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Thread: APE: TI Combat Changes

  1. #1
    l33tl4m3r's Avatar A Frakkin' Toaster
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    Icon4 APE: TI Combat Changes

    After playing N:TW and being so used to the combat system in APE: TI I decided to make some changes -- as I get more familiar I will be making more changes to bring to combat system of N:TW more in line with classic APE: TI.

    APE: TI Combat Changes for N:TW

    This mod is currently a movie pack so you can drop it right into your data folder.

    Partial Changelog;
    Mass Fire should be working -- let me know if you do not see it in campaign battles!
    Spoiler Alert, click show to read: 
    Ranges for artillery increased and based on weight.
    Ranges for infantry increased based on projectile type.
    Reload time based on weight of projectile for artillery units.
    Reload time based on type of projectile for infantry units.
    Calibration areas for mortars and artillery tightened; mortars more than artillery.
    Several smaller things to be added as I build the list.
    Tracers reduced.
    Misfires added -- 6% for flintlocks, 12% for matchlocks (due to this mostly being taken into account during rain,) and 3% for percussion caps.
    All cavalry can dismount, including generals.
    APE: TI skirmish/square formation -- all infantry can skirmish until square formation is researched.

    Next on the list;
    Fatique
    Morale
    Movement
    Blood?
    Removal of FAA?

    --

    Thanks to everyone in the modding community for all the hard work on a lot of these discoveries!

    Rough draft for a BETA; let me know if you have questions or suggestions!
    Last edited by l33tl4m3r; March 14, 2010 at 12:14 AM.
    [House of Caesars|Under the Patronage of Carl von Döbeln]

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  3. #3
    l33tl4m3r's Avatar A Frakkin' Toaster
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    Default Re: [BETA] APE: TI Combat Changes

    Quote Originally Posted by La♔De♔Da♔Brigadier Graham View Post
    Well done old bean, glad you decided to add your vast knowledge and experience to the Napoleon game!+ rep
    Quote Originally Posted by Swiss Halberdier View Post
    Great that you started to add your APE:TI flavour to NTW! Instant download and try! +rep

    The "musket_light_infantry_flintlock" projectile range should be 110 instead of 100?
    Thanks for the support! More to come!
    [House of Caesars|Under the Patronage of Carl von Döbeln]

  4. #4
    boche's Avatar Ordinarius
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    Default Re: [BETA] APE: TI Combat Changes

    guess whos backkkkkkk!!! back againnn!!!! yeahhhhh sure to download m8, good to have you back !!



  5. #5
    gord96's Avatar Domesticus
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    Default Re: [BETA] APE: TI Combat Changes

    haha! leet! good to see you are bringing your great mod talents to NTW!

    adding blood is a nice step. and of course your magical changes to cavalry that made me like the combat in APE:TI so much!
    Last edited by gord96; March 12, 2010 at 09:33 AM.

  6. #6
    boche's Avatar Ordinarius
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    Default Re: [BETA] APE: TI Combat Changes

    definatelly try and itegrate litniks AI mod, and yeah definatelly cavalry changes.

    can you make like a mass fire, then they all shoot like the do now? that would make for a better inicial volley, and ofcourse, later on, adding my precious spanish units



  7. #7
    l33tl4m3r's Avatar A Frakkin' Toaster
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    Default Re: [BETA] APE: TI Combat Changes

    Quote Originally Posted by gord96 View Post
    haha! leet! good to see you are bringing your great mod talents to NTW!

    adding blood is a nice step. and of course your magical changes to cavalry that made me like the combat in APE:TI so much!
    Ah yes... fatique, morale, and movement rates are next on the list!

    And yes, I am working on mass fire as well!
    Last edited by l33tl4m3r; March 12, 2010 at 09:47 AM.
    [House of Caesars|Under the Patronage of Carl von Döbeln]

  8. #8
    Ballacraine's Avatar Domesticus
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    Default Re: [BETA] APE: TI Combat Changes

    Great to see you on the case, l33t !

    Balla.
    In faecorum semper, solum profundum variat.

  9. #9

    Default Re: [BETA] APE: TI Combat Changes

    Removal of Free For All is that? Or did you mean Fire and Advance?
    Supporter of Facial Hair for extra Manliness.



  10. #10
    l33tl4m3r's Avatar A Frakkin' Toaster
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    Default Re: [BETA] APE: TI Combat Changes

    Quote Originally Posted by Mr. Os View Post
    Removal of Free For All is that? Or did you mean Fire and Advance?
    Corrected! Yes, I meant Fire and Advance.
    [House of Caesars|Under the Patronage of Carl von Döbeln]

  11. #11

    Default Re: [BETA] APE: TI Combat Changes

    I know its a beta but you have you really got to remove fire and advance before i can even test this, fire and advance is such a game breaker if you ask me.

    EDIT - doesnt matter, im pretty sure radious has a standlone FAA removal mod, will be get testing straight away.

  12. #12
    Choki's Avatar Domesticus
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    Default Re: [BETA] APE: TI Combat Changes

    Good news!This is like the other mods, all make the same, this modd the IA? And Blood Produce a kaind of lag in my pc.
    Last edited by Choki; March 12, 2010 at 12:56 PM.

  13. #13

    Default Re: [BETA] APE: TI Combat Changes

    I was wondering when you should be appeared.. +rep!




  14. #14
    Ballacraine's Avatar Domesticus
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    Default Re: [BETA] APE: TI Combat Changes

    A quick request here.

    Would you be able to disable the time limits at least as an option in your mod, please?

    I hate playing against deadlines like you are forced to in NTW.

    Thanks,

    Balla.
    In faecorum semper, solum profundum variat.

  15. #15
    gord96's Avatar Domesticus
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    Default Re: [BETA] APE: TI Combat Changes

    Quote Originally Posted by Ballacraine View Post
    A quick request here.

    Would you be able to disable the time limits at least as an option in your mod, please?

    I hate playing against deadlines like you are forced to in NTW.

    Thanks,

    Balla.
    do you mean in the campaigns? only Italy and Egypt have time limits. you can play both Euro campaigns forever.

  16. #16
    Shabby_Ronin's Avatar Primicerius
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    Default Re: [BETA] APE: TI Combat Changes

    Add luntiks changes please, and some of the other things people have added, especially dogmeat's tyrant mod stuff...he seems to have been kidnapped.
    "...I'll look for something else. We're surrounded by water. Why are we eating knob?"

  17. #17
    Ballacraine's Avatar Domesticus
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    Default Re: [BETA] APE: TI Combat Changes

    Quote Originally Posted by gord96 View Post
    do you mean in the campaigns? only Italy and Egypt have time limits. you can play both Euro campaigns forever.
    Thanks for that info, Gord.

    From the answers I had got earlier, it seemed that they all had.

    Balla.
    In faecorum semper, solum profundum variat.

  18. #18
    Ballacraine's Avatar Domesticus
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    Default Re: [BETA] APE: TI Combat Changes

    Here is an idea. I am not sure if it would be viable though.

    After a battle the victor captures & uses the enemy artillery?

    Do-able?

    Balla.
    In faecorum semper, solum profundum variat.

  19. #19

    Default Re: [BETA] APE: TI Combat Changes

    Not sure that is possible but it would be nice and historical expensive pieces of equipment them cannons to leave to rust on the battle field lol wish they had done it for vanuillia i mean you can capture ships why not cannons lol

    Heroes Hordes & beyond The official submod of KGCM (click the sig)

  20. #20
    l33tl4m3r's Avatar A Frakkin' Toaster
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    Default Re: [BETA] APE: TI Combat Changes

    I don't know of any way to capture field guns.

    Here's a quick update -- mass fire!
    Spoiler Alert, click show to read: 
    Misfires added back in as well.
    All cavalry can dismount, including generals.
    APE: TI skirmish/square formation -- all infantry can skirmish until square formation is researched.

    First post updated!
    Last edited by l33tl4m3r; March 14, 2010 at 01:12 AM.
    [House of Caesars|Under the Patronage of Carl von Döbeln]

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