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Thread: CloseCombat CAI BAI v01 (Update 13.02.2015)

  1. #1
    Luntik's Avatar Biarchus
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    Default 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.


    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>

    *********************************************************************************************************
    Hi, CloseCombat users,

    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/
    *********************************************************************************************************

    CloseCombat v9.0. (only BAI, no CAI, available at steamcommunity.com)
    • compatible with patch8
    • compatible with patch9
    • compatible with Epirus and Elephants Update

    CloseCombat BAI AddOn (Updated 04.01.2014)
    • best for CloseCombat CAIBAI v8.0.
    • can be used independently(standalone)
    • is fully compatible with any mods
    • designed in movie format

    objective changes
    • moral behaviour redone
    • charge increase for all

    + 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
    • many other small changes
    • designed in movie format

    CloseCombat BAI v11 (Updated 27.03.2014)
    • compatible with patch11
    • compatible with Hannibal at the gates - DLC


    CloseCombatBAI v13.3 (Update 07.07.2014)

    • reduced the possibility of a stampede entire army
    • slightly improved/balanced kill rate
    • and some other changes

    CloseCombatBAI v14 (Update 31.07.2014)
    zip archive include:
    CloseCombatBAI v14.pack
    CloseCombat [projectiles tweak]v14.pack

    CloseCombatBAI v15 (Update 06.09.2014)
    zip archive include:

    CloseCombatBAI v15.pack
    CloseCombat [projectiles tweak]v15.pack
    mod_CloseCombat_[rank_depth]v15.pack

    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

    CloseCombatBAI v16 Emp (Update 05.10.2014)
    short description:

    zip archive include:
    CloseCombatBAI v16 Emp.pack (movie format)
    CloseCombat [projectiles tweak]v16 Emp.pack (movie format)
    mod_CloseCombat_[rank_depth]v16_Emp.pack (mod format)

    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

    closed after a three-month absence of comments

    =======================================================================
    Submods


    CloseCombat /naval battle/ now include in CloseCombatBAI v13.1


    • speed is reduced by about half
    • transport ships have the lowest speed
    • when ramming, in most cases, the ship sinks on the first try
    • any heavy ships have not damage caused by the medium ship ramming
    • any heavy and medium ships have not damage caused by the light ship ramming
    • compatible with patch11
    • compatible with Hannibal at the gates - DLC
    • designed in "movie" format

    CloseCombat /projectiles tweak/ v14 (Updated 31.07.2014)


    • sling (weakening) - bit reduced marksmanship
    • arrow (strengthening) - bit reduced base reload time
    • javelin (weakening) - just about 20% damage decrease for long range javelin
    • javelin with great damage reduced more than javelin with small damage
    • when you use this submod all projectiles stats will be like vanilla except for listed above
    • designed in "movie" format

    CloseCombat /skin decal dirt map/ (Updated 14.12.2013)


    • substantially dirt reduced
    • added scarification

    CloseCombat /helmet decal dirt map/ (Updated 14.12.2013)


    • dirt reduced
    • reduced the number of dents
    • added nicks

    CloseCombat /blood on the ground/ (Updated 08.11.2013)

    • no disappears
    • texture improved

    CloseCombat /leather thorax/ v2 (Updated 23.10.2013)
    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

    Installation / uninstalling CloseCombatBAI.pack and all submods in 'MOVIE' format, except submod where in title is present "mod".
    UnZip and drop the pack file into your ...\Total War Rome II\data\ directory.
    MOVIE format packs does not need to be enabled and as such won't be able to be controlled by mod manager and will always activate.
    To deinstall just remove/delete the pack file.

    [if not downloading, try IE]
    Attached Files Attached Files
    Last edited by Luntik; May 04, 2015 at 06:14 AM. Reason: CloseCombat CAI BAI v01 (Update 13.02.2015)

  2. #2
    ToonTotalWar's Avatar Indefinitely Banned
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    Default Re: Close Combat mod

    Good to see you over here on Rome 2 mate! loved your AI files in NTW as I used them in my "All In One" mod

  3. #3

    Default Re: Close Combat mod

    Quote Originally Posted by Luntik View Post
    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 .

  4. #4

    Default Re: Close Combat mod

    what are the specific changes?

  5. #5

    Default Re: Close Combat mod

    Tried your mod Luntik, it seems that my units hold formation even less now; also, the maintain a less cohesive formation when out of battle.
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  6. #6
    dom385's Avatar Senator
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    Default Re: Close Combat mod

    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?

  7. #7

    Default Re: Close Combat mod

    Has the kill speed been reduced?

  8. #8
    ToonTotalWar's Avatar Indefinitely Banned
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    Default Re: Close Combat mod

    Permission to use in my "All IN One mod" Credit will be given

  9. #9
    Luntik's Avatar Biarchus
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    Default Re: Close Combat mod

    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.

  10. #10

    Default Re: Close Combat mod

    i think this gave me a ctd during battle
    to catch a fish,so juicy sweeeeeet

  11. #11

    Default Re: Close Combat mod

    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.

  12. #12

    Default Re: Close Combat mod

    Er...what does it do? O_O

  13. #13

    Default Re: Close Combat mod

    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 ?

  14. #14
    Luntik's Avatar Biarchus
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    Default Re: Close Combat mod

    ... pike phalanx...ok, i will check and possibly fix.

  15. #15

    Default Re: Close Combat mod

    Can you detail what you actually changed and what values you messed with and such? Also, a video showing changes would help.

  16. #16

    Default Re: Close Combat mod

    Double post
    Last edited by Kadoken; September 06, 2013 at 04:54 PM.

  17. #17

    Default Re: Close Combat mod

    @Kadoken:I second this.




  18. #18

    Default Re: Close Combat mod

    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.

  19. #19
    Caesar_1991's Avatar Miles
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    Default Re: Close Combat mod

    How are the formations? At what point do units start routing? Looks really good man

  20. #20

    Default Re: Close Combat mod

    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

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