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Thread: Proper Combat Mod [Update 24.10.2016]

  1. #61
    r3dshift's Avatar Civis
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    Default Re: Proper Combat Mod [Released]

    Oh, I get it. However, if one doesn't count unit packs, shouldn't what I proposed - in a tweaked fashion, say, 20-30% global morale increase for start - actually work?

    In fact, what I'm hinting at here is whether you'd be willing to make such a mod. ;-) Perhaps as a sub-mod to PCM? Which is really good, btw, as battles are already much better than in vanilla.

  2. #62

    Default Re: Proper Combat Mod [Released]

    I agree r3dshift, but as KAM wants to keep this mod as compatible as possible, I think a better way would be to wait for someone to create a total overhaul mod which incorporates the changes we are wanting.

    However, KAM, if you find some workaround, it'd be much appreciated

  3. #63
    KAM 2150's Avatar Artifex
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    Default Re: Proper Combat Mod [Released]

    Wait till tomorrow
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  4. #64
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    Default Re: Proper Combat Mod [Released]

    Okay, I'll check back.

  5. #65
    Yerevan's Avatar Campidoctor
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    Default Re: Proper Combat Mod [Released]

    Great mod, good work. Exactly what I like in a battle mod : longer combats but not too many changes to the units balance. You can feel thing save been changed but in a subtil way, that's the art of mooding :-) IMHO the things needing change in vanilla are only stuff that kills the enjoyment of watching and also kills tactical depth : simplistic fatigue system, superspeed soldiers moves, superspeed battle speed and killrates.

    Personally I have no problems with how morale works in this mod : I like it this way, it really reminds me RTW or M2TW bets mods's morale system worked. I play as the empire and I find it normal that some units will draw back when things are bad and come back if they are no pursued or rallied. It brings back a bit of tactical depth to a game where much of the time you just need to throw all your units in the pit just taking care of very basic stuff as flanking, etc... But if too many units root in the same time, then, except with an execptionnal rallying, the rooting should tturn into a total one. Also, humans schould not fight to the death.
    Last edited by Yerevan; June 05, 2016 at 10:41 AM.
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  6. #66

    Default Re: Proper Combat Mod [Released]

    Is it possible to mod they way routing units are chased and killed? At the moment it takes ages, and it is really funny when a whole cavalary unit is chasing one gay who run the other way then 70 his comrades... Maybe some big bonus to attack and dgm for units attacking routed units?

  7. #67
    KAM 2150's Avatar Artifex
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    Default Re: Proper Combat Mod [Released]

    They are treated the same way, you need to deplet their HP pool. Only way to make it work like you want would need a change in unit HP scale, but it would require rebalancing every single weapon, missile, magic and skill stats, which is a ton of work and would make it incompatible with unit packs etc.


    Thanks Yerevan Yeah, in this game overal balance is actually pretty good, but the speed of how everything was happening was killing it for me. Usually I am one of those guys who change every single entry in unit tables but for this I have no time or actual need to do it. As for the routing change, I will only make it so units can come back 2 times instead of 3 times, but I will decrease just a bit few morale penalties (so VC units won't crumble as fast when they are taking large losses).
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  8. #68
    KAM 2150's Avatar Artifex
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    Default Re: Proper Combat Mod [Released]

    New update is online.

    Changes:
    -morale tweaks - units now have slightly less morale penalties, but their amount of coming back after rout got decreased from 3 to 2. Also decreased amount of time in which unit is immune to rout after regrouping from 60 seconds to 45 seconds.

    -fatigue changes - decreased fatigue cost of fighting and shooting (shooting had cost of 23 compared to 15 of combat and 4 of running!), but at the same time running costs more stamina point. Also slightly increased amount of stamina points to get into exhausted state and decreased armour penalty for exhausted state as the change between very tired and exhausted was way to big. Combat/reload costs and running costs were changed due to my observations, where often unit was still fresh or maybe active/winded after running through entire map, but was exhausted after few volleys or few minutes in combat.
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  9. #69
    r3dshift's Avatar Civis
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    Default Re: Proper Combat Mod [Released]

    Thanks for the update, KAM -- sounds like a good one.


    If I'm subrscribed to your mod on steam, will it automatically update itself? Is there a way to check which version of the mod I have?

    Edit: I have just checked the modification date of the mod file; semmingly, it got updated after I quit the game. So, the next question is: is it possible to revert to an earlier version (say if the new one doesn't work out well for me) ?
    Last edited by r3dshift; June 05, 2016 at 06:37 PM.

  10. #70
    KAM 2150's Avatar Artifex
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    Default Re: Proper Combat Mod [Released]

    Unless you make a copy, then no, you can't, as the mod auto updates once you start your steam. Although I always have a copy of previous update saved on my disc, just to be safe.
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  11. #71

    Default Re: Proper Combat Mod [Released]

    Hello,

    thanks for the update.

    I have one more question - was friendly fire removed in this TW or in previous ones too? The last TW I was playing was Medieval Total War 2 and as far as I remember shooting into combat was a bad decision - your fire was hiting both units. Now it hits only enemy, so concentrated fire of 2-3 missile units at one enemy who is fighting with our infantry results in very fast routing with no casaulties at our side.

    So was it removed on purpose in previous TWs? I have not found people discussing about it so I guess it is not a new feture. Is it possible to add it back by modding?

  12. #72
    KAM 2150's Avatar Artifex
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    Default Re: Proper Combat Mod [Released]

    It is still here, just units have friendly fire model size in the files and they won't fire if they can hit their own troops. When you lower it, handgunners will fire volleys into the backs of their friends standing in front of them. Friendly fire hit box is not the same as unit model. There are even morale penalties for being under friendly fire.
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  13. #73

    Default Re: Proper Combat Mod [Released]

    Hey coud someone put the mod files outside of steamworkshop? i don't have acces to steam workshop on my secound PC and the fights are way too fast and simple, if u don't trust that i have bought a Warhammer tw we can play MP battle on vanillia W:TW .
    All Orks is equal, but some Orks are more equal dan uvvas.

  14. #74
    KAM 2150's Avatar Artifex
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    Default Re: Proper Combat Mod [Released]

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  15. #75

    Default Re: Proper Combat Mod [Released]

    Dziękuje!!!
    All Orks is equal, but some Orks are more equal dan uvvas.

  16. #76

    Default Re: Proper Combat Mod [Released]

    Hello KAM,

    thanks for last update!

    Any chance for magic tweaks? I have read on steam you have no time atm, to ballance the magic, but maybe it is possible that you just add additional 10% to spells's damage and increase duration of buffs/debuffs (spels and skills) by 50% or 75%?

  17. #77

    Default Re: Proper Combat Mod [Released]

    Imho best would be to increase duration of buffs debuffs by 100%

  18. #78
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    Default Re: Proper Combat Mod [Released]

    I've already increased spell damage by 10% few days ago. I should have time for better magic and siege balance next week.
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  19. #79
    Yerevan's Avatar Campidoctor
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    Default Re: Proper Combat Mod [Released]

    Quote Originally Posted by KAM 2150 View Post
    Usually I am one of those guys who change every single entry in unit tables but for this I have no time or actual need to do it. As for the routing change, I will only make it so units can come back 2 times instead of 3 times, but I will decrease just a bit few morale penalties (so VC units won't crumble as fast when they are taking large losses).
    I know, I've seen the work you did on DEI :-)

    About VC crumbling, for now, even after their lords have been killed I saw their units holding some time (I play on medium difficulty).
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  20. #80
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    Default Re: Proper Combat Mod [Released]

    Yes, but they will all die in few seconds anyway ; P
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