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Thread: [Sub Mod] Faster Battles

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  1. #1

    Default Re: [Sub Mod] Faster Battles

    Thank you for your work on this sub mod. I love DEI but I for my enjoyment and time restraints I would prefer battles to be marginally faster so this sub mod is perfect.

    I decided to edit the following db entries as you mentioned above and it has sped battles up nicely. Ill probably tweak them slightly as there are too many death animations now but its good to know which entries I need to edit.
    melee_hit_chance_base 80
    melee_hit_chance_max 100
    melee_hit_chance_min 50

    I dont suppose there are entries like this for unit speed as well are there, or would I have to spend a lot of time editing each unit?

  2. #2

    Default Re: [Sub Mod] Faster Battles

    I presume you mean running and walking speed. Those are in the battle_entities table. The table it self is pretty straight forward.

  3. #3

    Default Re: [Sub Mod] Faster Battles

    Quote Originally Posted by Denco View Post
    I presume you mean running and walking speed. Those are in the battle_entities table. The table it self is pretty straight forward.
    Yes thank you for the guidance.

  4. #4

    Default Re: [Sub Mod] Faster Battles

    Quote Originally Posted by Denco View Post
    I presume you mean running and walking speed. Those are in the battle_entities table. The table it self is pretty straight forward.
    Please can someone make a mod with increased unit speed too? Pleeeease

    EDIT: Actually I'm used to the speed now
    Last edited by rjacko10; May 05, 2014 at 03:49 PM.

  5. #5

    Default Re: [Sub Mod] Faster Battles

    it's working fine for me.

    Only problem is with the lack of animation table updates, I've noticed some of the pilum throw animations don't work at all.

  6. #6
    Cavalier's Avatar Vicarius
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    Default Re: [Sub Mod] Faster Battles

    Anyone can give feedback of this submod? Are the battles as fast as vanilla or in-between vanilla and DeI?
    August Strindberg: "There's a view, current at the moment even among quite sensible people, that women, that secondary form of humanity (second to men, the lords and shapers of human civilisation) should in some way become equal with men, or could so be; this is leading to a struggle which is both bizarre and doomed. It's bizarre because a secondary form, by the laws of science, is always going to be a secondary form. Imagine two people, A (a man) and B (a woman). They start to run a race from the same point, C. A (the man) has a speed of, let's say, 100; B (the woman) has a speed of 60. Now, the question is 'Can B ever overtake A?" and the answer is 'Never!'. Whatever training, encouragement or self-denial is applied, the proposition is as impossible as that two parallel lines should ever meet."


  7. #7

    Default Re: [Sub Mod] Faster Battles

    Quote Originally Posted by Cavalier View Post
    Anyone can give feedback of this submod? Are the battles as fast as vanilla or in-between vanilla and DeI?
    Faster than DEI but still slower than vanilla feels like a balance between the two. Basically the weapon values have been doubled. One thing to note I couldn't get the submod to work on its own so I replaced the values with PFM myself don't know if anyone else has the same problem.

  8. #8

    Default Re: [Sub Mod] Faster Battles

    anyway to disable formation attack? I think formation attack really slow down the battle

  9. #9
    KAM 2150's Avatar Artifex
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    Default Re: [Sub Mod] Faster Battles

    Formation attack is giving units crucial bonuses and without them, formations change into messy blobs even more.
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  10. #10

    Default Re: [Sub Mod] Faster Battles

    does this work whit 0.9?

  11. #11

    Default Re: [Sub Mod] Faster Battles

    it didnt work for me either. the stats of the units stayed the same. A real shame cause i find the battles to boring and slow.

  12. #12

    Default Re: [Sub Mod] Faster Battles

    i just really hate watching 500 arrows land and kill 1 dude other than that im fine whit the slower battles

  13. #13

    Default Re: [Sub Mod] Faster Battles

    i have 2 problems with DeI in general:
    1. All missiles are useless except for Javelins, they all do no damage whatsoever
    2. My freakin Sword Follower general was destroyed by 2 LEVY FREEMEN??!!! whaaat? soo hopefully this sub-mod will rectify that

  14. #14

    Default Re: [Sub Mod] Faster Battles

    Quote Originally Posted by DanTheMan97 View Post
    All missiles are useless except for Javelins, they all do no damage whatsoever
    They're meant to go after other skirmishers or unarmoured units IIRC. 3 Pontic Archers (or whatever the DeI equivalent is) completely routed the same number of slingers in ~1min or less as long as you mass-fired each unit individually. Only one of the archers ever went into the yellow, and I think that may be because they started chasing them when they wavered and got caught in a melee battle.

  15. #15
    KAM 2150's Avatar Artifex
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    Default Re: [Sub Mod] Faster Battles

    What difficulty are you playing on?
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  16. #16

    Default Re: [Sub Mod] Faster Battles

    Man could you update your mod for latest version of DEI please ? it makes my game freeze at starting menu :/

  17. #17

    Default Re: [Sub Mod] Faster Battles

    Both links updated with for the newest DeI version. It should work now.

  18. #18

    Default Re: [Sub Mod] Faster Battles

    Thank you very much

  19. #19
    Libertus
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    Default Re: [Sub Mod] Faster Battles

    Having Dei 0.9h version, put your mod above theirs in load order in mod manager, i get infinite loading ? When i remove it it works fine. And i have mat faster units but there are no conflicts with your mod so it should be working fine.

  20. #20

    Default Re: [Sub Mod] Faster Battles

    Quote Originally Posted by Ghost9489 View Post
    Having Dei 0.9h version, put your mod above theirs in load order in mod manager, i get infinite loading ? When i remove it it works fine. And i have mat faster units but there are no conflicts with your mod so it should be working fine.
    I can't think of why this is the case. I've imported all the tables from the DeI?

    I would love to take a look but I've just started on reinstalling my pc which is going to take some time. Plus other work I have I can't promise I can look into to this soon.

    But in any case editing this for your own case is very simple. Just open my submod and check which tables I edited and the import those tables from DeI.

    It should be KV_RULES ( meele chance hit ) and I believe meele weapon tables.

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