Ultimate Campaign – This is a modified Early Campaign with many modifications. The biggest of these are that they set for DarthMod Units sizes for starting armies and the Grand Campaign has expanded victory conditions.
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The added benefit is that Darth, unlike most modders, has made the mod especially easy to download and incorporate into Vanilla (no cutting and pasting of files).Grand Campaign – It is pretty close the way CA released it with a few small changes. The bottom line is that I would greatly encourage anyone to experience the Darthmod version, especially those who are not shy about using diplomatic in addition to military strategems. However, I do not believe this is significantly different from the way the AI operates in Vanilla. The enemy horse does charge home more frequently, but is usually decimated by the time it reaches the infantry which it often charges head on.
Also, I have noticed that in a battle, the enemy infantry rarely charge home, stopping instead conveniently in front of my artillery which is loaded with canister. As a result, I have abandoned the use of howitzers totally, substituting a 12 LB regiment in its place. However, having run several experiments with the howitzers after observing their less than stellar performance in battle, I find their accuracy to be abysmal and cannister effectiveness non-existant, compared to Vanilla. (Note: Darthmod does allow for 40-unit armies, but I find it difficult to take advantage of the terrain with the larger sized armies).
I limit myself to three artillery regiments in a 20 unit army, and only one, if any, would be a howitzer, the other two being my favorite, horse artillery. My primary complaint with Darthmod is that it appears to have totally neutered the effectiveness of howitzers. In short, I had not experienced this degree of agressiveness by smaller factions in Vanilla, and find it makes for a much more challenging environment. This was resolved by keeping a French army under Bernadotte in the Westphalian woods near the bridge, which successfully ambushed and drove off several Prussian attacks. This was complicated moreso by the fact that the Prussians (a French enemy) were also after Westphalia and were not intimidated by the militia unit on the bridge. I then funnelled enough money to the Westphalians to allow them to keep the Hessians at bay. However, by placing a French militia unit on the bridge between Westphalia and Oldenburg, I was able to keep out the Danes whom, as allies, would not attack a French unit. Unfortunately, this was soon followed by the Danes and Hessians (both my allies) declaring war on Westphalia, forcing me to ellect to retain their alliances at the cost of Westphalia. The Danes overcame this difficulty, to my surprise and delight, by launching an amphibious attack on Oldenburg and conquering the duchy. The problem for Denmark was that Mecklenburg was a barrier to an invasion of Oldenburg by land. Later, with Denmark as an ally, I encouraged it to declare war on Oldenburg (Frisia) which was threatening my protectorate Westphalia (Cleves). For example, early in the French campaign after Bavaria becomes French (Rhineland Confederation) and Austria attacks Munich, the Wurtemburg army (French allies) successfully drives them off. In the latter, I have experienced events which I have not encountered with Vanilla. In the former, artillery explosions are more impressive and the battle smoke and musket discharges are stunning, almost recreating a true fog of war from a local commander's perspective unless there is a breeze blowing. The upside for me consists of the battle graphics and the interaction of the various factions. I have completed a Prussian campaign in Darthmod v.2.65 Epic+++ and am using it currently in a French campaign.