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Thread: CloseCombat for Charlemagne (Update 16.04.2016)

  1. #1
    Luntik's Avatar Biarchus
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    Default CloseCombat for Charlemagne (Update 16.04.2016)

    CloseCombat ATTILA mod

    • main BAI related data tables were edited
    • unit speed decrease
    • fatigue penalty from fresh to exhausted takes about 5 min
    • fatigue recovering from exhausted to fresh about 1-2 min
    • morale system tuning (when unit losing of 20-50% - unit retreats, then it can come back in battle)
    • for shield defens/armour value +3
    • for armour armour value +5
    • globally charge bonus reduced by 20%
    • charge duration reduced to 10 sec
    • parameters of shape of horse changed
    • artillery marksmanship bonus decreased
    • arrow and sling damage edited (more info in change log)
    • for weak weapon damage increased (generally used by ranged infantry)
    • duration of the battle 20X20 is 10-15min

    change log
    CloseCombat ATTILA v01 (Update 18.02.2015)

    • infantry and ship speed decrease;
    • fatigue system tuning;
    • morale system tuning (when unit losing of 20-50% - unit retreats, then it can come back in battle);
    • missile damage decreased;
    • shield defens/armour value +3;
    • armour armour value +5;
    • kill rate decrease (the duration of the battle 20X20 is 10-15min)

    CloseCombat ATTILA v04 (Update 25.02.2015)
    • globally charge bonus reduced by 20%
    • charge duration reduced to 10 sec
    • parameters of shape of horse changed
    • cavalry be more careful
    • artillery marksmanship bonus decreased
    • for weak weapon damage increased (generally used by ranged infantry)

    dagger 5/1 to 10/4
    sax 10/1 to 15/4
    lance 3/7 to 3/10 (here is another story)

    CloseCombat
    ATTILA v05 (Update 27.02.2015)
    • modified for compatibility with mod_tower_reload_time_increase_CC_Submod;
    • i find that unreasonable some value was changed (perhaps accidentally), now returned to the original value (perhaps AI behavior not change, in any case would not be worse.)

    CloseCombat Attila v06 (Update 03.03.2015)
    • fatigue system further tuning;
    • fatigue penalty from fresh to exhausted takes about 5 min;
    • fatigue recovering from exhausted to fresh about 1-2 min

    CloseCombat ATTILA v08 (Update 13.03.2015)Projectiles further tuning.
    I find that damage of bow heavy shot = damage of bow normal shot (i mean real damage),
    wherein AI always uses 'heavy' shot, which is slower than 'normal'.

    Therefore made the following changes:
    heavy shot as is, damage for normal and flaming shot decreased for all types of bows
    +
    for all types of bows (except long bow and crossbow) base reload time increased about 25%

    For sling:
    Effective range increased to 150m and 200m.
    Damage =50 as vanilla, but in reality, the risk is low for armored units.
    At a short distance of 50-80 m, they are still dangerous.

    CloseCombat ATTILA v09 (Update 28.03.2015) adapted to the latest patch

    CloseCombat ATTILA v10 (Update 30.07.2015) adapted to the latest patch

    CloseCombat ATTILA v11 (Update 26.09.2015)adapted to the latest DLC/patch
    current version CloseCombat ATTILA v11 (Update 26.09.2015)
    -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    ATTILA A mod improved campaign AI behavior and makes many visual changes.

    More detailed information about visual changes can be found on pages 4 to 7

    ATTILA A v2 (Update 26.09.2015) -corrects errors of the previous version.

    some screenshots





    ATTILA A garrisons and cities examples

    412 a.d. - Scandza/Hrefnesholt - Scandza/Hafn - Scandza/Alabu


    More garrisons and cities examples
    412 a.d. - Carthaginensis/Carthago Nova - Frisia/Flevum



    412 a.d. - Asia/Ephesus - Syria/Tyrus

    Added units


    ATTILA A v3 (Update 05.10.2015)

    • Increased melee defence for Scholae Gentiles
    • Approached generals units upgrade.
    • Added unit 'Noble Horsemen' (new general) for 'Barbarian' factions.

    img Scholae Gentiles and Noble Horsemen

    some example generals units upgrade

    WRE/ERE


    Danes


    Vandals


    Franks


    Minor Barbarian Kingdoms

    ATTILA A v4 (Update 19.10.2015) new

    • Experience is growing bit faster (or bit more then 'bit') for AI General, AI Governor and AI army.
    • During the siege, escalation lvl 2 comes later and brings less destruction.
    • Complication for difficulty 'very hard 'and 'legendary'
      • building construction cost +20% and +50%
      • building upkeep +50% and +70%
      • force upkeep +20% and +40%

    I still recommend difficulty - hard/hard
    ATTILA A installation

    Zip archive CC_ATTILA_A_v4.7z contains 2 files:
    CC_ATTILA_A_v4.pack - is movie format, mod_CC_ATTILA_A_UNITS_v4.pack - is mod format. Both files are needed.
    When mod installed - attila logo will be changed

    ATTILA A compatible with

    CloseCombat ATTILA v11
    mod_DLF_CC_Submod_v2
    CloseCombat Attila reskin v06
    Deep Red CC Submod v01
    any reskin unit/interface mod

    ATTILA A recommendations

    well run with CloseCombat ATTILA v11 and mod_DLF_CC_Submod_v2

    select difficulty - hard/hard


    CC_ATTILA_A_v5.pack from last update is missing. Long time absence of comments. So, project CC ATTILA A is closed now /07.03.2016/.
    ---------------------------------------------------------------------------------------------------------------------------------------------------------------

    CloseCombat for Charlemagne

    mov3C_BAI.pack (Update 16.04.2016) new

    • slightly increases the duration of the battle, very few changes
    • movie format



    mov3C_CAI_part1.pack
    mod3C_CAI_part2.pack (Update 16.04.2016) new

    • most changes is a AI related
    • very few changes on the player side
    • sensitive to third party mods
    • movie and mod format



    recommended difficulty - hard/hard
    AI suppress relaxed style player in 40-50 turns

    submods ----------------------------------------------------------------
    CloseCombat Attila reskin v06 (Update 29.04.2015)
    • movie format
    • at the moment 8 helmets, 7 armour, 2 melee weapon
    • corrected glow of various shields

    example


    roman_heavy_ridge_helmet and roman_light_ridge_helmet

    generic_spangenhelm and generic_spangenhelm_heavy

    generic_spangenhelm + cheek_full_plate

    lorica_squamata_heavy_iron and lorica_squamata_heavy_sleeveless_iron








    Deep Red CC Submod v01.pack (Update 21.04.2015)
    • movie format
    • not disappears
    • blood map and decal redone

    example



    Installation / Uninstall UnZip and drop the pack file into your ...\Total War Attila\data\... directory.
    Mod CloseCombat Atilla.pack in 'MOVIE' format.
    MOVIE format packs does not need to be enabled and as such won't be able to be controlled by mod manager and will always activate.
    To deinstall just remove/delete the pack file.
    Attached Files Attached Files
    Last edited by Luntik; April 16, 2016 at 11:01 AM. Reason: CloseCombat for Charlemagne (Update 16.04.2016)

  2. #2

    Default Re: CloseCombat Atilla v01 (Update 18.02.2015)

    Not sure why but when I unzipped the file into the data folder It doesn't seem to show up in the Attilla Mod Manager

    EDIT: nvm, I forgot to read the below part about the movie pack. My bad.
    Last edited by Gorhaax; February 18, 2015 at 12:30 PM.
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  3. #3

    Default Re: CloseCombat Atilla v01 (Update 18.02.2015)

    Great! Awaiting your mod by CAI.
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  4. #4
    billydilly's Avatar Senator
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    Default Re: CloseCombat Atilla v01 (Update 18.02.2015)

    @Gorhaax

    It is in MOVIE format. It starts automatically - no need to activate.
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  5. #5
    Luntik's Avatar Biarchus
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    Default Re: CloseCombat Atilla v02 (Update 19.02.2015)

    update

  6. #6
    Foederatus
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    Default Re: CloseCombat Atilla v02 (Update 19.02.2015)

    Hey Lutnik and All

    Is it just these 4 lines underneath in kvrules I need to edit to make kill moves happen more often.


    Vanilla table stats
    melee_formed_vs_formed_matched_combat_percentage ...... 5
    melee_formed_vs_free_matched_combat_percentage ....... 10
    melee_secondary_attack_probability ...... 1
    melee_matched_combat_percentage ...... 40

    Thanks any help would be appreciated.

  7. #7

    Default Re: CloseCombat Atilla v02 (Update 19.02.2015)

    Does this mod decrease the missile damage from towers as well? It seems like if fights during sieges take longer, then tower damage would need to be lowered as well to keep things balanced. Thanks for porting your mod to Attila!

  8. #8
    Luntik's Avatar Biarchus
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    Default Re: CloseCombat Atilla v02 (Update 19.02.2015)

    Quote Originally Posted by GPM26 View Post
    Hey Lutnik and All

    Is it just these 4 lines underneath in kvrules I need to edit to make kill moves happen more often. ...
    Hi, GPM26,
    these parameters affect the frequency of attacks leading to kill /imho/:


    melee_attack_interval
    melee_hit_chance_base
    melee_hit_chance_max
    melee_hit_chance_min
    melee_on_damage_effect_knockback_chance
    melee_on_damage_effect_knockdown_chance
    (if I understand right your question)

  9. #9
    Luntik's Avatar Biarchus
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    Default Re: CloseCombat Atilla v02 (Update 19.02.2015)

    Quote Originally Posted by SEACOW View Post
    Does this mod decrease the missile damage from towers as well? It seems like if fights during sieges take longer, then tower damage would need to be lowered as well to keep things balanced. Thanks for porting your mod to Attila!
    Not yet, at the moment is i have not enough game experience.

  10. #10
    Cavalier's Avatar Vicarius
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    Default Re: CloseCombat Atilla v02 (Update 19.02.2015)

    Quote Originally Posted by Luntik View Post
    Not yet, at the moment is i have not enough game experience.
    Well, towers basically one hit one kill even the most heavily armoured units while shooting six or seven arrows at once, which means that a unit of Legio Comitatenses dies within 1 to 2 minutes.
    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."


  11. #11
    Miles
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    Default Re: CloseCombat Atilla v02 (Update 19.02.2015)

    Quote Originally Posted by Cavalier View Post
    Well, towers basically one hit one kill even the most heavily armoured units while shooting six or seven arrows at once, which means that a unit of Legio Comitatenses dies within 1 to 2 minutes.
    obviously WAD

  12. #12
    Foederatus
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    Default Re: CloseCombat Atilla v02 (Update 19.02.2015)

    Hey Lutnik

    Thanks for getting back to me. What I am trying to do is remove the fall down/collapse kill animation or at least its frequency so that most kills would end in a combat finisher. I changed seconday attack from 1 to 0 but that only seems to prolong the vanilla battle which is actually a good thing. Anyway if you know of a way to stop the unit collapse like the no heart attacks mod tried to do in Rome 2 it would be a great secondary option to go with your Mod.

    Thanks again

  13. #13
    Luntik's Avatar Biarchus
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    Default Re: CloseCombat Atilla +submod (Update 21.02.2015)

    update
    +submod CloseCombat Atilla reskin v01.pack

  14. #14
    Luntik's Avatar Biarchus
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    Default Re: CloseCombat Atilla +submod (Update 22.02.2015)

    Ups,
    I found that in the CCA v02 I have not changed the morale_table.
    My bad.
    In new CloseCombat Atilla v03 morale_table fixed, as must be, can compare.

  15. #15
    Luntik's Avatar Biarchus
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    Default Re: CloseCombat Atilla +submod (Update 23.02.2015)

    update CloseCombat Atilla reskin v02

    add

    generic_spangenhelm_heavy

    generic_spangenhelm + cheek_full_plate

    lorica_squamata_heavy_iron

    lorica_squamata_heavy_sleeveless_iron
    Last edited by Luntik; February 23, 2015 at 01:07 PM.

  16. #16

    Default Re: CloseCombat Atilla +submod (Update 23.02.2015)

    Your reskin is very appreciated !

  17. #17

    Default Re: CloseCombat Atilla +submod (Update 23.02.2015)

    Thx for your work Luntik!
    has someone already tested the mod? how do the battles feel now? do units behave and route reasonable?
    thx in advance, i cant test it for myself at the moment

  18. #18

    Default Re: CloseCombat Atilla +submod (Update 23.02.2015)

    Quote Originally Posted by jackless View Post
    Thx for your work Luntik!
    has someone already tested the mod? how do the battles feel now? do units behave and route reasonable?
    thx in advance, i cant test it for myself at the moment
    I would like to know as well. As I may use it for a multiplayer campaign tonight!

  19. #19
    Autaritus's Avatar Libertus
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    Default Re: CloseCombat Atilla +submod (Update 23.02.2015)

    Hi! I installed the movie pack in the Attila data folder as told, then I played a custom battle and the mod didn't seem to work, as the "machine gun" killing rate was still there... I had no other mod working, just close combat. Somebody knows what can it be? Thanks in advance.

  20. #20

    Default Re: CloseCombat Atilla +submod (Update 23.02.2015)

    Quote Originally Posted by Autaritus View Post
    Hi! I installed the movie pack in the Attila data folder as told, then I played a custom battle and the mod didn't seem to work, as the "machine gun" killing rate was still there... I had no other mod working, just close combat. Somebody knows what can it be? Thanks in advance.
    Damn, that would be a shame. Can anyone confirm?

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