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Thread: CloseCombat CAI BAI v01 (Update 13.02.2015)

  1. #141

    Default Re: Close Combat mod (Updated 8.9.2013)

    There are 2 .zip files listed in the OP. Whats the difference between the two?

  2. #142
    Laetus
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    Default Re: Close Combat mod (Updated 8.9.2013)

    You only need Close_Combat_v1_0.zip. The other file is the oldmodfile. You don't need it.

  3. #143

    Default Re: Close Combat mod (Updated 8.9.2013)

    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 ?

  4. #144
    Luntik's Avatar Biarchus
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    Default Re: Close Combat mod (Updated 8.9.2013)

    Close Combat v 2.0 a few hours. Add feature: AI hoplites use phalanx when attacking and AI hoplites stay in phalanx when defended

  5. #145
    Ludicus's Avatar Comes Limitis
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    Default Re: Close Combat mod (Updated 8.9.2013)

    Quote Originally Posted by Luntik View Post
    Add feature: AI hoplites use phalanx when attacking and AI hoplites stay in phalanx when defended
    Impressive! Eagerly waiting
    Rep +
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  6. #146
    Yerevan's Avatar Campidoctor
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    Default Re: Close Combat mod (Updated 8.9.2013)

    Me too, I can't wait !
    " Gentlemen, you can't fight in here! This is the War Room! "

  7. #147
    GeneralL's Avatar Ducenarius
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    Default Re: Close Combat mod (Updated 8.9.2013)

    Genius, big Rep + !
    Invictus I Victoria

  8. #148
    Luntik's Avatar Biarchus
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    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    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.

  9. #149

    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    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.

  10. #150

    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    if the gates got burned and its not destroyed. does that mean the AI will just wait there for hours?

  11. #151
    Luntik's Avatar Biarchus
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    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    Quote Originally Posted by MKgr0ss View Post
    if the gates got burned and its not destroyed. does that mean the AI will just wait there for hours?
    Close_Combat_v2_0[Gate].pack specially for collect statistics AI behaviour

  12. #152
    Luntik's Avatar Biarchus
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    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    Quote Originally Posted by mdoolitt View Post
    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.
    You wish more reducing kill rate for ranged units?

  13. #153

    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    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?

  14. #154
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: Close Combat mod (Updated 8.9.2013)

    Quote Originally Posted by Luntik View Post
    Close Combat v 2.0 a few hours. Add feature: AI hoplites use phalanx when attacking and AI hoplites stay in phalanx when defended
    Hey mate...Really good job you did there...
    So this feature is a fact???
    I mean AI do it 100% every time it's expected???

    Thanks...

  15. #155
    Libertus
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    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    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.

  16. #156

    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    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

  17. #157

    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    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.

  18. #158

    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    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.

  19. #159

    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    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.

  20. #160

    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    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.

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