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Thread: CloseCombat CAI BAI v01 (Update 13.02.2015)

  1. #101

    Default Re: Close Combat mod (Updated 8.9.2013)

    Nice any eta on the update?

  2. #102

    Default Re: Close Combat mod (Updated 8.9.2013)

    Quote Originally Posted by Luntik View Post
    Hi guys, mod are improving, a lot of changes planned.

    Eagerly awaiting.

  3. #103

    Default Re: Close Combat mod (Updated 8.9.2013)

    Same here

  4. #104

    Default Re: Close Combat mod (Updated 8.9.2013)

    Molodec Luntik, otlichniy mod!Otvet pozhalusta, ato ne poniatno: tvoy mod rabotaet c Radious mod, ili net?-----------------------------------------------------------------------------------------Can anyone answer if this mod is compatible with Radious' one, as I haven't seen a clear answer yet?

  5. #105

    Default Re: Close Combat mod (Updated 8.9.2013)

    I don't understand, is the close combat and close combat 1.0 diff? do you need both? why are there two versions one numbered and one non?

  6. #106

    Default Re: Close Combat mod (Updated 8.9.2013)

    The 1.0 file is the newest version. He left the previous version up there in case people wanted that one instead.

  7. #107
    Luntik's Avatar Biarchus
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    Default Re: Close Combat mod (Updated 8.9.2013)

    I got a new table schema. Wow how interesting.

  8. #108
    Haikka's Avatar Foederatus
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    Default Re: Close Combat mod (Updated 8.9.2013)

    Spasiba za etat mod!

  9. #109
    Civis
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    Default Re: Close Combat mod (Updated 8.9.2013)

    hello , just tried your mod yesterday.Installed by extracting V1_0 to the rome 2 data folder.Tested using egyptian axemen general and several others1v1 identicals against each other.only true elites like the egyptian pikes lasted a long time against each other,about a 10 minute battle.All others still had their men drop rather quickly and for example the egyptian axemenonly fought under a minute before fleeing due to high casualties.I think the purpose of this mod is to leave morale untouched and reduce kill rates, yes?Maybe i did not install the right way?

  10. #110

    Default Re: Close Combat mod (Updated 8.9.2013)

    For me, the main purpose of the mod seems to be adding unit coherency and space between the men. Basically, you can now see the battle animations rather than having all the men blob up into a big mass. Also, they seem to stay in a line much better and stay in formation.

    It doesn't change morale, which I like, because I don't have an issue with morale in the original game. If you want something that does highly change morale, check out Radious' mod.

  11. #111

    Default Re: Close Combat mod (Updated 8.9.2013)

    For me, the main purpose of the mod seems to be adding unit coherency and space between the men. Basically, you can now see the battle animations rather than having all the men blob up into a big mass. Also, they seem to stay in a line much better and stay in formation.

    It doesn't change morale, which I like, because I don't have an issue with morale in the original game. If you want something that does highly change morale, check out Radious' mod.

  12. #112
    Luntik's Avatar Biarchus
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    Default Re: Close Combat mod (Updated 8.9.2013)

    Close Combat mod 2.0 - melee duration [egyptian vs egyptian]

    Last edited by Luntik; September 10, 2013 at 06:14 PM.

  13. #113

    Default Re: Close Combat mod (Updated 8.9.2013)

    Anyone know if this works with radious mods? I'm using it just not sure if its all working.

  14. #114
    Civis
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    Default Re: Close Combat mod (Updated 8.9.2013)

    That seems way cooler than my gameplay.
    I pit macedonian shield bearers vs shield bearers
    or same for foot companions against each other,(120 unit size )
    and first 20-30 seconds they're at 90 guys,
    then 15 seconds later they'res 50 or 60 left.

    I have attached a picture of my data folder
    to see if i did anything wrong installing the mod.
    Attached Thumbnails Attached Thumbnails rome2data.PNG  

  15. #115

    Default Re: Close Combat mod (Updated 8.9.2013)

    This is a great improvement, thank you, keeping an eye on this

  16. #116
    Luntik's Avatar Biarchus
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    Default Re: Close Combat mod (Updated 8.9.2013)

    Quote Originally Posted by revan.be View Post
    That seems way cooler than my gameplay...
    revan.be it is video from version 2.0

  17. #117

    Default Re: Close Combat mod (Updated 8.9.2013)

    YAY 2.0! imwaiting for this. will you release it today?>

  18. #118

    Default Re: Close Combat mod (Updated 8.9.2013)

    i can't edit what i did say earlier.

    the video of you 2.0 Egypt vs Egypt seems to lag. what did happen?

  19. #119

    Default Re: Close Combat mod (Updated 8.9.2013)

    Quote Originally Posted by Praetorjsr View Post
    Anyone know if this works with radious mods? I'm using it just not sure if its all working.
    NO

  20. #120

    Default Re: Close Combat mod (Updated 8.9.2013)

    luntik will u release 2.0 today?

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