Page 12 of 24 FirstFirst ... 2345678910111213141516171819202122 ... LastLast
Results 221 to 240 of 472

Thread: Attila - DEI combat overhaul - 0.65 (05.06.2015)

  1. #221
    KAM 2150's Avatar Artifex
    Patrician

    Join Date
    Jul 2013
    Location
    Gdańsk, Poland
    Posts
    11,132

    Default Re: Attila - DEI combat overhaul - 0.3 (28.02.2015)

    Not yet. I am at about 10% of readding stuff from the pack. Sorry guys, there is a lot to do, this mod will be probably incompatible till next week. Also I don't know how to edit startpos so either ingvard will update his mod or someone else will delete pikes and dogs from starting armies (or better, repleace them with some levy spears so some nations like goths won't be hindered at start since pikes are 1/3 of their armies).
    Official DeI Instagram Account! https://www.instagram.com/divideetimperamod/
    Official DeI Facebook Page! https://www.facebook.com/divideetimperamod

  2. #222
    Chris P. Bacon's Avatar Semisalis
    Join Date
    Jul 2013
    Location
    New Amsterdam
    Posts
    421

    Default Re: Attila - DEI combat overhaul - 0.3 (28.02.2015)

    Quote Originally Posted by KAM 2150 View Post
    Not yet. I am at about 10% of readding stuff from the pack. Sorry guys, there is a lot to do, this mod will be probably incompatible till next week. Also I don't know how to edit startpos so either ingvard will update his mod or someone else will delete pikes and dogs from starting armies (or better, repleace them with some levy spears so some nations like goths won't be hindered at start since pikes are 1/3 of their armies).

  3. #223
    Matosh's Avatar Libertus
    Join Date
    Jan 2013
    Location
    Croatia
    Posts
    71

    Default Re: Attila - DEI combat overhaul - 0.3 (28.02.2015)

    Quote Originally Posted by KAM 2150 View Post
    Not yet. I am at about 10% of readding stuff from the pack. Sorry guys, there is a lot to do, this mod will be probably incompatible till next week. Also I don't know how to edit startpos so either ingvard will update his mod or someone else will delete pikes and dogs from starting armies (or better, repleace them with some levy spears so some nations like goths won't be hindered at start since pikes are 1/3 of their armies).
    Can this modification be compatible again if those pike and dog units are re-added, and stratpos file removed? Just temporarily until the next version is ready to be released.

  4. #224
    KAM 2150's Avatar Artifex
    Patrician

    Join Date
    Jul 2013
    Location
    Gdańsk, Poland
    Posts
    11,132

    Default Re: Attila - DEI combat overhaul - 0.3 (28.02.2015)

    No as I would have to spend lots and lots of time to balance dogs and pikes in the first place. Deleting them is easier. I already took out pikes from merc and garrisions, so only startpos to edit, as from the buildings they will be gone in few minutes.
    Official DeI Instagram Account! https://www.instagram.com/divideetimperamod/
    Official DeI Facebook Page! https://www.facebook.com/divideetimperamod

  5. #225

    Default Re: Attila - DEI combat overhaul - 0.3 (28.02.2015)

    Quote Originally Posted by Chris P. Bacon View Post
    This was also my reaction. Tried Fall of the Eagle last night (Started campaign as Saxon.), and the battle changes weren't for me. Tried a copy of the same battle using KAM's 0.3 and it was much better. I guess I'll put Attila aside for a while longer... Now to make new plans for my days off!

  6. #226
    KAM 2150's Avatar Artifex
    Patrician

    Join Date
    Jul 2013
    Location
    Gdańsk, Poland
    Posts
    11,132

    Default Re: Attila - DEI combat overhaul - 0.3 (28.02.2015)

    Ok, I might release a updated version today, but it won't have new units rebalanced and ALL germanic and hunnic units will have unbalanced costs. This one will not be a campaign playable, only for battles. And I mean it.
    Official DeI Instagram Account! https://www.instagram.com/divideetimperamod/
    Official DeI Facebook Page! https://www.facebook.com/divideetimperamod

  7. #227

    Default Re: Attila - DEI combat overhaul - 0.3 (28.02.2015)

    Quote Originally Posted by KAM 2150 View Post
    Ok, I might release a updated version today, but it won't have new units rebalanced and ALL germanic and hunnic units will have unbalanced costs. This one will not be a campaign playable, only for battles. And I mean it.
    Alright. That's not something I will use (I don't usually play custom battles.), but thank you for the hard work

    And glad to hear the mod might get bigger!

  8. #228
    Chris P. Bacon's Avatar Semisalis
    Join Date
    Jul 2013
    Location
    New Amsterdam
    Posts
    421

    Default Re: Attila - DEI combat overhaul - 0.3 (28.02.2015)

    Quote Originally Posted by KAM 2150 View Post
    Ok, I might release a updated version today, but it won't have new units rebalanced and ALL germanic and hunnic units will have unbalanced costs. This one will not be a campaign playable, only for battles. And I mean it.

    Thank you KAM, how will the mod get bigger though I can't wait to see what you can come up with!

  9. #229

    Default Re: Attila - DEI combat overhaul - 0.3 (28.02.2015)

    Quote Originally Posted by krunsh View Post
    This was also my reaction. Tried Fall of the Eagle last night (Started campaign as Saxon.), and the battle changes weren't for me. Tried a copy of the same battle using KAM's 0.3 and it was much better. I guess I'll put Attila aside for a while longer... Now to make new plans for my days off!
    I third this hilarious gif. I can't stop laughing at it. Your changes are nice KAM. If only you can sneak in the 'army collapse' mechanic so battles aren't thermopylae all the time ...

  10. #230
    KAM 2150's Avatar Artifex
    Patrician

    Join Date
    Jul 2013
    Location
    Gdańsk, Poland
    Posts
    11,132

    Default Re: Attila - DEI combat overhaul - 0.3 (28.02.2015)

    Since we are at the Kay & Peele (love those two guys!) gifs, let me present you how I felt today when some of the stuff was working, then after cosmetic changes nothing was working and I had to start over:

    Official DeI Instagram Account! https://www.instagram.com/divideetimperamod/
    Official DeI Facebook Page! https://www.facebook.com/divideetimperamod

  11. #231
    Chris P. Bacon's Avatar Semisalis
    Join Date
    Jul 2013
    Location
    New Amsterdam
    Posts
    421

    Default Re: Attila - DEI combat overhaul - 0.3 (28.02.2015)

    Quote Originally Posted by KAM 2150 View Post
    Since we are at the Kay & Peele (love those two guys!) gifs, let me present you how I felt today when some of the stuff was working, then after cosmetic changes nothing was working and I had to start over:




  12. #232

    Default Re: Attila - DEI combat overhaul - 0.3 (28.02.2015)

    To get the pack compatible with the latest patch, just make your various tables into fragments. Granted, you won't have the new units in the recruitment table (and they won't have balanced stats anyway).

    Here is a version that works with the latest patch, no promises on balance http://www.mediafire.com/download/6y...ombatupd1.pack

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  13. #233
    KAM 2150's Avatar Artifex
    Patrician

    Join Date
    Jul 2013
    Location
    Gdańsk, Poland
    Posts
    11,132

    Default Re: Attila - DEI combat overhaul - 0.3 (28.02.2015)

    Thanks Dresden, but I've finished making unit compatible about 10 minutes ago Now I only need to change formation bonuses, plus some minor things and see if I will manage to take out pikes from campaign (I guess those few units in starting armies won't change much).
    Official DeI Instagram Account! https://www.instagram.com/divideetimperamod/
    Official DeI Facebook Page! https://www.facebook.com/divideetimperamod

  14. #234

    Default Re: Attila - DEI combat overhaul - 0.3 (28.02.2015)

    Doh, my bad! Just trying to be helpful

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  15. #235
    KAM 2150's Avatar Artifex
    Patrician

    Join Date
    Jul 2013
    Location
    Gdańsk, Poland
    Posts
    11,132

    Default Re: Attila - DEI combat overhaul - 0.3 (28.02.2015)

    Not your bad, I should have posted a bit quicker that land units are done ; D


    Small update on the situtation. I will do a quick stat balance for new units so the won't have uber out of place stats, then some quick try to get rid of pikes for merc, buildings and garrisons and we are good to go.
    Official DeI Instagram Account! https://www.instagram.com/divideetimperamod/
    Official DeI Facebook Page! https://www.facebook.com/divideetimperamod

  16. #236

    Default Re: Attila - DEI combat overhaul - 0.3 (28.02.2015)

    Quote Originally Posted by KAM 2150 View Post
    Small update on the situtation. I will do a quick stat balance for new units so the won't have uber out of place stats, then some quick try to get rid of pikes for merc, buildings and garrisons and we are good to go.
    Amazing! Will this still not be a campaign read update?

  17. #237

    Default Re: Attila - DEI combat overhaul - 0.3 (28.02.2015)

    Thank you for spending Sweat, Blood and Tears in making this game enjoyable! I'm watching this thread, tested it and really looking forward for the release. But keep your time, hopefully CA won't make too many updates, like with the Rome 2 release ... could be very frustating ..
    Oh ya, and damn you for making such a great mod like DeI ... got me addicted a big time xD
    Good work, keep it up

  18. #238
    Chris P. Bacon's Avatar Semisalis
    Join Date
    Jul 2013
    Location
    New Amsterdam
    Posts
    421

    Default Re: Attila - DEI combat overhaul - 0.3 (28.02.2015)

    Thank you both Dresden/Kam, I think I speak for a lot of people when I say that you're what keeps people playing both Rome II and Attila.

  19. #239

    Default Re: Attila - DEI combat overhaul - 0.3 (28.02.2015)

    Oh right a see, so a historical change and not a pure balance one. Got it.

  20. #240

    Default Re: Attila - DEI combat overhaul - 0.3 (28.02.2015)

    Quote Originally Posted by KAM 2150 View Post
    then some quick try to get rid of pikes
    KAM 2150, it won’t be easy. If you want to take out all pikemen and dogs from starting armies you have to: open startpos; find compressed_data; further open CAMPAING_ENV and then CAMPAING_MODEL directory; after open WORLD; next -open facthion_array and edit facthion_array-0; open directory and find ARMY_array; both ARMY_array–0 and ARMY_array–1 – is starting armies of Alani. You need UNIT_CONTAINER and UNITS_array inside. This directory contains all database about units of army. To change units in army you need to open UNIT and UNIT_RECORD_KEY. For example, UNIT_RECORD_KEY - att_ger_sarmatian_spears is alany dogs. Replace this unit id other UNIT_RECORD_KEY from ARMY_array directory, for example, att_ger_sarmatian_cataphracts. Be careful, don’t delete any UNITS_array directories. Repeat this algorithm for all unhistorical units in all armies of all factions, which contain dogs and pikemen: facthion_array-2 (vandali) and facthion_array-3 (visigothi: find att_ger_gothic_levy (gothic pikemen)).
    Removing all annoying mercenaries from game is harder operation and I’ll tell later.
    My mod work perfectly with new patch but not with DLC (I didn’t buy it)
    Last edited by ingvard1979; March 05, 2015 at 05:51 PM.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •