enough troops on the front line to hold back the Russian hordes so they are left with two choices. One - They can decide to recruit local troops, which will take time and may not fight as well as troops recruited from home. These troops take longer to train as they may not be as enthusiastic or as used to your drill methods as troops from home would be and are more expensive as they all need new equipment.
Two - They can ship forces to the front from their home territories. These troops are better trained, more willing to fight and cheaper to recruit and keep in service.
The AOR system also creates the dilemma of heavy equipment and cavalry. These will almost certainly need shipping from home, as Artillery is almost non existent from local sources, and cavalry is very rare in most areas.


Another Dilemma players will face is replenishment. Units will either have to replenish slowly where they are, or can be pulled back from the front to replenish faster. This creates a delicate balance between maintaining units on the front, and maintaining their individual strength. It is a real challenge and adds a much more realistic sense of how replenishment really worked.


These new units will look like troops of the nation they were originally part of, but will be flying your flag, this adds variety to the army, as well as giving access to some very cool (In my opinion) new uniforms.


British Foot In The Service Of Austria:




However, this AOR system doesn't just apply to foreign lands. Units of cavalry will now require the horses resource to be present. This means some regions which were previously worth very little will now be extremely valuable for people who like cavalry, and are of high tactical value. This also creates the problem of having to mobilize troops into an army. We have also added this resource to a few regions that lacked it in vannilla and historically were big centres for horse farms, such as Irleand and Aquataine. Previously, Austria could recruit an entire army, complete with artillery, infantry and cavalry from Vienna. Now cavalry will have to be shipped from other regions (A problem that plagued the Austrian army). This also give an opportunity to cripple some countries easily. If you are fed up of being spammed by slightly camp Hungarians riding glorified donkeys, then simply take all of Austria's horse producing regions and you can be free of those fashion show rejects.



The Irish Legion Are Adept At Fighting In Line Or In Open Order:




This system adds a lot of fun as well as realism - you can now tailor your army to your needs. For instance if I want a good militia role unit that can fight in line and skirmish I can conquer Ireland. If I want access to extremely skilled lancers I can conquer Poland or Lithuania, or if I want to blow my enemies and the very ground they stand on to pieces, I can conquer Moscow and help myself to some Unicorns

























[ 本帖最后由 上帝无罪 于 2010-6-6 18:32 编辑 ]
已有 1 人评分金钱 收起 理由
苍星石 + 20 感谢分享!

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我死后哪怕洪水滔天

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法蘭西諾曼第總督

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沙发
发表于 2010-6-6 10:41:57 |只看该作者
MOD的加载。需要用 加载器加载方能使用。另外安装时。扔到 DATA 下就可以了


我死后哪怕洪水滔天

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『欧美战略游戏区』
★★★

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板凳
发表于 2010-6-6 11:10:31 |只看该作者
好长的E文 需要野生翻译君..............

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法蘭西諾曼第總督

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地板
发表于 2010-6-6 12:44:28 |只看该作者
总的来说。这MOD还是不错的。很有感觉的MOD。


我死后哪怕洪水滔天

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5#
发表于 2010-6-6 13:22:40 |只看该作者
可惜 图片都挂了 支持

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6#
发表于 2010-6-6 13:30:04 |只看该作者
100个新单位,50个新科技,部队人数增加(炮队翻倍口牙[冲啊] [冲啊] )
新的士气系统:老兵部队打的仗越多他的士气也会跌下来,这就是说明里所谓的“shell shock”。具体看那张曲线图,随着参战次数的增多部队的士气也会越来越高,但是也有个上限。过了这个上限部队的士气就会一点点的跌下来,不过最终还是会比一开始要高那么一点。
最让我高兴的一点:普通部队都可以双排射击了
另外本国的特色兵种只能在祖国招募,也就是说你用普鲁士打下了伦敦,那在当地肯定招不到普鲁士掷弹兵这些单位了,只能用具有英格兰特色的红衫军,招募时间更长,费用更贵。部队属性也因人而异,有的牛逼,有的傻逼。这是所谓AOR系统的一部分。

其他那些血腥mod等一些乱七八糟的玩意儿这里面都有了

那个AOR系统到底是什么玩意儿?看了半天没个完整的概念

[ 本帖最后由 freeriver 于 2010-6-6 13:34 编辑 ]
谨以头像纪念山哥,走好。
爱骂人的人,内心都很恐惧。长角的动物都不是食肉动物。

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7#
发表于 2010-6-7 11:11:20 |只看该作者
感谢楼主分享 现在版本是1.01了 能给下载链接么

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8#
发表于 2010-6-7 16:12:11 |只看该作者
这个兵模貌似还没元首的华丽                    支持

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9#
发表于 2010-6-7 16:15:08 |只看该作者
话说搂主的mod加快点进度亚  ,把中2从装了  ,就等你供货了

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法蘭西諾曼第總督

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10#
发表于 2010-6-7 16:29:52 |只看该作者

回复 #9 dongxiang 的帖子

擦,我已经尽力了。我的MOD兵模全部替换【东欧和蒙古除外】而且还要设计一些脚本。美工。MOD全部是我一个人做,但是到现在施工进度很慢。但是我预计暑假时候可以出个公测版【不完全版本】

PS 你能不能帮我找找有木有悲鸿又震撼的音乐。

目前已經完成了。埃及兵模的移植工作和英格蘭長弓兵的文章替換工作。【之前完成的工程你知道的。我就不重複了】

[ 本帖最后由 上帝无罪 于 2010-6-7 16:47 编辑 ]


我死后哪怕洪水滔天

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11#
发表于 2010-6-7 16:43:31 |只看该作者

回复 #10 上帝无罪 的帖子

http://www.966117.com/siyu/jinqing.mp3


我比较喜欢这个, 不过可能不太适合游戏

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