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Thread: [Sub Mod] Faster Battles

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  1. #1

    Default Re: [Sub Mod] Faster Battles

    Quote Originally Posted by Cavalier View Post
    Shouldn't raising the Deadliness to +1 do the trick though?
    I dont think so. Deadliness doenst increase killing rates compared to initiative - at least this is what my tests have shown with other sub mods. Deadliness is kind of strange, since a certain amount of it (dont know the excat value) ignores armor completly, even armor 400.
    Last edited by TheOrangeProject; July 29, 2014 at 08:06 AM.


    Till shade is gone,
    till water is gone,
    into the Shadow with the teeth bared,
    screaming defiance with the last breath,
    to spit into Sightblinder's eye on the Last Day

  2. #2

    Default Re: [Sub Mod] Faster Battles

    awesome guy,now I'm testing it

  3. #3

    Default Re: [Sub Mod] Faster Battles

    Quote Originally Posted by Admiral.Nelson View Post
    awesome guy,now I'm testing it
    I played a couple battles with it today. Morale seems a bit touchy, but I was very happy with the speed otherwise and I was overjoyed to see that cavalry was actually effective at killing routing units.

    However, when playing the campaign as Rome, I researched a technology called "military upgrades" and it upgraded my men to Imperial reform troops, but with no reform pop-up. This was on turn 4. Did you happen to get this error? Is it part of my mod? I only edited kv_rules and land_units, so I can't imagine why it would be.

  4. #4

    Default Re: [Sub Mod] Faster Battles

    It seems that these faster battles also fix the lack of fighting/killing animations.


    well done!

  5. #5

    Default Re: [Sub Mod] Faster Battles

    I think there is a balancing problem with the current version of the mod.

    Increasing deadliness to 10, but initiative to 0 for sword units will have the opposite effect in battle. Sword units will lose against those with initiative.

    Just tested it. Thureos spears are winning against hastati late. Both units have almost similiar stats, hastati have even 2 attack more. The 10 in their deadliness doenst increase their power. The non modded DeI stats are working better in their favor.


    Till shade is gone,
    till water is gone,
    into the Shadow with the teeth bared,
    screaming defiance with the last breath,
    to spit into Sightblinder's eye on the Last Day

  6. #6

    Default Re: [Sub Mod] Faster Battles

    Guys I currently can't fix the mod because I'm without my gpu. Its on RMA and it will probably still be at least 2 weeks before I get it back. The mod is most likely broken now that the latest 0.95 version is released so I suggest you look at the other submod made by Doktor Soviet but as I understand he is making more profound changes in unit stats.
    http://www.twcenter.net/forums/showt...ines-Morale%29

    If there will still be any interested for this submod once I get my gpu back I will gladly update it but until then you either fix it your self or try the other submod.

  7. #7

    Default Re: [Sub Mod] Faster Battles

    I will wait ^^


    just love how this kind of submods make the game a good compromise between vanilla and DEI

  8. #8

    Default Re: [Sub Mod] Faster Battles

    Any update?

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