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Thread: Real Combat v1.3b with SS v4.1

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  1. #1

    Default Real Combat v1.3b with SS v4.1

    Hi all,

    Well there is a new version out, so I have combined and uploaded to

    http://files.filefront.com/SSv41+RC1.../fileinfo.html
    or
    http://www.mediafire.com/download.php?91mygx1xddb

    Hope you all enjoy

    Started a new thread so any questions about this version can be posted here.

    PB list of changes http://www.twcenter.net/forums/showp...36&postcount=7

    Edit: Generals may a bit strong in this version, any opinions appreciated.
    There is a reported feature where infanty may not show up in the first turn of a already saved game. Just hitting new turn solves this though (thanks wolfpc11 )
    . If you don't like the permanent arrow effect just copy the original descr_effect_impacts.txt and descr_flaming_projectiles.txt files back to your data folder.

    Full Real Arrows version of the same thing
    http://files.filefront.com/RealComba.../fileinfo.html

    Rebalance of EDU
    I have attached a new 1.3c version of the EDU with some minor changes to units and a reduction in size for bodyguards. Also increased the missile capacity of mounted archer/crossbow units to more reflect their hassesment role

    Edit: The FirstONeill has done a voice fix for SS using RC 1.3b as its foundation. see at http://www.twcenter.net/forums/showthread.php?t=118488.
    Last edited by Quark; September 11, 2007 at 04:22 PM.

    To err is human, but to really foul things up you need a computer.
    Paul Ehrlich

  2. #2
    delra's Avatar Praepositus
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    Default Re: Real Combat v1.3 with SS v4.1

    Thanks Quark!

    Here's the list of features:

    -Padded armor value now 3 rather than 4
    -Firearm accuracies changed and attack delays added to slow rates of fire (affects better quality units less)
    -Rate of fire for steel crossbow slightly reduced
    -Crossbows (not steel crossbows) and firearms now affected by rain
    -All Firearrows slightly reduced in accuracy
    -Sherwood Archers given accuracy and range bonus over Retinue Longbowmen
    -Hashishim and Battlefield Assassins given +1 attack, +1 defense, disciplined and highly_trained
    -Forlorn Hope extra +1 attack and -1 defense (now +2 and -2 total for 'desperation') for additional value as an assault unit. Also
    lock_morale, they win or die trying!
    -Projectile masses altered to reflect impact force
    -Increased attack value by 1 for most non-AP melee weapons to better balance with missile weapons, AP weapons and higher armor
    values for platemail and above in 1.2 onwards
    -Removed disfunctional spear_bonus from polearm units and replaced with mount_effect
    -Poleaxes, 2H axes and 2H swords given very small anti-cavalry bonus for longer reach
    -Polearm phalanxes more vulverable to cavalry frontal attack
    -Polearm types have more variation in attack, defense, attack delays and effects versus cavalry
    -Horizontal spacing of pike units varied by unit quality and reduced slightly to compensate for reduced stat_charge_dist distance
    causing increased penetration between pikes
    -Barded, mailed, eastern armored and armored horses add some armor to total, see RC Guide for details
    -Complete re-work of mass model
    -Cavalry units reduced in size by 25% for better balance and more tactical gameplay
    -Slight reduction in some terrain penalties (-4 to -3, -6 to -4) to better fit in with RC stats
    -Increased upkeep costs for most firearms units
    -Reduction in damage from Naffatun firebomb
    -Improvement in accuracy of gunpowder siege artillery
    -Reduction in accuracy of non-gunpowder siege artillery
    -Tower ballista now causes small damage to siege machines
    -Arrows can be fired at greater angle to enable better shooting rates from behind battlements
    I also remember some fixes to crossbows being done and a slight increase of pikemen unit mass.

  3. #3
    Trajan's Avatar Capodecina
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    Default Re: Real Combat v1.3 with SS v4.1

    Nice, installing now. Thanks for the update.

  4. #4
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Real Combat v1.3 with SS v4.1

    Awesome work Quark yet again. Installing now +rep

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  5. #5

    Default Re: Real Combat v1.3 with SS v4.1

    So, what exactly happens to my Firearms and Crossbows when it's raining? Do they really cease to work?

  6. #6
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Real Combat v1.3 with SS v4.1

    Quote Originally Posted by whhyy View Post
    So, what exactly happens to my Firearms and Crossbows when it's raining? Do they really cease to work?
    Probably. It's how it was in the first Medieval game. Much more realistic

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  7. #7

    Default Re: Real Combat v1.3 with SS v4.1

    delra that list is slightly out of date. Latest list is as follows:

    RC 1.3 Main Changes and Improvements
    Please read the following thoroughly if you are used to using RC:
    -Padded armor value now 3 rather than 4 to better comply with armor upgrade system
    -Firearm accuracies changed and attack delays added to slow rates of fire (affects better quality units less)
    -Crossbows (not steel crossbows) and firearms now affected by rain
    -All Firearrows slightly reduced in accuracy
    -Improvement in accuracy of gunpowder artillery
    -Reduction in accuracy of non-gunpowder artillery
    -Many projectile velocities updated
    -Addition of Light (or Early or Low Quality) and Heavy Crossbow types to better simulate evolution of crossbow during period covered by game, all crossbow ranges updated, see RC guide for details
    -Crossbows and firearms no longer capable of indirect fire, line-of-fire is now more important with these weapons
    -Bow and crossbow ammo loads altered. Order (less to more) is: Steel Crossbow, Heavy Crossbow, Longbow, Crossbow, Composite Bow, Light Crossbow, Bow. This is for realism and also improves balance
    -Rate of fire for heavy and steel crossbows slightly reduced
    -Mounted missile accuracy penalty now varies by weapon type, from light crossbow (best) to longbow (worst)
    -Tower ballista now causes small damage to siege machines
    -Many missile weapons can be fired through a greater range of angles to enable better shooting rates from behind battlements etc
    -Sherwood Archers given accuracy and range bonus over Retinue Longbowmen
    -Hashishim and Battlefield Assassins given +1 attack, +1 defense, disciplined and highly_trained
    -Forlorn Hope extra +1 attack and -1 defense (now +2 and -2 total for 'desperation') for additional value as an assault unit. Also lock_morale, they win or die trying!
    -Yeoman Archers have been given accuracy, range and cost between 'quality' and 'elite' to better fit in with English unit roster
    -Projectile masses altered to reflect impact force
    -Increased attack value by 1 for most non-AP melee weapons to better balance with animations, missile weapons, AP weapons and higher armor values for platemail or better in RC 1.2 onwards
    -Removed disfunctional spear_bonus from polearm units and replaced with mount_effect
    -Poleaxes, 2H axes and 2H swords given very small anti-cavalry bonus for longer reach
    -Polearm phalanxes more vulverable to cavalry frontal attack (uses spear attribute rather than long_pike)
    -Polearm types have more variation in attack, defense, attack delays and effects versus cavalry
    -Horizontal spacing of pike units varied by unit quality and reduced slightly to compensate for reduced stat_charge_dist distance causing increased penetration between pikes
    -Barded, mailed, eastern armored and armored horses add some armor to total, see RC Guide for details. Late-period very heavy cavalry is now best fought with the right weapons - polearms in melee, pikes or other heavy cavalry
    -Complete re-work of mass model
    --------less differentiation between foot units
    --------more differentiation between mounts
    --------reduction in mount/foot mass ratios
    --------polearm units have extra mass to help compensate for excessive vulnerability to cavalry
    --------small mass boost for pikes
    -Simplification of lance charge bonuses, now dependent on lance type but independent of mount type to reduce over-powerful charges
    -Cavalry units reduced in size by 25% for better balance and more tactical gameplay
    -Slight reduction in some terrain penalties (-4 to -3, -6 to -4) to better fit in with RC stats
    -Increased upkeep costs for most firearms units because of increased supplies required and frequently higher payments commanded by those troops
    -Reduction in damage from Naffatun firebomb
    -Cavalry charge distance requirement raised to make charges more difficult to complete and less frequent
    -Increased cost for 'Late Renaissance' Plate units (Lancers, Gendarmes)

    Quark mate how did you port it over to SS so fast? Amazing
    Last edited by Point Blank; August 15, 2007 at 11:58 PM.

  8. #8
    Cacahuet's Avatar Civis
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    Default Re: Real Combat v1.3 with SS v4.1

    Thanks for your hard work!!.

  9. #9
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Real Combat v1.3 with SS v4.1

    Quote Originally Posted by Point Blank View Post
    Quark mate how did you port it over to SS so fast? Amazing
    The man is a modding machine

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  10. #10

    Default Re: Real Combat v1.3 with SS v4.1

    HI! HOW DO YOU INSTALL IT INO THE SSV4?

  11. #11

    Default Re: Real Combat v1.3b with SS v4.1

    ElLibertador
    1. One the first post of this thread is a link to the download.

    2. Once on your machine unzip it somewhere, this will create a Realcombat 1.3 folder.

    3. Copy all of the files and folders here to your main SS mod folder eg
    C:\Program Files\SEGA\Medieval II Total War\Stainless_Steel_Mod

    4. Say Yes to overwrite

    6. Save the updated 1.3b EDU file (same post) to your machine and copy this to the same folder

    All done.

    To err is human, but to really foul things up you need a computer.
    Paul Ehrlich

  12. #12
    Hellbent's Avatar Semisalis
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    Default Re: Real Combat v1.3 with SS v4.1

    Thanks for the fast release Quark!

    And to PointBlank for creating such an awesome mod!

  13. #13

    Default Re: Real Combat v1.3 with SS v4.1

    So I've tested this new version of RC and I must say:

    UNBELIEVABLY AWESOME WORK!!!
    Last edited by Resurrection; August 16, 2007 at 02:58 AM.

  14. #14

    Default Re: Real Combat v1.3 with SS v4.1

    Thanks Quark!

    +rep



  15. #15

    Default Re: Real Combat v1.3 with SS v4.1

    Extract in SS Data or ?

  16. #16
    delra's Avatar Praepositus
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    Default Re: Real Combat v1.3 with SS v4.1

    Quote Originally Posted by jenslysell View Post
    Extract in SS Data or ?
    Yeah.

  17. #17

    Default Re: Real Combat v1.3 with SS v4.1

    Quote Originally Posted by jenslysell View Post
    Extract in SS Data or ?

    What do you extract this to, since the root folder of the file is real combat 1.3...should the next folder "data" be extracted to ss/data to overwrite files there or does the actual real combat 1.3 sit there next to ss/data?

    Sorry for the newbie question...thanks!

  18. #18

    Default Re: Real Combat v1.3 with SS v4.1

    Excellent work by everyone involved, my thanks.

  19. #19

    Default Re: Real Combat v1.3 with SS v4.1

    Quote Originally Posted by Quark View Post
    Hi all,
    Great Stuff!

    Just started playing and noticed that Light Swordsmen have a training cost of 470 and an upkeep of 350. If I read the training cost/upkeep table of RC1.3 correctly this should be 470 (quality taining cost for average melee unit because of sword) but average upkeep --->150.

  20. #20

    Default Re: Real Combat v1.3 with SS v4.1

    Oops, sorry it was 2.00 in the morning, I must of have put them down as mercanaries. Just change them in the EDU and I will fix and reload the main version. (but if there is only one mistake, I am a very happy man )
    Last edited by Quark; August 16, 2007 at 05:20 AM.

    To err is human, but to really foul things up you need a computer.
    Paul Ehrlich

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