This is a great and sadly virtually unknown game and I hope there's some big drive to get it sold again with this mod of mine but unmodded it's too easy to win even on balanced so I present my mod which makes it both more accurate and more difficult. Pointing out what hasn't changed would be quicker. (Click the red buttons which say download now, not any of the other ones.)
http://www29.zippyshare.com/v/1719879/file.html
http://www29.zippyshare.com/v/45462314/file.html
http://www29.zippyshare.com/v/95742305/file.html
http://www52.zippyshare.com/v/45109834/file.html
http://www34.zippyshare.com/v/26981034/file.html
Samhain Mod
Moderators: Slitherine Core, The Lordz
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- Staff Sergeant - Kavallerie
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Samhain Mod
Last edited by Samhain on Mon Oct 21, 2013 10:05 pm, edited 8 times in total.
In spite of the Final Fantasy character it's pronounced sao-win after the Irish pagan god of death. I'm not a pagan but we're on a wargames website so I thought it fitting.
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Re: Samhain Mod
Cool - I hope somebody gives it a try.
Can you list the changes you made and maybe explain with screenshots so people know what to expect and are more likely to download?
Can you list the changes you made and maybe explain with screenshots so people know what to expect and are more likely to download?
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- Staff Sergeant - Kavallerie
- Posts: 344
- Joined: Fri Jun 26, 2009 2:58 am
- Location: Cork, Ireland
Re: Samhain Mod
http://www.flickr.com/photos/63374244@N08/9691003054
Well there's a lot to take in but here goes.
* Most terrain has been altered to reduce effectiveness even more- cavalry are especially heavily punished.
* The defence of the cavalry is down and its attack up.
* Siege artillery are even more effective at bombarding but worse at nearly everything else.
* Some generals were changed. Napoleon now gives an attack bonus of 5 but no defensive bonus. Wellington gives an attack bonus of 1 and defence bonus of 6. von Clausewitz gives a boost of 3 each. As is automatic to the game engine their costs have gone up proportionally.
* Transports and merchants are faster but weaker.
* Occupied production rate is up to 100.
* Mud and winter efficiency are 40.
* Efficiency regain is 90.
* Experience per quality and survivability increase are now both 25.
* Chance of revolt per turn is down to 1 with months before auto revolt and final revolt up to 21. Now rather than a number of revolts from a vassal that are easy to crush there can be one big one from that vassal with a far better chance of succeeding which is what happened historically as far as I know.
* Max labs is 10.
* Cost to buy first lab is 1. No price increase but no refund either.
* Austria has the first level of skirmishing already researched and everybody has cavalry charge researched (there were cavalry charges millenia before the Napoleonic Wars after all). Russia has all weather techs researched. Some French research has been gained and some lost. Manpower was reduced proportionately to what % of its total tech possible was added to this country or that.
* A number of land units' quality is down and survivability up. Shock has been eliminated and replaced with boosted attack power.
* Horse artillery are faster but weaker.
The mod only works for the full war scenario. I'm not sure why.
Well there's a lot to take in but here goes.
* Most terrain has been altered to reduce effectiveness even more- cavalry are especially heavily punished.
* The defence of the cavalry is down and its attack up.
* Siege artillery are even more effective at bombarding but worse at nearly everything else.
* Some generals were changed. Napoleon now gives an attack bonus of 5 but no defensive bonus. Wellington gives an attack bonus of 1 and defence bonus of 6. von Clausewitz gives a boost of 3 each. As is automatic to the game engine their costs have gone up proportionally.
* Transports and merchants are faster but weaker.
* Occupied production rate is up to 100.
* Mud and winter efficiency are 40.
* Efficiency regain is 90.
* Experience per quality and survivability increase are now both 25.
* Chance of revolt per turn is down to 1 with months before auto revolt and final revolt up to 21. Now rather than a number of revolts from a vassal that are easy to crush there can be one big one from that vassal with a far better chance of succeeding which is what happened historically as far as I know.
* Max labs is 10.
* Cost to buy first lab is 1. No price increase but no refund either.
* Austria has the first level of skirmishing already researched and everybody has cavalry charge researched (there were cavalry charges millenia before the Napoleonic Wars after all). Russia has all weather techs researched. Some French research has been gained and some lost. Manpower was reduced proportionately to what % of its total tech possible was added to this country or that.
* A number of land units' quality is down and survivability up. Shock has been eliminated and replaced with boosted attack power.
* Horse artillery are faster but weaker.
The mod only works for the full war scenario. I'm not sure why.
Last edited by Samhain on Wed Oct 16, 2013 4:20 pm, edited 1 time in total.
In spite of the Final Fantasy character it's pronounced sao-win after the Irish pagan god of death. I'm not a pagan but we're on a wargames website so I thought it fitting.
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- Staff Sergeant - Kavallerie
- Posts: 344
- Joined: Fri Jun 26, 2009 2:58 am
- Location: Cork, Ireland
Re: Samhain Mod
I'd also recommend setting it so that quality and survivability boosts need 100 experience in the general file.
In spite of the Final Fantasy character it's pronounced sao-win after the Irish pagan god of death. I'm not a pagan but we're on a wargames website so I thought it fitting.
Re: Samhain Mod
The mod looks interesting but the download links doesn't work anymore. Any chance you could upload the mod again?
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- Lance Corporal - Panzer IA
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Re: Samhain Mod
I would also like to get a shot to play this mod.
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- Staff Sergeant - Kavallerie
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Re: Samhain Mod
Me too!jmac53 wrote:I would also like to get a shot to play this mod.