Camarades généraux et officiers,
Après 4 années de développement, nous sommes (vraiment vraiment) fiers d'annoncer la 4ème version de notre cher et épique mod NTW3 !
NTW3 version 4.0 comporte maintenant :
- 611 unités (76 nouvelles)
- 145 cartes (9 nouvelles)
- 23 batailles historiques (2 nouvelles)
- Campagne solo complètement fonctionnelle (oh yeah !!!)
- MP Naval-Mod de Commodore Wesleys
- Nombreuses corrections d'uniformes
- Améliorations du gameplay
- Eeeeet 6 nouvelles factions
Factions
- Rheinbund
- Regno di Sardignia
- Großherzogtum Berg
- Königreich Hannover
- Großherzogtum Baden
- Großherzogtum Hessen
- Herzogtum Braunshweig
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Unités
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Cartes
- Spoiler:
- Nouvelles cartes
Cartes refaites
New Corner Deploy Maps
New Attack Defend Maps
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Nouvelles fonctionnalités multijoueur
- Nouveau système de notation pour toutes les factions
- Spoiler:
- This is to aid in creating balanced battles with uneven numbers of players, or teams with different skill levels.
Basically each faction now has an Effectiveness Rating. This varies from 20 for the Major powers (France, Russia, Prussia, Austria & Britain) to as low as 10 for some of the new, restricted, minor factions.
This rating is a guide only. It is calculated from the troop quality, price penalties & types of troops available to a faction.
For example:
Poland has a wide range of high quality troops available & they pay almost no price penalty for them. ER=19.
Hesse – Darmstadt has a small selection of elite troops available. With the Pricing penalties they cannot fill more than 10-12 slots in a MP battle. ER=12.
Naples has a large roster of poor troops (except for some cavalry & couple of Guard Infantry). ER =15.
To use the ratings:
Each team in a battle is given a total Effectiveness Rating. These can be the same for a balanced battle. One side may receive less because they have a defensive advantage, or more experienced players who want a challenge.
The value of the combined ERs of the selected factions may not be greater than the agreed amount.
For example:
5 players wish to have a battle. To make it balanced it is decided that each team may have a total ER of 40.
The team with 2 players picks 2 majors (ER 20 each).
The side with 3 players picks 2 restricted minors, Sardinia (ER10) & Hesse (ER12) plus one strong minor Bavaria (ER18). A total of 40
So both sides are, in theory, balanced.
Although one side has an extra player, two on their team have restricted minors that will only be able to fill 10 to 12 slots. So the numbers will comparable & the greater quality of the major’s troops will compensate for any deficiency here.
The flag of each faction in the multiplayer lobby with show the Effectiveness Rating. By looking at this it will be easy to see if the 2 teams are matched appropriately.
- Nouvelle unité de Command Point (CP)
- Spoiler:
- A slow moving objective, that can be positioned almost anywhere on the map.
The High commander & his staff have no ranged attack & are virtually immune to musketry & cannon fire.
They will defend themselves like grenadiers if close assaulted.
This is the only honourable way to claim your opponent's Command Point.
The Command Point will inspire near-by units.
Use this unit to create different scenarios in your NTW:3 multi-player battles, such as:
Defend a position.
Timed battle (suggest 30 minutes for two players, 45 for four, 60 for six & above)
The defending side purchases one or more CPs.
In the deployment part of the battle the defender positions his CP(s).
To win the Attacker must take the defenders CP(s) before the timer runs out.
The rules may specify that once placed a CP cannot be moved, or positioned in a building.
Cover your Train.
Each side purchases a CP.
The winner is the first side to eliminate the opponent's Command Point.
Variant Line of Communication (LoC)
When using one of the LoC maps the Command point can act as an extra VP, worth an agreed value. Rules for placement could be as ‘Defend a position’ above.
Handicap a team.
Outside the in-built Effectiveness Ratings of a faction you can further weaken it by buying a CP & spending extra points by boosting its experience.
Experience level 7 doubles the cost, 8 triples it & 9 increases it to five times the basic cost.
A CP bought to experience level 7 would reduce the Effectiveness rating of a faction by one, level 9 by two.
- Moral
- Spoiler:
- All values are 5x higher than previous versions, so a morale of 5 (in V3) is now a morale of 25.
The new system should produce more stable morale in smaller battles (2 to 4 players) As well as more predictable results all-round.
- Fatigue
- Spoiler:
- Greater fatigue costs for infantry running, shooting & melee.
Higher negitive effect to shooting for being fatigued.
- Infanterie
- Spoiler:
- New Drill system.
Infantry are now divided into 2 classes, conscripts & below (generally morale 4, or 20 in the new system) have poor drill. Better troops will form up & fire after movement quickly (a second or two). The lower grade troops will take 4-5 seconds.
Revised accuracy ratings: less difference between good & bad troops, slightly improved mid-range accuracy.
More fatigue for firing & greater decrease in firing effect from being fatigued.
Movement speed of large units increased.
Russian infantry marching speed further improved.
Musketry of Russian troops improved.
Musketry of Austrian troops improved.
Spanish Elite troops made more expensive & some with tighter caps.
Revamped Skirmishers: Their fire is less effective, but they are now cheaper & have the ability to ‘form-up’ & fight as part of the line. They will be very vulnerable to charges & cannot form square.
Most militia class units can now form close column (pike square).
- Cavalerie
- Spoiler:
- Better acceleration when moving.
Improved combat stat’s for medium & heavy cavalry.
Slightly decreased pricing for medium & heavy cavalry.
Slightly faster movement for medium (dragoons generally) cavalry
Light cavalry made slightly weaker (lower morale) for average units, or slightly more expensive for ‘battle cavalry’ (more capable elite units).
Lancers made less effective in sustained melee, but still strong in the charge.
Cossacks adjusted to be better at ‘hit & run’ tactics.
- Artillerie
- Spoiler:
- Solid shot more effective.
More effective canister for heavy guns.
Howitzers scatter increased. They inflict losses at about 2/3 the rate of an equivalent, 2 gun, 6pdr battery. But damage buildings about 1.5 times as fast.
Movement of all foot guns slightly increased, heavy guns getting a greater increase.
Cheaper 3/4pdr cannon.
Campagne solo retravaillée
Vous pouvez retrouver les notes de sortie détaillées et des infos additionnelles au sujet de la campagne solo en suivant ce lien :
-------> Notes de sortie de la campagne solo <-------
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Batailles navales solo & multi complètement intégrées
Le Realistic Naval mod de Lord Commodore Wesley a été complètement intégré à la version 4. C'est une version très améliorée du populaire Grand Fleet mod de Sharp. Des batailles navales beaucoup plus réalistes sont disponibles à la fois pour le solo et le multijoueur.
Certains changements avec les propres mots de Wesley :
- Spoiler:
- Naval battles are significantly improved from vanilla's, here are my tips for naval battles:
1. In the early part of the battle, you will want to get the wind gauge, or in non-sailor talk, be as upwind of the enemy as possible.
2. If you want your ship to turn faster, it is best to shorten your sail (I don't want to go into a physics lesson here, but it is historical). Also
If you want less damage to your sails, shorten them as well.
3. It is completely impractical to sail straight up wind (in sailor lingo it is called being in irons, for good effect as turning is difficult and you will hardly move at all). If you need to go upwind, it is best to zigzag up (called tacking).
4. The cannons are not very accurate at long range, if you want to do real damage, close into musket range (and if you want 100% hits, close into pistol range!). The main disadvantage to closing however is that it is much more difficult to disengage.
5. There are two elemental tactics, the manoeuvring methods (best employed when having smaller numbers or smaller ships) or the good old Nelson tactic, "Never mind manoeuvres, go at 'em!" (this one is best when you want to be aggressive and close in distance).
6. Remember that the turning arks are quite large and take up a lot of distance, your ship will not turn on a dime, so be careful!
7. In large ship of the line battles, (medium and large funds most likely) you will want your whole line fighting at the same time and not do the brush and pass method (reminds me a lot like jousting by the way) that many people tend to do. Line up with your enemy outside of range then close the distance. Fighting like this helps your vanguard ships (leading ships) from being destroyed.
8. You must find your best method, the larger ships will give a nice punch, but they will be overwhelmed by numbers. The 74 gun ship of the line has the best mix, but one on one will lose to a first or second rate. It is best to have a mixture of the heavy ships or the line and the lighter ships of the line and use them properly.
9. The lighter ships (frigates, brigs and sloops) are not effective in ship of the line battles, but in small funds (where at most the other person can only bring two or three ships of the line) they are much more dangerous. They can gain advantageous positions much quicker than ships of the line. The best solution is to have frigates of your own to gain the best position and prevent your opponent from capturing it.
10. Do not forget chain-shot. Even though a stray and lucky round-shot can take out a mast, the chain-shot is more effective at this. A ship that cannot move does not a very strong tactical purpose, and can be isolated and crushed quickly.
11. Boarding is a good way to capture ships, but it can take some time to board the enemy ship and can also expose the attacking ship as well.
12. Keeping your formation is your main and best objective to win in fleet battles. Naval battles require good organization (do not trust the auto fleet formations!). The commander who has the best control of the situation will win.
I also have to give thanks to Sharp's Grand Fleet mod, which created many amazing textures and wind direcetion/speed ratios, plus a whole lot more modifications that helped make this mod a possibility. Thank you again!
I must also thank the Lordz Modding Collective for the inspiration and encouragement plus all of its members.
~ Lord CommodoreWesley
Nouvelles batailles historiques
Dans un patch futur, vous aurez le plaisir de tester deux nouvelles batailles historiques : celles de La Rothière et de Corunna.
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Crédits
- Lord Avon Ulysses
- Lord Bloody Bill
- Lord Commodore Wesleydder)
- Lord Cosak
- Lord Davn
- Lord Desaix
- Lord Fullin
- Lord Hokomoko
- Lord Jean-Charles I
- Lord LeglessLannes
- Lord Liberalis
- Lord Sean Cappone
- Lord Von Clausewitz
Merci à l'artiste Katrin ’Rai-che’ Buttigova et à la personne qui a commandé ce travail, pour nous permettre de l'inclure dans la v4. Katrin est un artiste freelance et disponible pour certains travaux, alors jetez un oeil à son portfolio.
À propos de l'artiste :
"I'm a 24 years old illustrator, student of history of art and napoleonic reenactor from the Czech Republic. I've been focusing on history in my artwork and studies for eight years."
http://lesoldatmort.carbonmade.com/
Remerciement spéciaux à AL42, Bastiendep & Firetight (pour les écrans de chargement), Chuckman (pour ses recherches), Churruca (pour les batailles historiques), Girona (pour les unités suisses et papales), Oby (pour l'animation de téléscope), Uxbrigde (pour les modèles d'unités), Vilain de Bourg-en-Bresse, Haku, & et tous les testeurs solo, Ziuk, et les contributions de nos fans.
Nous voudrions aussi remercier les contributions de ces membres de la communauté du modding qui nous ont fourni leurs conseils, mods et outils qui nous permette de continuer à améliorer ce jeu :
The Hedge Knight (UAI & GF mods); Sharp (Grand Fleet mod); T.C(scripting tutor); Steph (conseils avec le mod SPC); HusserlTW (pour tous ses outils); Darth (pour tous ses conseils & connaissances).
Installation
Avant d'installer la nouvelle version, supprimez toutes les installations précédentes de NTW3 dans votre répertoire « Steam/Steamapps/common/napoleon total war/data ». Double-cliquez ensuite sur l'installateur de NTW3.
Lancez l'installateur et il installera/mettra à jour NTW3 automatiquement, à condition que Napoleon : Total War soit installé dans le dossier par défaut.
Si ce n'est pas le cas, vous n'aurez qu'à sélectionnez le bon dossier, et l'installateur fera le reste. Pour jouer, utilisez le raccourci de NTW3 sur votre bureau, comme d'habitude.
Si le mod est correctement installé, vous devrez voir l'écran de démarrage avec un petit texte rouge disant MOD Version 4.0.
NTW3 version 4.0 - Pack principal
NTW3 version 4.0 - Pack de batailles historiques
Liens miroirs:
- Spoiler:
Suite à une petite erreur, vous devez aller dans « Steam/Steamapps/common/napoleon total war/ » une fois le mod installé et renommer ces deux fichiers :
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- NTW3_HB_Unistaller
- NTW3_Unistaller
en :
- NTW3_HB_Unistaller.exe
- NTW3_Unistaller.exe
User Interface Mod
Si la résolution de votre écran est supérieure à 1600, nous vous recommandons fortement de télécharger ce petit outil qui améliorera grandement votre confort visuel dans l'écran de sélection d'unités.
Téléchargez-le, extrayez-le et placez-le dans « Steam/Steamapps/common/napoleon total war/data ».
Télécharger Pre-Battle Unit Selection mod
Un gros MERCI à toute la communauté de permettre à ce mod de continuer à vivre.
Vive l'Empereur !,
Les Lordz
http://www.TheLordz.org
Dernière édition par [Grognard]_Liberalis le Sam 7 Juin 2014 - 16:00, édité 12 fois