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    Default INFORMATION AND DOWNLOADS

    WELCOME to the Award Winning Empire Overhaul Mod, IMPERIAL SPLENDOUR






    2018 Favorite mod/overhaul - Warscape engine, Musket Age
    2018 Quintus Hortensius Hortalus 2nd runner up favourite modder - Warscape engine, Musket Age
    2018 PikeStance 3rd runner up favourite modder - Warscape engine, Musket Age
    2016 PikeStance in 2016 For African Slave Trade (submod of I.S)

    2016 Runner-up Classic Hosted Mod
    2013 Winner of the Most Popular Hosted Mod and Compilation/Overhaul Mod (Rise of the Republic)

    2013 Wangrin Awarded for winning 2nd runner-up of most popular modder in the 2013 Empire Modding Awards.


    In this thread, you will find the latest information about the mod.
    You may also download the regular mod Ancien Regime (v2.2.1b) and our late campaign mod Rise of the Republic (v1.1)


    The Imperial Splendour Development Team



    Mod Leader & Project Manager: PikeStance
    Lead Artist and Quality Control: Quintus Hortensius Hortalus

    CURRENT DEVELOPMENT TEAM
    PikeStance {DB Editor | Minor Startpos Editor | Historical Researcher}
    oleg2242 {Historical Researcher | 3D and 2D Artist}
    Quintus Hortensius Hortalus {2D and 3D Artist | Historical Researcher}
    Cro_Hunger999 {Historical Researcher}
    TSanada {Technical Support/Developer of Launcher and Installers}
    myfate {2D Artist | DB Editor}

    INACTIVE CONTIBUTORS
    Herr Doctor {Historical Researcher | 2D artist}
    mad orc {Historical Researcher}
    Bethencourt {3D and 2D Artist | DB & Startpos Editor | Naval Modding}
    agunter999
    {2D and 3D Artist | Historical Researcher}
    Topgearrules {Startpos Editor | DB Editor}
    Dom Pedro II{Historical Researcher}
    saffronbuyer{2D Artist}
    Rohi {Startpos | DB Editor}
    hortanium {Startpos | DB Editor}
    Stevenhomles {Historical Researcher}
    wangrin {3d Modeler | Historical Researcher}

    Are you interested in modding or joining Imperial Splendour Development team; then visit here!
    OR, contact PikeStance or Quintus Hortensius Hortalus


    -
    Imperial Splendour attempts to create the best Empire: Total War experience possible without destroying the essence of the game, with an eye towards expanding and enriching the experience, while adding to the game's realism whenever possible.
    Our main work has been to complete the former IS 2.1.4 release so as to update it and enable you to get the best Empire Total War experience. We are currently on version IS 2.2.1b. The greatest innovation in that release of Imperial Splendour is the evolution of the uniforms, separating the Grand Campaign into three periods (Early, Middle, Late). Each period allows you a different roster so as to be the most historically accurate. The uniform changes by stages and by revolution, so as to be consistent to correspond with major conflicts of the 18th century. The second aspect of Imperial Splendour is to offer a unique gameplay experience with each faction.



    Frequently Asked Questions for v. 2.2.1b

    Q: "Why do my grenadiers not have Grenades?"

    A: Imperial Splendour has removed Grenades from all grenadiers. This is for the dual reasons of game-play and realism.
    First, game-play. Grenades were infinite and incredibly fast-firing. This meant that they could be easily exploited in game-play terms.
    Second, realism. The concept of a grenade throwing grenadier was a thing of the 17th century. By the 18th century, Grenadiers had changed and they longer carried or threw grenades. In the 18th century, a grenadier battalion was a prestigious unit of big, strong men. Grenades were only used in extremely rare circumstances during the 18th century.



    Q: "Is IS compatible with the Warpath DLC"

    A: No, it will be not be compatible. Our apologies.


    Q: "Where is the Recruit General star button?"

    A: Gone. Again this is a dual game-play/realism decision.
    First, game-play. IS uses some unique bodyguard units. Unfortunately, the star button recruits the old, outdated generals bodyguard unit.
    Second, realism. Instant recruitment of a well-trained general with a full unit of an elite bodyguard in the middle of enemy territory: Do you find something wrong with that? You have to recruit a general in a province (with the proper building) then send him out to the front-line just like any other unit.


    Q: I can't trade technologies! Oh nodes!

    A: This is unfortunate but intentional. Each faction has its own unique technology tree. Some factions will have a different technology or they may have other technology that are in different parts of the tree. This makes trading technology trading impossible.


    Q: What about the BAI and CAI?

    A: The core of the AI cannot be changed yet by modders. Anyway in the next release, IS will have the best enhancements in BAI & CAI ever knowns or unknowns. See this submod:
    OFFICIAL: Battle AI Tactical Enhancement {{BETA Version}} to enhancing the performance of the BAI.


    Q: Is IS compatible with the Road to Independence?

    A: No, we have not edited the RTI, so in the unlikely case that it does work, it won't work well, because we simply haven't messed with it. If you want to play the RTI, deactivate IS in your user-script or via mod-manager.


    Q: Is IS compatible with the Steam version of E:TW?

    A: Yes. The steam version of E:TW is the same as the disk version. All mods work with both equally well.




    Imperial Splendour v3.0 Development
    General Information
    Spoiler Alert, click show to read: 

    - As you probably know Imperial Splendour is back with a new team for the next final release Imperial splendour 3.0.

    The mod was, for now, stopped at the 2.2.1b release, also seeing that the team does not count too many members, the work is advancing slowly, that is why we take the decision to release the IS III step by step, part to part, thanks to patch and complements.

    It will be a long way in order to attain the 3.0 (final) version, and so as to reach this goal. starting with a 2.2.1b Version.

    As you know the 18th century is famous for the evolution of its army, concerning its equipment, its formations, strategies, organization, but also the uniforms. That is essentially the goal of IS III.

    The 18th century is divided into three parts, one early, one middle, one late, and for each of these stages the uniforms will change so as to take a form more modern. There will be specific uniform for each period, and also when it will be necessary for each faction (in view of the late period which is really a goldmine for uniform diversity). IS 2.2 will add for each major faction, new units for the most important ones (others will come later, in another release), for each stage.

    The evolution of units will be the consequence of your research in the tech tree, which will be totally redesigned, and also specific to each major nations seeing the historical ordnance of the 18th century.

    The three stages have a difference between them, the number of units available. The early period is really weak on this point, it is a stage that do not permit a real diversity of units. Then as soon as the reform is launched you will be able to begin the middle period, a real goldmine on the point armies diversity, a lot of foreign, light, or mobile units, also heavy units make their apparitions. Then during the late period there is a great army's normalization, you will come back to the basis of armies, fewer units available than during the middle stage but more than the early one, do not worry the heavy and elite troops are still here.


    Faction Diversification
    Spoiler Alert, click show to read: 

    Factions

    It is the main aspect of Imperial Splendour to offer unique game-play for each faction.
    We are limited with the number of factions we can use.
    As we didn't have been able to create truly new factions, we have to use those already existing in the game (but not necessarily used).

    It should look like this :


    Note this map represent emerging regions for factions, not starting locations for factions.
    Moreover, we will have to remove one faction or, at least, convert it to rebels, quite likely the Zaporizhian host.


    Please visit the Faction Discussion Forum to read about each factions unique qualities.

    Units
    First of all, I.S goal is to be as historically accurate as possible, but without destroying the gameplay.
    This means that we will not create "clone" armies using "generic" units.
    On the other hand, we will not add "all historical units".
    When working on faction units roster, we try to keep faction's particularism, but units are grouped by "types" such as "French line infantry fusiliers", "French line infantry grenadiers".
    On the other hand, we keep particularism such as "French line infantry petits vieux fusiliers", "French line infantry vieux fusiliers", "Gendarmerie de France" (heavy cavalry), etc.

    This is shown here :




    UNIT ICONS SYSTEM
    the unique unit icon system differentiates units by colors and symbols which would enable the player to quickly find units :






    ***Grenade symbolized grenadiers.

    Some other symbol (work in progress) :



    Military Aspects
    Spoiler Alert, click show to read: 

    Combat Mechanics

    Combat mechanics will be reworked for IS v3.0
    The goal is to balance historical accuracy and realism with gameplay.

    The battlefield is only 2000x2000 in Empire: Total War. A musket, a rifle or any light fire weapon should not have a range greater than 150; early era musket should be around 70, middle era musket should be around 85 and late musket should be around 100. Also, Light infantry weapons could have a 25% greater range, a better accuracy but a slower reloading rate. Of course, there is still much that needs to be tested.

    Historically, a trained unit could fire up to 6 shots per minute, but definitively less during a battle due to stress. 2 to 3 shots per minute is considered to be rate under combat conditions. Carbine took longer to load, but something in the 60s is probably too much (60s is, as far as I know, then maximum reloading time that can be used in db tables).

    The new Hussars will not use a pistol. They should use carbine and sword as it is not possible to use more than 2 weapons.

    Working on fire weapon and projectiles is a bit complex and it will require additional testing with each parameter. These can modify in within the unit's characteristics such as core_marksmanship or core_loading_skill but you can also modify projectile's parameters too, such as :

    • effective range: the "target area" you can see in the game
    • muzzle velocity: effect on impact, maybe on the real projectile range too
    • marksmanship_bonus :
    • spread:
    • damage:
    • penetration: null, armor piercing, effective_range_based, low, medium, high
    • collision radius: the projectile "solid" size, bigger is the collision radius, greater is your chance to hit a target.
    • base_reload_time
    • base_misfire_chance

    In addition to changes to the projectile tables. IS v3.0 will also include changes in the morale & fatigue tables to create a more realistic feel to battles. Troop movements will be reduced. This will make the battles deceptively more challenging. Using careful tactic would be a necessity if you hope to be successful on the battlefield.


    Naval Combat

    Imperial Splendour contains a reworked Naval System. We're trying to provide a more realistic experience, but not overly boring and time-consuming. The goals which we are aiming for are

    • Stronger Hulls - Ships of the line usually don't sink
    • Realistic Maneuverability - Ships don't have a break. They can not turn 90° on the spot. Ship maneuverability has been changed while keeping large differences between the different ship sizes
    • Useful Ammunition - Each shot-type shall have its uses, yet not be overpowered. Round shot is the most accurate, yet only really effective against hull and cannons. Chain shot hurts the sails but is very inaccurate. Grapeshot decimates the crew, but can only be used at short range
    • Fitting Morale - In order to make sure ships not sink so easily, they must surrender before they sink. Morale has been fitted to this.

    Our battle mechanic is currently under development and is not part of any mod. However, you can visit here and download the development version. Your feedback would be greatly appreciated.

    Recruitment system

    Our goal is to create a new recruitment system based on region.
    This means that the number of different units in building recruitment queue should be limited.
    On the other hand, the unit recruitment queue for general will be unusable.
    The new recruitment system should be similar to the one that Steph developed for Master of Europe


    I.S future Recruitment System
    I.S recruitment system

    1. Custom battles vs Campaign

      First, I propose to separate Custom Battles and Campaign units.

      Custom Battles units will be strictly restricted to the faction own historical roster and units will not be "cloned".
      Doing this, the Custom Battles pack will be useful to test units in the game and will be used as a base to create Campaign Units packs.

      Campaign units will be separated into 3 parts: national units, occupation/allied units, and Area of Recruitment (AOR) OR units.
      National, occupation/allied and AOR units will be created from Custom Battle unit pack by cloning db entries.
      Separating those 3 pack should help to avoid confusion in db tables.
    2. Custom Battles Units

      Custom battle units will correspond to the faction's historical roster and divide by periods (early/middle/late).

      Creating the Custom Battle Units pack will be the first step to add units in the game.
      Custom Battle units will appear in Custom Battle only, never in Campaign.
      They will not have to be tied to building for recruitment.

      Once units had been successfully tested in game, they will be used to create Campaign Units packs.
    3. Campaign Units
      1. Campaign - National Units

        As done in MoE, national units will be available only in homeland region and only for the faction which they historically belong to.
        The national unit will also be cloned per homeland regions :
        • French Line Infantry {France}
        • French Line Infantry {Alsace}

      2. Campaign - Occupation/Allied Units

        Occupation units will be created by cloning national units, except guard and elite ones and giving slightly lower stats (moral ?) than their national counterparts.

        As done in MoE, occupation units will be available only in homeland region and only for all faction except faction to which homeland belong.
        Occupation unit will also be cloned per homeland regions :
        • Allied French Line Infantry {France}
        • Allied French Line Infantry {Alsace}

      3. Campaign - AoR Units

        The main difference between national and occupation units is that AoR unit are not "regionalized".
        They are available through a regional area (one to several regions) and only have a global recruitment limit.

        Like National Units, a limit will be fixed to 1/2 of max historical availability.

        They represent mercenary or foreign volunteers.

        AoR units can be :
        • "national" units (only available to the faction they historically belong to) such as foreign volunteers ;
        • regional/natives units (available for all faction occupying the region).


        example :
        • French Swiss line infantry: available only for France but AoR extended to west Europa (France, Spain, Italy, Germany) and limited to 5 units (approximatively 10 historically) ;
        • French German Line infantry: available only for France but AoR extended to parts of west and central Europa (France, Alsace, Germany) a limited to 8 (approximatively 16 historically) ;
        • Allied Bengali sepoys: available for all factions owning northern India and limited to units.




    This system should be extended to naval recruitment.

    1. Custom Battle Units

      Custom battle units will correspond to the faction's historical naval roster and divide by periods (early/middle/late).
    2. Campaign Units
      1. Region-based naval recruitment

        Like land units, recruitment will be "regionalized".

        A region could be separate into 4 types :
        • Naval building level 0: can only build small ships (brig, etc.) ;
        • Naval building level 1: can build small ships and merchant's vessels ;
        • Naval building level 2: can build up to medium military vessels (frigate) ;
        • Naval building level 3: can build all type of ships, up to the most complex ones.


        The only region with historical "naval building level 3" should be able to build the most complex vessels.
        This means they have a historical naval tradition.
        Those regions are, at least: England, France, Spain, Cuba, United Province, Denmark, Sweden, Ingria (only way to allow Russia to build big vessels), Naples & Sicily, Rumelia (?).

        Recruitment limit will be fixed per region.
        units will be separate in National Units and Local Units (equivalent to occupation units).
      2. Naval National Units

        Naval National Units will be available only in homeland region and only for the faction which they historically belong to.
        Recruitment will be fixed per region.

        Example :
        Spanish can build :
        • Spanish 80 guns first rate {Cuba} in Cuba if they have a naval base ;
        • Spanish 80 guns first rate {Spain} in Spain if they have a naval base.

      3. Naval Occupation Units

        Naval occupation units will be available only in homeland region and only for all faction except faction to which homeland belong.
        This is particularly important for factions unable to build ships, such as Bavaria or Saxony.
        If such faction occupies a sea region, they will be able to build local ships, relying on local "naval tradition".

        Example :
        Austria can build vaisseau de 80 canons {France} if they occupy France



    To sum up I.S Recruitment System we should create: Custom Battle Units, Campaign - National Units, Campaign - Occupation Units & Campaign - AoR Units




    MoE Recruitment System
    MoE recruitment system

    1. Homeland region :

      A region is necessary the "Homeland" for a define faction.

      Example :
      • Brandenburg and East Prussia are considered as Prussian homeland regions
      • France and Alsace are considered as France homeland
      • etc.


    2. National units vs Occupation/Allied units :

      National units are only available for the faction to which they belong AND in faction's homeland regions.
      Occupation/Allied units are available for all faction except faction to which homeland belong.

      Example :
      French Line Infantry is only available for France faction and in France and Alsace regions
      Allied French Line Infantry is available in France and Alsace regions for all factions except France one.
    3. Regional recruitment and recruitment limits

      National and Occupation/Allied units are "cloned" per regions.

      Example :
      France region allow recruitment for "French Line Infantry {France}" and "Allied French Line Infantry {France}"
      Alsace region allow recruitment for "French Line Infantry {Alsace}" and "Allied French Line Infantry {Alsace}"

      French Line Infantry {France} and French Line Infantry {Alsace} are cloned units as well as Allied French Line Infantry {France} and Allied French Line Infantry {Alsace}.
      This means that is would be better to separate db tables: one for national units and one for occupation/allied units
      It would be easier to manage.


      National and Occupation/Allied units recruitment is limited to a defined number.
      The global number is the sums of each regional limits.
      The global number is equal to 1/2 of the historical maximum availability.

      Example :
      France had had a maximum of 110 French line infantry regiments.
      The global limit will be fixed to 110/2=55 units
      This global limit will be divided up into French homeland regions :
      A limit could be fixed to 50 for France and 5 for Alsace

      The limit could be reduced for Occupation/Allied units, maybe to 1/3 of historical maximum availability for national units.
      Example :
      Allied French line infantry availability could be limited to 34 in France and 3 in Alsace



    Non-Military Gameplay Aspects

    Spoiler Alert, click show to read: 

    [WIP]
    AI, Economy, Unrest and Research fall in this category.

    Abthe out economy, The IS team will explore several possibilities improve the game- play. To help reduce the way the AI "spawns" armies is to the limit of unit number available to recruitment and use a high recruitment. Furthermore, building chains will be modify to add more economic and repression effects. It is the hope of the IS team that will create a more consistent AI, and therefore, a more challenging experience.

    Our new Soundtrack

    Spoiler Alert, click show to read: 
    Wolfgang Amadeus Mozart - Requiem in D minor, K. 626, performer: Markus Staab and Papalin

    Franz Joseph Haydn - String Quartet 'The Lark', Hob. III:63, performer: Musopen String Quartet

    Emerico Lobo de Mesquita - Salve Regina, performer: Coral ARS NOVA

    José Lidon - Organ Sonata de primo tono, performer: Rob Peters

    Francesco Gasparini - Adoramus te, performer: Michel Rondeau

    Carl Philipp Emanuel Bach - Prelude and 6 Organ Sonatas, Wq. 265, performer: Michael Schopen

    Franz Joseph Haydn - L'isola disabitata, Hob. XXVIII:9, performer: Salvador Porter Orchestra

    Carl Philipp Emanuel Bach - Solfeggio in C minor, H. 220, performer: Dick Koomans

    Franz Joseph Haydn - String Quartets, Op. 74, performer: Amadeo Modigliani Quartet

    Franz Joseph Haydn - Symphony no. 45 in F sharp minor 'Farewell', Hob. I:45, performer: European Archive

    Giuseppe Maria Cambini - Wind Quintet no. 2 in D minor, performer: Soni Ventorum Wind Quintet

    Wolfgang Amadeus Mozart - Overture to The marriage of Figaro, K. 492, performer: Musopen Symphony

    Luigi Boccherini - Cello Concerto No. 9 in B-flat major, G.482; preformer: European Archive

    Wolfgang Amadeus Mozart - Overture to The Magic Flute, K. 620, performer: Musopen Symphony

    Wolfgang Amadeus Mozart - The Magic Flute, K. 620 - aria Der Hölle Rache kocht in meinem Herzen, performer: Sandra Partridge, soprano; Trisdee na Patalung, conductor; Siam Philharmonic Orchestra

    Wolfgang Amadeus Mozart - The Magic Flute, K. 620 - Marsch der Priester, performer: Trisdee na Patalung, conductor; Siam Philharmonic Orchestra

    Wolfgang Amadeus Mozart - Sonata for Piano Four-Hands in C, K. 521, performer: Simone Renzi

    Ludwig van Beethoven - Symphony no. 3 in Eb 'Eroica', Op. 55, performer: Musopen Symphony

    Wolfgang Amadeus Mozart - Violin Concerto no. 3 in G major, K. 216, performer: NOVA Community Chorus

    Wolfgang Amadeus Mozart - Misera, dove son!, K.369, performer: Jeanine De Bique

    Wolfgang Amadeus Mozart - Symphony no. 40 in G minor, K. 550, I. Molto Allegro and IV. Allegro, performer: Musopen Symphony

    Maria Theresia von Paradis - Sicilienne in E-flat major, performer: Stefano Ligoratti

    Luigi Boccherini - String Quartet no. 7 in G minor, Op. 32, I. Allegro comodo, III. Minuetto con moto, IV. Allegro giusto; performer: European Archive

    Hyacinthe Jadin - 3 Sonatas, Op. 3 - III. Sonata in C major - 2. Adagio; performer: Jean Dubé

    Carl Philipp Emanuel Bach - 12 Variations on 'Follies of Spain', H. 263 (Piano version); performer: Stefano Ligoratti

    Carl Philipp Emanuel Bach - Flute Sonata in A minor, H. 562 - II. Allegro; performer: Lydia J. Roth

    Manoel Dias de Oliveira - Attende cælum; performer: Coro e Orquestra Domine Maris

    Ludwig van Beethoven - 7 Variations on 'Bei Männern, welche Liebe fühlen', WoO 46; performer: Wendy Warner

    Giuseppe Maria Cambini - Wind Quintet no. 3 in F major- II. Larghetto sostenuto and III. Rondo: Allegro con brio; performer: Soni Ventorum Wind Quintet

    Ludwig van Beethoven - Sextet in E flat major, Op. 81b; performer: Marlboro Music

    Wolfgang Amadeus Mozart - 12 Variations on a French Nursery Theme K 265; performer: Simone Renzi

    Johann Philipp Kirnberger - Chaconne in D major, EngK 59; performer: Mark Rich

    Wolfgang Amadeus Mozart - Clarinet Concerto in A major, K. 622 - I. Allegro; performer: Sabato Morretta

    Ludwig van Beethoven - String Quartet No. 6 in B Flat Major, Op. 18, No. 6; performer: Musopen String Quartet

    Georg Friedrich Händel - Music for the Royal Fireworks; performer: ?; source: The open source audio collection 78 RPMs & Cylinder Recordings

    Thanks to all the musicans who provided their music under cc-licenses

    Downloads and Installations
    Spoiler Alert, click show to read: 

    We currently have two different versions of play: 2.2.1b and Rise of the Republic (a special late campaign mod)

    if no image appears above, please click on the following links: Version 2.2.1b or Rise of the Republic
    DISABLED FOR NOW SCROLL DOWN




    IS Development Team Past contributors
    Spoiler Alert, click show to read: 


    Contributors
    Previous IS' team members
    Don504 : DB_table editor (db), 2D artist , Historian (North America)
    Flikitos : Previous Leader, 2D and 3D artist, ESF Editor, DB-table Editor
    JaM : Mechanic Battle and Campaign Designer, DB-table Editor, Historian
    TuranianGhazi : 2D and 3D artist
    Ahiga : Lead Creative Designer
    Dazo :
    Dogmeat :
    FX, mod-architectureFortes : Co-creator of the mod IS III version
    Flaviuss : 2D and 3D artist
    gomer_pyle : Artworks and mapping
    Kenniston5 : Technology Trees, startpos editor
    Lazy Knight : Script lua programmer, and DB-Editor
    MegasAlexandros : 2D and 3D artist
    Okmin :
    Co-creator of the IS III version


    Special Thanks to Other Contributors
    162eRI : Historian (Flags)
    Danova/Ornamentum: Hungarian Hussars, Albanian Warriors (Bashi Bazouks), French Colonial Marines, Spanish Carabineros, Hungarian Grenadiers, Trabant Guard, Spanish Marines
    Erasmuss777: Danish
    ErikBerg : Historian (Sweden)
    HellFell: Russians, Spanish
    Jarnomiedema: Dutch
    Naxzul666 : Videographer
    Shokh: Thanks for your Great Installer!
    Sir Caesar: Moroccans, Persians Barbary Pirates, Hajduks, Hungarian Line, Grenzers, British Rangers, KTKG units
    Spanky: Proper Militia (used for our levy line grade troops & Minutemen)
    Ottoman Total Realism Team: Cairo Janissaries & Sekban Janissaries
    ToonTotalWar Team (Creator) ToonTotalWar (Creator), gary, kave-In, Officerpuppy, Newman55f9, MorganH, Major, tiyafeh, carricanta, nigelnire:
    2nd Catalonians & British Royal American Line

    Shredder and Hetmanate mod team : mesh groups for early French hussar



    If you want to talk about the mod, visit this thread
    If you want to keep posted on the latest news subscribe to this thread and our News and Announcements thread
    Follow us on Facebook and Twitter.

    Last edited by Quintus Hortensius Hortalus; July 13, 2019 at 01:41 PM. Reason: Rep buttons, links updated and music list added

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