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Thread: PDER: Real Combat System 1.2

  1. #1
    Socal_infidel's Avatar PDER Piper
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    Default PDER: Real Combat System 1.2

    MEDIEVAL II TOTAL WAR:
    PRO DEO ET REGE
    “For God and King”
    POINT BLANK'S REAL COMBAT SYSTEM



    GENERAL: For those who wish to use the Real Combat System in Pro Deo et Rege.

    DOWNLOAD:
    Download from FileFront Here
    Download from MEGAUPLOAD HERE


    INSTALLATION INSTRUCTIONS: To install the Real Combat System, extract the .rar file to your MAIN PDER_v.0.4_Beta folder. When prompted, choose yes to overwrite the existing files.

    IMPORTANT NOTE!
    If you have already installed a previous version of RC AND have installed Patch 1 AND replaced the default export_descr_unit.txt with the RC EDU included in the Patch, then there is NO NEED to install PDER_RealCombat1.2.


    If you have not previous installed Real Combat for PDER and have already installed Patch 1, then you should install PDER_RealCombat1.2 to enjoy the Real Combat system.

    CHANGELOG:
    PDER_RealCombat1.2
    -Removed the files that were already included in the PDER v0.4 Patch 1
    -Updated unit stats and balancing issues in the export_descr_unit.txt

    PDER_RealCombat1.1
    -Added the export_descr_buildings.txt file (forgot last time)
    -Included slightly revised descr_strat.txt file with decreased rebel garrisons in Anatolia and Russia to facilitate Turkish and Russian expansion

    -Included a revised battle_models.modelsdb file to correct the invisible/liquid metal rebel generals problem

    PDER_RealCombat1.0
    -Integrates Point Blank's Real Combat System to Pro Deo et Rege.
    -Fixes the inability for Turks and Hungarians to build Assembly Halls outside their core provinces.
    -Adds a slightly revised Campaign Script to tone down Holy Roman Empire expansion

    CREDITS
    -Point Blank and all the people in his thread who contributed to the Real Combat System!
    -superfletch and Lekseitch for pointing out the problem with the Assembly Halls. Thanks guys!
    Last edited by Socal_infidel; August 10, 2007 at 03:41 PM.

  2. #2
    Socal_infidel's Avatar PDER Piper
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    Default Re: PDER: Real Combat System

    Updated links!

    Forgot to include the export_descr_buildings.txt last time (thanks izanagi11 for pointing this out)! Also included a revised descr_strat file with slightly decreased rebel garrisons in Anatolia and Russia to facilitate Turk and Russian expansion. Also included a revised battle_models.modelsdb file to cure the T-1000 Rebel generals!
    Last edited by Socal_infidel; August 05, 2007 at 04:18 PM.

  3. #3
    Suguchi
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    Default Re: PDER: Real Combat System

    Now there are no links!

    EDIT: Now there are links! ^_^
    Last edited by Mechstra; August 05, 2007 at 04:20 PM.

  4. #4
    Gigantus's Avatar Veni, Vici, Procudit
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    Default Re: PDER: Real Combat System

    Nearly peed my pants after the install: could only recruit peasants! Took my heart in both hands and pressed the end turn button - everything back to where it belongs. Man, I am getting too old for surprises like this!

  5. #5
    Ninefingers's Avatar Wimmer
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    Default Re: PDER: Real Combat System

    Were the cost and upkeep changes intended? I'm rolling in gold despite having half my settlements constantly under siege thanks to the reduced costs. Seems a bit excessive, especially with the trade center / trade hub cities.

    I'm not a big fan of RC in general, but I thought I'd give it a shot...as expected, I'm still not a big fan. The missile weapon range changes seem arbitrary and pay little heed to game balance (sieges / mountainous regions), the stats for completely different units can be almost identical (which may be more historically accurate but just makes them bland in my opinion) and the altered stats have an unfortunate tendency of completely borking the auto-resolve option. Add to that the generally painful pace of battles with the vastly reduced attack values and I start to fall asleep at the wheel.

    That said, I know a lot of people like it and I'm probably in the minority here - just thought I'd voice my opinion!


    "The enemy flees! Probably back to his palaces and prostitutes!" -Eastern faction battle announcer, Rome: Total War

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    JethroKirby's Avatar Aoba
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    Default Re: PDER: Real Combat System

    So far I like it, only problem I'm seeing is that the upkeep cost are changed. Not quite in keeping with the general idea of the mod. Spear militia was 100 upkeep as opposed to 255. Seems a bit off. Other than that i'm happy with it.

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    Socal_infidel's Avatar PDER Piper
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    Default Re: PDER: Real Combat System

    Quote Originally Posted by Ninefingers View Post
    Were the cost and upkeep changes intended? I'm rolling in gold despite having half my settlements constantly under siege thanks to the reduced costs. Seems a bit excessive, especially with the trade center / trade hub cities.
    Quote Originally Posted by JethroKirby View Post
    So far I like it, only problem I'm seeing is that the upkeep cost are changed. Not quite in keeping with the general idea of the mod. Spear militia was 100 upkeep as opposed to 255. Seems a bit off. Other than that i'm happy with it.
    Yeah guys, so far I haven't touched the unit recruitment/upkeep costs. So thanks for the comments. Hoping to get this type of feedback!

    It's funny, in my Russian campaign, I barely had enough money to fund two armies in my war with Poland. Meanwhile, ninefingers is rolling in it! And I liked the slower pace of battles! We'll see, I know some people aren't too keen on it.

    Thanks again for feedback! Cheers!

  8. #8
    Gigantus's Avatar Veni, Vici, Procudit
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    Default Re: PDER: Real Combat System

    I was caught in a corner by two full stacks, win or die was on the cards. And the buggers didn't attack!!! Had to suicide my units against their lines (ratio 1:4).
    That really spoiled my day. Hope it doesn't repeat.

  9. #9
    Socal_infidel's Avatar PDER Piper
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    Default Re: PDER: Real Combat System

    Quote Originally Posted by gigantus View Post
    I was caught in a corner by two full stacks, win or die was on the cards. And the buggers didn't attack!!! Had to suicide my units against their lines (ratio 1:4).
    That really spoiled my day. Hope it doesn't repeat.
    Yeah, actually don't think that was RealCombat as the Battle AI is Lusted's last one.

    Same thing happened to me though. Odd were better than that - 3:2 or so. Positioned my men on two hills for perfect cross-fire angles from my archers. And the Polish army just sat there! I guess it kinda made sense from their vantage point. Finally had to send in my Bodyguard on countless suicide charge after another!

    And that battle also showed me the power of Strzelcys. That was where three depleted units of them fought to the death for me! Decimated the entire right flank of the army all while under heavy return fire. God bless 'em!

    And then you had to go ruin my campaign by connecting Kiev to Asprokastron! Started another Russian campaign (they're quickly becoming one of my favorite factions) and now am hoping Poland attacks me again and starts another war!

  10. #10
    JethroKirby's Avatar Aoba
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    Default Re: PDER: Real Combat System

    I had that trouble with the vanilla AI the other day. Was defending one of my castles in North Africa as the Moors when Sicily and Genoa did a beach landing on the same turn and sieged my town. Managed to fend off about half the first stack but I ended up having to rush out and take them all on outside the walls. Pretty silly if you ask me! Managed to fight em off. Only reason it worked is because Sicily was on the other side of the walls, opposite Genoa battering rams. They just sat out there looking pretty. They even had ballistas. Would get a section of my wall to 90% or so and target another section. Just love the brilliant work CA did with the AI.

  11. #11
    JethroKirby's Avatar Aoba
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    Default Re: PDER: Real Combat System

    Quote Originally Posted by Socal_infidel View Post
    Started another Russian campaign (they're quickly becoming one of my favorite factions) and now am hoping Poland attacks me again and starts another war!
    Hmm... I need to get in on that Eastern European action. I've played nearly every faction except for Russia, Poland, and Hugary. I wasn't a big fan of the Muslim factions until trying the Moors. Love em. I like how in your mod they are like 2 different countries when you control the southern part of Iberia. The units you build there are so much different than in North Africa.

    EDIT: Never seem to finish a campaign though, always trying mods until I found one I like. So far I'm happy with this one . Maybe I'll finally stick with a campaign . Any Ideas who I should try? Key note is I like playing the underdogs.
    Last edited by JethroKirby; August 06, 2007 at 08:43 AM.

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    Ninefingers's Avatar Wimmer
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    Default Re: PDER: Real Combat System

    Well, giving it a more thorough go before heading off on holidays. The melee combat I can get used to, though cavalry seems a smidge too strong now in my opinion...but the missile weapon ranges still throw me off a lot. I think the "normal" and "long" ranges are necessary for the balance of missile units, and having missile cavalry with 180+ range is just absurd. You can destroy an entire army without ever being remotely close to them. I think the super-long ranges on certain foot archers can also really screw with sieges, as you can launch volleys of fire arrows at incoming siege equipment long before you 'should' be able to.

    That aside, I found a small bug: both polish and hungarian nobles (mounted) are still classified as missile cavalry, and their behavior in the hands of the AI is erratic at best. They also deploy as if they still had javelins / bows.


    "The enemy flees! Probably back to his palaces and prostitutes!" -Eastern faction battle announcer, Rome: Total War

  13. #13
    Socal_infidel's Avatar PDER Piper
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    Default Re: PDER: Real Combat System

    Quote Originally Posted by JethroKirby View Post
    Hmm... I need to get in on that Eastern European action. I've played nearly every faction except for Russia, Poland, and Hugary. I wasn't a big fan of the Muslim factions until trying the Moors. Love em. I like how in your mod they are like 2 different countries when you control the southern part of Iberia. The units you build there are so much different than in North Africa.

    EDIT: Never seem to finish a campaign though, always trying mods until I found one I like. So far I'm happy with this one . Maybe I'll finally stick with a campaign . Any Ideas who I should try? Key note is I like playing the underdogs.
    Yeah, the Moors are kinda neat. In Iberia, they're like Western faction almost with a little Islamic flair - good sword infantry, Christian guard, access to Christian javelinmen and Jinetes.

    Russia was a fun campaign! Alas, I have decided to drop the new Russian campaign I started up with the updated map files! Realized it would probably never live up to its predecessor But maybe you should try one! Or maybe a
    Hungarian one (once I fix the Hungarian Nobles unit stats in the EDU). They're basically boxed in with the Byzantines to their East. The HRE to the West. And those pesky Venetians and all their loot always looking to move in!

    Now what new faction should I play with:hmmm: Maybe the Moors come to think of it!

    Quote Originally Posted by Ninefingers View Post
    Well, giving it a more thorough go before heading off on holidays. The melee combat I can get used to, though cavalry seems a smidge too strong now in my opinion...but the missile weapon ranges still throw me off a lot. I think the "normal" and "long" ranges are necessary for the balance of missile units, and having missile cavalry with 180+ range is just absurd. You can destroy an entire army without ever being remotely close to them. I think the super-long ranges on certain foot archers can also really screw with sieges, as you can launch volleys of fire arrows at incoming siege equipment long before you 'should' be able to.

    That aside, I found a small bug: both polish and hungarian nobles (mounted) are still classified as missile cavalry, and their behavior in the hands of the AI is erratic at best. They also deploy as if they still had javelins / bows.
    Holiday, eh? How lovely!

    Thanks for the further feedback on RC. Appreciate it. And thanks for pointing out the problems with those Polish and Hungarian Nobles! Completely forgot I changed those units' primary weapons!

  14. #14
    Suguchi
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    Default Re: PDER: Real Combat System

    With the RealCombat add-on, there's even less reason to use dismounted Order knights - they're now inferior to dismounted Mailed Knights! I know you have a lot of balancing to do, but I thought I should mention it.

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    Ninefingers's Avatar Wimmer
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    Default Re: PDER: Real Combat System

    I'm pretty sure the dismounted Polish Retainers are still shown as dismounted Nobles (assuming I read the EDU correctly), Hashashin and Battle Assassins only have 1 hitpoint despite retaining their original unit size of 24, and dismounted Hungarian Nobles are shown as light infantry even though I'm pretty sure they should be heavy.

    That's all for now!


    "The enemy flees! Probably back to his palaces and prostitutes!" -Eastern faction battle announcer, Rome: Total War

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    ENSAIS's Avatar Yoda
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    Default Re: PDER: Real Combat System

    Quote Originally Posted by gigantus View Post
    Nearly peed my pants after the install: could only recruit peasants! Took my heart in both hands and pressed the end turn button - everything back to where it belongs. Man, I am getting too old for surprises like this!
    now that is a funny post! LOL!

  17. #17
    Gigantus's Avatar Veni, Vici, Procudit
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    Default Re: PDER: Real Combat System

    Quote Originally Posted by ENSAIS View Post
    now that is a funny post! LOL!
    There has to be some fun when you are closing on the half century. Gone are the days of the two paddles and the blip

    Thanks for the rep anyhow.

  18. #18
    Socal_infidel's Avatar PDER Piper
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    Default Re: PDER: Real Combat System

    Updated the links in the first post.

    The files included in the PDER v0.4 Patch 1 were removed from original the PDER_RealCombat1.1 download as they are now redundant.

    The Downloads now includes only the files needed for Point Blank's Real Combat System and is intended for those who have not previously installed the Real Combat System for PDER.

    Cheers!
    Last edited by Socal_infidel; August 10, 2007 at 03:43 PM.

  19. #19
    Murakawa
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    Default Re: PDER: Real Combat System 1.2

    The only problem I've noted with the RC system is the redundancy. For example, normal, yeoman, and retinue longbowmen all have the same attack stats, and all are worse than the Welsh longbowmen. While it makes sense in the fact that they're all using longbows, I'd expect the semi-profesional Retinue guys to be more effective than the peasant archers with big bows, even the Welsh. Also, the Dismounted English Knights and Gothic Knights and stuff, what fun is there to be had with those giant pole axes and [IMG]file:///C:/DOCUME%7E1/George/LOCALS%7E1/Temp/moz-screenshot.jpg[/IMG] [IMG]file:///C:/DOCUME%7E1/George/LOCALS%7E1/Temp/moz-screenshot-1.jpg[/IMG] zweihaenders if they only do 1 or 2 extra damage. I've changed the damage values for my longbowmen already, and I might boost the attack of the seemingly more offense orriented infantry if I ever get around to trying them out.

  20. #20
    Socal_infidel's Avatar PDER Piper
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    Default Re: PDER: Real Combat System 1.2

    Quote Originally Posted by Duckers View Post
    The only problem I've noted with the RC system is the redundancy. For example, normal, yeoman, and retinue longbowmen all have the same attack stats, and all are worse than the Welsh longbowmen. While it makes sense in the fact that they're all using longbows, I'd expect the semi-profesional Retinue guys to be more effective than the peasant archers with big bows, even the Welsh. Also, the Dismounted English Knights and Gothic Knights and stuff, what fun is there to be had with those giant pole axes and [IMG]file:///C:/DOCUME%7E1/George/LOCALS%7E1/Temp/moz-screenshot.jpg[/IMG] [IMG]file:///C:/DOCUME%7E1/George/LOCALS%7E1/Temp/moz-screenshot-1.jpg[/IMG] zweihaenders if they only do 1 or 2 extra damage. I've changed the damage values for my longbowmen already, and I might boost the attack of the seemingly more offense orriented infantry if I ever get around to trying them out.
    Haven't quite looked at the Pole Axes/Zweihanders too closely. I know the Pole Axe units get the Armor Piercing ability which makes a difference.

    As far as the Longbowmen, I know their Morale goes up with each level. And the Retinue Longbowmen gets a special arrow type. Haven't run any tests to see the difference yet though.

    Let me know how your tweaks work out for you!

    Cheers!

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