There are 2 .zip files listed in the OP. Whats the difference between the two?
There are 2 .zip files listed in the OP. Whats the difference between the two?
You only need Close_Combat_v1_0.zip. The other file is the oldmodfile. You don't need it.
Yeah, I think you just keep on the close fight soldier to soldier, improve it and do it better.
Can you mod the soldier more action and alway attack on close fight ?
Close Combat v 2.0 a few hours. Add feature: AI hoplites use phalanx when attacking and AI hoplites stay in phalanx when defended
Il y a quelque chose de pire que d'avoir une âme perverse. C’est d'avoir une âme habituée
Charles Péguy
Every human society must justify its inequalities: reasons must be found because, without them, the whole political and social edifice is in danger of collapsing”.
Thomas Piketty
Me too, I can't wait !
" Gentlemen, you can't fight in here! This is the War Room! "
Genius, big Rep + !
Invictus I Victoria
Close Combat 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.
Choose to download one of the two files:
Close_Combat_v2_0.pack
or
Close_Combat_v2_0[Gate].pack +feature: gates will burn, but not destroyed.
Hi, thanks for the great mod. If you choose not to modify ranged ranged units to match the decreased kill rate for melee, please put in recommended compatible mods one or two that you think would be good match.
if the gates got burned and its not destroyed. does that mean the AI will just wait there for hours?
um what do you mean by "collect statistics AI behaviour"
so they are stuck there forever? and you have to sally forth? or do they build siege weapon automatically now?
i gotta say that I like your mod but i prefer it just changing the space between units and what not but not the Stats. I would like to mix your Mod with Radious AI mod. Would hate to have to pick and choose between to great modders.
Keep up the great work.
I would be grateful if u can release one with just the 2.0 spacing. I am sad i have to use 1.0 because i dont like these new unit changes that are in 2.0 but i really like the 2.0 spacing
Nice mod mate! Like the other person stated, you could maybe decrease accuracy and damage of ranged units. And maybe improve the morale as well.
I think this mod should be split off into 2 or 3 branches - one that rebalances and changes combat with AI changes and spacing changes, one that only has the AI changes and spacing, and one which only changes the spacing.
Great job!
Had a great battle (two small armies Rome vs Carthago, no pike units (i think they are bugged, nut i must at least make an attempt..maybe i'm wrong with my previous CA past games).
Version tested 2.0 with additional mod SpecialAbilitiesBeGoneV3.pack
Eventually just decrease a little bit damage (or precision) from ranged units! (and eventually less ammo for javelin armed troops)
And also raise just a bit troops morale!
Thanks for your great mod.. Now this game is really going to show all his potential !
I didn't use any cunning tactic in my battle, and AI played very smartly!
Last edited by jackal263; September 12, 2013 at 06:57 PM.
I Agree with splitting up your mod. I like the spacing and A.I. changes but I dislike the statistical changes. I also use radious and would like to keep using both mods.