[Submod]More visually historicaly accurate battles. V5 Updated for DEI 1,1 .
CHANGELOG
Spoiler Alert, click show to read:
v1:
1.When at least one of two units that battle each other is keeping its formation there are only short choreographies, not matched combat. It is possibly more realistic and historically accurate for armies which were relying on formations such as the greek and roman army because the soldiers were forming a shield wall and waiting for the enemy soldier to make the wrong move and kill him.
2.When there are fighting two non formation keeping units with each other there is matched combat because every soldier fights on his own.
3.Javelins thrown during charge are not arching. And soldiers hit by those javelins do not react as if they have been hit by artillery.
4.Biger clashing animations percentage.
v2:
Kill rate decreased.
v3:
Fixed charging animations and now they won't be followed by matched combat and the units will keep their formation. Now when a unit charges against a formation keeping unit it looκs like they hit on a solid shield. wall.
v3.5 :
Removed secondary attack, the attack animations that made soldiers fall dead as if they were hit by an invisible arrow.
v4 (For version with barbarian unit spacing):
Fixed bug with barbarian soldiers spinning like beyblades.
v5
More battle animations for more cinematic battles. This would never be possible whithout Petro who allowed me to use the animation files from his "More Bloody Animations" mod. (http://steamcommunity.com/sharedfile.../?id=339901182)
Added back secondary attack animations.
Barbarian unit spacing:
I changed the unit spacing for barbarian units that don't have as a special ability any formation so they will look like disorganized groups. Pictures below:
Note** If a formation keeping unit is fighting with a barbarian unit with this disorganised spacing it will not keep it's frontline as strictly as in the version that doesn't have this addon.
Some elite barbarian units have random spacing because otherwise, for unknown reason, some low tier barbarian units were also forming lines.
Sorry for my English
Download Links: With random barbarian unit spacing:
Any submod that changes unit spacing. ( For the version with barbarian units spacing) .
Any mod that changes th matched combat tables in the animation files.
Thanks to:
Petro, who gave me acces to his animation files.
KAM, who gave me permission to make the combined version.
You all for downloading this mod, for your feedback and for giving me a motivation to constantly trying to improve it.
Please write your opinion about this mod.
Last edited by mester; November 29, 2015 at 11:21 AM.
Reason: Update
Re: [Submod]More visually historicaly accurate battles.
Originally Posted by KleenClothMaurya
You should increase combat duration.
There is a submod for DEI wich icreases battle duration slightly. Below is the link to the thread. If you download it just make sure that it's below my mod in the mod manager.
Re: [Submod]More visually historicaly accurate battles.
I'm loving your submod!
As someone else pointed out though, battles feel vanilla now. I had a unit of Iberi Caetrati fighting against some low tier suebi unit and a little over 20 seconds into the engagement the suebi units were already wavering and routing, they eventually stopped routing and came back for a second round of fighting, and fought for a little while longer the second time, but I was just confused as to why at first all of the suebi units were wavering as soon as the fighting started
Re: [Submod]More visually historicaly accurate battles.
Originally Posted by shawn858
I'm loving your submod!
As someone else pointed out though, battles feel vanilla now. I had a unit of Iberi Caetrati fighting against some low tier suebi unit and a little over 20 seconds into the engagement the suebi units were already wavering and routing, they eventually stopped routing and came back for a second round of fighting, and fought for a little while longer the second time, but I was just confused as to why at first all of the suebi units were wavering as soon as the fighting started
Re: [Submod]More visually historicaly accurate battles.
I don't know really how this happens. I noticed it also, I only changed from "man_battle_ entities" the unit accelaration and charge speed. From kv_rules I changed only the values of "melee_formed_charge_matched_combat_percentage" to 100, "melee_formed_vs_formed_matched_combat_percentage" to -50,"melee_formed_vs_free_matched_combat_percentage" to -50 and from the projectiles tables i changed the melee units javelins trajectory sight to "low" and shockwave radious to"-1". As you see I've only made changes wich have mostly visual value. There is a submod for DEI wich increases the battle duration, here's the link:
Re: [Submod]More visually historicaly accurate battles.
I have seen the units routing and attacking again but not their banners flashing during that routing, so maybe the changes I made are making the AI to order the units to retreat and charge again.
Re: [Submod]More visually historicaly accurate battles.
Originally Posted by mester
I have seen the units routing and attacking again but not their banners flashing during that routing, so maybe the changes I made are making the AI to order the units to retreat and charge again.
Oh, I definitely don't mind the enemy retreating momentarily so I can reform my line, seeing as how that's how battles worked historically. Its just i'm not so sure why they break so quick the first time.
Re: [Submod]More visually historicaly accurate battles.
Originally Posted by shawn858
Oh, I definitely don't mind the enemy retreating momentarily so I can reform my line, seeing as how that's how battles worked historically. Its just i'm not so sure why they break so quick the first time.
I ran the game with DEI but without my mod and some of the enemy units broke after losing only two soldiers and then they came back to battle so I think it's not my fault. Also I haven't modified any table that has to do with unit morale.