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

  1. #61
    KAM 2150's Avatar Artifex
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    Default Re: Attila - DEI combat overhaul - 0.1

    Nope, we use different stuff and I never take stuff from other people. Plus it would take exactly the same time as I would have to adjust Lutniks works with mine, so in other words....I would have to change everything anyway
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  2. #62

    Default Re: Attila - DEI combat overhaul - 0.1

    Quote Originally Posted by KAM 2150 View Post
    Nope, we use different stuff and I never take stuff from other people. Plus it would take exactly the same time as I would have to adjust Lutniks works with mine, so in other words....I would have to change everything anyway
    I believe he meant for us player waiting. So we have something to do while we wait for you to work you magic

    I will give it a shot!

  3. #63
    KAM 2150's Avatar Artifex
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    Default Re: Attila - DEI combat overhaul - 0.1

    Aaaaa, yes, he meant that, I've read his post to fast I though he meant that I could use that mod as a bridge between what I finished and what I still need to do xD
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  4. #64

    Default Re: Attila - DEI combat overhaul - 0.1

    Quote Originally Posted by KAM 2150 View Post
    I also rebalanced unit size so next update will have it too I am using values from my Medieval 2 project, hence infantry size 250, missiles 200, cavalry 120.
    Would it be okay to change infantry to 240, just for the sake of Romans having more historical unit sizes?

  5. #65
    KAM 2150's Avatar Artifex
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    Default Re: Attila - DEI combat overhaul - 0.1

    Sure, it won't change much anyway in terms of battle outcome
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  6. #66
    Chris P. Bacon's Avatar Semisalis
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    Default Re: Attila - DEI combat overhaul - 0.1

    Quote Originally Posted by Augustusng View Post
    Would it be okay to change infantry to 240, just for the sake of Romans having more historical unit sizes?
    Roman troops are already underpowered and strangely balanced as is lol.

  7. #67
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    Default Re: Attila - DEI combat overhaul - 0.1

    Not in this mod And proper balancing is still yet to start ; D
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  8. #68
    Foederatus
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    Default Re: Attila - DEI combat overhaul - 0.1

    Can't you create a mod that allows generals to be captured with the option to ransom, execute or turncoat to really enhance the political system of the game?

  9. #69

    Default Re: Attila - DEI combat overhaul - 0.1

    Quote Originally Posted by largejack View Post
    Can't you create a mod that allows generals to be captured with the option to ransom, execute or turncoat to really enhance the political system of the game?
    That seems a little outside of the planned scope for the mod so far :p, you'd probably have better luck with such a request inside of other political overhaul mods!

  10. #70
    KAM 2150's Avatar Artifex
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    Default Re: Attila - DEI combat overhaul - 0.1

    That even sounds beyond the possibilities of anyone. And even if possible (which I REALLY doubt), it would require heavy scripting.

    Game does not have ransom/hostage options in the diplomatic menu anyway. If that would be possible then selling/demanding provincies would to be possible.

    Sorry for taking a bit more time with the update but I had little time and I want to overal add some more stuff that I planned for the update.
    Last edited by KAM 2150; February 24, 2015 at 06:14 PM.
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  11. #71

    Default Re: Attila - DEI combat overhaul - 0.1

    Hey KAM, question, I have been playing with this version and I really am enjoying it, however I read you said that you feel it is not campaign ready in your opinion, but I have had no issues as yet, are there any glaring issues I should be aware of?

  12. #72
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    Default Re: Attila - DEI combat overhaul - 0.1

    There might be units that are simlpy way to cheap for their strength, because CA totally messed up the prices, like they were literary just giving them randomly. For example cilbanari camels are way cheaper then some unarmoured camels, the list goes on and on. Plus in general I buffed Romans a bit, while making barbarians weaker, so it might end up with Roman units being very cheap and stronger then barbarian counterparts.
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  13. #73
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    Default Re: Attila - DEI combat overhaul - 0.1

    Ok, I looked more into unit costs and I think this mod can be used in camapign CA made one thing right, upkeep cost, so even if some units have wrong recruitment costs, they have nice, high upkeep values

    Some news, ERE units are done, WRE partially done, I should have Romans plus Sassanids done today


    Current unit size:
    Cavalry -120
    Infantry - 240
    Missile units - 180

    I have added formation attack to Roman infantry. Spacing is also a bit changed for all units.
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  14. #74
    Civis
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    Default Re: Attila - DEI combat overhaul - 0.1

    Cavalry 100 and Infantry 200 for DEI

  15. #75

    Default Re: Attila - DEI combat overhaul - 0.1

    Quote Originally Posted by nicolae View Post
    Cavalry 100 and Infantry 200 for DEI
    I believe in Rome 2 DeI, it was for historical accuracy (Many barbarian or even greek sword units were 300.). Someone mentioned that Romans fielded units of 240 on here.

    I don't see myself playing as either Western or Eastern Roman empire, they are way too big for me. I'm even waiting for an eastern DLC or mod because even though I love the culture, the Sassanids start with too many towns for my play style.

    I'll be waiting eagerly for a Barbarian and Viking's forefather balance update! I hope the larger number of men per squad will not break my game performance (Though I guess I can reduce it manually in settings.) and/or navies (As they did in original DeI.).

    Naval battle are actually quite alright now. Yesterday, playing as the Saxon and invading Britannia, I lost a whole 20 cards army to a fleet half that side sine I carelessly sent them to cross waters without an escort fleet.

    That Sea Sickness seems to be huge, the much smaller crew of the enemy fleet were tacking up kills extremely fast and my unit's moral was crap. I like it!

  16. #76
    KAM 2150's Avatar Artifex
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    Default Re: Attila - DEI combat overhaul - 0.2 (26.02.2015)

    Changelog 0.2 (26.02.2015):
    -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:
    http://www.mediafire.com/download/q6...ilaCombat.pack



    Savegame compatible but do not be surprised with the costs if you decide to continue Anyway, campaign should be playable with those finished nations.
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  17. #77

    Default Re: Attila - DEI combat overhaul - 0.2 (26.02.2015)

    Kam, thanks for your hardwork. I noticed you changed the tiers of the roman units, now this becomes a problem because technology research eliminates many of the units you made stronger (Catafractarii and Domestici protectores) so do you think you could eliminate the upgrade system at least for the roman factions. Is it also possible to release a version with vanilla unit sizes?

  18. #78
    KAM 2150's Avatar Artifex
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    Default Re: Attila - DEI combat overhaul - 0.2 (26.02.2015)

    Yeah, I will take upgrade system completly out, it is just plainly retarded. As for vanilla unit size you can just lower the amount of units per squad, but I won't make exactly vanilla size version as it would require new balance for certain units.
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  19. #79
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    Default Re: Attila - DEI combat overhaul - 0.2 (26.02.2015)

    Can anyone summarise what the overall effect on battles is?

    Are there any particular units or strategies that are much more or less effective than they are in vanilla?

  20. #80
    KAM 2150's Avatar Artifex
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    Default Re: Attila - DEI combat overhaul - 0.2 (26.02.2015)

    Just give it a go. It is simply way more realistic, especially with Romans and Sassanids, but morale still needs a lot of tweaking, yet units will not fight as long as in vanilla. I don't know which strategies were effective in fantasy broken vanilla combat.
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