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

  1. #1
    KAM 2150's Avatar Artifex
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    Default Attila - DEI combat overhaul - 0.65 (05.06.2015)

    Version 0.65


    Hello,

    As some of you already know, I pretty much hate vanilla combat in Attila and I found it to be far worse then combat in vanilla Rome 2. Basic game has such a ridiculous stats, bugs and inconsitencies that it gives me headches (like all Hunnic melee cav having 3 armour despite wearing armour or units costing 2 times more with 2 times inferior stats etc).

    Anyway, I did not wanted to mod Attila in bigger extent due to some DeI balance still on my head, but damn, because of those broken battles I was not able to enjoy great campaign at all, I tried some other battles mods but they were not in my taste.

    This won't be as big and detalied as DeI combat overhaul, at least not by next 2-3 months (I took me almost half year to get DeI combat overhauled).

    Those who used my main combat overhaul might not find this one to be exatly the same as it uses mostly ideas from experimental pack as they are easier and faster to implement.

    So, end of nagging, what current build looks like
    -longer battles
    -morale a bit better, but still total mess
    -units hit points reduced
    -changed some values of armour
    -shields only give missile protection and melee defence bonus (no shield armour)
    -ALL charge, melee attack, melee defence values changed (no more units of the same quality with one having 19 attack and other having 60 attack)
    -changed all damage on weapons
    -changed all damage on missiles
    -realistic unit speed
    -changed fatigue effects
    -magical AP damagep pretty much taken out (as it was not AP like in Medieval 2, but damage that is always given to the unit no matter if armour value is 1 or 500)
    -better unit spotting = better AI
    -rebalanced units costs
    -rebalanced missile units
    -rebalanced morale

    What still to do
    -rebalance dogs and elephants
    -navy - distant future
    -give proper balance to abilities and formations
    -further fatigue balance

    Changelog 0.65 (05.06.2015)
    -fixed land merc stats

    Changelog 0.61 (16.04.2015)
    -different upkeep version are back

    Changelog 0.6 (13.04.2015)
    -rebalanced missile weapons for non arty units
    -rebalanced costs for new DLC nations
    -fixed loose formation for missile cav

    Changelog 0.56 (27.03.2015)
    -reworked some OP stats of new merc units

    Changelog 0.55 (27.03.2015)
    Video changelog (sorry vor vertical video ):
    https://www.youtube.com/watch?v=SgQ9...ature=youtu.be
    -New download links options for various upkeep versions

    Changelog 0.51 (13.03.2015)
    -fixed recruitment of DLC factions

    Changelog 0.5 (13.03.2015)
    -rebalanced artillery and building HP (arty weak vs units, good vs buildings, building hp reduced by 50% to work better with lower arty damage)
    -all nations have rebalanced stats and costs
    -no pikemen or dogs in campaign
    -units can now get knocked back or knocked down during melee
    -added CKW - Eagle's elite weapons
    -minor changes to formations
    -probalby something more that I forgot to add


    Changelog 0.4 (06.03.2015):
    -updates for newest patch
    -all playable nations have rebalanced stats (including DLC nations), but only those mentioned at the top have their costs rebalanced
    -minor tweaks to morale
    -for now pikes and dogs are back
    -explosive projetciles accuracy nerfed

    Changelog 0.3 (28.02.2015):
    -pikes taken out of game - credits to ingvard1979
    -towers damage, reload and range nerfed a lot, but in exchange they shot multiple arrows
    -closer deployment zone - credits to Sheridan
    -all Norsemen units rebalanced
    -onagers should be less accurate vs units
    -fatigue system rebalanced - still not perfect


    Changelog 0.2 (26.02.2015):
    Spoiler Alert, click show to read: 
    -fully rebalanced stats and costs of ERE, WRE and Sassanids units
    -most of fantasy abilities taken out
    -Roman infantry and some better Sassanid units use formation attack
    -applied bandaid fix for units costs of not yet balanced nations - campaign should be playable now, but I still recommend using those 3 finished nations
    -rebalanced unit spacing to some more natural values
    -UI info a bit changed, range info on missile units, unit short info adjuest more to new stats, still more polishing left there
    -increased base income to compensate increased costs and upkeep
    -increased treshold for units disbanding after taking too large losses during battle (post battle screen).
    -increased units size (garrisons and starting armies will remain the same for now)


    Download:
    Steam:
    http://steamcommunity.com/sharedfile.../?id=455407605

    Regular version:
    http://www.mediafire.com/download/w5...laCombat3.pack

    All unit upkeep reduced by 25%:
    [back on monday]

    Only cavalry units upkeep reduced by 50%:
    [back on monday]


    Instalation
    Put mod into your Attila data folder, in mod manager enable out of date mods, play Save game compatible, but not yed balanced for campaign.

    Please share your thoughs what should be changed, balanced, it will make my work much faster as myself have little time to do that.

    Credits:
    MagicCuboid - spotting mod
    Krixux - spotting mod
    Butan - spotting mod
    Alexander Lange - shield ideas
    Sheridan - closer deployment zones
    ingvard1979 - no pikemen mod
    Black9 - tons of help with stat changes

    Clovis King Warriors - Eagle's elite weapons
    Last edited by KAM 2150; June 05, 2015 at 05:46 AM.
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  2. #2

    Default Re: Attila - DEI combat overhaul - 0.1

    nice ... been waiting for this.. i realy enjoyed the R2 DEI version.. got to try this, will report back asap
    thanks KAM ..

  3. #3

    Default Re: Attila - DEI combat overhaul - 0.1

    Thank you for this !

  4. #4

    Default Re: Attila - DEI combat overhaul - 0.1

    Dude you are ing awesome +1 rep

  5. #5

    Default Re: Attila - DEI combat overhaul - 0.1

    Thanks buddy!
    Shogun 2, no thanks I will stick with Kingdoms SS.

  6. #6

    Default Re: Attila - DEI combat overhaul - 0.1

    Awesome! Indeed, it's hard to enjoy Attila with those vanilla battles, but I didn't expect you'd have an overhaul out this fast!

    A couple of suggestions:

    1. Siege rebalancing to go with the battle changes would be nice, especially the defensive tower strength. I don't know how many of the changes from DeI can just carry over though, in that regard. It seems like there's a lot to change in battles anyway.

    2. Have you removed the magic abilities yet? Getting rid of those would be nice.

    3. Maybe add Parthian Shot for all missile cavalry? I did make a little mod that does this, if you want to use that. (only thing to mention, just use the attribute group column in land_units_tables. I didn't change any of the other columns there)

    EDIT: Oh, also too many units have the scare/encourage traits. Would be nice to limit that to only a select few.
    Last edited by Augustusng; February 22, 2015 at 09:06 PM.

  7. #7

    Default Re: Attila - DEI combat overhaul - 0.1

    Amazing job, just had a custom battle of WRE against the ostrogoths and the AI actually held about 4-5 sword units in reserve while they sent the rest of their force against my first line, then as we engaged it used those units to counter my own reserves. The battle pace was great given that both armies were a combination of tier 2 and tier 3 troops. Missile damage actually makes sense now, given that im forced to resort to the heavy shot to pin down tier 3 armored troops.

  8. #8

    Default Re: Attila - DEI combat overhaul - 0.1

    Good god! Now i can finally stomach the battles! <3 Much love to you KAM.

  9. #9

    Default Re: Attila - DEI combat overhaul - 0.1

    Ohhhh , Heya KAM! Now I can delete Radious(no offense meant, but its not my flavor!)

  10. #10

    Default Re: Attila - DEI combat overhaul - 0.1

    How much slower have you made the battles? They already slower than any previous total war in the mid/late game. How long can we expect a typical battle to last?

  11. #11
    Chris P. Bacon's Avatar Semisalis
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    Default Re: Attila - DEI combat overhaul - 0.1

    Oh mighty KAM, master of all things battle. I beg of thee to make the combat animations similar to those in DeI atm, with units doing the pokes and jabs and non-kill animations when sparring but only killing in animations and not getting struck by a lighting bolt.

    Thank you great one

  12. #12
    Decanus
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    Default Re: Attila - DEI combat overhaul - 0.1

    KAM = champ, thanks d00d

  13. #13

    Default Re: Attila - DEI combat overhaul - 0.1

    Amazing KAM, thank you!

    Quick question, I see that my sarmatian warband has lost its shield wall ability. Is that intended?

    Cheers

  14. #14
    Crappy's Avatar Civis
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    Default Re: Attila - DEI combat overhaul - 0.1

    Glad to see you getting into Attilla modding this early on, KAM! Absolutely love the work you put into battles for DeI and I can't wait to see what you can do with Attilla!

  15. #15
    GourmetGorilla's Avatar Semisalis
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    Default Re: Attila - DEI combat overhaul - 0.1

    Thanks for going the extra mile, Kam. Much respect, and much appreciation for you having put this out there in such a short amount of time!

  16. #16

    Default Re: Attila - DEI combat overhaul - 0.1

    This is the best thing that could happen to this game, and I'm glad to be here as it starts again! I will try to provide as much testing as time allows. I do not normally play Total War games in custom battles, but I will try to do some while I wait for the units costs to be balanced as well.

    Thank you so much!
    Last edited by krunsh; February 23, 2015 at 01:14 AM.

  17. #17

    Default Re: Attila - DEI combat overhaul - 0.1

    Quote Originally Posted by krunsh View Post
    This is the best thing that could happen to this game, and I'm glad to be here as it starts again! I will try to provide as much testing as time allows. I do not normally play Total War games in custom battles, but I will try to do some while I wait for the units costs to be balanced as well.

    Thank you so much!
    I'm also looking forward to hear your view about KAM's mod. I let you test while i play DoGsoldier's

  18. #18
    KAM 2150's Avatar Artifex
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    Default Re: Attila - DEI combat overhaul - 0.1

    I think by accident I took out shieldwall bonuses all together, but I am not sure how I deleted it, as I only changed some of its values. Still, this one is easy to fix, just copy paste vanilla values and rebalance them again


    Next version will be out tomorrow morning or today late at night.
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  19. #19
    Slashas's Avatar Miles
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    Default Re: Attila - DEI combat overhaul - 0.1

    Hey KAM, could you release just the better spotting part? or tell me what files need to be modified and I can get them myself

  20. #20
    KAM 2150's Avatar Artifex
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    Default Re: Attila - DEI combat overhaul - 0.1

    Just delete everything besides spotting values.
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