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  1. #1

    Default Re: [Sub Mod] Faster Battles

    Quote Originally Posted by Denco View Post
    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.
    Did you reinstalll your pc yet?
    So we can play DeI with your indispensable submod.
    I don't know how to open and edit .pack file so I can't do it myself.

  2. #2

    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 have the same problem

  3. #3
    Libertus
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    Default Re: [Sub Mod] Faster Battles

    I have just modified the DeI in PMF with your changes, i think its working now cause melee dmg for Units is huge. And i just lost to Ariedri as Rome, was thinking my Hastati were superior, just got my ass handed to me. Anyway guys, on what difficilty are you playing on ? Every Total War game i play on hardest, Very Hard campaing and Very Hard battle but i heard that in Rome, the AI gets bonuses that benefit him more and are kind of a cheat. Does it matter for battle AI on what difficilty or should i lower it to be better balanced ?

  4. #4

    Default Re: [Sub Mod] Faster Battles

    Its updated and it works, tested.

    I uploaded the wrong, read old, version and couldn't check it since I was busy with setting up my windows.

  5. #5

    Default Re: [Sub Mod] Faster Battles

    Thanks for making this sub-mod. I'am one of those player on DEI that enjoys this mod.
    How ever I don't have time to watch 1vs1 unit duke it out for 10-20min.

    Edit: Hmm, your mod seem to cause my game to be stuck in a black screen when starting the game.
    Last edited by aion2006; July 10, 2014 at 04:09 PM.

  6. #6

    Default Re: [Sub Mod] Faster Battles

    Quote Originally Posted by aion2006 View Post
    Hmm, your mod seem to cause my game to be stuck in a black screen when starting the game.
    Shouldn't be the case. Granted I don't use the mod but If I run the game with it, it works without issues.

  7. #7

    Default Re: [Sub Mod] Faster Battles

    I have the DEI standalone,
    Downloaded your mod

    I have your mod ON TOP on the load order.
    There is NO other mod beside ur mod and DEI.

    Is this correct?

  8. #8

    Default Re: [Sub Mod] Faster Battles

    Quote Originally Posted by aion2006 View Post
    I have the DEI standalone,
    Downloaded your mod

    I have your mod ON TOP on the load order.
    There is NO other mod beside ur mod and DEI.

    Is this correct?
    Yea that should be it. You tried running the game without my submod?

  9. #9

    Default Re: [Sub Mod] Faster Battles

    I figure it out,

    Steam workshop had not been deleting mods that I unsubscribe to. I had to manually delete them.
    Its working now. Thanks! +1

  10. #10

    Default Re: [Sub Mod] Faster Battles

    Quote Originally Posted by aion2006 View Post
    I figure it out,

    Steam workshop had not been deleting mods that I unsubscribe to. I had to manually delete them.
    Its working now. Thanks! +1

  11. #11

    Default Re: [Sub Mod] Faster Battles

    Like the mod.. the only downside is that initiative for the Romans is pretty much non-existent for the Roman legions. Making them nerfed against the barbarians. If you could merge this with Meerkat's mod.. it would solve some of DeI's downsides. Nice job though.

  12. #12

    Default Re: [Sub Mod] Faster Battles

    If you could merge this with Meerkat's mod..
    Can't you simply load Meerkat's mod above Faster Battles? That's what I do, and it seems to be working fine.

  13. #13

    Default Re: [Sub Mod] Faster Battles

    I tried an alternative to this mod.

    One of the big reasons battles in DeI seem to take so long is that, like the Evropa Barbarorvm devs, the DeI devs seem to abuse the hell out of the hitpoints system. In fact, a great deal of the units in DeI have more hitpoints than elephants in vanilla. This makes battles last an eternity, because not only does the unit have a chance to miss the enemy when it calculates its attack, but then the weapon had to pierce through the armor, and even then the bonus HP could have been enough to offset it.

    Honestly, it was pretty absurd. I know people like "realism", but I can't be committed to battles that long, especially when there are long stretches where nothing is happening and I am just waiting for units to rout. Your submod mostly does the trick but as others have said, the base weapons are very unbalanced and wonky, meaning the Romans -who otherwise have the best stats- become one of the worst factions in the game because they lack weapon initiative. As far as I know, trying to run both your mod and Meerkatology's at the same time will result in one overwriting the other. To get around this, I examined the HP system. I then went through all the tables and modified the HP to be lower for most units, while giving cavalry minor boosts (because let's face it, cavalry is quite garbage in DeI).

    The system works like this:
    Skirmisher units (including skirmisher cav) and other "very light" units get 0 bonus HP
    Light infantry and heavier skirmisher units get 2 bonus HP
    Medium infantry and armored skirmishers get 4 bonus HP
    Heavy infantry gets 6 bonus HP
    Super Heavy infantry gets 8 bonus HP
    Light Cavalry and armored skirmisher cav get 3 bonus HP
    Medium Cavalry gets 6 HP
    Heavy Cavalry gets 9 HP
    Elephants get 20 HP
    War Elephants get 25 HP
    Armored War Elephants get 30 HP
    Armor upgrades from reforms are +1 each

    This means elephants are tougher (once again, they were piss weak in DeI) and cavalry is a bit tougher as well. Infantry all around gets nerfed a bit, and it becomes more reliant on morale than sheer combat prowess. All in all, I like this system better. It is more modular, as running it without your submod grants Medieval II-ish speeds. Running it with your submod grants Rome I battle speed, which is perfect for me. It also makes the balancing more akin to Rome I; cavalry is great on the flanks and causes massive damage, but without infantry to support them they are useless. Skirmishers are decently effective but they wont win battles. Elephants are monsters. Infantry is still the focus, and now you have to be more mindful about flanks and morale because the more avenues for attack their are, the more casualties you sustain.

    I also did some morale tweaking that comes into effect to offset some of the damage. Casualties no longer have the disastrous effects they once did, especially when calculating them for your whole army. This means enemy armies won't break and run even when half their force is still left fighting. Morale penalties for individual unit casualties were also lowered, meaning units will fight for a longer time. What I did change, however, was I added a minor boost to the flanking and rear penalties. This, once again, makes the game like Rome I where the objective is mostly to outflank the opponent to get them to rout. Of course, since the AI took a few classes in badass with Patch 14, this also applies to your men, so you can quickly find the enemy devastating you on your flanks.

    The only thing I am considering changing is the +1 for reforms. Unit stats for reformed units are already superior, and the extra HP means that anything outside of the reformed unit list gets clobbered.

    All in all, it makes the combat almost identical to Rome I. If there is enough clamor for it (and I can figure out how to get it working as a standalone mod) I will put it up for download.

  14. #14
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    Default Re: [Sub Mod] Faster Battles

    Quote Originally Posted by Doktor Soviet View Post
    I tried an alternative to this mod.

    One of the big reasons battles in DeI seem to take so long is that, like the Evropa Barbarorvm devs, the DeI devs seem to abuse the hell out of the hitpoints system. In fact, a great deal of the units in DeI have more hitpoints than elephants in vanilla. This makes battles last an eternity, because not only does the unit have a chance to miss the enemy when it calculates its attack, but then the weapon had to pierce through the armor, and even then the bonus HP could have been enough to offset it.

    Honestly, it was pretty absurd. I know people like "realism", but I can't be committed to battles that long, especially when there are long stretches where nothing is happening and I am just waiting for units to rout. Your submod mostly does the trick but as others have said, the base weapons are very unbalanced and wonky, meaning the Romans -who otherwise have the best stats- become one of the worst factions in the game because they lack weapon initiative. As far as I know, trying to run both your mod and Meerkatology's at the same time will result in one overwriting the other. To get around this, I examined the HP system. I then went through all the tables and modified the HP to be lower for most units, while giving cavalry minor boosts (because let's face it, cavalry is quite garbage in DeI).

    The system works like this:
    Skirmisher units (including skirmisher cav) and other "very light" units get 0 bonus HP
    Light infantry and heavier skirmisher units get 2 bonus HP
    Medium infantry and armored skirmishers get 4 bonus HP
    Heavy infantry gets 6 bonus HP
    Super Heavy infantry gets 8 bonus HP
    Light Cavalry and armored skirmisher cav get 3 bonus HP
    Medium Cavalry gets 6 HP
    Heavy Cavalry gets 9 HP
    Elephants get 20 HP
    War Elephants get 25 HP
    Armored War Elephants get 30 HP
    Armor upgrades from reforms are +1 each

    This means elephants are tougher (once again, they were piss weak in DeI) and cavalry is a bit tougher as well. Infantry all around gets nerfed a bit, and it becomes more reliant on morale than sheer combat prowess. All in all, I like this system better. It is more modular, as running it without your submod grants Medieval II-ish speeds. Running it with your submod grants Rome I battle speed, which is perfect for me. It also makes the balancing more akin to Rome I; cavalry is great on the flanks and causes massive damage, but without infantry to support them they are useless. Skirmishers are decently effective but they wont win battles. Elephants are monsters. Infantry is still the focus, and now you have to be more mindful about flanks and morale because the more avenues for attack their are, the more casualties you sustain.

    I also did some morale tweaking that comes into effect to offset some of the damage. Casualties no longer have the disastrous effects they once did, especially when calculating them for your whole army. This means enemy armies won't break and run even when half their force is still left fighting. Morale penalties for individual unit casualties were also lowered, meaning units will fight for a longer time. What I did change, however, was I added a minor boost to the flanking and rear penalties. This, once again, makes the game like Rome I where the objective is mostly to outflank the opponent to get them to rout. Of course, since the AI took a few classes in badass with Patch 14, this also applies to your men, so you can quickly find the enemy devastating you on your flanks.

    The only thing I am considering changing is the +1 for reforms. Unit stats for reformed units are already superior, and the extra HP means that anything outside of the reformed unit list gets clobbered.

    All in all, it makes the combat almost identical to Rome I. If there is enough clamor for it (and I can figure out how to get it working as a standalone mod) I will put it up for download.
    Please do. I'm very interested in this. DeI, as of right now with the AI actually being able to defend/attack during sieges, is pretty much becoming a grind to play. Higher kill rates might bring the fun back.
    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."


  15. #15

    Default Re: [Sub Mod] Faster Battles

    Interested as well.

  16. #16

    Default Re: [Sub Mod] Faster Battles

    I'm working on revising the melee damage stat as well, as battles still go pretty slow when it is two units facing off.

    I also plan on reworking the HP stats, because I assigned them based off the man_entity weight and not the actual unit, so if a levy spearman unit used a very_heavy man_entity, they would get 8 HP, which caused many balancing problems. It just kind of falls apart because the Barbarian units all use non-English names, so it will take a while for me to figure out what the hell they are.

  17. #17

    Default Re: [Sub Mod] Faster Battles

    AAAAAAAAAAAAAAAAND they came out with 0.95 the very day I finish this stuff.

    Well...

  18. #18
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    Default Re: [Sub Mod] Faster Battles

    Quote Originally Posted by Doktor Soviet View Post
    AAAAAAAAAAAAAAAAND they came out with 0.95 the very day I finish this stuff.

    Well...
    Could you perhaps make pikes more deadly as well?
    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."


  19. #19

    Default Re: [Sub Mod] Faster Battles

    Quote Originally Posted by Cavalier View Post
    Could you perhaps make pikes more deadly as well?
    Working on it. That mostly requires editing the melee_weapons table. Upping the melee attack stats should have boosted them, but I want to port it before I try it.

    Right now I am just working on porting it to v.95.

  20. #20
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    Default Re: [Sub Mod] Faster Battles

    Quote Originally Posted by Doktor Soviet View Post
    Working on it. That mostly requires editing the melee_weapons table. Upping the melee attack stats should have boosted them, but I want to port it before I try it.

    Right now I am just working on porting it to v.95.
    Shouldn't raising the Deadliness to +1 do the trick though?
    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."


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