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  1. #1

    Default Combat animations

    I love everything in this mod, but combat animations are a little weird. Close Combat mod have smooth animations and visually almost real. Why you guys don't do the same in this mod?

  2. #2
    KAM 2150's Avatar Artifex
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    Default Re: Combat animations

    Both mods don't change anything about animations.

  3. #3
    Civis
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    Default Re: Combat animations

    Quote Originally Posted by KAM 2150 View Post
    Both mods don't change anything about animations.
    I believe the problem he's trying to expose is the fact that sometimes in battle (DEI) soldiers are too close to eachother, and they are prone to act a bit weird as trembling electrons... because they're too close it's harder to see the animations, and the electrons behavior is kind unnatural aswell.

    No offense intended, I love the mod, battles, skins, CAI... just pointing a minor issue, that's all.
    Last edited by TWCassius; January 03, 2014 at 02:22 PM.

  4. #4
    stupar123's Avatar Miles
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    Default Re: Combat animations

    I thought it wa awalys vanilla animations ?

  5. #5
    Civis
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    Default Re: Combat animations

    Could you please elaborate, Tulius?

  6. #6

    Default Re: Combat animations

    I think it's very stupid when 2 warriors trade a couple of strikes and then they stop the fighting, only to repeat this infinite bucle 'till Eureka! you find a kill.
    IMO this would be neat to fix it, kill kill kill!!

  7. #7

    Default Re: Combat animations

    Quote Originally Posted by Goshin Do View Post
    I think it's very stupid when 2 warriors trade a couple of strikes and then they stop the fighting, only to repeat this infinite bucle 'till Eureka! you find a kill.
    IMO this would be neat to fix it, kill kill kill!!


    More like "till Eureka! You find a weak spot."
    Combat shouldnt be about who strike first kill the opponent, but parrying/blocking/wounding THEN killing.
    What you propose would put the mod 3 steps back and into the 5 minutes long battles the vanilla game still has.


    The mod is great as it is, giving us 10-20mn battles instead, and it naturally comes with longer duels between each soldiers, to extend their lifetime.

  8. #8
    Slashas's Avatar Miles
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    Default Re: Combat animations

    Theres an awesome mod that takes away the duelingcombat, now there is only thrust and the fancier animation is reserved for killmoves! It's called Matched Combat Be Gonne http://www.twcenter.net/forums/showt...-2-DEC-29-2013

  9. #9

    Default Re: Combat animations

    Quote Originally Posted by Slashas View Post
    Theres an awesome mod that takes away the duelingcombat, now there is only thrust and the fancier animation is reserved for killmoves! It's called Matched Combat Be Gonne http://www.twcenter.net/forums/showt...-2-DEC-29-2013
    Just tested it, man it's great!
    Like Elvis said 'A little more action please'!

  10. #10

    Default Re: Combat animations

    Quote Originally Posted by Slashas View Post
    Theres an awesome mod that takes away the duelingcombat, now there is only thrust and the fancier animation is reserved for killmoves! It's called Matched Combat Be Gonne http://www.twcenter.net/forums/showt...-2-DEC-29-2013
    I second this mod. It's awesome.

  11. #11

    Default Re: Combat animations

    Quote Originally Posted by Cidalsleepwalker View Post
    I second this mod. It's awesome.
    Can we run it with DeI?
    Yep.
    Last edited by Aethyr; January 03, 2014 at 07:18 PM.

  12. #12

    Default Re: Combat animations

    Quote Originally Posted by Aethyr View Post
    Can we run it with DeI?
    Yes. It makes kill moves more noticeable too compared to vanilla. Now instead of trying to watch a dance end with no kill, you will see men appear to cautiously stab at their enemy and then go in for a decisive kill.

  13. #13

    Default Re: Combat animations

    Yep! It's great! Less men get stuck in the middle of the enemy formation!

  14. #14

    Default Re: Combat animations

    I'm not sure its the solution to this.

    The guy who made the mod himself says:

    Quote Originally Posted by Archimonday View Post
    One problem without the matched combat is that entities tend to rotate as they are fighting.

    I'm not using that mod and sometimes my unit dances around but no biggie.

  15. #15
    Civis
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    Default Re: Combat animations

    I just had a siege battle with MatchedCombatBeGone enabled, and I noticed that the units keep the line a bit better than without the mod. And indeed, some soldiers tend to turn their backs to the enemy. I have to run some more tests, but honestly I miss the animations, even if they are not realistic... and maybe it's just my impression, but I feel that soldiers act less 'crazy-ish', less jiggling.

  16. #16

    Default Re: Combat animations

    Quote Originally Posted by TWCassius View Post
    I just had a siege battle with MatchedCombatBeGone enabled, and I noticed that the units keep the line a bit better than without the mod. And indeed, some soldiers tend to turn their backs to the enemy. I have to run some more tests, but honestly I miss the animations, even if they are not realistic... and maybe it's just my impression, but I feel that soldiers act less 'crazy-ish', less jiggling.
    Yeah this is a temp fix will have to wait for Selea to come up with a solution. I might just be a spacing issue
    ITS ME "THE DUDE" AND I STILL HATE ELEPHANTS!!!!!

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  17. #17
    Decanus
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    Default Re: Combat animations

    After seeing some of you guys give this submod the thumbs up, I gave it a whirl. I also give it a big two thumbs up. For me, it seems much more realistic in terms of having many more short stabby animations and fewer dancing around behind enemy lines with a miraculous force field preventing other enemies from backstabbing.

    I also think it makes cavalry chasing routing units look so much more logical - previously they would do this stupid dance where they would catch up to a unit, the unit would turn around and try to attack the cav (while routing?) and then the cav would counter attack and finish. With this mod, the cavalry just gallops behind the routing unit and spears him in the back, as one would expect.

    All in all it makes the combat feel more like Medieval 2 than Shogun 2, which is a great thing for big army melee combat.

    So I'd say Selea & the team strongly consider incorporating something like this or the submod itself. The mod author has given his blessing to use wherever.

  18. #18

    Default Re: Combat animations

    Whole heartedly agree, feels a lot more authentic and overall feely.

  19. #19

    Default Re: Combat animations

    I tried out the MatchedCombatBeGone mod with a Spartan campaign for 50 turns.

    Positives:
    - Phalanx combat is a lot better. Not just better but more authentic, as they keep their lines. The same goes for most units fighting in formation.
    - Seems as if each soldier assist his left and right companion. So you have 2 or 3 guys attacking one. In the vanilla version, even in DeI, it 's as if they are heroes fighting solo duels, which is completely unrealistic for almost any soldier at that age (except from berserkers and skirmishers).


    Negatives:
    - We lose some very good animations
    - I haven't seen any unit break formation and fight more randomly
    - when soldiers are singled out from the formation which happens even in this mod I would like to see some solo combat, but it doesn't take place.

    Anyway, I am like 50-50 with this mod. I think the DeI team should consider it and try to balance its positives and negatives...

  20. #20
    Civis
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    Default Re: Combat animations

    Quote Originally Posted by Veltegez View Post
    I tried out the MatchedCombatBeGone mod with a Spartan campaign for 50 turns.

    Positives:
    - Phalanx combat is a lot better. Not just better but more authentic, as they keep their lines. The same goes for most units fighting in formation.
    - Seems as if each soldier assist his left and right companion. So you have 2 or 3 guys attacking one. In the vanilla version, even in DeI, it 's as if they are heroes fighting solo duels, which is completely unrealistic for almost any soldier at that age (except from berserkers and skirmishers).


    Negatives:
    - We lose some very good animations
    - I haven't seen any unit break formation and fight more randomly
    - when soldiers are singled out from the formation which happens even in this mod I would like to see some solo combat, but it doesn't take place.

    Anyway, I am like 50-50 with this mod. I think the DeI team should consider it and try to balance its positives and negatives...
    Man you've said everything, that's exactly how I feel about this mod. Thank's.

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