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Thread: Proper Combat Mod [Update 24.10.2016]

  1. #41

    Default Re: Proper Combat Mod [Released]

    Cheers for the mod, KAM. I've heard good reports about it all over the place and these changes look absolutely ideal. Much appreciated

  2. #42

    Default Re: Proper Combat Mod [Released]

    Kam, you're so awesome! Forget Karl Franz, you're the true emperor!

    Quick question: If I use a separate +25% unit size mod, will it completely unbalance your mod?

    Thanks, man!

  3. #43
    KAM 2150's Avatar Artifex
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    Default Re: Proper Combat Mod [Released]

    It will be fully working with my mod

    Wow, your registered in 2007, but this is your first post? I feel honoured
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  4. #44

    Default Re: Proper Combat Mod [Released]

    So I need to test this some more but there may be an issue with VC and slowing battles down. I just played the opening battle to test out the animations increases and damage output of the Varghulf and halfway through the battle the enemy exploded into dust. It would seem that a protracted combat means that VC morale ends up at dangerously low levels well before their damage sustained does. Their lord was even beating Mannfred 1v1 and then he too exploded from crumbling, which is the first time I've seen army morale cause a Vamp Lord to dust.

    Has anyone else using the mod had any experience with or vs VC?

  5. #45
    KAM 2150's Avatar Artifex
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    Default Re: Proper Combat Mod [Released]

    That's odd, so far I didn't have any problems with VC units when I used them or AI. I will test it out a bit more later today

    EDIT: Ok, just tested it a bit and it work ok, I didn't lose any unit to crumbling in 20v20 battle. There were moments when low tier skeleton warriors and zombies were close to crumbling for a long time but didn't crumble in the end. 10 minute battle in underway corridor so I could not flank against Empire army.
    Last edited by KAM 2150; May 30, 2016 at 02:17 PM.
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  6. #46

    Default Re: Proper Combat Mod [Released]

    Hello,

    thanks for this mod. One question though - could you please a look at lenght of some magic spells and abillities - mainly buffs and debuffs? By increasing the combat lenght and not increasing the duration of spells / abilities, these has been nerfed a bit, do not you think so?

    Best regards / pozdrawiam,
    Dobrosław

  7. #47
    KAM 2150's Avatar Artifex
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    Default Re: Proper Combat Mod [Released]

    Yes, I already wrote it on steam, I will rebalance spells when I will have the time.

    Do weekendu może się uda ; P
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  8. #48

    Default Re: Proper Combat Mod [Released]

    Thanks!

  9. #49
    valky's Avatar Ducenarius
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    Default Re: Proper Combat Mod [Released]

    thanks KAM! Looking forward to your spell changes as well but combat is now much (much much much much!!) more enjoyable.
    I'm Commander Shepard and this is my favourite store on the Citadel!
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  10. #50

    Default Re: Proper Combat Mod [Released]

    Hi, I've been enjoying your mod for a campagin as chaos on vh and have played one campaign as dwarves without your mod.

    I mostly think this mod is a necessity when playing this game, but I wonder if it's possible to make it such that units that are routing don't regain courage so easily? In earlier total war games, if you broke a unit, there was like a 90% chance that he would flee.. In this game it seems to be 90% that you're gonna get control of the unit again.

    Cheers

  11. #51
    KAM 2150's Avatar Artifex
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    Default Re: Proper Combat Mod [Released]

    Yes, you can. You can even set how many times they can come back. Currently unit can go back at least 3 times if it doesn't shatter before. So in other words, if unit got damaged very, very bad it can be fully routed even at first time but if it gets into rout state, while still having a lot of men in the squad, it can't come back more then 3 times. I tihink I will lower it to 2 times.


    I should have small patch released today. Zombie speed increase, some minor tweaks to reload rates and minor magic stuff ; P
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  12. #52
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    Default Re: Proper Combat Mod [Released]

    New patch uploaded:
    -zombie speed is on par with skeleton warriors
    -reduced tower speed (was a lot faster then infantry) to make them a bit easier target for towers, but still not as easy to destroy as in vanilla
    -increased magic damage by 10%
    -reduced unit reload speed by -5%
    -increased projectile speed by 10%


    Alfuin, for this update I still hold the morale change since I want to play a bit more with it.
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  13. #53

  14. #54

    Default Re: Proper Combat Mod [Released]

    Great work as always KAM! much appreciated, only thing I dont see usefull its increased units sizes, but still its okay

  15. #55
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    Default Re: Proper Combat Mod [Released]

    There is no increased unit size in current and future versions.
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  16. #56
    Yerevan's Avatar Campidoctor
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    Default Re: Proper Combat Mod [Released]

    Hi, I would lkke to use this mod and illuminati Rex officers of mod. I knwo both mods mods lands_unit db table. Are they still compatible ? I see your mod also changes line's names in db entry so maybe it helps ?
    " Gentlemen, you can't fight in here! This is the War Room! "

  17. #57
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    Default Re: Proper Combat Mod [Released]

    The mod will overwrite some of my changes, but I did only few in land_units so your overal feeling of the battles will remain the same. Simply your greatswords with that mod will have vanilla attack value, same for basic spearmen and zombies will not be as tanky. Most important parts of my mod will be still working with that mod so I see no big problems with using both together
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  18. #58
    Yerevan's Avatar Campidoctor
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    Default Re: Proper Combat Mod [Released]

    Quote Originally Posted by KAM 2150 View Post
    The mod will overwrite some of my changes, but I did only few in land_units so your overal feeling of the battles will remain the same. Simply your greatswords with that mod will have vanilla attack value, same for basic spearmen and zombies will not be as tanky. Most important parts of my mod will be still working with that mod so I see no big problems with using both together
    Thanks !
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  19. #59
    r3dshift's Avatar Civis
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    Default Re: Proper Combat Mod [Released]

    I agree with Alfuin above concerning the way the current morale system works. I know it's basically CA's decision, but anyway: routing units should route completely most of the time. Perhaps re-joining the battle once is okay, but not 3-4 times.

    Also, I've been wondering if ensuring that battles last longer could be achieved by e.g. doubling the morale value for all units across the board. This way, they would definitely fight for an extended period of time. Also, this seems pretty easy to pull off and wouldn't upset the current balance. What do you think, KAM?

  20. #60
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    Default Re: Proper Combat Mod [Released]

    Doubling would mean that most of units would not be able to rout at all as morale debufs are not high enough. Plus increasing default unit morale will make it incompatible with unit packs. Best way is to just toy with morale penlaties.
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