Just yesterday I had a complain that they do not crumble at all. Today I had a battle where they fought for some time even after their only necromancer was dead.
Just yesterday I had a complain that they do not crumble at all. Today I had a battle where they fought for some time even after their only necromancer was dead.
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That's strange. True, I was fighting against garrisons only, but they crumbled in no time. The enitre battle took 2 minutes, whereas vs. any other faction's garrison of the same size, it takes about 5 minutes. Which is kind of acceptable, seeing how I attack with a full stack.
When you think about it, those garrisons do not have vampires/necromancers to hold them, so how in the world they do not crumble anyway? xD I never fought vamp army without one of their lords so maybe when there is no lord, it acutally goes a bit wonky.
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Adding to what truce wrote above: so far (even though I've played 100+ turns in the VC campaign) I've never realised that undead armies turn to dust literally the second their Lord dies/flees. That's partly because I've never lost a single battle while playing as the Vamps.
I'm not sure this is a good game mechanic. I know it's CA's decision, but still. The AI won't always defend its Lord at all costs, so taking it out means insta-win, even if you're heavily outnumbered and "outgunned".
Kam, is this mod similar to how DEI plays? I love that style of play. If not, do you have any plans to work on a DEI style combat?
It is different as the game has a bit different tables and gameplay, pure DeI style would not fit as it would make it unplayable or simply be impossible to add due to lack of formations etc.
That, plus I have my hands still on modding DeI and this game is early on, patches and DLC will come, just too much work at the moment.
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New update:
Small increase to unit run speed, around 0.1 increase to make some super slow units a bit faster, but without much change to already fast units. Should help with “lead boots” effects on some units.
Small boost to Slayers, they have +5 charge, +2 melee attack and +10 HP per Slayer.
Increase to damage of certain spells
Increased working time of abilities and spells by 25%
Increased spell cost by +1
Next week, further magic tweaks and new siege tweaks.
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Thanks for the update. Are the changes you implement reflected by the unit cards/UI as well? E.g. is it the new and increased spell cost that's displayed during battles?
UI is always updated, since it takes values from the game, only text descriptions are the same. By accident I made non magical skills cost 1 point of magic, but this one is easy to fix when I will be back at PC on Monday, although it should not be that much of a gamebreaking by then
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Luckily I had previous version stored on the net, so until Monday, please use this one:
http://www.speedyshare.com/3x9Pz/proper-combat.pack
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I see, thanks.
I still have the previous version installed, as I haven't played for a couple of days. If I make "proper_combat.pack" read-only, it won't get updated, right?
Last edited by r3dshift; June 18, 2016 at 11:19 AM.
Just rename it and it will work fine.
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Well yeah, but then I have to re-upload the mod, it seems. The mod manager is kind of ed up.
Hey can i yse your mod with radious? As i want radious units these demend radious mod.
You do not have to reupload it at all. You never had.
fiodor, no, it is not compatible as Radious is using different stats.
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Ok i found how to lunch game with your great mod - as long as i love more and more units (wich radious provide) somehow it always load after your mode so no fireball for 6 mana (its how i was tasting my ideas) so you must convers proper combat mode to movie type file so it always load after radious and everything works great.Use for it Pack File Manager 4.1
Super robota z tym modem pozdrawiam.
But this mod is broken with Radious as he uses different stat scale. I prefer Empire of Sigmar and other lore friendly unit packs.
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lol i thought there is ONLY unit pack from radious - so can you suggest other pack please?