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Thread: CloseCombat CAI BAI v01 (Update 13.02.2015)

  1. #121
    Luntik's Avatar Biarchus
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    Default Re: Close Combat mod (Updated 8.9.2013)

    I think in the next 24 hours.


    Useful bai related mods fully compatible with Close Combat:

    Stronger Walls by .Mitch.

    City walls now have x2 the hitpoints (so do the towers on them), so they don't fall after very few hits.
    It now takes an Onager about 75% of its ammunition to take down a wall section.

    Special Abilities Be Gone! by Pnutmaster



    • Removes almost all special abilities from the game (with the exception of Frenzy - which has a fatigue penalty by default, and Generals' abilities, e.g., Rally)
    • No more flaming javelins, and no more flaming arrows for mounted units (seriously CA, WTF) *
    • All Roman infantry now have Shield Wall, Offensive Testudo, and Defensive Testudo (previously only Triarii used it)
    • Increases the recharge time of remaining special abilities (e.g., Rally now takes 300 seconds to recharge)


    * for my taste - "No more flaming javelins, and no more flaming arrows for mounted units" - is enough
    and i am use only this part.

  2. #122
    DarrenTotalWar's Avatar Video/Podcast Creator
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    Default Re: Close Combat mod (Updated 8.9.2013)

    This looks brilliant, I'll be using it in my campaign playthrough soon!

    Check out my latest video: Unit Expansion Mods

  3. #123

    Default Re: Close Combat mod (Updated 8.9.2013)

    Luntik do you know if you'll be able to fix the units not marching in formation? I really want to use your mod but this kills it for me. I love to watch my units march into battle in a nice formation, lol.

    Just wondering.

  4. #124
    Luntik's Avatar Biarchus
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    Default Re: Close Combat mod (Updated 8.9.2013)

    ... I love to watch my units march into battle in a nice formation ...
    I am, too.
    Send me a save game (before the battle) or replay and (optional) screenshot of data directory.
    It is necessary to determine the problem.

  5. #125

    Default Re: Close Combat mod (Updated 8.9.2013)

    Quote Originally Posted by Luntik View Post
    I am, too.
    Formations look great in this mod. I'm hoping for even longer battles in the new update.

    My hoplites finally fight like hoplites in battle.

  6. #126

    Default Re: Close Combat mod (Updated 8.9.2013)

    I like this mod, good work man, go on.

  7. #127

    Default Re: Close Combat mod (Updated 8.9.2013)

    I like this mod, good work man, keep going on.

  8. #128
    Luntik's Avatar Biarchus
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    Default Re: Close Combat mod (Updated 8.9.2013)

    Feature Close Combat v 2.0 : gates will burn, but not be destroyed.

  9. #129

    Default Re: Close Combat mod (Updated 8.9.2013)

    Save game compatible?

  10. #130

    Default Re: Close Combat mod (Updated 8.9.2013)

    Will it be compatible with 1.5 and future 2 patch?

  11. #131
    Laetus
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    Default Re: Close Combat mod (Updated 8.9.2013)

    Quote Originally Posted by Luntik View Post
    Feature Close Combat v 2.0 : gates will burn, but not be destroyed.
    I am not shure if the AI could handle this. I played a Siege battle and killed the troops that tried to burn down the gates. After that the AI was just waiting before the walls. I had to break out of the town to kill to enemy or I would have had to wait for the timer to end.

    So I think it that the AI would be completly broken by this. Did you test it?

  12. #132
    Yerevan's Avatar Campidoctor
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    Default Re: Close Combat mod (Updated 8.9.2013)

    Luntik, I like this mod. Do you think you can make ranged units less deadly ? (in other battle mods the melee units are less lethal but ranged units are untouched and there were already too strong !). thanx anyway
    " Gentlemen, you can't fight in here! This is the War Room! "

  13. #133
    Luntik's Avatar Biarchus
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    Default Re: Close Combat mod (Updated 8.9.2013)

    @Denco, compatible.
    @Anon052,
    I can not include this feature in the latest version
    or
    turn on and after release collect statistics AI behavior.
    @Yerevan, ranged units less deadly compared with vanilla or cc1.0 ?
    Last edited by Luntik; September 11, 2013 at 01:58 PM.

  14. #134

    Default Re: Close Combat mod (Updated 8.9.2013)

    Luntik, I think the indestructible gates might be a bad idea. I understand why you would do it, because sieges should require some siege engines.

    However, the AI won't understand the change. So, they will continue to siege and attack a city without any ladders or rams. Then, they will be unable to break the gate and will simply sit outside the walls.

    The only way to really make this gates change is to also change the campaign AI so that they always build siege equipment before attacking.

  15. #135
    Yerevan's Avatar Campidoctor
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    Default Re: Close Combat mod (Updated 8.9.2013)

    Yerevan, ranged units less deadly compared with vanilla or cc1.0 ?
    From vanilla. I use the cc1.0 from toontotalwar's "all in one mod" and the the ranged melle are perfect in it. But I don't know of it's only because of CC1.0 or because of something else that Toon has put inside the mod...
    " Gentlemen, you can't fight in here! This is the War Room! "

  16. #136

    Default Re: Close Combat mod (Updated 8.9.2013)

    Luntik, I love this mod. Has made the game so enjoyable.
    combined with half Meele mod. The morale is still a problem as troops rout so quickly.
    Maybe you could do something about morale?

  17. #137

    Default Re: Close Combat mod (Updated 8.9.2013)

    If you want units to last a lot longer, try out Radious' Battle Mod. I think the morale is a bit overdone but you might like it.

  18. #138

    Default Re: Close Combat mod (Updated 8.9.2013)

    His mod is a bit messed up imo. I did a Praetorian guard vs Heroic nobles battle to check it out and the Heroic nobles beat both my Praetorian guard and the general unit even when I tried Hammer and anvil strikes using the general.

  19. #139

    Default Re: Close Combat mod (Updated 8.9.2013)

    This mod is great, you should really keep it simple IMO. Just have it spread the units out so they don't clump so easily and stay in formation, and make battles last longer. Let other mods do other kinds of changes, because personally I don't want any mods besides what this mod does. So if you keep changing it.. =/

  20. #140

    Default Re: Close Combat mod (Updated 8.9.2013)

    Again another great mod. Looking forward to the updated version

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