Page 1 of 10 12345678910 LastLast
Results 1 to 20 of 188

Thread: Warriors of Faith - Ancient Empires Combat Overhaul Preview

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Warriors of Faith - Ancient Empires Combat Overhaul Preview

    Ladies and gentlemen, here's a new project of ours: Warriors of Faith. This project will take a different spin on the battles than what you've seen before, with great emphasis on creating a yet more atmospheric, diverse and above all appealing battlefield. The modification offers battles of similar style to what you may expect from the upcoming mod Ancient Empires, which is under development. It will be updated and made compatible with patches as they are rolled out.

    Warriors of Faith


    Extended Version (WOFE) - Slower battle pace, naval overhaul and more, changes listed on page 2.


    Mod Features:


    • Single hitpoint for troops
    • Tidy, easy to read from unit statistics
    • Special troop arrangements and organization for hundreds of units
    • Different battle pacing from vanilla
    • New combat dynamics
    • Closer deployment zones



    With well over a hundred new unit arrangements, a lot of diversity can be seen for each faction, mirroring their emphasis on structure and discipline, but also the geographical area in which troops are levied from. Rather than being arranged exclusively in eight ranks, infantry units now vary from four to eight ranks in depth, and moreover cavalry between four and five. This is to further reflect the combat role a unit may have depending on its equiptment and training.




    Big thanks to Total War Zone for covering our mod
    Last edited by Sheridan; May 01, 2015 at 01:27 AM.
    Campaign modder for Ancient Empires


  2. #2

  3. #3
    Smiling Hetairoi's Avatar Semisalis
    Join Date
    Jun 2013
    Location
    Antioch in my dreams
    Posts
    447

    Default Re: Warriors of the Faith

    Screenshots are pretty horrible. Can't see a thing.

  4. #4
    The Wandering Storyteller's Avatar Protector Domesticus
    Join Date
    Dec 2010
    Location
    I wash my hands of this weirdness!
    Posts
    4,509

    Default Re: Warriors of the Faith

    Looks good - but whats it about?

    Any changes to units?





















































  5. #5

    Default Re: Warriors of the Faith

    Quote Originally Posted by Marshall Davout View Post
    Looks good - but whats it about?

    Any changes to units?
    - All units will have 1 hp meaning all missiles and combat mechanics are immediately effective and all unit stats have been changed to fit with this. Combat will start off fast but gradually slow down as units get tired and battles should last around 12-18 minutes if done correctly. If a fresh unit charges a tired unit the combat will be quite quick and the casualties of the tired unit will rack up quite quick, especially if attacked from behind.

    - At the minute I have created dynamic cavalry charges where the cav with pull up in front of braced heavy units and charge right through (and sometimes over) light and less organised infantry usually routing them. Missiles will effective yet will not be able to destroy an entire unit by themselves.

    - Morale will be more dynamic and will fluctuate often in combat and so it may be quite often that units retreat and then return as long as they are over 40% of their original unit force.

    - Ship combat will be slower and all ships will have the ability to put out fires, fix themselves up to repair damage and restore ammo at a reduced speed (slingers will also be able to get ammo from the ground but wont be able to move/ will move slower).

  6. #6

    Default Re: Warriors of the Faith

    It may be because you're looking for a different thing.

    The screenshots show new unit arrangements (known as spacings), how the troops are organized. If you compare them, you'll notice how they are very different and also different from vanilla. This is something the mod puts great emphasis on, diversifying cultures and units within cultures greatly to give them all a different look on the battlefield. We do take inspiration from previous games on this, but also new ideas. Anyway, there'll be more coming later today on various changes.
    Campaign modder for Ancient Empires


  7. #7

  8. #8

    Default Re: Warriors of the Faith

    Keeping my eyes on this one.

  9. #9

    Default Re: Warriors of the Faith

    Here's an early image on the UI stat changes,



    The intention is to keep damages but display them differently. The interface will be particularly cleaned up for artillery and similar units, who tend to have it pretty cluttered with icons and stats.
    Campaign modder for Ancient Empires


  10. #10

    Default Re: Warriors of the Faith - A Combat Modification for Attila

    Another progress update - most of the UI changes are done and we've also added near 50 new templates for how units are organized. All vanilla spacings will be replaced, and the total number of new arrangements is estimated to grow up to around 100+. This will quite set factions apart on the battlefield. Most infantry units will be organized five to six men deep by default, compared to vanilla's typical figure of eight. As you might expect, this will extend the battle lines somewhat. Cavalry will be arranged four ranks deep, with few exceptions.

    The picture in the post above displays the weapon type, which has now been polished up, see the spoiler below.

    Spoiler Alert, click show to read: 


    Another pretty interesting change is cavalry and how they interact with spearmen. Spearmen will be treated as a defensive measure against cavalry, prone to lighter casualties to the horsemens' charges compared to other infantry units. A lot of horses will simply refuse charging into solid blocks of spearmen from the front. This defensive capability is clarified as a bullet point for all spearmen. It's worth noting that they're still very vulnerable from the flanks and rear, like any other unit.

    Spoiler Alert, click show to read: 
    Campaign modder for Ancient Empires


  11. #11

    Default Re: Warriors of the Faith - A Combat Modification for Attila

    Just to note, some disciplined infantry also stop cavalry dead in their tracks, but low morale/undisciplined units will get run over as if they didn't exist. I will show a video of this soon.

  12. #12

    Default Re: Warriors of the Faith - A Combat Modification for Attila

    We're rapidly making progress with the mod and it is expected to be finished around tomorrow, complete with startpos unit size changes. Beyond that, it's going to include a lot of detailed changes with the interface as mentioned before. There will also be certain minor campaign changes, such as a slightly reduced zone of control for armies and navies. Here is a side by side comparison of the statistics screen with and without the mod.





    As you can see, it's a less cluttered structure with a number of key changes to what's being displayed as bullet points. The idea is to convey the essential information that the unit statistics provide in a more accessible way. Don't worry though, the combat balance provided by CA is largely unchanged. Statistics have been divided by a common denominator - for the most part. Since it's so close to release, a complete list of changes is now available.



    Campaign:



    • Reduced zone of control for armies and navies
    • Changed army and character skill tree bonuses


    Battles:


    • In depth reworked combat
    • Fatigue system changes; units will tire slower but the effects thereof will be significant
    • Increased unit sizes for spearmen respectively decreased unit sizes for crossbowmen
    • All vanilla troop arrangements replaced with nearly 100 new spacings
    • Consistent missile damages due to single hitpoints for troops
    • Mutual casualties upon charge impact (most notable with cavalry against infantry)
    • Spearmen now largely deflect cavalry charges, giving them a defensive upper hand - also listed as a bullet point, see image
    • Changed interface components and structure
    • Removed whistling and heavy shots for most factions
    • Changed camera to have lower max height
    • Increased barricade hitpoints
    • Complete with startpos editing


    Those are the changes done so far but it's not all too unlikely that there'll be more coming until the release tomorrow. Hope you enjoyed reading.

    Best regards, the Antiqua Imperium team.
    Last edited by Sheridan; February 23, 2015 at 02:29 PM.
    Campaign modder for Ancient Empires


  13. #13

    Default Re: Warriors of the Faith - A Combat Modification for Attila

    Quote Originally Posted by Sheridan View Post
    Campaign:



    • Reduced zone of control for armies and navies
    • Changed army and character skill tree bonuses


    I like many ideas in this mod but shouldn't the ZOC be increased not decreased? The CAI already seems manage to slip past choke point and it makes defending a border sort of pointless, because the AI will slip through and wreak havoc in your innerlands

  14. #14

    Default Re: Warriors of the Faith - A Combat Modification for Attila

    Quote Originally Posted by Generaal Van Heutsz View Post
    I like many ideas in this mod but shouldn't the ZOC be increased not decreased? The CAI already seems manage to slip past choke point and it makes defending a border sort of pointless, because the AI will slip through and wreak havoc in your innerlands
    It can already slip through chokepoints despite your zone of control radius covering it entirely, so basically the mechanic doesn't work. It's reduced in the mod so there is less of a zone of no entry around armies/settlements - because you can't enter the zone without either attacking the target within or trying to get past (an AI bug/cheat primarily as far as I know). Ideally it should be a zone where you can be intercepted by the force in control of it, but only if they choose to.

    By the way, there is a big updating on the way. Missile units will all get a rating called missile attack, determining how accurate and deadly their projectiles are which will furthermore vary depending on if they've received much training with their weapon of choice or not. All common battle entities, that is cavalry, infantry, elephants, camels and war dogs, will see their movement and responsiveness changed. Building up momentum with cavalry in particular will be somewhat slower, and all units may take a slight while before they come to a halt once ordered. Things like running speeds and charge speeds have also been altered.

    Besides of these two major changes, there will be some adjustments to the overall combat speed including collision damages. It may take up to a week to finish this since it's a lot of work with the missile rating addition in particular.
    Last edited by Sheridan; April 18, 2015 at 03:15 AM.
    Campaign modder for Ancient Empires


  15. #15

    Default Re: Warriors of the Faith - A Combat Modification for Attila

    Cool. I think I see less blobbing with your mod but still more than shogun 2. What happens when you make formations even looser? (also formations look less artificial, more real and dynamic)

  16. #16

    Default Re: Warriors of the Faith - A Combat Modification for Attila

    Quote Originally Posted by Generaal Van Heutsz View Post
    Cool. I think I see less blobbing with your mod but still more than shogun 2. What happens when you make formations even looser? (also formations look less artificial, more real and dynamic)
    Blobbing should happen slightly less with the mod yes. I'm not sure what you mean in the question though, are you referring to the pre-combat formations (aka spacings/arrangements)? If so, there may be indirect consequences if making the formations too loose, but nothing direct I'd think.
    Campaign modder for Ancient Empires


  17. #17
    Chris P. Bacon's Avatar Semisalis
    Join Date
    Jul 2013
    Location
    New Amsterdam
    Posts
    421

    Default Re: Warriors of the Faith - A Combat Modification for Attila

    Sounds sweet, but please put range in the UI

  18. #18

    Default Re: Warriors of the Faith - A Combat Modification for Attila

    Quote Originally Posted by Chris P. Bacon View Post
    Sounds sweet, but please put range in the UI
    It's still listed as a bullet points for units with superior or exceptional range. We could put it in, but not knowing the specific range kind of makes it more interesting and authentic in my opinion. I could fix a custom version for you though, if you want.
    Campaign modder for Ancient Empires


  19. #19

    Default Re: [Released] Warriors of the Faith - Combat Overhaul

    The mod is now released and a download link is available in the original post. Hope you'll all enjoy it!

    Should there be any requests, we're more than willing to consider these. Feel free to suggest anything you might have on your mind.
    Campaign modder for Ancient Empires


  20. #20
    Velikii Kniaz's Avatar Laetus
    Join Date
    Mar 2009
    Location
    Moscow, Russia.
    Posts
    7

    Default

    This mod doesn't work correctly or work is very strange. Enemy troops is immortals - they renew casualties in realtime.

    I play for ERE, and i can't kill anyone in horde of westgoths. I try many times - one result. Thanks.
    Last edited by Maximinus Thrax; February 25, 2015 at 02:29 PM. Reason: dp/merged

Page 1 of 10 12345678910 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •