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Thread: [SUBMOD] Reduced movement range for land units - DeI 1.2 Beta - 12.01.2017

  1. #101
    Jake Armitage's Avatar Artifex
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    Default Re: [SUBMOD] Reduced movement range for land units - DeI 1.2 Beta - 12.01.2017

    ah,
    thank you mate, i just begun to understand how to do it myself and...
    here we are!

    thanks

  2. #102

    Default Re: [SUBMOD] Reduced movement range for land units - DeI 1.2 Beta - 12.01.2017

    Thanks for updating

  3. #103

    Default Re: [SUBMOD] Reduced movement range for land units - DeI 1.2 Beta - 12.01.2017

    incompatible with DeI Softcore 1.2

  4. #104
    Jake Armitage's Avatar Artifex
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    Default Re: [SUBMOD] Reduced movement range for land units - DeI 1.2 Beta - 12.01.2017

    Quote Originally Posted by Hatter View Post
    incompatible with DeI Softcore 1.2
    Use this, should be ok (do not load dresden's softcore, it's already inside this file)
    http://www.mediafire.com/file/gfuvj5...softcoreandmov

    ps. double time stance not incorporated
    Last edited by Jake Armitage; March 06, 2017 at 09:42 AM.

  5. #105
    Meraun's Avatar Decanus
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    Default Re: [SUBMOD] Reduced movement range for land units - DeI 1.2 Beta - 12.01.2017

    IS it savegame compatible? I'am playing with 12TYP and this woud increase imersion a lot :-)

    w a r f a r e a c t i v i t i e s | s p e c i a l i s t p r o t e c t i o n i n c
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  6. #106
    Jake Armitage's Avatar Artifex
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    Default Re: [SUBMOD] Reduced movement range for land units - DeI 1.2 Beta - 12.01.2017

    yeah

  7. #107

    Default Re: [SUBMOD] Reduced movement range for land units - DeI 1.2 Beta - 12.01.2017

    Quote Originally Posted by Jake Armitage View Post
    Use this, should be ok (do not load dresden's softcore, it's already inside this file)
    http://www.mediafire.com/file/gfuvj5...softcoreandmov

    ps. double time stance not incorporated
    Thanks!

  8. #108

    Default Re: [SUBMOD] Reduced movement range for land units - DeI 1.2 Beta - 12.01.2017

    The problem with reducing movement points by a percent via the handicap tables - rather than lowering the action points available to units directly - is how the game stacks modifiers together. If you're hit with an event like an extreme blizzard that should leave you with 30% of your normal movement to get out of the province, with this mod you're unable to move at all.

    Still, I wouldn't want to edit the main unit tables yet with updates coming out so often that would make you re-edit ~1500 unit entries.

  9. #109

    Default Re: [SUBMOD] Reduced movement range for land units - DeI 1.2 Beta - 12.01.2017

    Quote Originally Posted by Kolaris8472 View Post
    The problem with reducing movement points by a percent via the handicap tables - rather than lowering the action points available to units directly - is how the game stacks modifiers together. If you're hit with an event like an extreme blizzard that should leave you with 30% of your normal movement to get out of the province, with this mod you're unable to move at all.

    Still, I wouldn't want to edit the main unit tables yet with updates coming out so often that would make you re-edit ~1500 unit entries.
    Thats exactly the reason why i added a percent reduction at the moment.
    I know the problems this gives with some weather effects, especialy in winter.

    When Dei leaves the beta, i plan to upadte with reduced mov points in the unit tables.
    But at the moment, this is better than nothing.
    And update compatible

  10. #110

    Default Re: [SUBMOD] Reduced movement range for land units - DeI 1.2 Beta - 12.01.2017

    Sorry, didn't mean to sound condescending. Thanks for your work!

  11. #111
    Ygraine's Avatar Campidoctor
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    Default Re: [SUBMOD] Reduced movement range for land units - DeI 1.2 Beta - 12.01.2017

    I found the best combination to use both handicap tables and unit tables

    Changing values in unit tables is pretty quick if you got set values for each unit type (.ie infantry, artillery, cavalry etcetera) as you can sort by value in PFM and paste it. I did the whole unit table in roughly 5-10 minutes.
    Last edited by Ygraine; March 07, 2017 at 01:39 PM.
    (2nd position - Gameplay Mods-category - 2016 Modding Awards.)

  12. #112
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: [SUBMOD] Reduced movement range for land units - DeI 1.2 Beta - 12.01.2017

    Quote Originally Posted by Meraun View Post
    IS it savegame compatible? I'am playing with 12TYP and this woud increase imersion a lot :-)

    Quote Originally Posted by Jake Armitage View Post
    yeah
    Αre you sure it is ??? I'm planning to use it with 12tpy and hardcore mode.

    Quote Originally Posted by Ygraine View Post
    I found the best combination to use both handicap tables and unit tables
    Changing values in unit tables is pretty quick if you got set values for each unit type (.ie infantry, artillery, cavalry etcetera) as you can sort by value in PFM and paste it. I did the whole unit table in roughly 5-10 minutes.
    Could you share the file mate ???

    Cheers
    Last edited by ♔Greek Strategos♔; March 14, 2017 at 01:12 PM.

  13. #113
    Jake Armitage's Avatar Artifex
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    Default Re: [SUBMOD] Reduced movement range for land units - DeI 1.2 Beta - 12.01.2017

    Yeah it is
    Don's pack only changes one tab (to be honest it is outdated, just go to "Dei_campaign_diffculty_handicap_effects" and change the values of "rom_force_campaign_mod_movement_range", set them to -10, -40 for main_greek)

    here it is, dresden's hardcore and reduced mov combined (no double stance)
    http://www.mediafire.com/file/3a5pry...oreandmov.pack
    Last edited by Jake Armitage; March 14, 2017 at 01:34 PM.

  14. #114
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: [SUBMOD] Reduced movement range for land units - DeI 1.2 Beta - 12.01.2017

    Quote Originally Posted by Jake Armitage View Post
    Yeah it is
    Don's pack only changes one tab (to be honest it is outdated, just go to "Dei_campaign_diffculty_handicap_effects" and change the values of "rom_force_campaign_mod_movement_range", set them to -10, -40 for main_greek)

    here it is, dresden's hardcore and reduced mov combined (no double stance)
    http://www.mediafire.com/file/3a5pry...oreandmov.pack
    Ι appreciate it buddy...
    I will test it ASAP it's the standard Hardcore right ??? and if I may request could you make one with DeI Hardcore 1.2 No CAI Aggression ???
    Plus Rep rightfully earned.

  15. #115
    Jake Armitage's Avatar Artifex
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    Default Re: [SUBMOD] Reduced movement range for land units - DeI 1.2 Beta - 12.01.2017

    standard hardcore, sure

    here the no cai combined
    http://www.mediafire.com/file/q4gfa3...caiandmov.pack

  16. #116
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: [SUBMOD] Reduced movement range for land units - DeI 1.2 Beta - 12.01.2017

    Quote Originally Posted by Jake Armitage View Post
    standard hardcore, sure

    here the no cai combined
    http://www.mediafire.com/file/q4gfa3...caiandmov.pack
    Υou're legendary helpful...

  17. #117
    Jake Armitage's Avatar Artifex
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    Default Re: [SUBMOD] Reduced movement range for land units - DeI 1.2 Beta - 12.01.2017

    This pack contains only the reduced movement for grand campaign.
    Maybe it could be used and loaded before other submods and give the mov effect.
    But i'm not sure PFM works this way

    EDIT: it does not work, sorry
    Last edited by Jake Armitage; March 15, 2017 at 03:41 PM.

  18. #118
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    Default Re: [SUBMOD] Reduced movement range for land units - DeI 1.2 Beta - 12.01.2017

    Quote Originally Posted by Greek strategos View Post
    Υou're legendary helpful...
    to be honest i'm just adapting other people's work, anyway glad to be of help

  19. #119
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: [SUBMOD] Reduced movement range for land units - DeI 1.2 Beta - 12.01.2017

    Quote Originally Posted by Jake Armitage View Post
    This pack contains only the reduced movement for grand campaign.
    Maybe it could be used and loaded before other submods and give the mov effect.
    But i'm not sure PFM works this way
    http://www.mediafire.com/file/bffmi5...ementonly.pack
    What's the difference again???

  20. #120

    Default Re: [SUBMOD] Reduced movement range for land units - DeI 1.2 Beta - 12.01.2017

    Next update I am decreasing our blanket movement in the mod from 30 to 10 to see how that goes (so it will be a 20% reduction). Obviously transports will be negatively impacted, but I want to find the sweet spot if we can for the main mod.

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