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  1. #1

    Default Slower Units mod

    Greetings! I've made edits slowing down the pace of combat. In general units should feel a little heftier, even though their mass is unchanged. We can't change unit stats yet, but if you feel like troops move too fast I can help you with that. I make no claims this is perfectly balanced. I threw it together because it's something I've heard people have been clamoring for. Heavier troops really move slower than light troops now, and for cavalry the change is even more clear. Reinforcements take longer to arrive to battle and you can no longer outrun ships. Even if this mod is ultimately not for you, I recommend trying it.

    I'm not planing to play with this on, but leave feedback or bug reports and I'll update it. If some other modder wants to improve on this, you have my full permission. The schema to open the file is in the PFM thread.

    Changes:
    * Barbarian transport speed normalized with other transports
    * Battering rams slowed slightly
    * All troops running speed slowed. Approx 20% across the board. Some more, some less.
    * All land units acceleration slowed, approx 1/3rd.
    * Ship untouched (expect the transport).
    * Mass untouched

    To install, simply place the .pack file in your Rome 2/Data directory. Save game compatible.
    Check out my other mini-mods as well. They can be mixed and matched as desired.
    Attached Files Attached Files
    Last edited by Livebyte; September 06, 2013 at 01:58 AM.

  2. #2

    Default Re: [Released]Slower Units minimod

    thanks for this. people like you make tw games worth investing in

  3. #3
    Biggus Splenus's Avatar Primicerius
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    Default Re: [Released]Slower Units minimod

    Perhaps release a trial version with faster light cavalry? I've noticed their speed differs very little from regular and heavy cavalry.
    | R5 3600, RTX 2060, MSI B450I, 32GB 3200MHz CL16 DDR4, AX760i, NH-U12S |

  4. #4

    Default Re: [Released]Slower Units minimod

    It's not that bad, actually. I'm playing on from my test run and am enjoying the distinction between light and heavy troops a lot. My skirmishers can actually skirmish now!

  5. #5

    Default Re: [Released]Slower Units minimod

    Wow, thank you so much! Battles still end in a blink of an eye because of the morale, but at least now I understand what the hell is going on on the battlefield.
    Last edited by Neige; September 06, 2013 at 02:11 AM.

  6. #6
    airborne guy's Avatar Domesticus
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    Default Re: [Released]Slower Units minimod

    Holy crap guy, you are a mod making demon. You may want to start to include install instructions for your mods. Especially for new people like myself.

    I have a great idea, you should make an all in one mod for the ones you have created, just saying it would get more attention. Great Job...this one, I have been waiting for. Here have some rep!!

  7. #7
    Johan217's Avatar Campidoctor
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    Default Re: [Released]Slower Units minimod

    Much appreciated, thank you!
    Rock 'n' roll is the only religion that will never let you down

  8. #8
    Massive_attack's Avatar Campidoctor
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    Default Re: [Released] Slower Units mod

    That was fast.

  9. #9

    Default Re: [Released] Slower Units mod

    Thank you! I will have to try this out.

  10. #10

    Default Re: [Released] Slower Units mod

    That was really fast! Im gonna test this too, it sounds amazing, nice work you're doing Livebyte!!!

    † Fuerza y Honor †

  11. #11
    Rewinged's Avatar Civis
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    Default Re: [Released] Slower Units mod

    Awesome! Just tested out a battle using this and Radious' morale mod and it's so much better. I noticed when I told my legionnaires to run they were more 'walking quickly' as opposed to running, which makes sense due to their heavy equipment, but they started running when they got close to the enemy. Looked amazing! The battle lasted a good 20 minutes or so.



  12. #12
    nigelnire's Avatar Decanus
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    Default Re: [Released] Slower Units mod

    Well done this is much needed + Rep

  13. #13

    Default Re: [Released] Slower Units mod

    Does this make missile troops better since everyone is running slower?

  14. #14
    Rewinged's Avatar Civis
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    Default Re: [Released] Slower Units mod

    Quote Originally Posted by jtfjtfjtf View Post
    Does this make missile troops better since everyone is running slower?
    I would assume so. Which is good against shielded troops as they barely take losses when charging, yet testudo formations take heavy missile damage haha.



  15. #15

    Default Re: [Released] Slower Units mod

    Quote Originally Posted by Rewinged View Post
    I would assume so. Which is good against shielded troops as they barely take losses when charging, yet testudo formations take heavy missile damage haha.
    I guess the next thing to find is less shots per minute.

  16. #16

    Default Re: [Released] Slower Units mod

    Personally I think only charge speed shoud be to reduced anyway good job! I think it's better when using Radious morale mod if compatible.

  17. #17

    Default Re: [Released] Slower Units mod

    THANK YOU ... Every TW Game release the same and more and more arcade style ! I don't know why they spent so much time to do that graphic and all we get is 3min arcade fast Forward battles !!!!! THANK YOU FOR YOUR MOD , it will improve my game fun a lot, or better will bring it back ... would be cool if that dps could be reduced also ... THX

  18. #18

    Default Re: [Released] Slower Units mod

    Well done mate. You may have saved a mate of mine that refuses to even load a battle without this mod.

    Sail your ship as part of a fleet. Devs previously worked on: Darthmod, World of Warplanes, World of Tanks, RaceRoom, IL2-Sturmovik, Metro, STALKER and many other great games..

  19. #19
    Salvo's Avatar Maréchal de l'Empire
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    Default Re: [Released] Slower Units mod

    Great job friend, these changes have been highly necessary!

    REP ++
    Last edited by Salvo; September 06, 2013 at 04:29 AM.

  20. #20

    Default Re: [Released] Slower Units mod

    @Livebyte Remember to reduce reload-rate for archery-units as well to compensate for reduced speed. I did this tweak in Shogun II back in that time, and without reduced reload-rate archery-units became a lot more powerful than they should be. A good place to start would be 20% off on reload as well and see how it works out.
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