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Thread: [SUBMOD] Doktor's Submods (Faster Battles, Siege Engines, Morale)

  1. #1

    Default [SUBMOD] Doktor's Submods (Faster Battles, Siege Engines, Morale)

    This is a submod collection with my own few personal tweaks.

    Faster Battles for DeI. Although Denco's fix works, I don't think it is compatible with Meerkatology's submod. I didn't edit the melee_weapons tables, so this is compatible. All I did was I reduced the HP of all units by half, increased the melee attack for all units by half, and fiddled with kv_rules to make units more likely to land their hits.

    Faster Battles Morale is a small addon that tweaks morale. It keeps enemy armies from breaking and routing so easily, as the morale penalty for sustaining casualties is much lower. Morale penalties for flanking have been upped slightly to offset this. Units should fight longer than in DeI, but they die faster and when flanked they tend to route.

    Re-added siege weapons is self explanatory. I re-added onagers and giant ballista for all factions in custom battles/multiplayer.

    Carthaginian Mercenary Upkeep Reduction is a submod for Carthage that, as the name states, reduces their upkeep to managable levels. I find it odd that Carthage still pays out the ass for mercenaries, resulting in one-turn pre-battle recruitment like everyone else, even though Carthage historically employed standing armies of mercenaries. This mod makes their factional bonus larger (60% off mercenary units) and then adds another 20% reduction when you research the "Mercenaries" tech. This makes most mercs cheaper than normal units, meaning it is economically sound to field large, standing mercenary armies as Carthage. They also get a bonus to levying units from satrapys, including upkeep reduction and availability.

    Please, if you have criticisms or bug reports, let me know so that I can fix them.
    Attached Files Attached Files
    Last edited by Doktor Soviet; August 05, 2014 at 11:23 AM.

  2. #2
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    Default Re: [SUBMOD] Doktor's Submods (Faster Battles, Siege Engines, Morale)

    which one do we download? the attached one or the one before that? also the faster battles pack in the non attached file has the table del_land_units but i cant open it with the pack manager? its blue for some reason.


  3. #3

    Default Re: [SUBMOD] Doktor's Submods (Faster Battles, Siege Engines, Morale)

    Quote Originally Posted by lesterthenerd View Post
    which one do we download? the attached one or the one before that? also the faster battles pack in the non attached file has the table del_land_units but i cant open it with the pack manager? its blue for some reason.
    The non-attached one. I'll see if I can remove the attached one (I had to hastily re-write the OP after fixing the mod). The reason you cannot open dei_land_units is because it is empty. I had to do that so the game overwrites DeI's table with my new table, otherwise it would be using vanilla DeI's stats for all units in the dei_land_units table and it would make it all unbalanced.

    Also, OP is fixed. The attached version is the most up to date.
    Last edited by Doktor Soviet; August 04, 2014 at 11:43 PM.

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    Default Re: [SUBMOD] Doktor's Submods (Faster Battles, Siege Engines, Morale)

    if you use the unofficial mod manager and load it above the original dei pack it overwrites the original dei tables though. well if you use a letter that comes before first letter of the original tables name .
    Last edited by lesterthenerd; August 05, 2014 at 12:34 AM.


  5. #5

    Default Re: [SUBMOD] Doktor's Submods (Faster Battles, Siege Engines, Morale)

    Quote Originally Posted by lesterthenerd View Post
    if you use the unofficial mod manager and load it above the original dei pack it overwrites the original dei tables though. well if you use a letter that comes before first letter of the original tables name .
    Strange, it didn't do it for me.

    No matter. If you want to edit the table, you can edit F_DeI_Land_Units and all the changes should appear in game. The whole reason for my hasty re-upload was because, for whatever reason, even with the unofficial mod manager, the game failed to overwrite that table.

    Otherwise, there aren't any differences. So if the other version works for you, then you could use it/edit it as much as you wish.

    Also, I updated the OP with a new submod. The attachment is up to date.
    Last edited by Doktor Soviet; August 05, 2014 at 11:24 AM.

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    Default Re: [SUBMOD] Doktor's Submods (Faster Battles, Siege Engines, Morale)

    Fantastic!!
    My friends and I have been waiting for a submod like this for a long time.
    + REP

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    Default Re: [SUBMOD] Doktor's Submods (Faster Battles, Siege Engines, Morale)

    Quote Originally Posted by Doktor Soviet View Post
    This is a submod collection with my own few personal tweaks.

    Faster Battles for DeI. Although Denco's fix works, I don't think it is compatible with Meerkatology's submod. I didn't edit the melee_weapons tables, so this is compatible.
    Could you explain what this means for a stupid person like me, is it compatible with Denco's or Meerkatology's?
    August Strindberg: "There's a view, current at the moment even among quite sensible people, that women, that secondary form of humanity (second to men, the lords and shapers of human civilisation) should in some way become equal with men, or could so be; this is leading to a struggle which is both bizarre and doomed. It's bizarre because a secondary form, by the laws of science, is always going to be a secondary form. Imagine two people, A (a man) and B (a woman). They start to run a race from the same point, C. A (the man) has a speed of, let's say, 100; B (the woman) has a speed of 60. Now, the question is 'Can B ever overtake A?" and the answer is 'Never!'. Whatever training, encouragement or self-denial is applied, the proposition is as impossible as that two parallel lines should ever meet."


  8. #8

    Default Re: [SUBMOD] Doktor's Submods (Faster Battles, Siege Engines, Morale)

    Quote Originally Posted by Cavalier View Post
    Could you explain what this means for a stupid person like me, is it compatible with Denco's or Meerkatology's?
    It works with both, because both those submods edit the melee weapons to do different damage. Therefore, Denco's mod does not work with Meerkatology, since they both use the same table and thus overwrite one another, but my mod works with Meerkatology. My mod also works with Dencos, if you want to speed up battles even more.

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    Default Re: [SUBMOD] Doktor's Submods (Faster Battles, Siege Engines, Morale)

    Quote Originally Posted by Doktor Soviet View Post
    It works with both, because both those submods edit the melee weapons to do different damage. Therefore, Denco's mod does not work with Meerkatology, since they both use the same table and thus overwrite one another, but my mod works with Meerkatology. My mod also works with Dencos, if you want to speed up battles even more.
    Alright, thanks for clarification. I suppose it doesn't matter if I run this before or after Meerkat's.
    Last edited by Cavalier; August 07, 2014 at 04:09 AM.
    August Strindberg: "There's a view, current at the moment even among quite sensible people, that women, that secondary form of humanity (second to men, the lords and shapers of human civilisation) should in some way become equal with men, or could so be; this is leading to a struggle which is both bizarre and doomed. It's bizarre because a secondary form, by the laws of science, is always going to be a secondary form. Imagine two people, A (a man) and B (a woman). They start to run a race from the same point, C. A (the man) has a speed of, let's say, 100; B (the woman) has a speed of 60. Now, the question is 'Can B ever overtake A?" and the answer is 'Never!'. Whatever training, encouragement or self-denial is applied, the proposition is as impossible as that two parallel lines should ever meet."


  10. #10

    Default Re: [SUBMOD] Doktor's Submods (Faster Battles, Siege Engines, Morale)

    Quote Originally Posted by Cavalier View Post
    Alright, thanks for clarification. I suppose it doesn't matter if I run this before or after Meerkat's.
    Yep, that shouldn't matter.

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    Default Re: [SUBMOD] Doktor's Submods (Faster Battles, Siege Engines, Morale)

    Quote Originally Posted by Doktor Soviet View Post
    Yep, that shouldn't matter.
    I'll try the battle sub mod out tomorrow togheter with Meerkat's, and I'll post a review.
    August Strindberg: "There's a view, current at the moment even among quite sensible people, that women, that secondary form of humanity (second to men, the lords and shapers of human civilisation) should in some way become equal with men, or could so be; this is leading to a struggle which is both bizarre and doomed. It's bizarre because a secondary form, by the laws of science, is always going to be a secondary form. Imagine two people, A (a man) and B (a woman). They start to run a race from the same point, C. A (the man) has a speed of, let's say, 100; B (the woman) has a speed of 60. Now, the question is 'Can B ever overtake A?" and the answer is 'Never!'. Whatever training, encouragement or self-denial is applied, the proposition is as impossible as that two parallel lines should ever meet."


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    Default Re: [SUBMOD] Doktor's Submods (Faster Battles, Siege Engines, Morale)

    Alright, so I tested a battle between me as Rome against the Suebi with the battle mod, combined with Meerkat's.

    I created a (in my opinion)standard Polybian army, consisting of 6 Hastati, 5 Principes, 3 Triarii, 2 Velities, 3 Allied Cav, 1 General. I gave the Suebi a medium quality army, full stack.

    Map choice was just outside Alexandria, I had a slight advantage due to being on a hill.

    The Suebi all attacked my Hastati. Very early I noticed that my Hastati was racking up quite a few kills, no doubt because of the +1 Initiative as well as due to being in Formation Attack and having the high ground. After ~10 minutes of fighting my Hastati had around 120-180 kills each, around 700-900 kills in all, while the slightly higher quality Suebi troops with + Initiative had killed, togheter, around 200-400. The low lever Suebi troops didn't fare well at all, each struggling with having killed around 15 guys or so each.

    The first Suebi unit that started to break had been fighting alone versus an Hastati, and it didn't break until it had lost around 70-80% of its troops.

    Then I decided to speed things up, and enveloped the flanks with Principes. The Suebi started breaking en masse(except for the higher quality troops) after that, to which I gave chase with my cavalry. I was very pleased to see the cavalry utterly decimating the fleeing Suebi, very similar to earlier games. I think one unit of allied cav racked up 350 kills within two-three minutes.

    All in all, the battle lasted for around 10-15 minutes(if I had flanked them with cavalry, the battle would likely be shorter) which is an ideal engagement time in my opinion. The battle time would like take longer with higher quality troops which the AI tends to recruit in the late game.

    So, while Meerkat's mod in itself is rather sufficient with giving the sword troops a slight buff(same goes for this mod, both are sufficient), the battle may still drag on, especially when fighting on walls. I think that Meerkat's mod togheter with this mod brings a very good choice for us player who enjoy shorter battles(by that I mean a mix between vanilla and standard DeI) and don't really have the time to fight battles lasting for a long time.

    Now, I have yet to try fighting siege battles or fighting with pikemen, but I'll come around to it shortly. Looking good so far, though. Of course, further testing is warranted on a more even battlefield, and with a more even AI army composition.
    August Strindberg: "There's a view, current at the moment even among quite sensible people, that women, that secondary form of humanity (second to men, the lords and shapers of human civilisation) should in some way become equal with men, or could so be; this is leading to a struggle which is both bizarre and doomed. It's bizarre because a secondary form, by the laws of science, is always going to be a secondary form. Imagine two people, A (a man) and B (a woman). They start to run a race from the same point, C. A (the man) has a speed of, let's say, 100; B (the woman) has a speed of 60. Now, the question is 'Can B ever overtake A?" and the answer is 'Never!'. Whatever training, encouragement or self-denial is applied, the proposition is as impossible as that two parallel lines should ever meet."


  13. #13
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    Default Re: [SUBMOD] Doktor's Submods (Faster Battles, Siege Engines, Morale)

    @Cavalier i agree with you 100%. Anyway i did a fight against pikemen in campaing, Sparta vs Epirus, they had like 1 elephant, 4 pikes, general pike, 6 hoplites and 2 javs and a slinger. Anyway my army was 5 hoplites, 4 skititae swordsman, 4 cav, 3 javs and a general lancer unit. Anyway the battle was GREAT, they were dug in, in fortify stance so i had to attack them in their little encampent, anyway, AI blocked all 3 entrances with hoplites and backing them up with pikemen, so i engaged one entry, rushed a couple javs to second one to throw javs at them. The Battle was great, their pikemen general racked up 250+ kills, and rest of pikemen combined around 300-400, hoplites almost 100 each, so it was a costing victory but i won it anyway thanks to flanking them and using swordsman *javelin* throw at certain points. It was balanced it was fun it was hard it was fast, done in 20 mins of battle and 5 of walking so 25 combined. Loving this mod with Meerkat's, those two work together so fine. Recommending to everyone to try this out. Finnaly, Rome 2 looks like what we were promised to have in the first place. Good job Doktor Soviet, would rep you up but dont have enough posts for that!

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    Default Re: [SUBMOD] Doktor's Submods (Faster Battles, Siege Engines, Morale)

    Quote Originally Posted by Ghost9489 View Post
    @Cavalier i agree with you 100%. Anyway i did a fight against pikemen in campaing, Sparta vs Epirus, they had like 1 elephant, 4 pikes, general pike, 6 hoplites and 2 javs and a slinger. Anyway my army was 5 hoplites, 4 skititae swordsman, 4 cav, 3 javs and a general lancer unit. Anyway the battle was GREAT, they were dug in, in fortify stance so i had to attack them in their little encampent, anyway, AI blocked all 3 entrances with hoplites and backing them up with pikemen, so i engaged one entry, rushed a couple javs to second one to throw javs at them. The Battle was great, their pikemen general racked up 250+ kills, and rest of pikemen combined around 300-400, hoplites almost 100 each, so it was a costing victory but i won it anyway thanks to flanking them and using swordsman *javelin* throw at certain points. It was balanced it was fun it was hard it was fast, done in 20 mins of battle and 5 of walking so 25 combined. Loving this mod with Meerkat's, those two work together so fine. Recommending to everyone to try this out. Finnaly, Rome 2 looks like what we were promised to have in the first place. Good job Doktor Soviet, would rep you up but dont have enough posts for that!
    Good to see that the Pikes do their job as well. How many kills did the javelinmen get? That's an issue I did not look over, as it is easy to make javelins OP against other units. In regular DeI, Velites rack up around 100 kills each which is pretty ideal in my opinion regarding skirmishers.
    August Strindberg: "There's a view, current at the moment even among quite sensible people, that women, that secondary form of humanity (second to men, the lords and shapers of human civilisation) should in some way become equal with men, or could so be; this is leading to a struggle which is both bizarre and doomed. It's bizarre because a secondary form, by the laws of science, is always going to be a secondary form. Imagine two people, A (a man) and B (a woman). They start to run a race from the same point, C. A (the man) has a speed of, let's say, 100; B (the woman) has a speed of 60. Now, the question is 'Can B ever overtake A?" and the answer is 'Never!'. Whatever training, encouragement or self-denial is applied, the proposition is as impossible as that two parallel lines should ever meet."


  15. #15
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    Default Re: [SUBMOD] Doktor's Submods (Faster Battles, Siege Engines, Morale)

    Quote Originally Posted by Cavalier View Post
    Good to see that the Pikes do their job as well. How many kills did the javelinmen get? That's an issue I did not look over, as it is easy to make javelins OP against other units. In regular DeI, Velites rack up around 100 kills each which is pretty ideal in my opinion regarding skirmishers.
    Pikes work, but still a pretty much pinning unit, altough they were used in offense as well in defence. Well Javs got around 100 kills, i had 3 units, combined they had around 230ish, something like that, I just cant get them to kill over 120ish, not possible with their ammo etc. I think they are fine as they are, they can soften up a unit before you charge your infantry into them which as i bealive was their primary use in anciet warfare. This, Meerkat's and when 1.0 comes out combined will be the best mod for Rome 2 imho.

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    Default Re: [SUBMOD] Doktor's Submods (Faster Battles, Siege Engines, Morale)

    Quote Originally Posted by Ghost9489 View Post
    Pikes work, but still a pretty much pinning unit, altough they were used in offense as well in defence. Well Javs got around 100 kills, i had 3 units, combined they had around 230ish, something like that, I just cant get them to kill over 120ish, not possible with their ammo etc. I think they are fine as they are, they can soften up a unit before you charge your infantry into them which as i bealive was their primary use in anciet warfare. This, Meerkat's and when 1.0 comes out combined will be the best mod for Rome 2 imho.
    It's good to see that the javelinmen aren't over powered!
    August Strindberg: "There's a view, current at the moment even among quite sensible people, that women, that secondary form of humanity (second to men, the lords and shapers of human civilisation) should in some way become equal with men, or could so be; this is leading to a struggle which is both bizarre and doomed. It's bizarre because a secondary form, by the laws of science, is always going to be a secondary form. Imagine two people, A (a man) and B (a woman). They start to run a race from the same point, C. A (the man) has a speed of, let's say, 100; B (the woman) has a speed of 60. Now, the question is 'Can B ever overtake A?" and the answer is 'Never!'. Whatever training, encouragement or self-denial is applied, the proposition is as impossible as that two parallel lines should ever meet."


  17. #17

    Default Re: [SUBMOD] Doktor's Submods (Faster Battles, Siege Engines, Morale)

    Hey Guys, I´ve got a problem with the mod, threr is a conflict in the table for Faster Battles ( db/land_units_tables\Dei_land_units ) The game crashes at the startloadingscreen if I use the inoffical Modmanager or the normal.

    Do you have any tipps for solving this problem.

    I play the game in German!!!

  18. #18

    Default Re: [SUBMOD] Doktor's Submods (Faster Battles, Siege Engines, Morale)

    Quote Originally Posted by Hannibal87 View Post
    Hey Guys, I´ve got a problem with the mod, threr is a conflict in the table for Faster Battles ( db/land_units_tables\Dei_land_units ) The game crashes at the startloadingscreen if I use the inoffical Modmanager or the normal.

    Do you have any tipps for solving this problem.

    I play the game in German!!!
    Odd, are you certain it's my submod?

    That table should conflict. It tells the game that the table is empty so that it doesn't load vanilla DeI stats over the new ones.

  19. #19

    Default Re: [SUBMOD] Doktor's Submods (Faster Battles, Siege Engines, Morale)

    Quote Originally Posted by Hannibal87 View Post
    Hey Guys, I´ve got a problem with the mod, threr is a conflict in the table for Faster Battles ( db/land_units_tables\Dei_land_units ) The game crashes at the startloadingscreen if I use the inoffical Modmanager or the normal.

    Do you have any tipps for solving this problem.

    I play the game in German!!!
    I have the same issue

  20. #20

    Default Re: [SUBMOD] Doktor's Submods (Faster Battles, Siege Engines, Morale)

    Is this compatible with latest dei and can i use it with merkats unit balancing mod? if so which should i load first?

    very intresting mod btw

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