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Napoleon Total War: Darthmod Napoleon

Apr 13 2013 07:11 PM | VIPER in Strategy News

[url="https://www.youtube.com/watch?feature=player_embedded&v=fSew95BV97I"]]


DARTH VADER has recently notified us of a new 2.65 "Epic Edition" update for his total conversion napoleon darthmod.

Quote DARTH VADER :
The gameplay is vastly improved, the arcade feeling of the official game is removed and not only that... You will witness the full power of the new DarthMod Formations, which make the Battle AI to attack you without hesitations and weak plans. Join the Dark Side and you will be crushed! Satisfaction -> Guaranteed!


Changes in this version:

  • Drastic CAI tweaks for a better diplomacy, challenge and effective Britain. AI ships should be repaired too.
  • Land & Naval Autocalc Improvements.
  • Mass improvements. Melee penetration much more intense.
  • BAI decisioning improvements. It should be more challenging.
  • Canister should have better trajectories (Thanks to Bran Mac Born tip about high elevation).
  • Soldier synchronization even more realistic.
  • All 40 Unit Saves refreshed.
  • After many requests, the Launcher offers now the option of "Auto-Start" or "Manual-Start". In "Manual-Start" you can set the Launcher options and then use the official game shortcut to play the game. Use this method to launch DarthMod if you anticipate CTD at startup.

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Darthmod Napoleon



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Napoleon Total War: Darthmod Napoleon

Feb 08 2013 12:34 AM | VIPER in Strategy News

[url="https://www.youtube.com/watch?feature=player_embedded&v=fSew95BV97I"]]


DARTH VADER has recently released a new 2.6+ "Epic Edition" update for his total conversion napoleon darthmod.

Quote DARTH VADER :
The gameplay is vastly improved, the arcade feeling of the official game is removed and not only that... You will witness the full power of the new DarthMod Formations, which make the Battle AI to attack you without hesitations and weak plans. Join the Dark Side and you will be crushed! Satisfaction -> Guaranteed!

Changes in this version:

  • BAI and melee mechanics fine tune. Now you should enjoy the game to the maximum. Prepare for powerful AI musket Lines.

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Darthmod Napoleon



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SimCity is “built to be moddable,” say Maxis

Nov 29 2012 11:21 PM | DarkXess in Strategy News

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EA Maxis have been talking more about next year’s SimCity reboot, and the new GlassBox engine that’s powering it. Just earlier we went inside the GlassBox engine to talk a bit about how the new tech will work differently to SimCity games of old, but there’s even more good news. Shacknews sat in on a GDC panel in which Maxis confirmed that the new engine has been designed with modders in mind.

Creative director Ocean Quigley said that the new SimCity will use the “same package format The Sims and SimCity 4 used,” which means it’ll be more familiar to seasoned SimCity tweakers. “We know modding is hugely important to our community,” Quigley said. “We know the reason why people are still playing SimCity 4 ten years later is because the modding community has kept it alive. GlassBox is built to be moddable, but beyond that we haven’t announced anything.”

We don’t know if there’s an official SDK in the works, then. Yet. Even without one, top modders will hopefully be able to tinker with the new engine’s insides and bring us a new wave of add-ons and updates, so hooray for that.

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Company Of Heroes - Eastern Front Updated

Nov 28 2012 03:10 PM | VIPER in Strategy News

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blackbishop informed us that the Eastern Front Development Team has released an updated 1.71 version of the mod on their website, this fixes various issues found in the 1.70 update of the mod.

  • Quote blackbishop :
    The new version 1.7.0.0 has been released! It has been 11 months of development and we have a a lot of changes coming, we also have a couple of new members: DMz and Beefy^ which will help us on the soviet and ostheer fronts of the mod. Now, for some details of what the patch contains:

  • Fixed sync error that occurred when 2+ human players was playing with 1+ AI player.
  • Fixed KV-1's accuracy at medium - long ranges, they were swapped.
  • Strelky AT grenade now requires armoury to be built only once.
  • Fixed Guard's Description.
  • Fixed Cromwell smoke barrage ability.
  • Fixed Calliope Command Points requirement.

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Eastern Front



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Company Of Heroes - Eastern Front Updated

Nov 20 2012 05:51 PM | VIPER in Strategy News


blackbishop informed us that the Eastern Front Development Team has released the 1.70 version of the mod on their website

  • Quote blackbishop :
    The new version 1.7.0.0 has been released! It has been 11 months of development and we have a a lot of changes coming, we also have a couple of new members: DMz and Beefy^ which will help us on the soviet and ostheer fronts of the mod. Now, for some details of what the patch contains:
  • The most important achievement from this version is than now Eastern Front has been optimized! Thanks to DMz and Beefy^ now Eastern Front mod will use less resources, which means we expect players get a better experience while playing instead of frequent crashes.
  • Soviets now have their own flags in their captured points, which means you won't see that blue flag anymore neither an allied flag. This also applies for Victory Points.
  • Soviets now also have new models for their Firebase emplacement and their Outpost.
  • Jumbo is no more the reward unit for the Calliope, which means the US faction has one less unit as reward, we might add one more or not in the future, although right now we cannot think of anything that fits.
  • New maps, and many changes for the old ones to make sure they stay balanced.
  • New weapon models for soviets, courtesy of inukshuk and eliwood.
  • Soviets now display stats.

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Eastern Front



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XCOM: Warspace Extension Mod

Oct 30 2012 04:16 AM | DarkXess in Strategy News

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XCOM: Enemy Unknown Warspace Extension mod rebalances darn near everything


Taken out of context, “Warspace Extension” sounds like the subject of a cheeky spam email to a military general. For XCOM: Enemy Unknown commanders, it’s the name of a mod overhauling weapons, enemies, armor, squad performance, and practically everything else housed beneath Firaxis’ turn-based Sectoid-slayer. Commence Operation: Righteous Replay.

Author BlackAlpha suggests enjoying Warspace on Classic difficulty, but before you reach for that laser wrist-cutter you just researched, he assures the mod’s tweaks retains Normal mode’s challenge for easier engagements.

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Warspace Extension



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XCOM: Second Wave Mod

Oct 18 2012 04:45 AM | DarkXess in Strategy News

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XCOM: Enemy Unknown mod enables “Second Wave” advanced campaign options


When helplessly watching your squad of veterans get disemboweled for the umpteenth time feels like a dull affair in XCOM: Enemy Unknown, it’s time for a psi-blast of extra variety with Second Wave. Second Wave was a planned feature by Firaxis to furnish extra gameplay options and tweaks for commanders starting a new single-player campaign after completing it once. And most of it is recoverable.

Former Community Manager “2K Greg” revealed Firaxis’ intent to implement the extra bay of options, but time constraints caused the feature to be scrapped. The majority of Second Wave’s files remain intact within XCOM, however, and a salvo of INI and profile tweaks — all packaged neatly in a handy walkthrough enables (mostly working) toggles for various mutations to weapon performance, soldier stats, and even guaranteeing critical hits while flanking.

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Second Wave



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Total War Darthmod creator retires

Sep 21 2012 05:11 PM | DarkXess in Strategy News

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Nick “Darth Vader” Thomadis has announced that there won’t be any more follow ups to the popular Darthmod series of mods for Total War after receiving no invite to The Creative Assembly’s upcoming modders’ summit. “There will be some support for older games, if needed, as all my mods are complete now but there will be not a new DarthMod for new Total War games and of course not for the upcoming RTW2,” said Thomadis on Facebook.

“Do not worry about the future of the current DarthMods. They will stay and will be probably somewhat more improved. Maybe now I will have more time to play them.”

The Empire, Napoleon and Shogun 2 versions of Darthmod offer some of the most comprehensive player-made updates to Total War games in recent years. They’ve gained a reputation for being ruthless, difficult and beautiful. Dozens of collaborators have updated each edition with layers of audio, visual and AI updates, making Darthmod a go-to choice for players looking for extra challenge from Total War. Thomadis mentions that Darthmod for Shogun 2 has amassed quarter of a million downloads since its release in March.

If you fancy trying Darthmod out, you can find the latest versions of the Darthmod updates for Shogun 2, Empire: Total War and Napoleon in our downloads section.

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Empire Total War: Darthmod Empire

Sep 18 2012 12:30 PM | Leopard in Strategy News

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DARTH VADER has recently released 8.0 Platinium version of his mod.

Biggest Changes:
  • New formations make the BAI far more effective, especially in defense. Several adjustments to formations and other settings make the BAI to line up better, generally to behave much more efficiently and be more challenging. You should now notice increased difficulty even in custom battles. The New formations make the BAI to form also double or triple lines when needed, which is necessary when it commands a... 40 Unit army... the new feature of DarthMod Empire (read below).
  • Much better melee mechanics resulting to more violent hand to hand battles and animations. Changes in unit movement and physics mechanics together with other settings provide much more dynamic melee, ferocious and violent, as realism requests. By improving a lot the melee and animation mechanics units become much more agile when fighting and also the BAI is benefited by being more responsive. Unit speeds and responses superbly balanced not only for more violent melees and better timed volleys but also for much less Siege Lag.
  • Melee penetration increased to the extreme cinematic effect.
  • Unit Vertical rank space increased to proper levels (Maybe it contributed to the Fort Lag).
  • Several improvements to projectile physics and trajectories.
  • Morale more dynamic (Units are affected more from musketing and cannon fire but do not shutter and can regroup). Native American morale increased for balance.
  • Some repairs in the formations in the off sets to achieve even better BAI.

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Darthmod Empire



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WIP Report - Eastern Front Mod

Sep 15 2012 07:02 PM | Leopard in Strategy News

blackbishop informed us on our forums about the Eastern Front update which contains pictures showing new command trees, Ostheer & other new additions.

Quote blackbishop :

Too much things have happened after the last announcement in this topic, however, due to RL commitments I wasn't able to post them in our usual sites. If you haven't watched them in ModDB, it is a good time to show them.


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Check out the topic to view all screenshots he sent us showing his work.

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