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Thread: Proper Combat Mod [Update 24.10.2016]

  1. #121
    KAM 2150's Avatar Artifex
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    Default Re: Proper Combat Mod [Update 18.06.2016]

    Empire of Sigmar is the best one, but I also use Blood Dragons pack and few others. There is more then 200 unit packs at the moment.
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  2. #122
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    Default Re: Proper Combat Mod [Update 18.06.2016]

    Ok, magic cost bug is gone
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  3. #123

    Default Re: Proper Combat Mod [Update 18.06.2016]

    using the empire of sigmar mod and was wondering if you knew which tables i need to edit to get the ranged units inline with your changes. the damage numbers on them are mostly fine but reload times are almost 2:1 over similar vanilla units. i fiddled with the reload # in the land_units tables and that wasnt it. i assume its one of the unknown entries in projectiles table or elsewhere but i have no idea what im looking at.

  4. #124
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    Default Re: Proper Combat Mod [Update 18.06.2016]

    Projectile_tables, edit this one. Reload is the unknown18 column
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  5. #125

    Default Re: Proper Combat Mod [Update 18.06.2016]

    perfect . much appreciated.

  6. #126
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    Default Re: Proper Combat Mod [Update 18.06.2016]

    As you are explaining , do you know where the entry for the horizontal angle of projectiles is? I mean where missile weapons can shoot without moving laterally.

    Another question, why are the reload times for units from a mod pack different when reload time is ruled by the projectiles_tables? Do they not use the same projectiles as the vanilla units?
    Last edited by geala; June 21, 2016 at 03:32 AM.

  7. #127
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    Default Re: Proper Combat Mod [Update 18.06.2016]

    If they add new ranged entries, then they will use different values.

    You mean the value as high they can go? Max elevation it the one, but it also depends on what type of trajectory sight you pick.
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  8. #128
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    Default Re: Proper Combat Mod [Update 18.06.2016]

    No, I mean the lateral arc in which a unit can shoot at the enemy without repositioning.

  9. #129
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    Default Re: Proper Combat Mod [Update 18.06.2016]

    Ahh, you mean fire arc. That one is changed in battle_entities, probably unknown15 or unknown16 column, but haven't tested it.
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  10. #130
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    Default Re: Proper Combat Mod [Update 18.06.2016]

    New update:

    -I took out campaign difficulty bonuses for AI morale, hopefully it will be enough for non crumbling Undead. That bonus had nothing to do with battle difficulty bonuses, hence or hard (+5), very hard and legendary (both +10) AI was getting massive morale increase and it might have had even more from battle difficulty if you played on higher levels. It simply gave undead units enough flat morale increase not to crumble once the lord is dead. Also on very hard and legendary, players units were getting -5 morale penalty.

    -increased HP of Dragon Ogres from 732 to 900
    -slight increase to weapon damage of Dragon Ogres and Shaggoths
    -increase of Dragon Ogre anti building damage from ridiculously low 25 to 100 (Shaggoths and other units have 250 and more damage).

    -increased Orc infantry running spped by 0.2 in most cases.

    - increased hellcanon missile speed.
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  11. #131

    Default Re: Proper Combat Mod [Update 24.06.2016]

    Hello Kam!

    I was wondering if it was possible to make magic's change on a different mod? To be able to use proper combat with another magic overhaul and make our little mix.

    Thanks for your work.

  12. #132
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    Default Re: Proper Combat Mod [Update 24.06.2016]

    Best way would be to make new pack with my changes and then open that other mod, copy ONLY their magic entries and then replace my magic entries with them. Just loading magic mod before my will probably result with having vanilla ranged stats for all units as magic and bows/muskets/cannons/towers are all located in one table.
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  13. #133

    Default Re: Proper Combat Mod [Update 24.06.2016]

    Quote Originally Posted by KAM 2150 View Post
    Best way would be to make new pack with my changes and then open that other mod, copy ONLY their magic entries and then replace my magic entries with them. Just loading magic mod before my will probably result with having vanilla ranged stats for all units as magic and bows/muskets/cannons/towers are all located in one table.
    I really enjoy both your Proper Combat and Molay's Magic mods. So today I fiddled around with the Pack File Manager for the first time and although sorta frustrating for awhile, I finally figured it out and merged the two - replacing any duplications of the projectiles_tables and unit_special_abilities_tables with Molay's db entries. Then I merged all of his changes that weren't in conflict with your db entries into a pack of Proper Combat + Molay's. Everything seems in order - I'm definitely having a blast with magic that feels powerful yet still somewhat limited in a fun way alongside your battle changes. Being my first time doing this, I'm sure I missed a glaring error on my part, or I could've had some luck and done it right...

    Thanks for the suggestion Kam!

  14. #134

    Default Re: Proper Combat Mod [Update 24.06.2016]

    I'm using Molay and proper combat too, for the moment the 2 seems to work well together (not sure but i think) without doing anything. As i know nothing about moding i'm unable to do what you said Kam.

  15. #135

    Default Re: Proper Combat Mod [Update 24.06.2016]

    Quote Originally Posted by AdelFaust View Post
    I'm using Molay and proper combat too, for the moment the 2 seems to work well together (not sure but i think) without doing anything. As i know nothing about moding i'm unable to do what you said Kam.
    They're not working together properly. You'll notice a few spells are totally out of whack and a couple of other things I'm sure. Definitely is better since I've merged them. Here's a link to my merged version.

    https://1drv.ms/u/s!AtnQCDWLe4FPgb5N11sl74MLHDQ5wQ

  16. #136

    Default Re: Proper Combat Mod [Update 24.06.2016]

    Be sure to uncheck Molay's mod from your TW modlist and KEEP Kam's. Just overwrite Kam's with my merged version - although it might be overwritten the next time he updates the mod.

  17. #137
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    Default Re: Proper Combat Mod [Update 24.06.2016]

    To avoid overwriting, just rename your merged mod. You could then look into KAM's new versions when they are released and transfer new entries.

    @ KAM: what do you think about using your mod without the damage changes? Usually I only play TW games with modded damages, armour, shields etc. (EB, DeI, FotE f.e.) but because TW:Warhammer is such a crazy fantasy stuff far from reality I feel myself obliged and able to accept TW's decisions much more here. You changed the damage not along strict mathematical rules and I would like to keep it as vanilla as possible (never thought I would say such a thing in a TW forum ever ).

    I tried it with only your changes to the non-damage related tables (battle_entities, kv_rules etc.) and it gives a somewhat pleasant experience. But I did not fight so many battles, do you see fundamental problems?

  18. #138

    Default Re: Proper Combat Mod [Update 24.06.2016]

    Tank you Kosigan

  19. #139
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    Default Re: Proper Combat Mod [Update 24.06.2016]

    Quote Originally Posted by geala View Post
    To avoid overwriting, just rename your merged mod. You could then look into KAM's new versions when they are released and transfer new entries.

    @ KAM: what do you think about using your mod without the damage changes? Usually I only play TW games with modded damages, armour, shields etc. (EB, DeI, FotE f.e.) but because TW:Warhammer is such a crazy fantasy stuff far from reality I feel myself obliged and able to accept TW's decisions much more here. You changed the damage not along strict mathematical rules and I would like to keep it as vanilla as possible (never thought I would say such a thing in a TW forum ever ).

    I tried it with only your changes to the non-damage related tables (battle_entities, kv_rules etc.) and it gives a somewhat pleasant experience. But I did not fight so many battles, do you see fundamental problems?
    The damage change is actually done via mathematical rules, melee weapons only got 25% nerf (If I remember correctly), while ranged weapons got more custom changes, due to odd CA decisions. Overal damage reduction is better solution with stat range of Warhammer, since going with too low hit chance can have severe conquesuances on balance and low attack units (and even some monsters have very low attack stats) might get punished a lot more when fighting vs armoured units and make high attack units even more powerful.
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  20. #140
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    Default Re: Proper Combat Mod [Update 24.06.2016]

    Ok, I see, but your current hit chances (meant to work with your lower damage) combined with the higher damage of vanilla should avoid the problem. I think you lowered the hit chances a bit. Battles without the damage reduction then are not as slow and enjoyable as with your complete mod of course. I will test a bit further, kv_rules is a strange table.

    What do you think of the idea to make armor lower but get rid of the abundance of armor piercing? It's strange to see units with plate armor that seems to consist of paper.

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