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Thread: Yarkis Personal Battle Mod v1.22 (UPDATED 16. SEP 13)

  1. #1

    Icon6 Yarkis Personal Battle Mod v1.22 (UPDATED 16. SEP 13)

    Yarkis Personal Battle Mod

    I found a quick but elegant solution how to lower the kill rate in battles without having to change any unit stats or the moral system. I tested my changes with two very defensive melee units (wodanaz speers) to get robust estimations of the kill speed. In vanilla it would take around 1 1/2 to 2 min until one unit was down to 60 men (measured after impact). With the mod it takes around 3 min. I also reduced the accuracy of all ranged units slightly. In addition units will gain more fatigue in melee combat and when charging, and I extended the timer for capture points to around 5 min (depends on your framerate I guess). Feel free to use this mod as a basis for your own mod.

    UPDATED v1.1: I added my own variant of unit cohesion changes by changing the collision box, soldier mass, and charge speed. It's experimental but seems to work quite well. Units hold their formations better when in combat (just don't expect any wonders for the phalanx). I also adjusted some other stats I changed previously.

    UPDATED v1.2: Slowed down run speed of infantry and cavalry noticeable. Added extra armour to all units. Reduced accuracy of missile units and impact radius of artillery.
    UPDATED v1.21: Made running speed of infantry a bit quicker again.
    UPDATED v1.22: Fix: I had to revert some of the formation changes since enlarging the model space will lead to bugs with sea battles (not all models fit on a ship).



    CONTENT


    - Slows the kill rate of melee units down by at least 50% by reducing the hit chance and giving all units +10 bonus armour.
    - Slower run and charge speed for all infantry and cavalry units.
    - Reduces the accuracy of all missile weapons and the impact radius of artillery to make up for the slower movement speeds.
    - Better unit cohesion in combat (by lowering mass and charge speed).
    - Increases the fatigue gain while being in combat or charging.
    - Increases the timer of capture points to 5 min (so you don't have to babysit them all the time).

    COMPATIBILITY


    Complete savegame compatible. Not compatiple with mods that change the following tables: _kv_fatigue table, _kv_rules table, battle_entities_table, unit_spacings_table, projectiles_table. and unit_armour_types_table.

    INSTALLATION

    Just drop the pack file into your ...\Steam\SteamApps\common\total war rome II\data directory. The pack is a movie files and does not need to be enabled. To deinstall just remove/delete the pack file.
    Attached Files Attached Files
    Last edited by Yarkis de Bodemloze; September 16, 2013 at 02:41 PM.

  2. #2

    Default Re: Yarkis Personal Battle Mod (True Kill Rate Reduction)!

    Sounds good, Thank you!

    Edit: I wonder if it's compatible with Radious battle mod?

  3. #3

    Default Re: Yarkis Personal Battle Mod (True Kill Rate Reduction)!

    Sounds like it might, Radious battle mod alters morale, general radius and unit speed.

    The two sound like they compliment each other nicely.
    Kittyshark is pleased to see you!

  4. #4

    Default Re: Yarkis Personal Battle Mod (True Kill Rate Reduction)!

    Nice but how exactly did you do this?

  5. #5

    Default Re: Yarkis Personal Battle Mod (True Kill Rate Reduction)!

    So I tried a quick battle with both mods using evenly match units, the battle lasted 15 minutes and was a nail biter to the very end.
    Kittyshark is pleased to see you!

  6. #6

    Default Re: Yarkis Personal Battle Mod (True Kill Rate Reduction)!

    Is this compatible with the "Close Combat" mod? I love how that mod makes units hold formations way better, so if I could keep that mod too it would be awesome.

    Groovy

  7. #7

    Default Re: Yarkis Personal Battle Mod (True Kill Rate Reduction)!

    Haven't tried other mods, so I don't know about their compatibility, sorry.

  8. #8

    Default Re: Yarkis Personal Battle Mod (True Kill Rate Reduction)!

    Why did you lower the accuracy of missile units?

    Also, would this affect multiplayer?
    Last edited by Magnum_Opus; September 07, 2013 at 04:39 AM.

  9. #9

    Default Re: Yarkis Personal Battle Mod (True Kill Rate Reduction)!

    Well let me ask you this.....does this mod effect formations at all? Or the ability for a unit too hold a formation?

    Groovy

  10. #10

    Default Re: Yarkis Personal Battle Mod (True Kill Rate Reduction)!

    I found missile units a bit to powerfull and with melee units longer occupied in melee they should be nerfed a little bit. It's not as drastic as the melee changes, so I doubt you will notice a big difference. The perfect balance will come with bigger mods that redo the unit stats and abilities.

  11. #11

    Default Re: Yarkis Personal Battle Mod (True Kill Rate Reduction)!

    Quote Originally Posted by Soul Reapir View Post
    Well let me ask you this.....does this mod effect formations at all? Or the ability for a unit too hold a formation?
    No, I didn't touch formations or the unit speed. I just checked out Luntiks cahnges and he has a very similar approach to mine to reduce the kill rate. So if you are happy with his formation changes just use his mod. I don't mind. This is just my personal temporary fix.

  12. #12

    Default Re: Yarkis Personal Battle Mod (True Kill Rate Reduction)!

    OK that makes sense. However the bigger question is would this mod stop me from playing multiplayer? Also, you mentioned increased fatigue gain while charging, does this include normal running?

    Great mod by the way, good to see that modders are picking up the slack left by CA.

  13. #13

    Default Re: Yarkis Personal Battle Mod (True Kill Rate Reduction)!

    Quote Originally Posted by wyrda78 View Post
    OK that makes sense. However the bigger question is would this mod stop me from playing multiplayer? Also, you mentioned increased fatigue gain while charging, does this include normal running?

    Great mod by the way, good to see that modders are picking up the slack left by CA.
    Mods that change battle gameplay are not multiplayer compatible. At least I hope that CA has some anti cheat functions implemented.

  14. #14

    Default Re: Yarkis Personal Battle Mod (True Kill Rate Reduction)!

    Quote Originally Posted by wyrda78 View Post
    OK that makes sense. However the bigger question is would this mod stop me from playing multiplayer? Also, you mentioned increased fatigue gain while charging, does this include normal running?

    Great mod by the way, good to see that modders are picking up the slack left by CA.
    Mods that change battle gameplay are not multiplayer compatible. At least I hope that CA has some anti cheat functions implemented.

  15. #15
    Silven's Avatar Biarchus
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    Default Re: Yarkis Personal Battle Mod (True Kill Rate Reduction)!

    I'm trying to stay away from mods for a bit until modders get the proper tools and a chance to flesh out their mods more fully, as well as give CA an opportunity to patch things themselves, but the Kill Rate is priority 1 for me right now, so I'll be downloading and testing this now. Will return with results/feedback.

  16. #16

    Default Re: Yarkis Personal Battle Mod (True Kill Rate Reduction)!

    Is it save game compatible? I think so, better I ask

  17. #17

    Default Re: Yarkis Personal Battle Mod (True Kill Rate Reduction)!

    Quote Originally Posted by Soul Reapir View Post
    Is this compatible with the "Close Combat" mod? I love how that mod makes units hold formations way better, so if I could keep that mod too it would be awesome.
    No.
    Close Combat mod changes (kv_rules).

    Quote Originally Posted by Luntik View Post
    Hi all, hi ToonTotalWar!
    I change the values ​​in the tables _kv_rules and battle_entities.

  18. #18

    Default Re: Yarkis Personal Battle Mod (True Kill Rate Reduction)!

    Is this compatible with the radious battle mod?
    Nevermind, got them working together by deleting this ones fatigue edits
    Last edited by DCyDe; September 07, 2013 at 08:19 AM.

  19. #19

    Default Re: Yarkis Personal Battle Mod (True Kill Rate Reduction)!

    Radious battle mod also changes Kv_table_rules so I think that they would not be compatible just by removing the fatigue setting.
    Last edited by Maledon; September 07, 2013 at 08:50 AM.
    Kittyshark is pleased to see you!

  20. #20

    Default Re: Yarkis Personal Battle Mod (True Kill Rate Reduction)!

    Quote Originally Posted by Maledon View Post
    Radious battle mod also changes Kv_table_rules so I think that they would not be compatible just by removing the fatigue setting.
    No it doesn't, just checked it.

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