Hi,
I wanted to propose a submod, or show you what kind of battles I like to play.
I enjoyed DeI, but felt battles were still a little bit too fast, so I've changed few things. I've tried to do it without interfering with DeI battle mechanics too much - just slow things down.
The motto I might choose to represent my mod could be this quote from from Vegetius' "De Re Militari":
"(...) Nor is anything of more consequence either on the march or in the line than that they should keep their ranks with the greatest exactness. For troops who march in an irregular and disorderly manner are always in great danger of being defeated. They should march with the common military step twenty miles in five summer-hours, and with the full step, which is quicker, twenty-four miles in the same number of hours. If they exceed this pace, they no longer march but run, and no certain rate can be assigned."
So, no more running around.
Changes in the mod include:
- every soldier's hit points are doubled.
- speed is greatly reduced. Greatly. This is the main change of this mod.
Almost all foot units walk with the speed of 1, which is the speed of very heavy infantry in DeI. Futhermore, Running speed has been reduced to be almost identical to walking speed. As a result, units don't run (they can still charge though). Only exception are light infantry units, that have running speed slightly higher. This way light infantry should be great at disengaging enemy f.ex.
Cavalry speed has been also reduced, but now it's great at flanking as it's the only really fast (although still slow) unit on map.
- projectiles reload time and damage (damage of slings and arrows mostly) have been tweaked to compensate.
- sling stones no longer roll and bounce after hitting the ground. No more little rock people escaping the battlefield.
- increased time needed to fully capture victory points (since it takes considerably longer to defeat enemy unit).
- all constructions (like buildings, walls, towers, gates and also deployables) have multiplied hit points to make sure they stay a little bit longer. Small structures, like fences, small walls,etc. are little more durable too, so light infantry f.ex are not likely to destoy them - you'll notice them jumping over the fances - while heavy marching infantry will quickly trample it into dust.
- base morale slightly tweaked, penalties for max casualties increased.
- Max threshold for fatigue have been increased somewhat, so completely exhausted units take a little bit longer to recover.
- Fatigue for marching and running set to 0. There is no effect on the battle whether units run, or not. Charging and fighting is little bit more tiring now. To rest unit needs to stop - walking no longer helps.
- Removed attack interval for more dynamic melees - decreased hit chance a little, to keep kill ratio at satifying (me) level.
- Removed standard running animation for heavy infantry. They didn't used it anyway and it caused "hiccup" animation on running, when it supposed to be marching.
This change has one interesting sideffect: when "running" officers tend to walk a little faster than the rest of the unit (this is weird actually, as I don't understand why they are faster - I suspect this caused "hiccup, when unit tried to catch up). Looks quite cool - they usually walk just about two steps in front of the unit.
- I've included animation changes from my mod that removes crouching when hidden (in my mod there's no speed difference between walking and crouching already):
http://www.twcenter.net/forums/showt...k-No-crouching
I think some animation changes from DeI might interfere in case of some units, meaning they will still crouch, but I'll see into that later.
- I've tweaked rules table some, practically removing matched animation probability and also many knockback, knockdown chances when soldier is hit by a missile. It looked weird in my opinion sometimes - especially when javelin armed unit charged - created a wave of some kind within the target unit.
- defence penalty for a soldier when outnumbered - should, at least in theory, help units with FA on. I think it does, no matched animations help a little in that regard too.
- There is also included modified videos table that makes sure intros are not played when starting game (I was bored with hitting ESC couple of times every time I started the game). If by any chance you want this video thingy alone, jump here
I'm posting it here to show and propose something. Maybe you'll find that fun, but you might also find it too extreme (most of you probably will). It's not perfect, probably some things, like speed, or charge distance could be tweaked more, but Its an idea I wanted to throw in. Check it out. It made me really enjoy this mod.
To make it work, you should activate it higher in the load order than DeI. Mitch's Mod Manager is great for that.
Latest version, should work with DeI 0.75 and patch 9:
http://www.mediafire.com/download/9e...tleSubMOD.pack
Last version before patch 9:
http://www.mediafire.com/download/pc...tleSubMod.pack
If you like some part of the mod, but f.ex. you hate that some units can't run, or you think speed is too low, you can modify those values yourself.
Here's short instruction how:
Spoiler Alert, click show to read:





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