More staginess and longer battle. Warriors keep a distance between themselves.
Enemy unit can retreat and then come back in battle.
Unit speed reduced.
ChangeLog
CloseCombat v1.0. (Updated 08.09.2013) Add 2 new tbl. in mod: land_unit and unit_spacings.
Change formation spacing for pikemen (phalanx) and some melee inf, to prevent jostle around in their formation.
Unit rank-dept decrease from 12(vanilla) to 8.
CloseCombat v2.0. (Updated 13.09.2013) Add 2 new tbl. melee_weapons and special_ability_phase_stat_effects.
Some unit spacing updated
Some values in tbl. battle_entities updated for better AI behaviour.
Kill rate decreased.Reworked unit speed, acceleration and deceleration.
AI hoplites use phalanx when attacking and AI hoplites stay in phalanx when defended.
Boiling oil at the city gates is more dangerous, an area of two meters from the point of impact.
CloseCombatGold 4 feature:
Kill rate decreased /from Close Combat v2.0/
Unit speed /from Close Combat v1.0/
Prevents units from bunching together /from Close Combat v1.0/
Unit spacing to prevent jostle /from Close Combat v2.0/
CloseCombat v3.0. (Updated 29.09.2013) Add 3 new tbl. _kv_fatigue, _kv_morale and unit_fatigue_effects.
Ready for patch 3
Rank-dept increase for ranged unit from 5(vanilla) to 6.
Returned vanilla values for pike (according with patch 3).
Unit spacings bit modified to better interact.
Unit speed changed by a new technique to match the patch 3 (all unit can run, in the forest - accelerated step).
Unlike vanilla, movement speed slower rate drops for exhaustion.
Units more quickly restored when idle.
I see that with my changes and vanilla moral works well, fixed only one (maybe) a bug where on my side units fear effect affect (extends) to the enemy.
Kill rate reduction should work even better.
patch 3 lowered melee weapons damage and increased by 10% - 12% units hit points
+ my part, I added 10% more hit points + decrease hit chance in melee by new method
for ranged unit hit chance bit decrease
protection shield from missile bit increase
as a result - battle becomes even longer and more spectacular.
CloseCombat v3.2. (Updated 18.10.2013)
Ready for patch5
CloseCombat v3.3. (Updated 22.10.2013)
Fully compatible with any unit packs
CloseCombat v4.0. (Updated 27.10.2013)
Cavalry increase vs infantry
CloseCombat v7.0. (Updated 17.11.2013)
Ready for patch7
All like in CloseCombat v4.0. and plus
Improve cavalry charge
Fix pike phalanx
Unit special abilities steady_advance and frenzied_charge_inf slightly increased
For most special abilities fatigue penalty decreases (it's good for AI advantage)
Compatibility with any mods without losing the CloseCombat features
CloseCombat v7.1. (Updated 29.11.2013)
Further improvement pike phalanx [video added]
AI uses pike phalanx properly <video>
mod CloseCombat v7.2. BAI + CAI (Updated 04.12.2013)
contains CloseCombat v7.1.
added CAI settings
added some campaign related tweaks
designed only for normal and hard difficulty level
designed in "mod" format
You must choose one of two:
CloseCombat H v7.2. (hard - base version)
CloseCombat N v7.2. (normal - easier)
Campaign AI news and further information <click to expand>
after 1000 downloads of CloseCombat H(N) v7.2. and no feedback I decided to stop updating CloseCombat CAIBAI v8.0. (compatible with the latest patch8).
I invite you to share the experience of using this mod (CloseCombat v7.2.) with me and with all.
well-written reviews will be rewarded by rep, and with the consent of the author, I will post links to them on the first page
feedback(review) writer immediately receive CloseCombat CAIBAI v8.0. via PM
after 50 feedback(review) I will put download link on the front page (here)
countdown 18 feedback(review) needed
for those who for some reason can not or do not want to write a review (feedback)
send + rep and in comment select CloseCombat CAIBAI v8.0. and your nick name,
thereafter you receive CloseCombat CAIBAI v8.0. via PM
The reasons why I did this:
first, i want to know for whom I upload results of my work; second, this information will help me in the future work on the mod; last, if the CloseCombat CAIBAI does not enjoy (this is unbelievable), why update it?
sincerely yours, Luntik
*********************************************************************************************************
so, now CloseCombat CAI will be available only via PM /23.03.2014/
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+ many other changes, as it brushstrokes on the picture, there is no need to describe them, just you can check and make up their own minds. CloseCombat BAI v10 (Updated 23.03.2014)
designed in movie format
CloseCombat BAI v10.1 (Updated 26.03.2014) (I like this version a lot more than the previous)
more fencing
longer battle compared to v10
more balancing formed and formed free (unformed) combat
CloseCombatBAI v15 designed in "movie" format
just adapted to the patch 15 beta and:
special_ability like vanilla ,plus bit decrease fatigue penalty after use some special ability (use_the_whip, rapid_advance, etc)
naval ramming like vanilla
bit decrease run speed for infantry
when fatigue threshold exhausted then morale and melee defence greatly reduced
CloseCombat [projectiles tweak] v15
designed in "movie" format
just adapted to the patch 15 beta
mod CloseCombat [rank_depth] v15
designed in "mod" format
for inf_melee rank_depth increase from 6 to 8 (as it was before)
for "Scorpion" increase ammo from 15 to 20
transport ship category changes: for transport from light_ship to heavy_ship, for transport_small from light_ship to medium_ship
CloseCombat BAI and CAI for HatG.zip (Update 30.06.2014) zip archive include:
CloseCombatBAI v13.2.pack
CloseCombat [projectiles tweak]v13.2.pack
CloseCombat core CAI for HatG v13.2.pack
CloseCombat CAI for HatG [character tuning]v13.2.pack
mod_CloseCombat_CAI_for_HatG_[units_hiring_management]v13.2.pack
mod_CloseCombat_CAI_for_HatG_[ai_army_balance]v13.2.pack
mod_CloseCombat_[limit_elite_units_and_naval_transport_stat]v13.2.pack
more info here
Adapted to the Emperor Edition.
Small changes in moral, kill rate, running speed, projectiles, and
increase ammo amount:
Javelinmen 5->6 and 7->9
Archers 15->20
melee weapons tuning (cavalry unchanged):
for spear type weapons - decrease damege and increase ap_damege, without changing the sum value, so generally spear some increase.
Example
hoplite_spear 20-6 to 16-10
for sword type weapons damage has been reduced to the upper half of the list of weapons.
Example:
gladius 30-5 to 26-5
kopis 30-6 to 27-6
celtic
longsword 36-4 to 33-4
slightly improved lowend units: Egy Infantry, Rorarii(Vigiles)
======================================================
CloseCombatBAI v18 (Update 27.12.2014) - adapted to the latest patch
CloseCombat CAI BAI v01 (Update 13.02.2015) Designed for 'grand' and 'emperor' campaign.
RAR archive include:
CloseCombat_CAIBAI_part1.pack movie format /required
mod_CloseCombat_CAIBAI_part2.pack mod format /required
mod_CloseCombat_AUX_Legions.pack mod format /for 'emperor' campaign /optional
For Thorax Hoplites, Thorax Swordsmen, Thorax Pikemen chainmail armor replaced by leather thorax.
Additionally for Thorax Hoplites "thureos" shield replaced by "hoplite" shield.
For Thorax Swordsmen celtic sword (vanilla) was replaced by greek kopis/xiphos (see screenshot)
Only visually, no unit stat changes.
CloseCombat /missile weapon hit effect/
do before blood dlc
[if not downloading, try IE]
Last edited by Luntik; May 04, 2015 at 06:14 AM.
Reason: CloseCombat CAI BAI v01 (Update 13.02.2015)
Close Combat mod More staginess and longer battle. Warriors keep a distance between themselves. Enemy unit can retreat and then come back in battle. Unit speed reduced.
Instalation: Unpack and place into Rome II data folder.
Can we get a description of what have been modified ? Because I am using the Radious Mod already and it modifies the unit morale and another that modifies the unit speed .
could you use more than 1 mod that reduces unit speed at a time? I'm currently using radious' battle mod but I like both, do I have to pick or will ones unit speed change overwrite the other?
Hi all, hi ToonTotalWar!
I change the values in the tables _kv_rules and battle_entities.
If in doubt, do the following - first try with no other mods, then together, then compare.
ps.
forum tooo-o-o-o slow.
PPS
Perhaps most importantly:
now watching the battle in the scrum can see the close combat does not fit the model of soldiers on each other.
Last edited by Luntik; September 06, 2013 at 10:12 AM.
Great mod! Much better (for me) than Radious Battle Mod because it doesn't touch the morale system which imo is very good and realistic in Rome 2. Now killing speed seems to be much slower.
Thank you very much for this, it prevents the unit compression blobbing that comes with the charge and the melee is prolonged nicely.The only thing I dislike is that the pike phalanx now looks a bit undisciplined because the ranks get messed up. Would it be possible to except the pike formation from the changes ?
Thanks for this mod it's truly great. I just a battle with this and my Macedon army. Just have a look at this screen and look at the battle length!http://s7.directupload.net/images/13...98nz5tf.jpgYou can subtract 3 minutes since that time I was routing enemies, but 13.5 minutes is 2-3x times the battles took time before! Enemy morale seemed way more believable. The victory points are still crappy, as the enemy army in a stupid move tried to run there when I closed in, but that's something mods probably can't fix. Still this is great and battles play better now.
Thumbs up from me also on your mod and for the exact same reasons as tuc gave above - speed is better (moving in the right direction) and it doesn't touch the morale system like the Radious Battle Mod does