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Thread: [Official Submods] Combat Related Submods (updated for 1.2.6)

  1. #261
    KAM 2150's Avatar Artifex
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    Default Re: [Official Submod] Faster/Slower Battles/Movement (updated for 1.2)

    Ultra Fast Battles has few.
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  2. #262
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    Default Re: [Official Submod] Faster/Slower Battles/Movement (updated for 1.2)

    Hello team Faster Unit Movement is updated for 1.2.2 ?

  3. #263
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    Default Re: [Official Submod] Faster/Slower Battles/Movement (updated for 1.2)

    Yes but not for beta patch. Beta patch has some new tables so if I would update it for the beta patch, it would not work for all people who do not use it.
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  4. #264
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    Default Re: [Official Submod] Faster/Slower Battles/Movement (updated for 1.2)

    Is there any point in using slower and faster battle submods both at the same time? I'm asking cuz I saw gameplay video where guy was using them both and he recommende that but I have no idea why

  5. #265
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    Default Re: [Official Submod] Faster/Slower Battles/Movement (updated for 1.2)

    That does not make sense at all. One will just overwrite the other.
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  6. #266
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: [Official Submod] Faster/Slower Battles/Movement (updated for 1.2)

    Quote Originally Posted by porucznik View Post
    Is there any point in using slower and faster battle submods both at the same time? I'm asking cuz I saw gameplay video where guy was using them both and he recommende that but I have no idea why
    You shouldn't trust other videos, only our official ones.

  7. #267
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    Default Re: [Official Submod] Faster/Slower Battles/Movement (updated for 1.2)

    Mods updated to latest DeI patch.
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  8. #268
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    Default Re: [Official Submod] Faster/Slower Battles/Movement (updated for 1.2)

    Hello!
    I'm trying to slow my battles down. Really love to watch animations with no rush. Btw, few years ago DeI was just like that: pretty slow & with a lot of animations: 3
    I have this order in my data folder:
    @@ slowerbattles.pack
    @ strongerheavies.pack


    And still have 15-17 minutes for battle 4000 vs 4000 (half of the army consist of heavy infantry & elite / med cav). Mb I've done something wrong with load order? Is there any way to slow battles down little more via animations packs or unit's movement mods on a tactic map?
    Thanks!

  9. #269
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    Default Re: [Official Submod] Faster/Slower Battles/Movement (updated for 1.2)

    It is impossible to have slower combat and have lots of animations. We actually now have more animations than ever and probably have the most elaborate kill/wounded animation system in TW games.

    Also stronger heavies and slower battles are not compatible with eachother as they cancel eachothers changes.
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  10. #270
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    Default Re: [Official Submod] Faster/Slower Battles/Movement (updated for 1.2)

    I left only slowbattles.pack for now in this order:
    @@slowbattles

    _DeI

    And I have 13 minutes in 4000x4000 fight.

    Mb battles were slower because of formation option called «hold» or something, when units stay closer than now? o_-
    I’m not sure, trying to remember.

    Anyway, thank you for your answer and ofc great job with DeI! Looks like I have to wait for Ultra slow battles submod, if it’s ever happens

    KAM 2150,
    I'm trying to reduce movement speed & weapons damage or armor by 30% of the original values by myself (I'm not going to upload anywhere your submods with changes). Can you please help me a little with info about tables you use?
    I've found "aMan_battle_entites" (taken from slowerbattles), where I can change movement speed. But I can't clearly get how to edit weapons damage (to slow down fight). Or it would be easier to edit armor, not weapons?

    I've found in strongerheavies tables aDel_melee_weapons, aCav_melee_weapons & aDel_unit_armour_types. If I'll import aDeI_unit_armour_types table in slowerbattles submod with edit armour_value row ([original value]*1.3), will it help me or I'll just broke my game?
    Last edited by ♔Greek Strategos♔; June 06, 2018 at 11:28 AM. Reason: Double Posting.

  11. #271

    Default Re: [Official Submod] Faster/Slower Battles/Movement (updated for 1.2)

    q111
    ,
    I`ll be glad to test your
    Ultra slow battles submod. Hate 15-20 min battles!

  12. #272
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    Default Re: [Official Submod] Faster/Slower Battles/Movement (updated for 1.2)

    Well, I can’t upload it, because all I’ve done — just edit few tables of KAM2150’s “slowbattles” mod. Hitpoints + 30%, move & run -30%. It really wasn’t so hard, but result may be better. I hope, author will make his own version with a great balance.

  13. #273
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    Default Re: [Official Submod] Faster/Slower Battles/Movement (updated for 1.2)

    In case anyone wonders, those submods are compatible with new update.
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  14. #274
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    Default Re: [Official Submod] Faster/Slower Battles/Movement (updated for 1.2)

    Some reason using either these battle mods or your current beta one I get this problem with the current version of DEI:
    Spoiler Alert, click show to read: 



    Removing the battle mods fix it but then the battles become too much of a drag and personally not my cup of tea. Any queries?
    Last edited by ♔Greek Strategos♔; December 28, 2018 at 07:28 AM. Reason: Spoilers added.

  15. #275

    Default Re: [Official Submod] Faster/Slower Battles/Movement (updated for 1.2)

    Kam I think you were the one that made a submod for slower campaign map movement. Is there one for the new release? I've been searching the forums for the last year =( I just can't play yet another campaign where armies jump half way across map in one turn. Thanks

  16. #276
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    Default Re: [Official Submod] Faster/Slower Battles/Movement (updated for 1.2)

    Quote Originally Posted by Jim_Riley View Post
    Some reason using either these battle mods or your current beta one I get this problem with the current version of DEI:
    Spoiler Alert, click show to read: 



    Removing the battle mods fix it but then the battles become too much of a drag and personally not my cup of tea. Any queries?
    Have you tried to verify game cache? Faster/Slower combat mods do not have unit entries at all so they can't change it.


    Ironhorse, no I haven't made that one.
    Last edited by ♔Greek Strategos♔; December 28, 2018 at 07:23 AM. Reason: Spoilers added.
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  17. #277
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    Default Re: [Official Submod] Faster/Slower Battles/Movement (updated for 1.2)

    Quote Originally Posted by KAM 2150 View Post
    Have you tried to verify game cache? Faster/Slower combat mods do not have unit entries at all so they can't change it.
    I did and that's also why I'm confused. There's no real reason why it could have any effect on the units but this persists specifically with these new models. When the True Legions mod was standalone, the same problem happened whenever I tried using the combat mods. So I opted without the models so I could use your mods.

    I don't think it's DEI as a whole which is the problem but some reason the units themselves. Can't say for sure, seems like an individual issue for me. I think I might just re-download the entire mod again and start from scratch since I can't think of any other work-arounds.

  18. #278
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    Default Re: [Official Submod] Faster/Slower Battles/Movement (updated for 1.2)

    Have you tried one of my experimental packs? I find the issue odd as I run stuff like those mods without issues.
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  19. #279
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    Default Re: [Official Submod] Faster/Slower Battles/Movement (updated for 1.2)

    I was able to seemingly fix the issue. Apparently a separate mod that changed the Gallic/Coolus helmet cheek guards was causing the issue, I guess..

    Not entirely sure how that mod when mixed with everything else caused the problem but it's all good now. Just mods for this game continuing to be weirdly incompatible and associated with one another.

  20. #280
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: [Official Submod] Faster/Slower Battles/Movement (updated for 1.2)

    Quote Originally Posted by Jim_Riley View Post
    I was able to seemingly fix the issue. Apparently a separate mod that changed the Gallic/Coolus helmet cheek guards was causing the issue, I guess..

    Not entirely sure how that mod when mixed with everything else caused the problem but it's all good now. Just mods for this game continuing to be weirdly incompatible and associated with one another.
    That's why we ALWAYS recommended ONLY official or clearly stated as supported submods.

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