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Thread: [Submod] UNREAL COMBAT v0.01 Alpha

  1. #1
    The Great Khan of Rome's Avatar Civis
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    Default [Submod] UNREAL COMBAT v0.01 Alpha

    This mod implements a new balance system into EBII. This one has more or less realistic battles. They're not too long, but not short. They are more tactical, fun and generally more balanced. This is in alpha as of now. I'll take suggestions as of now and complaints about battles will be addressed in some way. This a less on rails version of the mod, so battles will be longer than the standard version, but not so long like regular EBII.


    This compatible with any submod, as long as they don't replace the EDU, Descr_Projectile, battle_config.xml and descr_area_effects files.



    Main features:

    Spoiler Alert, click show to read: 


    - Armour is an average now, as soldiers during this time didn't have standard uniforms. It's the total armor (including helms and cloaks) of the unit model, divided by the variants in the unit.

    - Morale is more than just for routing. Now it influences how accurate units are, how much defense skill they have, and how much damage they inflict. With this version, it's much less punishing.


    - Unit size is dependent on many factors; instead of having it say to, 48 for all heavy infantry, it now depends on morale, unit type and ranged weapon (if they have one.)

    - Armour slows down units; unit speed for inf is dependent on their armor, to balance out the fact that they are much stronger and light units are much faster, but weaker. Skirmish units are faster than standard units, due to how they function. Cav speed is dependent on the mount.

    - Unit mount bonuses and maluses are rather small now. Usually, it gets only to +4.

    - There are no AP weapons. This is for simplicity and game balance.

    - Units that have a single weapon get a charge bonus of +1.


    - Shield values are estimated to be simply coverage. It's equivalent to their def skill, added with the coverage of the shield.

    - There are no attack delays at all.

    - stat_charge_dist is dependent on morale, to represent the reluctance of low quilty soldiers vs that of high quilty ones. Generally, the cavalry has higher charge distances.


    - Mass is now dependent on armor and type for infantry and mounts for cavalry. It is dived into categories; light (add +0.2) and heavy (add +0.5). Phalanx units get the maximum of 20.0 to help with their hard counter towards cav. Hoplites get +2.0 and units with more 12 shield value get +0.5. This does not stack with the hoplites' mass increase.

    - Longches gain spear bonuses.

    - stat_*'s spear is now only used by hoplites, phalanx units, and units with more than 12 shield value. Other than that, they get light_spear.



    As the title implies this is a combat only mod; there are no plans the campaign map.
    Last edited by The Great Khan of Rome; October 06, 2018 at 09:26 PM.
    Creator of UNREAL, balance mod series that promises changes to everything Total War, and it's offshoots, MEGA for other games. Basically, I'm reject Radious.

  2. #2

    Default Re: [Submod] UNREAL COMBAT v0.01 Alpha

    I'm curious to try this but.... where is the download link?

  3. #3
    The Great Khan of Rome's Avatar Civis
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    Default Re: [Submod] UNREAL COMBAT v0.01 Alpha

    It's coming up soon, but slowly. Procrastination and life being the major factors in the problem. I want to set the baseline first, then put in the faction/culture nuances later, as well as implement faster siege combat.
    Creator of UNREAL, balance mod series that promises changes to everything Total War, and it's offshoots, MEGA for other games. Basically, I'm reject Radious.

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