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Thread: [Submod]More visually historicaly accurate battles. V5 Updated for DEI 1,1 .

  1. #141
    mester's Avatar Tiro
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    Default Re: [Submod]More visually historicaly accurate battles. V4 fixed the bug which made units spinning like beyblades.

    Quote Originally Posted by KAM 2150 View Post
    Yeah, there are some very nice and realistic charge animations but they seem to happen only once in a long time, for example after playing RTW2 from day one, I noticed one great animation only few weeks ago.
    Could you describe the animation?

  2. #142

    Default Re: [Submod]More visually historicaly accurate battles. V4 fixed the bug which made units spinning like beyblades.

    So is there a simple way of adding it for the interim, at least to the best we can for now?

  3. #143
    mester's Avatar Tiro
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    Default Re: [Submod]More visually historicaly accurate battles. V4 fixed the bug which made units spinning like beyblades.

    Quote Originally Posted by Aethyr View Post
    So is there a simple way of adding it for the interim, at least to the best we can for now?
    Sorry, but I don't understand. What do you mean excactly?
    Last edited by mester; January 30, 2015 at 07:49 AM.

  4. #144

    Default Re: [Submod]More visually historicaly accurate battles. V4 fixed the bug which made units spinning like beyblades.

    To get maximum cool kill animations with minimum matched combat

  5. #145
    mester's Avatar Tiro
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    Default Re: [Submod]More visually historicaly accurate battles. V4 fixed the bug which made units spinning like beyblades.

    Quote Originally Posted by Aethyr View Post
    To get maximum cool kill animations with minimum matched combat
    I don't know. Really. I'm sorry.

  6. #146
    kruma's Avatar Civis
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    Default Re: [Submod]More visually historicaly accurate battles. V4 fixed the bug which made units spinning like beyblades.

    guys, after lot of trial and error here is a setting that look fine, pretty balanced between matched and formed combat


    melee_formed_charge_matched_combat_percentage 300
    melee_formed_vs_formed_matched_combat_percentage -300
    melee_formed_vs_free_matched_combat_percentage-300
    melee_matched_combat_percentage-300

    + add the line:

    melee_free_vs_free_matched_combat_percentage 300

    I am not sure if it does anything or not but i still keep it in my pack file
    Last edited by kruma; January 31, 2015 at 01:39 PM.

  7. #147
    mester's Avatar Tiro
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    Default Re: [Submod]More visually historicaly accurate battles. V4 fixed the bug which made units spinning like beyblades.

    Quote Originally Posted by kruma View Post
    guys, after lot of trial and error here is a setting that look fine, pretty balanced between matched and formed combat


    melee_formed_charge_matched_combat_percentage 300
    melee_formed_vs_formed_matched_combat_percentage -300
    melee_formed_vs_free_matched_combat_percentage-300
    melee_matched_combat_percentage-300

    + add the line:

    melee_free_vs_free_matched_combat_percentage 300

    I am not sure if it does anything or not but i still keep it in my pack file
    I'll try it.

  8. #148
    kruma's Avatar Civis
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    Default Re: [Submod]More visually historicaly accurate battles. V4 fixed the bug which made units spinning like beyblades.

    I noticed that quite some cool animations happen when an army is routing and the chasing forces charge them or kill them with the above settings

  9. #149

    Default Re: [Submod]More visually historicaly accurate battles. V4 fixed the bug which made units spinning like beyblades.

    Quote Originally Posted by kruma View Post
    guys, after lot of trial and error here is a setting that look fine, pretty balanced between matched and formed combat


    melee_formed_charge_matched_combat_percentage 300
    melee_formed_vs_formed_matched_combat_percentage -300
    melee_formed_vs_free_matched_combat_percentage-300
    melee_matched_combat_percentage-300

    + add the line:

    melee_free_vs_free_matched_combat_percentage 300

    I am not sure if it does anything or not but i still keep it in my pack file

    Thanks ill be working this in tonight!

  10. #150
    kruma's Avatar Civis
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    Default Re: [Submod]More visually historicaly accurate battles. V4 fixed the bug which made units spinning like beyblades.

    Guys, please give some feedback if you also tried to play the numbers around?

  11. #151
    McCarronXLD's Avatar Senator
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    Default Re: [Submod]More visually historicaly accurate battles. V4 fixed the bug which made units spinning like beyblades.

    Quote Originally Posted by mester View Post
    Thanks. I' ll try to increase the amount of rare animations also but I will do it later because I will be on a trip the whole next week.
    (Quote from your main thread) Do you think you could do this for DeI as well? I think DeI removes some of the killing animations. I'd like to use your mod, add back in those killing animations, but make them less frequent in comparison to the current killing animations. Just want them to be there. I don't understand modding animations though!
    "You hurt me long ago; my wounds bled for years. Now you are back, but I am not the same."

  12. #152
    mester's Avatar Tiro
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    Default Re: [Submod]More visually historicaly accurate battles. V4 fixed the bug which made units spinning like beyblades.

    Quote Originally Posted by McCarronXLD View Post
    (Quote from your main thread) Do you think you could do this for DeI as well? I think DeI removes some of the killing animations. I'd like to use your mod, add back in those killing animations, but make them less frequent in comparison to the current killing animations. Just want them to be there. I don't understand modding animations though!
    I'll start modding again after a couple days because i am in a trip. I'm going to modify the animations frequency anyway. It was a part of my plans.

  13. #153
    McCarronXLD's Avatar Senator
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    Default Re: [Submod]More visually historicaly accurate battles. V4 fixed the bug which made units spinning like beyblades.

    Great! Have a good trip.
    "You hurt me long ago; my wounds bled for years. Now you are back, but I am not the same."

  14. #154
    mester's Avatar Tiro
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    Default Re: [Submod]More visually historicaly accurate battles. V4 fixed the bug which made units spinning like beyblades.

    Quote Originally Posted by McCarronXLD View Post
    Great! Have a good trip.
    Thanks.

  15. #155
    McCarronXLD's Avatar Senator
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    Default Re: [Submod]More visually historicaly accurate battles. V4 fixed the bug which made units spinning like beyblades.

    I noticed with this mod enabled Pike units will no longer thrust with their pikes, and they "wiggle" when in combat. I tried re-enabling secondary attack to see if that fixed it and it didn't.
    "You hurt me long ago; my wounds bled for years. Now you are back, but I am not the same."

  16. #156
    mester's Avatar Tiro
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    Default Re: [Submod]More visually historicaly accurate battles. V4 fixed the bug which made units spinning like beyblades.

    Quote Originally Posted by McCarronXLD View Post
    I noticed with this mod enabled Pike units will no longer thrust with their pikes, and they "wiggle" when in combat. I tried re-enabling secondary attack to see if that fixed it and it didn't.
    I'm trying to make a new version now. Thanks for reporting that bug so I may be able to have it fixed in the next version.

  17. #157
    McCarronXLD's Avatar Senator
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    Default Re: [Submod]More visually historicaly accurate battles. V4 fixed the bug which made units spinning like beyblades.

    Quote Originally Posted by mester View Post
    I'm trying to make a new version now. Thanks for reporting that bug so I may be able to have it fixed in the next version.
    No problem and that's great to hear!
    "You hurt me long ago; my wounds bled for years. Now you are back, but I am not the same."

  18. #158
    McCarronXLD's Avatar Senator
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    Default Re: [Submod]More visually historicaly accurate battles. V4 fixed the bug which made units spinning like beyblades.

    Seems like it isn't a problem with your mod, but with DeI. Not sure what causes it but it isn't a problem if I revert back to vanilla.
    "You hurt me long ago; my wounds bled for years. Now you are back, but I am not the same."

  19. #159
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    Default Re: [Submod]More visually historicaly accurate battles. V4 fixed the bug which made units spinning like beyblades.

    Quote Originally Posted by McCarronXLD View Post
    Seems like it isn't a problem with your mod, but with DeI. Not sure what causes it but it isn't a problem if I revert back to vanilla.
    I believe KAM mentioned in another thread why they wiggle. Something to do with how far they stand from each other or something like that. DeI changed this to remove the Rome I mowing everything down ability from them. Like a compromise. Have extremely OP pikes but no wiggling or have a slight wiggle and more balanced pikes. Bear in mind Im not totally sure though.

  20. #160

    Default Re: [Submod]More visually historicaly accurate battles. V4 fixed the bug which made units spinning like beyblades.

    Any updates? I'm deeply interested in spicing DEI's battles a bit.

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