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Thread: The DüB's DuB Mod Collection (à la carte) Patch 8, 9

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    Blitzkrieg80's Avatar Miles
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    Default The DüB's DuB Mod Collection (à la carte) Patch 8, 9



    The DüB's DuB Mod Collection

    Superior Campaign AI... Superior Challenge... Real TOTAL WAR



    PHILOSOPHY

    The general idea of this Mod is that the default game A.I. should do what was intended (& not happening) & provide some kind of challenge - a 'Total War' challenge, because nobody plays Total War games for civilization-building & technology research mechanics (lolz). I've noticed that the Vanilla AI generally doesn't have sufficient funds to do much at all. By giving the AI Economy & Research bonuses, we can then instruct the AI not to construct those types of buildings & instead focus on Military. Similarly, the AI doesn't seem to have enough foresight to defend itself properly- thus higher recruitment capability. & these principles prove valid.

    If you play Rome 2 using TheDuBMod, I guarantee at some point that you'll eventually need to use stacks of troops to counter their stacks- but just how soon and just how bad is based on Difficulty level. You will also need to stack unit recuitment Morale bonuses (such as from Training Fields & Temples of the War gods) in your provinces in order to stay competitive on the battlefield. I wouldn’t necessarily call it spam because Total War has always been based on this wholly battlefield-dependent style of strategic warfare... in other words, you have to get good at the game instead of easy cruise control on the hardest settings- sorry! It would be nice if the AI was able to function outside of this, but alas it is not…

    This is the era of TOTAL WAR: no more self-limitation, no more roleplaying BS (unless by choice)... This Mod is NOT for players who think Total War games are difficult… I hope you like tactical & predatory behavior in your AI!

    EPIC BATTLES!

    Harder, Better, Longer, Stronger.. More than.. Ever.. Hour After.. Our.. Work is.. Never Over (j/k)

    Epic is a very subjective word... but Heroism is implied. Romanticism is somewhat similarly based in these interrelated concepts but outside the scope of this outline, but my point is that much of early Man’s storytelling / merrymaking originated from this and not principles of Realism. I personally strive for realism as much as possible, but a video game is meant to be played for entertainment. I will not call this a Realism Battle Mod by design, but that doesn’t mean real life battlefield physics is lacking. The film 300 is a perfect example of this sort of Heroism in art, which is a good deal more accurate than many movies in terms of depiction of combat in Ancient warfare (shield-wall), despite surrealistic fantasy “cow-people.” ;o)

    Another feature includes the reintroduction of the importance of different Cavalry weight-classes in reference to Charging & combat Speed on the battlefield. Weight matters! Medium Cavalry is a crucial in-between class, both faster & heavier… Lighter Cavalry is definitely faster than other Cavalry, while Heavier Cavalry is definitely slower but more powerful.

    (WORK IN PROGRESS)

    Open to Feedback, Comments & Requests.



    Primary Features / Tweaks
    Spoiler Alert, click show to read: 


    TheDuBMod Superior Campaign AI
    Spoiler Alert, click show to read: 
    Campaign AI

    CAI Task Management (key secret ingredient for Superior Campaign AI)

    - AI players significantly prioritize Task Management for “Regionless Faction Forces Should Attack Local Regions,” “Actively Defend Threatened Regions,” “Attack Neighboring War Regions,” “Complete Province / Sea Region Control," "Defend Sea Regions,” “Raid Unstable Regions,” & “War Coordination Attack Forces / Region”
    {6-9}

    - AI players prioritize Task Management for “Actively Defend Capital,” “Attack Food Producing Regions,” “Attack All Local Human Settlements,” & “Defend Owned Regions”
    {3}

    - AI players slightly prioritize Task Management for “Attack All Enemy Settlements,” “Attack All Enemy Forces,” “Attack All Local Forces Size Scaled,” “Attack All Local Human Forces Size Scaled,” & “Attack Settlement Near Our Forces”
    {1}


    CAI Personalities

    - AI players’ “Military Aggressiveness” increased by Policy (except African/Arabian factions who seem to be nerfed by intent for Carthage, Egypt, ect)
    {Medium, High}

    - Significantly increased Priority for “Region Defense” on “Grouping” instead of “Reserves,” “Slots,” or “Unhappiness Mitigation” (+30)
    {41}

    - Significantly increased “Possible Additional Units Per Region” for AI players (*2)
    {10, 20}

    - Increased “Surrender, Retreat & Regroup {Fort}” (+25)
    {100, 125}

    - Significantly reduced “Surrender, Retreat & Regroup {Settlement}” (*50%)
    {25, 50}

    - Reduced “Surrender, Retreat & Regroup {Slot}” (-25)
    {50, 75}

    - AI players invest MUCH MORE in “Army” (Land Units) instead of “Agents”

    - AI players invest MUCH MORE in “Military,” “Economic,” & “Happiness” Buildings instead of “Research” Buildings


    CAI Budget

    - AI players invest MUCH MORE in “Army”

    - AI players invest MORE in “Construction,“ “Diplomacy,” & “Navy”

    - AI players invest slightly LESS in “Agents”


    CAI Construction

    - AI players invest MUCH MORE in “Land” Military Buildings over “Sea” Military Buildings


    Campaign Difficulty Handicap Effects

    - AI players can Recruit MUCH MORE Units per turn, scaled by Difficulty
    {14, 15, 15, 16, 16}

    - Human player can Recruit MORE Units per turn, scaled by Difficulty
    {8, 8, 7, 7, 6}

    - AI players’ Units receive additional Experience over time, scaled by Difficulty
    {100, 125, 150, 175, 200}

    - AI players receive additional Cash / “Subsistence” every turn, scaled by Difficulty
    {1000, 2000, 3000, 4000, 5000}

    - AI players receive additional Research every turn, scaled by Difficulty
    {50, 75, 100, 125, 150}

    - AI players receive additional Happiness in every Province, scaled by Difficulty
    {18, 20, 23, 26, 30}

    - AI players receive additional Food in every Province, scaled by Difficulty
    {15, 20, 25, 30, 35}


    Fame (Imperium)

    - Smaller AI Factions have reduced early-game Army Capacity (similar to Its a Small World After All, but more nerfed since the AI is not hurting for cash) (-2)
    {2}


    Campaign Variables

    - Increased Imperium level limits necessary for “Civil War” triggers (+2)
    {8, 7, 7}

    - Reduced “Zone of Control Radius” (-1): Land, Naval
    {4}

    - Significantly increased “Reinforcement Radius” (*2)
    {2}

    - Reduced Attrition / % “Chance to Lose” weak / near-dead Units (*50%)
    {0.1}

    - Significantly increased Artillery “Capture Chance” (*3)
    {30}

    - Significantly reduced “Rebel Wait Timeout”
    {10, 3}

    - Increased ”Rebel Army Budget”
    {0.4}



    Wælwulf Epic Battle Grinder 2.0
    Spoiler Alert, click show to read: 
    Battle AI

    Fatigue / Fatigue Effects (a key secret ingredient for EPICicity)

    *NEW* & IMPROVED FATIGUE SYSTEM

    -Significantly increased "Fatigue" accumulated from RUNNING (+3) =>
    {10, 8, 5, 5}

    FATIGUE THRESHOLD & FATIGUE EFFECTS level scale / stepping:
    Spoiler Alert, click show to read: 
    Fresh
    (-{1}*x) = Active
    (-{2}*x) = Winded
    (-{3}*x) = Tired
    (-{4}*x) = Very Tired
    (-{2}*x) = Exhausted
    (-{1}*x) = Max
    -Significantly reduced FATIGUE THRESHOLD limits, scaled by Fatigue level (*1/2-1/4) =>
    {0, 1100, 3300, 6600, 11000, 13200, 14300}

    - Slightly increased MELEE ATTACK & counter-attack speed, scaled by Fatigue level =>
    {1.5, 1.45, 1.35, 1.2, 1, 0.9, 0.85}

    - Significantly increased MELEE DEFENSE / parry ability, scaled by Fatigue level =>
    {4, 3.9, 3.7, 3.4, 3, 2.8, 2.7}

    - Significantly increased SHIELD DEFENSE / blocking ability, scaled by Fatigue level =>
    {4, 3.75, 3.25, 2.5, 1.5, 1, 0.75}

    - Increased ARMOR, scaled by Fatigue level =>
    {1.25, 1.2, 1.1, 0.95, 0.75, 0.65, 0.6}

    - Significantly increased SHIELD ARMOR, scaled by Fatigue level =>
    {3, 2.85, 2.55, 2.1, 1.5, 1.2, 1.05}

    - Increased BRACING, scaled by Fatigue level =>
    {2, 1.95, 1.85, 1.7, 1.5, 1.4, 1.35}

    - Slightly increased CHARGE BONUS, scaled by Fatigue level =>
    {1.1, 1.05, 0.95, 0.8, 0.6, 0.5, 0.45}

    - Slightly increased SPEED, scaled by Fatigue level =>
    {1.15, 1.1, 1, 0.85, 0.75, 0.55, 0.5}

    - Slightly increased ACCELERATION, scaled by Fatigue level =>
    {1.1, 1.08, 1.04, 0.98, 0.9, 0.86, 0.84}

    - WEAPON DAMAGE, scaled by Fatigue level =>
    {1, 0.95, 0.85, 0.7, 0.5, 0.4, 0.35}

    - RELOADING, scaled by Fatigue level =>
    {1, 0.95, 0.85, 0.7, 0.5, 0.4, 0.35}



    Rules (a key secret ingredient for EPICicity)

    - Reduced MAX “Chance to Hit” for MELEE ATTACK (-5) =>
    {90%}

    - Significantly reduced BASE “Chance to Hit” for MELEE ATTACK (*1/5) =>
    {10%}

    - Significantly reduced MIN “Chance to Hit” for MELEE ATTACK (-19) =>
    {1%}

    - Significantly reduced CHARGE COOLDOWN TIME (*1/2)
    {5}

    - Significantly reduced ATTACK COOLDOWN TIMER on “Impact Reflection” (*1/50)
    {0.01}

    - Significantly reduced FINAL DAMAGE MODIFIER on “Impact Reflection” (*1/100)
    {0.01}

    - Slightly reduced THRESHOLD for KNOCKBACK EFFECT on “Melee Damage” (-3%)
    {0.3}

    - Slightly increased CHANCE for KNOCKDOWN EFFECT on “Melee Damage” (+5%)
    {0.1}

    - Slightly increased CHANCE for KNOCKDOWN EFFECT on “Melee Damage” (+5%)
    {0.1}

    - Significantly increased IMMOVEABLE BY SMALL ENTITY MASS value for “Bracing” (*1.5)
    {600}

    - Significantly increased MAX MULTIPLIER CLAMP for “Bracing” (*2)
    {20}

    - Significantly reduced MISSILE “Shield Piercing” COEFFICIENT (*1/2)
    {0.25}

    - Drastically increased BASE MISSILE “Saving Bonus” (+70%)
    {90}

    - Drastically increased MISSILE “Saving Bonus” COEFFICIENT (*4)
    {2}

    - Significantly reduced MISSILE, PROJECTILE DAMAGE “Armor Penetrating / Piercing” COEFFICIENTS & DIVISORS (*1/4-2)
    {1}

    - Significantly reduced MELEE, MISSILE, & PROJECTILE DAMAGE “Defense Penetrating / Piercing” DIVISORS (*1/4-1/2)
    {1}

    - Significantly reduced MELEE “Armor Penetration” DIVISOR (*1/2)
    {2}

    - Significantly increased MELEE “Armor Piercing” DIVISOR (*2)
    {4}
    Spoiler Alert, click show to read: 
    Armor Penetrating:
    {Armor} / {2}

    Armor Piercing:
    {Armor} / {4}


    Melee Weapons

    - Added "Armor Penetrating" ATTRIBUTE to blunt force trauma (slashing-style) Swords & Polearms:
    {Celtic Longsword, Celto-Hellenic / Eastern / generic / Steppe Sword, Falx, Spatha, Rhomphaia}

    - Added "Armor Piercing" ATTRIBUTE to anti-Armor specialists:
    {Celtic / Eastern Axe, Club, Steppe Pickaxe}

    - Added "Shield Piercing" ATTRIBUTE to anti-Armor specialists & Polearms:
    {Celtic / Eastern Axe, Club, Falx, Rhomphaia, Steppe Pickaxe}

    - Significantly reduced normal DAMAGE for MELEE WEAPONS (except Club, Shortsword)
    {*3/4}

    - Significantly reduced AP DAMAGE for piercing (stabbing-style) weapons (except Gladius, Lance, Pike, Shortsword): Axe(s), Falcata, Falx, Hoplite / Iberian Sword, Kopis, Spear(s), Tusk
    {*3/4}

    - Increased normal DAMAGE for Club & Shortsword (+2,+6)
    {12, 18}

    - Slightly increased AP DAMAGE for Pike & blunt force trauma (slashing-style) Sword “Elites”: Celtic Longsword Elite, Celto-Hellenic / Eastern Sword Elite
    {+1}

    - Increased BONUS vs ELEPHANTS / CAVALRY for Lance, Pike, & Spear(s) (+5) =>
    {15%, 5%, 25%}
    Spoiler Alert, click show to read: 
    rome_celtic_axe:
    damage = {16} => {12}
    ap_damage = {16} => {12}

    rome_celtic_hellenic_sword:
    damage = {36} => {26}
    ap_damage = {4}

    rome_celtic_hellenic_sword_elite:
    damage = {36} => {28}
    ap_damage = {4} => {5}

    rome_celtic_longsword:
    damage = {40} => {28}
    ap_damage = {4}

    rome_celtic_longsword_bonus_infantry:
    damage = {35} => {25}
    ap_damage = {7} => {6}

    rome_celtic_longsword_elite:
    damage = {44} => {30}
    ap_damage = {4} => {5}

    rome_celtic_spear:
    damage = {24} => {16}
    ap_damage = {8} => {6}

    rome_celtic_spear_elite:
    damage = {26} => {18}
    ap_damage = {10} => {8}

    rome_club:
    damage = {10} => {12}
    ap_damage = {8}

    rome_eastern_axe:
    damage = {16} => {12}
    ap_damage = (16) => {12}

    rome_eastern_axe_elite:
    damage = {18} => {14}
    ap_damage = {18} => {14}

    rome_eastern_sword:
    damage = (36) => {26}
    ap_damage = {4}

    rome_eastern_sword_elite:
    damage = {40} => {28}
    ap_damage = {4} => {5}

    rome_falcata:
    damage = {32} => {27}
    ap_damage = {8} => {7}

    rome_falx:
    damage = {40} => {28}
    ap_damage = {16} => {12}

    rome_generic_sword:
    damage = {28} => {24}
    ap_damage = {4}

    rome_gladius:
    damage = {34} => {25}
    ap_damage = {6}

    rome_gladius_elite:
    damage = {34} => {27}
    ap_damage = {10} => {8}

    rome_gladius_imperial:
    damage = {32} => {26}
    ap_damage = {8} => {7}

    rome_gladius_marian:
    damage = {30} => {25}
    ap_damage = {10} => {8}

    rome_hoplite_spear:
    damage = {20} => {14}
    ap_damage = {12} => {9}

    rome_hoplite_spear_elite:
    damage = {22} => {16}
    ap_damage = {14} => {10}

    rome_hoplite_sword:
    damage = {32} => {25}
    ap_damage = {8} => {6}

    rome_iberian_sword:
    damage = {32} => {25}
    ap_damage = {8} => {6}

    rome_kopis:
    damage = {34} => {28}
    ap_damage = {10} => {7}

    rome_lance:
    damage = {14} => {10}
    ap_damage = {14}

    rome_lance_elite:
    damage = {16} => {12}
    ap_damage = (16)

    rome_pike:
    damage = {18} => {12}
    ap_damage = {4}

    rome_pike_elite:
    damage = {22} => {14}
    ap_damage = {4} => {5}

    rome_rhomphaia:
    damage = {48} => {36}
    ap_damage = {16} => {10}

    rome_shortsword:
    damage = {12} => {18}
    ap_damage = {4} => {5}

    rome_spatha:
    damage = {36} => {30}
    ap_damage = {4}

    rome_spear:
    damage = {24} => {16}
    ap_damage = {8} => {6}

    rome_spear_elite:
    damage = {26} => {18}
    ap_damage = {10} => {8}

    rome_steppe_pickaxe:
    damage = {16} => {12}
    ap_damage = {16} => {12}

    rome_steppe_sword:
    damage = {36} => {28}
    ap_damage = {4}

    tusks:
    damage = {40} => {15}
    ap_damage = {40} => {15}


    Projectiles / Projectile Explosions
    - Increased normal DAMAGE for Skirmisher projectiles (except sling_stone_lead)
    {+3-15}

    - Significantly increased AP DAMAGE for Javelin and Sling projectiles
    {+1-8}

    - Significantly reduced AP DAMAGE for (Land) Artillery projectiles
    {*1/2}

    - Significantly reduced normal DAMAGE for projectile Explosions
    {*1/2}
    Spoiler Alert, click show to read: 
    arrow_composite:
    damage = {30} => {45}
    ap_damage = {2}

    arrow_composite_heavy:
    damage = {30} => {40}
    ap_damage = {7}

    arrow_composite_horse:
    damage = {30} => {45}
    ap_damage = {2}

    arrow_composite_heavy_horse:
    damage = {30} => {40}
    ap_damage = {7}

    arrow_recurve:
    damage = {27} => {43}
    ap_damage = {2}

    arrow_ recurve _heavy:
    damage = {27} => {37}
    ap_damage = {6}

    arrow_ recurve _horse:
    damage = {27} => {43}
    ap_damage = {2}

    arrow_ recurve _heavy_horse:
    damage = {27} => {37}
    ap_damage = {6}

    arrow_long:
    damage = {25} => {35}
    ap_damage = {2}

    arrow_longbow:
    damage = {25} => {40}
    ap_damage = {2} => {3}

    arrow_normal:
    damage = {25} => {40}
    ap_damage = {2}

    arrow_normal_horse:
    damage = {25} => {40}
    ap_damage = {2}

    arrow_normal_horse_heavy:
    damage = {25} => {35}
    ap_damage = {6}

    arrow_flaming:
    damage = {15} => {25}
    ap_damage = {2}

    arrow_flaming_horse:
    damage = {15} => {25}
    ap_damage = {2}

    javelin_ankyle:
    damage = {34} => {44}
    ap_damage = {4}

    javelin_fire:
    damage = {7} => {20}
    ap_damage = {1}

    javelin_improved:
    damage = {34} => {42}
    ap_damage = {11} => {12}

    javelin_iron:
    damage = {24}
    ap_damage = {8} => {16}

    javelin_light:
    damage = {10} => {25}
    ap_damage = {5}

    javelin_normal:
    damage = {29} => {40}
    ap_damage = {10} => {11}

    javelin_prec:
    damage = {24} => {28}
    ap_damage = {8} => {12}

    javelin_wooden:
    damage = {20} => {30}
    ap_damage = {7}

    pilum_normal:
    damage = {24} => {25}
    ap_damage = {8} => {16}

    sling_stone:
    damage = {12} => {18}
    ap_damage = {4} => {6}

    sling_stone_improved:
    damage = {16} => {19}
    ap_damage = {5} => {7}

    sling_stone_lead:
    damage = {20}
    ap_damage = {6} => {8}


    Battle Entities

    - Slightly increased RUN SPEED for Cavalry, scaled by weight =>
    {11.5, 10.5, 9, 8, 7.5, 7}

    - Increased ACCELERATION for “Medium,” “Heavy,” & “Very Heavy” Cavalry, scaled by weight =>
    {5, 4, 3.5}

    - Increased MASS for Cavalry, scaled by weight =>
    {200, 300, 600, 800, 1000}

    - Slightly increased RUN SPEED for Elephantry & Camelry, scaled by weight =>
    {6, 6, 6.5}, {7, 8}

    - Slightly increased ACCELERATION for Elephantry & unarmored Camelry, scaled by weight =>
    {4.5, 4.5, 3.5}, {4.5}

    - Slightly increased MASS for “Indian” Elephantry & Camelry, scaled by weight =>
    {4250}, {550, 850}

    - Significantly increased HIT POINTS for Infantry, Cavalry, & Camelry
    {+10}

    - Significantly increased HIT POINTS for Berserkr Units (10+10) =>
    {70}



    Morale

    Reduced ‘insta-Route’ MORALE values for Top-tier “Casualty” PENALTIES (such as {-200} when in-game MAX = {100}); increased Mid & Low-tier “Casualty” MORALE PENALTIES:
    Spoiler Alert, click show to read: 
    - “Recent Casualties” MORALE PENALTIES, scaled by Casualties
    {-10, -25, -45, -65, -85}

    - “Extended Casualties” MORALE PENALTIES, scaled by Casualties
    {-10, -20, -40, -60, -80}

    - (Land) “Total Casualties” MORALE PENALTIES, scaled by Casualties
    {-20, -40, -60, -80, -90}

    - (Naval) “Total Casualties” MORALE PENALTIES, scaled by Casualties
    {-10, -20, -40, -80, -100}
    - Significantly increased "Recent Casualties" SHOCK THRESHOLD limit (*2.5) =>
    {50}

    - Significantly increased BROKEN THRESHOLD (LOWER) limit (*3) =>
    {-90}

    - Slightly increased SHAKEN THRESHOLD (UPPER) limit (-2) =>
    {30}

    - Slightly increased “Winning Combat Significantly” MORALE BONUS (+1) =>
    {10}

    - Increased “Losing Combat” & “Losing Combat Significantly” MORALE PENALTIES (-5) =>
    {-10, -15}

    - Increased MORALE PENALTIES from advanced “Fatigue” level: Tired, Very_Tired, Exhausted (*1.6-2), scal =>
    {-5, -8, -10}

    - Slightly reduced “Unit Frightened” MORALE PENALTY (-2) =>
    {20}

    - Significantly reduced AI MORALE PENALTIES on “General Died / Fled" events
    {*1/2}

    - Increased “Defensive Fort” MORALE BONUS (WTF U running to? Nice anti-Alamo Devs!) (+10) =>
    {10}

    - Drastically reduced “Concerned [by] ARMY DESTRUCTION" value (*1/10) =>
    {10}

    - Drastically reduced CHARGE TIMEOUT value (*1/8) =>
    {5}

    - Significantly reduced SURPRISE TIMEOUT value (*1/2) =>
    {100}

    - Drastically reduced BROKEN FINISH TIMEOUT value (*0.0033) =>
    {1}

    - Significantly reduced BASE WAVER TIMEOUT value (-20) =>
    {40}

    - Significantly reduced “Routing Unit (Front / Flank)" DISTANCE EFFECT values (*1/2) =>
    {40, 50}

    - Significantly reduced “Neighbor Effect / Open Flanks" EFFECT RANGE values (*1/2) =>
    {80, 100}



    Attributes

    - Added "Disciplined" ATTRIBUTE to non-MISSILE Infantry & Cavalry (can be RALLIED multiple times)


    Modular Features / Minimods

    Spoiler Alert, click show to read: 
    Faction Balance Mod
    Spoiler Alert, click show to read: 
    Campaign AI / Historical

    - Factions receive additional cash / "Subsistence" (combined with other income bonuses) based on relative Historical strength & importance


    Note: Values are intended for use with TheDuBMod Superior Campaign AI.



    Faction Balance Mod (Roma Roleplay) Mod
    Spoiler Alert, click show to read: 
    Campaign AI

    - AI Factions receive additional cash / "Subsistence" (combined with other income bonuses) based on relative Historical strength & importance


    Gameplay

    - Italic Citizen / native Roman AOR (Area of Recruitment)
    [This severely restricts Heavy/Medium Infantry Recruitment options for Rome]

    - Reduced Attrition / % “Chance to Lose” weak / near-dead Units (*50%)
    {0.1}



    No Mo Mobs Mod
    Spoiler Alert, click show to read: 
    Gameplay

    - All Mob Units replaced with Basic Infantry / Skirmishers



    Taller Barbarians Mod
    Spoiler Alert, click show to read: 
    Graphical

    - Slightly increased Unit height for a few African & most European Barbarians



    Raped, Sacked, & Looted Mod
    Spoiler Alert, click show to read: 
    Gameplay

    - NEW FEATURES coming

    - All Factions lose the ability to choose ‘Occupy' when conquering a Settlement

    - All Factions gain the ability to choose ‘Liberate,' 'Sack,’ or 'Raze' when conquering a Settlement

    - All Factions gain the diplomatic option to make Client States (either/or with Vassal option)



    Historical Army Composition Mod
    Spoiler Alert, click show to read: 
    Gameplay

    - Less Spam of single Unit types & impractical Armies

    - Better Unit Balance


    Historical

    - Army compositions based on History (For Example: La Tene Keltoi aka 'Balkan Celts' / 'Boii' use more La Tene Swordsmen & Cavalry)



    Realpolitik Diplomacy Mod
    Spoiler Alert, click show to read: 
    Diplomatic

    - NEW FEATURES coming

    - Enemies declare “War” much more often

    - Enemies accept “Peace” more easily, often, & cheaply

    - Allies call for help more often

    - Balanced nonsensical lower incentive for ally treaties during {Last_Stand}



    Slow Tech, Growth, Build Time & Cost (x2) Mod (4TPY Recommended)
    Spoiler Alert, click show to read: 
    Gameplay

    - Significantly increased Technology Cost
    {*2}

    - Significantly increased Building Construction Time
    {*2}

    - Significantly increased Building Construction Cost
    {*2}

    - Significantly reduced Growth Rate
    {*50%}



    BareBones Superior Campaign AI
    Spoiler Alert, click show to read: 
    Campaign AI

    - AI players significantly prioritize Task Management for “Regionless Faction Forces Should Attack Local Regions,” “Actively Defend Threatened Regions,” “Attack Neighboring War Regions,” “Complete Province / Sea Region Control," "Defend Sea Regions,” “Raid Unstable Regions,” & “War Coordination Attack Forces / Region”
    {6-9}

    - AI players prioritize Task Management for “Actively Defend Capital,” “Attack Food Producing Regions,” “Attack All Local Human Settlements,” & “Defend Owned Regions”
    {3}

    - AI players slightly prioritize Task Management for “Attack All Enemy Settlements,” “Attack All Enemy Forces,” “Attack All Local Forces Size Scaled,” “Attack All Local Human Forces Size Scaled,” & “Attack Settlement Near Our Forces”
    {1}

    - Significantly increased Priority for “Region Defense” on “Grouping” instead of “Reserves,” “Slots,” or “Unhappiness Mitigation” (+30)
    {41}

    - Significantly increased “Possible Additional Units Per Region” for AI players (*2)
    {10, 20}


    NOTE: A form of this Mod is already present in TheDuBMod



    Its A Small World After All
    Spoiler Alert, click show to read: 
    Gameplay

    - Smaller AI Factions have reduced early-game Army Capacity (-2)
    {2}


    NOTE: A form of this Mod is already present in TheDuBMod. Special Thanks to Dresden who helped



    Easy Peacy Diplomacy Mod
    Spoiler Alert, click show to read: 
    Diplomatic

    - Enemies accept Peace more easily, often, and cheaply



    ÜberSchnell Riposte Mod
    Spoiler Alert, click show to read: 
    Battle AI

    -Drastically increased Melee Attack & counter-attack speed, scaled by Fatigue level =>
    {40, 35 30, 20, 10, 1}



    Attack of the Clones Mod (*Experimental*)


    Compilations
    Spoiler Alert, click show to read: 


    TheDuBMod COMPLETE
    Spoiler Alert, click show to read: 
    I WILL EVENTUALLY LIST EVERYTHING IN A BIG SOLID MASS HERE… NO IM NOT TALKING DIRTY ;o)

    TheDuBMod COMPLETE includes:

    • TheDuBMod Superior Campaign AI
    • Wælwulf Epic Battle Grinder
    • No Mo Mobs Mod
    • Taller Barbarians Mod
    • Raped, Sacked, & Looted Mod
    • Historical Army Composition Mod
    • Realpolitik Diplomacy Mod



    TheDuBMod COMPLETE (2TPY)
    Spoiler Alert, click show to read: 
    Gameplay

    - 2 Turns Per Year

    + ANYTHING not otherwise specified different, listed above as standard features of TheDuBMod COMPLETE

    TheDuBMod COMPLETE (2TPY) includes:

    • TheDuBMod Superior Campaign AI (2TPY)
    • Wælwulf Epic Battle Grinder
    • No Mo Mobs Mod
    • Taller Barbarians Mod
    • Raped, Sacked, & Looted Mod
    • Historical Army Composition Mod
    • Realpolitik Diplomacy Mod



    TheDuBMod COMPLETE (4TPY)
    Spoiler Alert, click show to read: 
    Gameplay

    - 4 Turns Per Year

    Campaign AI

    -AI can Recruit MORE Units per turn, scaled by Difficulty ({StdDuBModRec}*50%)
    {6, 7, 7, 8, 8}

    -Human Player can Recruit MORE Units per turn, scaled by Difficulty ({StdDuBModRec}*50%)
    {4, 4, 3, 3, 3}

    + ANYTHING not otherwise specified different, listed above as standard features of TheDuBMod COMPLETE

    TheDuBMod COMPLETE (4TPY):

    • TheDuBMod Superior Campaign AI (4TPY)
    • Wælwulf Epic Battle Grinder
    • No Mo Mobs Mod
    • Taller Barbarians Mod
    • Raped, Sacked, & Looted Mod
    • Historical Army Composition Mod
    • Realpolitik Diplomacy Mod
    • Slow Tech, Growth, Build Time & Cost (x2) Mod



    TheDuBMod COMPLETE (Real Roma Roleplay)
    Spoiler Alert, click show to read: 
    Campaign AI

    - AI Factions receive additional cash / "Subsistence" (combined with other income bonuses) based on relative Historical strength & importance


    Gameplay

    - Italic Citizen / native Roman AOR (Area of Recruitment)
    [This severely restricts Heavy/Medium Infantry Recruitment options for Rome]

    + ANYTHING not otherwise specified different, listed above as standard features of TheDuBMod COMPLETE (4TPY)

    TheDuBMod COMPLETE (Real Roma Roleplay) includes:

    • TheDuBMod Superior Campaign AI (4TPY)
    • Waelwulf Epic Battle Grinder (HumanAsRomaRoleplay+Full Cohort)
    • No Mo Mobs Mod
    • Taller Barbarians Mod
    • Raped, Sacked, & Looted Mod
    • Historical Army Composition Mod
    • Realpolitik Diplomacy Mod
    • Slow Tech Growth Build Time Cost (x2) Mod


    Special thanks to Dresden for his 2TPY &4TPYBuildResearchRecruitmentCostGrowthMods & CitySackLiberationDiplomaticOptionsMod- both threads have quite a few awesome mods which helped inspire my Mods.



    STEAM WORKSHOP

    The DüB's DuB



    DOWNLOADS
    Spoiler Alert, click show to read: 
    Standard TheDuBMod for use with Rome 2 - Patched version [v1.8]

    {
    1. TheDuBMod_SuperiorCampaignAI (Required Main File) +
    2. WaelwulfEpicBattleGrinder (Optional Minimod) +
    3. TallerBarbariansMod (Optional Minimod) +
    4. NoMoMobsMod (Optional Minimod) +
    5. RapedSackedLootedMod (Optional Minimod) +
    6. HistoricalArmyCompositionMod (Optional Minimod) +
    7. NorroenaBarbarianMod (Optional Minimod)
    }
    8. FactionBalanceMod (Optional Minimod)




    Individualized MiniMods / Components for use with Rome 2 - Patched version [v1.7]
    (à la carte - can be mixed & matched)


    *MORE LINKS below in second / next Post

  2. #2
    Blitzkrieg80's Avatar Miles
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    Default The DüB's DuB Mod Collection (à la carte)

    Other Flavors / Versions
    Spoiler Alert, click show to read: 
    TheDuBMod Superior Campaign AI
    Spoiler Alert, click show to read: 


    TheDuBMod Superior Campaign AI (Humans As Roma)
    Spoiler Alert, click show to read: 
    Campaign AI

    - AI factions receive additional Cash / "Subsistence" (combined with other income bonuses) based on relative Historical strength & importance

    - Italic Citizen / native Roman AOR (Area of Recruitment)
    [This severely restricts Heavy/Medium Infantry Recruitment options for Rome]

    + ANYTHING not otherwise specified different, listed above as standard features of TheDuBMod



    TheDuBMod Superior Campaign AI (2TPY)
    Spoiler Alert, click show to read: 
    Campaign AI

    - 2 Turns Per Year

    + ANYTHING not otherwise specified different, listed above as standard features of TheDuBMod



    TheDuBMod Superior Campaign AI (4TPY)
    Spoiler Alert, click show to read: 
    Campaign AI

    - 4 Turns Per Year

    -AI can Recruit MORE Units per turn, scaled by Difficulty ({StdDuBModRec}*50%)
    {6, 7, 7, 8, 8}

    -Human Player can Recruit MORE Units per turn, scaled by Difficulty ({StdDuBModRec}*50%)
    {4, 4, 3, 3, 3}

    + ANYTHING not otherwise specified different, listed above as standard features of TheDuBMod



    TheDuBMod Superior Campaign AI (High Aggro)
    Spoiler Alert, click show to read: 
    Campaign AI

    - AI players’ “Military Aggressiveness” significantly increased by Policy
    {High, Very_High}

    + ANYTHING not otherwise specified different, listed above as standard features of TheDuBMod



    TheDuBMod Superior Campaign AI (Low Recruitment)
    Spoiler Alert, click show to read: 
    Campaign AI

    - AI Recruits Units almost NORMALLY, scaled by Difficulty
    {3, 4, 4, 5, 5}

    - Human player Recruits NORMALLY

    + ANYTHING not otherwise specified different, listed above as standard features of TheDuBMod



    TheDuBMod Superior Campaign AI (Medium Recruitment)
    Spoiler Alert, click show to read: 
    Campaign AI

    - AI players can Recruit MORE Units per turn, scaled by Difficulty
    {10, 11, 11, 12, 12}

    - Human player can Recruit MORE Units per turn, scaled by Difficulty
    {6, 6, 5, 5, 4}

    + ANYTHING not otherwise specified different, listed above as standard features of TheDuBMod



    TheDuBMod Superior Campaign AI (High Recruitment)
    Spoiler Alert, click show to read: 
    Campaign AI

    - AI players can Recruit MUCH MORE Units per turn, scaled by Difficulty
    {18, 19, 19, 20, 20}

    - Human player can Recruit MUCH MORE Units per turn, scaled by Difficulty
    {10, 10, 9, 9, 8}

    + ANYTHING not otherwise specified different, listed above as standard features of TheDuBMod



    TheDuBMod Superior Campaign AI (NoLoveForAI)
    Spoiler Alert, click show to read: 
    Campaign AI

    - AI players’ Units receive NO additional Experience

    - AI players receive NO additional Cash / “Subsistence”

    + ANYTHING not otherwise specified different, listed above as standard features of TheDuBMod



    TheDuBMod Superior Campaign AI (Hardcore)
    Spoiler Alert, click show to read: 
    Campaign AI

    - AI players’ “Military Aggressiveness” significantly increased by Policy
    {High, Very_High}

    - AI players can Recruit MAX Units per turn, scaled by Difficulty
    {20, 20, 20, 20, 20}

    - Human player can Recruit MUCH MORE Units per turn, scaled by Difficulty
    {10, 10, 10, 10, 10}

    - AI players’ Land Units start with additional Morale / Attack / Defense, scaled by Difficulty
    {10, 20, 30, 40, 50}
    [*]AI players’ Land Units start with additional Experience, scaled by Difficulty
    {0, 1, 2, 3, 4}

    - AI players’ Units receive MORE Experience over time, scaled by Difficulty
    {150, 175, 200, 225, 250}

    - AI players receive MORE Cash / “Subsistence” every turn, scaled by Difficulty
    {2500, 3500, 4500, 5500, 6500}

    - AI players receive MORE Research every turn, scaled by Difficulty
    {150, 175, 200, 225, 250}

    - AI players receive MORE Happiness in every Province, scaled by Difficulty
    {30, 35, 40, 45), 50}

    - AI players receive MORE Food in every Province, scaled by Difficulty
    {40, 45, 50, 55, 60}

    + ANYTHING not otherwise specified different, listed above as standard features of TheDuBMod

    DISCLAIMER: YOU WILL PROBABLY NOT ENJOY PLAYING HARDCORE, BUT TRY IT IF YOU DARE!! Muwahaha! =o)



    TheDuBMod Superior Campaign AI (Low Rec + Hardcore)
    Spoiler Alert, click show to read: 
    Campaign AI

    - AI Recruits Units almost NORMALLY, scaled by Difficulty
    {5, 5, 5, 5, 5}

    - Human player Recruits NORMALLY

    + ANYTHING not otherwise specified different, listed above as standard features of TheDuBMod (Hardcore)



    TheDuBMod Superior Campaign AI (Med Rec + Hardcore)
    Spoiler Alert, click show to read: 
    Campaign AI

    - AI players can Recruit MORE Units per turn, scaled by Difficulty
    {12, 12, 12, 12, 12}

    - Human player can Recruit MORE Units per turn, scaled by Difficulty
    {6, 6, 6, 6, 6}

    + ANYTHING not otherwise specified different, listed above as standard features of TheDuBMod (Hardcore)



    TheDuBMod Superior Campaign AI (Std DuBMod Rec + Hardcore)
    Spoiler Alert, click show to read: 
    Campaign AI

    - AI players can Recruit MUCH MORE Units per turn, scaled by Difficulty
    {16, 16, 16, 16, 16}

    - Human player can Recruit MORE Units per turn, scaled by Difficulty
    {8, 8, 8, 8, 8}

    + ANYTHING not otherwise specified different, listed above as standard features of TheDuBMod (Hardcore)


    Wælwulf Epic Battle Grinder
    Spoiler Alert, click show to read: 


    Wælwulf Epic Battle Grinder (Horde)
    Spoiler Alert, click show to read: 
    Main / Land Units

    {Base 100} Unit Size: ({100} Cavalrymen, {200} Infantrymen on Huge Graphics) => Historical Horde (Orda)

    - Increased Infantry & Cavalry Unit Size
    {*1.25}

    - Increased Skirmisher & Elephantry Unit Size
    {*1.67}

    - Significantly increased Artillery Unit Size
    {*2}

    - Significantly increased Berserkr Unit Size & Cost
    {*2.5}

    - Significantly increased First Cohort Unit Size & Cost
    {*2.5}

    + ANYTHING not otherwise specified different, listed above as standard features of Wælwulf



    Wælwulf Epic Battle Grinder (Great Horde)
    Spoiler Alert, click show to read: 
    Main / Land Units

    {Base 100*2} Unit Size: ({100*2} = {200} Cavalrymen, {400} Infantrymen on Huge Graphics) => Great Horde (Orda)

    - Increased Infantry & Cavalry Unit Size
    {*1.25*2}

    - Increased Chariotry Unit Size
    {*2}

    - Increased Skirmisher & Elephantry Unit Size
    {*1.67*2}

    - Significantly increased Artillery Unit Size
    {*2*2}

    - Significantly increased Berserkr Unit Size & Cost
    {*2.5*2}

    + ANYTHING not otherwise specified different, listed above as standard features of Wælwulf



    Wælwulf Epic Battle Grinder (Half Cohort)
    Spoiler Alert, click show to read: 
    Main / Land Units

    {*1.5} Unit Size: ({480*1/2} = {240} Legionaries on Huge Graphics) => Half Cohort

    - Increased Skirmisher & Elephantry Unit Size
    {*2}

    - Significantly increased Artillery Unit Size
    {*2}

    - Significantly increased Berserkr Unit Size & Cost
    {*2.5}

    - Significantly increased First Cohort Unit Size & Cost
    {*3}

    + ANYTHING not otherwise specified different, listed above as standard features of Wælwulf



    Wælwulf Epic Battle Grinder (Full Cohort)
    Spoiler Alert, click show to read: 
    Main / Land Units

    {*3} Unit Size: ({480} Legionaries on Huge Graphics) => Historical Full Cohort

    - Increased Chariotry Unit Size
    {*2}

    - Increased Skirmisher & Elephantry Unit Size
    {*2*2}

    - Significantly increased Artillery Unit Size
    {*2*2}

    - Significantly increased Berserkr Unit Size & Cost
    {*2.5*2}

    + ANYTHING not otherwise specified different, listed above as standard features of Wælwulf



    Wælwulf Epic Battle Grinder (Human As Roma Roleplay + Half / Full Cohort)
    Spoiler Alert, click show to read: 
    Campaign AI / Historical

    - AI Factions receive additional cash / “Subsistence” (combined with other income bonuses) based on relative Historical strength & importance

    - Italic Citizen / native Roman AOR (Area of Recruitment)
    [This severely restricts Heavy/Medium Infantry Recruitment options for Rome]

    - Reduced Attrition / % “Chance to Lose” weak / near-dead Units (*50%)
    {0.1}

    + ANYTHING not otherwise specified different, listed above as standard features of Wælwulf (Half / Full Cohort)



    Wælwulf Epic Battle Grinder (ÜberSchnell Riposte)
    Spoiler Alert, click show to read: 
    Fatigue Effects

    - Drastically increased Melee Attack & counter-attack speed, scaled by Fatigue level =>
    {40, 35, 30, 20, 10, 1}

    + ANYTHING not otherwise specified different, listed above as standard features of Wælwulf


    DOWNLOADS
    Spoiler Alert, click show to read: 

  3. #3

    Default Re: TheDuBMod COMPLETE Collection - Patch 7

    I thought that Dresden was a modding machine but you seem to be the same kind of guy

    I really like the fact that you propose a large and diverse choice of mods/submods so that every kind of player is satisfied.

    I'm waiting on the release of RRR and the possible compatibility with AGA/DeI to start a new Roman campaign along with your CAI mod.

  4. #4

    Default Re: TheDuBMod COMPLETE Collection - Patch 7

    Blitzkrieg I started a new rome campaign using your "Real Roma" mod. The campaign AI is so much better. I'm also using the mod that increases all the major powers starting size ( except for Rome). Carthage declared war on me and is actually quite aggressive. Your mod makes a huge difference. Thx man!!

  5. #5
    Blitzkrieg80's Avatar Miles
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    Default Re: TheDuBMod COMPLETE Collection - Patch 7

    Thanks for the positive comments - i really appreciate it after so much work :o/ oy!

    Sounds like you guys could use an especially compatible version for AGA? not sure if DeI is another mod or submod... should look into that... im guessing my battle mod wont be compatible but i could do all but that or even just change the fatigue tables with the cool x3 DEF EPIC-ness... also could change weapons too and that would be the most easy + cool parts of my battle mod imo let me know what you guys would prefer or ill just do it whimsically lol

  6. #6

    Default Re: TheDuBMod COMPLETE Collection - Patch 7

    Quote Originally Posted by Blitzkrieg80 View Post
    Thanks for the positive comments - i really appreciate it after so much work :o/ oy!

    Sounds like you guys could use an especially compatible version for AGA? not sure if DeI is another mod or submod... should look into that... im guessing my battle mod wont be compatible but i could do all but that or even just change the fatigue tables with the cool x3 DEF EPIC-ness... also could change weapons too and that would be the most easy + cool parts of my battle mod imo let me know what you guys would prefer or ill just do it whimsically lol
    DeI includes the author of AGA plus quite a few authors from other mods which have joined up and combined the mods/or parts of each. They're constantly adding to it improving it even more each day. There have been some asking if your CAI would be compatible with it as they've not approached working on this area, I believe they touched on the building, replenishing, and so forth. Others and my self included would love to see a CAI version compatible with DeI and possibly include some of your optional ones such as diplomatic and army composition and others that might work with it.

    I'm using your latest CAI version with DeI even though I know there may be a few conflicts and have been experiencing really good results from the CAI. Has certainly been keeping me on my toes and actually having to plan out my moves instead of just rushing ahead.

    +rep for your hard work already done to improve the game.


    Edit\ In the latest posts of DeI the authors have mentioned that they've started working on the CAI parts so it may not be worth your time trying to keep a compatible version up. I'll just continue using your latest for the time being as I'm really enjoy my latest campaign with it.
    Last edited by carbide; November 24, 2013 at 05:00 AM.

  7. #7
    Brips's Avatar Ducenarius
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    Default Re: TheDuBMod COMPLETE Collection - Patch 7

    Hello, I really like your custom choices!

    But, the LowRec+NoLove is this (list below) with low Rec and no cheat/gives to AI??=>


    • Increased AI ‘Military Aggressiveness’ by personality / policy along with other factors to make the AI much more prone to attack the player, esp. when at war with others (except African/Arabian who seem to be nerfed by intent for Carthage, Egypt, ect).
    • AI focuses more on building Units (Land over Naval)
    • AI can Recruit MUCH MORE Units per turn, by Difficulty: (14) / (15) / (15) / (16) / (16)
    • Human Player can Recruit MUCH MORE Units per turn, by Difficulty: (8) / (8) / (7) / (7) / (6)
    • AI receives additional Cash / ‘Subsistence’ every Turn, scaled by Difficulty
    • AI receives additional Research every Turn, scaled by Difficulty
    • AI receives additional Happiness in every Province, scaled by Difficulty
    • AI receives additional Food in every Province, scaled by Difficulty


    And this are not inside the standard or alternative version?

    3. TallerBarbariansMod_Patch7 (Optional Minimod)
    4. NoMoMobsMod_Patch7 (Optional Minimod)
    5. NonOccupationAddSackLiberateClientStates_Patch7 (Optional Minimod)
    6. HistoricalArmyCompositionMod_Patch7 (Optional Minimod)
    7. RealpolitikDiplomacyMod_Patch7 (Optional Minimod)
    8. FactionBalanceMod_Patch7.zip (Optional Minimod


    It's sooooo difficult to find the perfect personal campaign settings with mods, but you are the most customizable modder here^^
    I just want a clever CAI (I already have graphics, battle, gameplay, UI etc mods).
    I mean no cheat for CAI but better acting in choices. No gives to CAI (money, food etc) but better army constitution, building construction choices, clever money uses and the most difficult, clever strategical movements. Defend when it's needed, attack when it's needed.
    Thus, It seems that the LowRec+NoLove is for me, but a "VanillaRec+HighAggro+NoLove (with historical army comp, better building construction and diplomacy mod) will be the best for me

    PS:I think with "complete" in the name mod, nobody knows that there is so much options, it seems to be a "compilation/an all in one" of your mods
    Last edited by Brips; November 25, 2013 at 06:30 PM.
    All map textures improved mod(MTW2,DLV):
    http://www.twcenter.net/forums/showthread.php?t=395355
    Real crazy medieval music (4pages!):
    http://www.twcenter.net/forums/showthread.php?t=389092
    More war horn sounds(MTW2,DLV)!
    http://www.twcenter.net/forums/showthread.php?t=229015
    More Loading screens MEGA pack Team!(MTW2,DLV):
    http://www.twcenter.net/forums/showthread.php?t=389893
    Mods Oblivion and Fallout3:
    Tape "Brips" on nexus then go to author name "Brips".

  8. #8
    Blitzkrieg80's Avatar Miles
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    Default Re: TheDuBMod COMPLETE Collection - Patch 7

    I changed No Love For AI to just No Cash and no Unit EXP over time... because there is no point, in my opinion, to having a good deal of the features, like re-assigning building priority from research to military (if they dont have research, food, ect.)... but you give me an excellent idea for a BareBones mod for the CAI since nobody else seems to really utilize the very most important AI aspect - THE TASK GENERATOR! which has even new values in Patch 7 like Defend threatened areas actively and Raid Unstable regions, which sound interesting but need to be INCREASED in order to see at all! everyone else is very skittish / timid about upping those values, probably in the same way people are shy from unit buffs... but its not correct in this case and i think a barebones would do show everyone - it would work great for what you want to...

    are you saying the text or the file doesn't have the correct info? i will check but its a little confusing so i thought id ask before getting into it..

    COMPLETE has all the mods lists with numbers... the only mods not included would be Roma-only or diminished alternatives like Easy Peacy is a barebones of the Peace in Realpolitik

    ___

    anyone curious about AGA / DEI

    I asked the project leader and my modding is not desired / "needed." Feel free to question them about it / change their mind ;o)

    I even made the BareBones Mod which is a completely compatible stripped down version of my Mod that should work with everything.

    AGA is compatible with all but Battle Mod so i think similar for DEI but i cannot say for sure because as I said (not going too deep into something i'm not alllowed in on lol)

    I see Dresden is involved in DEI so no wonder people like it so much

  9. #9
    Brips's Avatar Ducenarius
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    Default Re: The DüB's DuB Mod Collection: TheDuBMod COMPLETE (...)

    Thanks for your answers

    I mean the word "complete" in the name mod page makes may be think about a compilation of your mods in one pack, without the possibility to have lots of optional packs to choose to have a very customize and personal campaign TheDuBMod COMPLETE/CUSTOMIZABLE Campaign - Patch 7
    Also, the mod in the campaign topic doesn't show all the individual minimods like realdiplomatik etc (in the first page of the topic)


    If I take LowRec+NoLoveAI, do I need to take BareBones optional pack or is intergrated?

    RealDiplomatic pack creates to much wars for me, I like some peace time tea with neighbours Do the "barebones" declare more wars because of priorities than vanilla?

    What's exactly the UberSchnellRiposte Pack?
    Last edited by Brips; November 29, 2013 at 09:09 PM.
    All map textures improved mod(MTW2,DLV):
    http://www.twcenter.net/forums/showthread.php?t=395355
    Real crazy medieval music (4pages!):
    http://www.twcenter.net/forums/showthread.php?t=389092
    More war horn sounds(MTW2,DLV)!
    http://www.twcenter.net/forums/showthread.php?t=229015
    More Loading screens MEGA pack Team!(MTW2,DLV):
    http://www.twcenter.net/forums/showthread.php?t=389893
    Mods Oblivion and Fallout3:
    Tape "Brips" on nexus then go to author name "Brips".

  10. #10

    Default Re: The DüB's DuB Mod Collection: TheDuBMod COMPLETE (...)

    Well it's seems like dub hardcore makes civil war occur on the 21 turn. Already started 3 campaigns (Athens, Carthage and Pontus) and all has ended in the same maneur. Is it bug or was intended?
    Spoiler Alert, click show to read: 
    Last edited by bydlo; November 30, 2013 at 01:28 AM.

  11. #11
    Blitzkrieg80's Avatar Miles
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    Default Re: The DüB's DuB Mod Collection (à la carte)

    UPDATED Philosophy, CHANGES / INFO - new links up too

    _____

    bydlo, sorry that is not intended at all- sounds like a bummer. what mods are you using together?

    just in case it is on my end, i today rolled out an update which increases the fame level MIN for civil war but i did not change anything to do with the civil war to begin with... this change is made for the benefit of everybody vs civil wars and hopefully addresses anything i might be influencing or is from the Patch 7 update... i think the additional army capacity based on fame MIGHT be a factor but i only changed the army value and not the fame levels whatsoever

    ________

    Brips, The BareBones Mod is the heart and soul of TheDuBMod (lol ok maybe not that serious but trying to make a point). The Handicaps have never been what its about and yet they define the main difference between BareBones and TheDuBMod... so it won't conflict, but there is no point in using the BareBones if you use any CampaignAI mod by me.

    lol so the answer is yes, you do not need it if you choose Low Rec+NoLove4AI - sorry for the long answer

  12. #12

    Default Re: The DüB's DuB Mod Collection (à la carte)

    Quote Originally Posted by Blitzkrieg80 View Post
    UPDATED Philosophy, CHANGES / INFO - new links up too

    _____

    bydlo, sorry that is not intended at all- sounds like a bummer. what mods are you using together?

    just in case it is on my end, i today rolled out an update which increases the fame level MIN for civil war but i did not change anything to do with the civil war to begin with... this change is made for the benefit of everybody vs civil wars and hopefully addresses anything i might be influencing or is from the Patch 7 update... i think the additional army capacity based on fame MIGHT be a factor but i only changed the army value and not the fame levels whatsoever

    ________

    Brips, The BareBones Mod is the heart and soul of TheDuBMod (lol ok maybe not that serious but trying to make a point). The Handicaps have never been what its about and yet they define the main difference between BareBones and TheDuBMod... so it won't conflict, but there is no point in using the BareBones if you use any CampaignAI mod by me.

    lol so the answer is yes, you do not need it if you choose Low Rec+NoLove4AI - sorry for the long answer
    I was using only some unit packs and reskins. Well, i've started a campaign for pontus without your mod, no civil war occured even with 3 provinces and in late 60s turns. Then i've added your campaign AI (not hardcore) The game continued without any civil war issue. Then i've swapped campaign ai with campaign ai hardcore. The civil war started on the next turn.
    Then i've started a campaign for Pontus again with hardcore from the beginning the result on the screenshot in the last my post.

  13. #13
    Blitzkrieg80's Avatar Miles
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    Default Re: The DüB's DuB Mod Collection (à la carte)

    try the new file - maybe the issue will disappear <crosses fingers> also let me know next time if movie pack or steam workshop version -thanks
    please note FAME / Army capacity also since this is directly tied to why the Civil War is happening...

  14. #14
    Brips's Avatar Ducenarius
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    Default Re: The DüB's DuB Mod Collection (à la carte)

    Sorry but, what's exactly the "UberSnellRipost" pack?

    (ps: good name mod page change etc And I didn't know that "à la carte" was used in english Paradox: In french we often use "custom" )
    Last edited by Brips; December 03, 2013 at 06:10 PM.
    All map textures improved mod(MTW2,DLV):
    http://www.twcenter.net/forums/showthread.php?t=395355
    Real crazy medieval music (4pages!):
    http://www.twcenter.net/forums/showthread.php?t=389092
    More war horn sounds(MTW2,DLV)!
    http://www.twcenter.net/forums/showthread.php?t=229015
    More Loading screens MEGA pack Team!(MTW2,DLV):
    http://www.twcenter.net/forums/showthread.php?t=389893
    Mods Oblivion and Fallout3:
    Tape "Brips" on nexus then go to author name "Brips".

  15. #15
    Blitzkrieg80's Avatar Miles
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    Default Re: The DüB's DuB Mod Collection (à la carte)

    I didn't know you're French - interesting French name, Brips btw ;o)

    oui, c'est vrai... most commonly used in elementary school lunch cafeterias :O)

    UberSchnell Riposte is exactly 40x Melee Attack at Fresh instead of default Waelwulf at 1.8 now (the result of increasing the value as a lark and discovering it is 'faster' lol sorta... as close as you get to speeding things up)

    *New* versions of Campaign / Battle AI Patch7_v2 already up on Steam - need to update manual links tho

    UPDATED CHANGES / INFO on very cool stuff on Battle Mod

  16. #16
    Brips's Avatar Ducenarius
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    Default Re: The DüB's DuB Mod Collection (à la carte)

    I'm Belgian speaking french part

    Ok for UberSchnell

    Why don't you put the DL link for "NoLoveForAI, HighAggro, LowRec, LowREc+NoLove etc etc" optional packs replacing the standard pack?

    Well done for the mod presentation update

    Cheers
    All map textures improved mod(MTW2,DLV):
    http://www.twcenter.net/forums/showthread.php?t=395355
    Real crazy medieval music (4pages!):
    http://www.twcenter.net/forums/showthread.php?t=389092
    More war horn sounds(MTW2,DLV)!
    http://www.twcenter.net/forums/showthread.php?t=229015
    More Loading screens MEGA pack Team!(MTW2,DLV):
    http://www.twcenter.net/forums/showthread.php?t=389893
    Mods Oblivion and Fallout3:
    Tape "Brips" on nexus then go to author name "Brips".

  17. #17
    Blitzkrieg80's Avatar Miles
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    Default Re: The DüB's DuB Mod Collection (à la carte)

    Hey Brips thanks - the downloads you ask for are present but i put all 'Alternatives' on the SECOND post - i guess i should make it clearer

    sorry no version 2 for Patch 7 links yet

    [EDIT]

    FYI anyone - NEW MODS in MODULAR AREA (links to Steam atleast if i dont have files here yet)

    I also renamed AddSackLiberate Mod to reflect new design

  18. #18

    Default Re: The DüB's DuB Mod Collection (à la carte)

    Well, 100 turns for Baktria without a cvil war, it's seems like the issue was fixed. Great thanks.
    Do you plan to make a version with big stats bonuses for enemy units like in version 5 again?

  19. #19
    Blitzkrieg80's Avatar Miles
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    Default Re: The DüB's DuB Mod Collection (à la carte)

    oh good to know - thanks for confirming that bug was eliminated... maybe it was fame change in Patch 7

    I decided the game is sufficiently hard without the unit stat bonuses... esp now that every unit has amplified Melee Defense ect through Fatigue... I kept the values for Hardcore though (the vanilla values)... so if you miss it, try Hardcore with lower Recruitment (makes it easier)

    ill try to have the new manual links up soon for campaign mod - otherwise use the Steam one

  20. #20

    Default Re: The DüB's DuB Mod Collection (à la carte)

    Well even though i use the hardcore version seem's like bonuses were nerfed. The peltasts from the v7 have almost no bonuses, the oathsworns are from the v5. The difference clearly noticeable.
    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

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