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  1. #1

    Default Re: Warriors of Faith - Attila Combat Overhaul

    Hey man your mod ing Rule! im editing your mod for my own pleasure (already abadoning my 100turns in campaign to start new) and have some question. What is Shield Value and armor value? whats the difference? I wanna make Tier1 shielded guys have 50%(still weak vs arrow but have shield might block?) chance arrow block chance but in melee its like original (your) also I wanna make Leather mounted archers little bit weaker vs arrow but DOG seems to be destroying them... (i may have edited dog too lol)Also how does Weapon1,2,3,4 works?also when Im using 12Turn Per Year mini overhaul mod it seems making my UNITS have 30+hp...

  2. #2

    Default Re: Warriors of Faith - Attila Combat Overhaul

    Thanks

    Shield value is the shield's contribution to melee defence, the evasion chance if you will. Shield armour isn't in use in the mod, but would be added to the soldier's total armour value otherwise, more effectively deflecting damage. So the difference is the same as with defence and armour essentially, but the buffs from the shield only work if a weapon hits the unit from the left or front - where the shield can give protection. You can find and edit missile block chance in the shield table as well, it's the last column whose name PFM can't read. The weapon types are just relative values meant to represent the relative damage a weapon can inflict in combat. It's the same as weapon damage, only renamed.

    There isn't a whole lot to do when it comes to compability with other mods that edit the same files - since Warriors of Faith also change the startpos, they're unfortunately not compatible.
    Campaign modder for Ancient Empires


  3. #3
    Wintercross's Avatar Libertus
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    Default Re: Warriors of Faith - Attila Combat Overhaul

    Thanks for the mod, it's pretty great. It feels a lot like the older Total War games, like Medieval 2.

  4. #4

    Default Re: Warriors of Faith - Attila Combat Overhaul

    Im mashing up WoF+Reduced campaign movement+AAminioverhaul with 12 turn per year for myself . Its gonna be epic campaign.

  5. #5

    Default Re: Warriors of Faith - Attila Combat Overhaul

    An update is in the making, it should be ready either later tonight or early tomorrow. Until then, the mod isn't compatible with the new patch.
    Campaign modder for Ancient Empires


  6. #6
    Wintercross's Avatar Libertus
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    Default Re: Warriors of Faith - Attila Combat Overhaul

    I have a question, could you change the pre-deployment of units from transports? It is annoying that the enemy can attack your city with transports and get any cavalry and/or onagers pre-deployed.
    If they are assaulting the city by sea they should have to suffer the consequences and make do without siege gear and cavalry.

  7. #7

    Default Re: Warriors of Faith - Attila Combat Overhaul

    Quote Originally Posted by Wintercross View Post
    I have a question, could you change the pre-deployment of units from transports? It is annoying that the enemy can attack your city with transports and get any cavalry and/or onagers pre-deployed.
    If they are assaulting the city by sea they should have to suffer the consequences and make do without siege gear and cavalry.
    This could be possible? I'll take a look but Im not sure I will find anything.
    Vespasian's own: Up the Augusta! For Cato!

    AE: Battle Balancing and BAI.

  8. #8

    Default Re: Warriors of Faith - Attila Combat Overhaul

    Quote Originally Posted by Wintercross View Post
    I have a question, could you change the pre-deployment of units from transports? It is annoying that the enemy can attack your city with transports and get any cavalry and/or onagers pre-deployed.
    If they are assaulting the city by sea they should have to suffer the consequences and make do without siege gear and cavalry.
    I'm not sure if this is possible, could have a look at it at a later time though.

    OP has been updated with a new download link for the regular version. The extended version will be updated soon as well. Note that the startpos hasn't been changed and most unit sizes are kept at vanilla for now - it's going to take additional time to redo those changes.
    Campaign modder for Ancient Empires


  9. #9

    Default Re: Warriors of Faith - Ancient Empires Combat Overhaul Preview

    Smaller update released addressing some campaign faction traits for the Longbeards. Also including adjustments to pikemen (basic version only, extended will be updated soon).
    Campaign modder for Ancient Empires


  10. #10
    Wintercross's Avatar Libertus
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    Default Re: Warriors of Faith - Ancient Empires Combat Overhaul Preview

    I'm hanging out for the extended update

  11. #11

    Default Re: Warriors of Faith - Ancient Empires Combat Overhaul Preview

    Waiting on the extended version before resuming my campaign...

  12. #12

    Default Re: Warriors of Faith - Ancient Empires Combat Overhaul Preview

    Quote Originally Posted by Aethyr View Post
    Waiting on the extended version before resuming my campaign...
    Sorry am I falling behind again guys xD
    Don't worry I've got a nice treat for you all thats worth the wait!
    Vespasian's own: Up the Augusta! For Cato!

    AE: Battle Balancing and BAI.

  13. #13

    Default Re: Warriors of Faith - Ancient Empires Combat Overhaul Preview

    Quote Originally Posted by Petellius View Post
    Sorry am I falling behind again guys xD
    Don't worry I've got a nice treat for you all thats worth the wait!
    Also if you wish to know what the treat is, I have been working on a version of WOFE with larger units (melee 240, missile 200 and cav 160). I am going to be super busy this next week, so it may take a while. My sincere apologies but I'll speak to you all soon!

    Petellius
    Vespasian's own: Up the Augusta! For Cato!

    AE: Battle Balancing and BAI.

  14. #14

    Default Re: Warriors of Faith - Ancient Empires Combat Overhaul Preview

    Yeah sorry guys

    I'll make sure it gets updated today.
    Campaign modder for Ancient Empires


  15. #15

    Default Re: Warriors of Faith - Ancient Empires Combat Overhaul Preview

    Both versions are now finally updated
    Campaign modder for Ancient Empires


  16. #16

    Default Re: Warriors of Faith - Ancient Empires Combat Overhaul Preview

    Thanks for the heads up and update, downloading

  17. #17
    Wintercross's Avatar Libertus
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    Default Re: Warriors of Faith - Ancient Empires Combat Overhaul Preview

    Awesome, time to get back to my conquering!

    I really don't know why CA moved away from the single hp system... imo it works so much better and makes armor and defence skill actually matter.

  18. #18

    Default Re: Warriors of Faith - Ancient Empires Combat Overhaul Preview

    Quote Originally Posted by Aethyr View Post
    Thanks for the heads up and update, downloading
    Quote Originally Posted by Wintercross View Post
    Awesome, time to get back to my conquering!

    I really don't know why CA moved away from the single hp system... imo it works so much better and makes armor and defence skill actually matter.
    Hope you both are having a good time!

    An in-depth (WIP) look at the combat has been posted on the Ancient Empires subforum for those that are interested in the details. This reveals parts of the planned battle balance, and you will naturally have a chance to bring up suggestions both about specific matters as well as more general ideas and concepts of how you would like to see the battles in the modification. Any suggestions are welcome.

    You can find the thread here, http://www.twcenter.net/forums/showt...4#post14419954
    Campaign modder for Ancient Empires


  19. #19

    Default Re: Warriors of Faith - Ancient Empires Combat Overhaul Preview

    Does this mod(WOFE) makes any changes to generals? Because either I am extremly unlucky or enemy generals are near unkillable, as a unit itself(they hold forever even surrounded) and their general usually dies as a last man.

  20. #20

    Default Re: Warriors of Faith - Ancient Empires Combat Overhaul Preview

    Quote Originally Posted by Ritmas View Post
    Does this mod(WOFE) makes any changes to generals? Because either I am extremly unlucky or enemy generals are near unkillable, as a unit itself(they hold forever even surrounded) and their general usually dies as a last man.
    This kind of bug may be due to the hitpoint change of the mod. In patch 7 for Rome 2, extra hitpoints for officers (and therefore presumably generals) were introduced. This feature appears to have been kept in Attila. The problem is, those extra hitpoints can't be modded out. On the bright side, however, they seem to vary depending on officer. This goes to suggest that, since not all officers have the same amount of bonus points, creating new officers in the database would have them function as normal soldiers and not resist as many hits as they do currently. That's what we're doing for the main mod anyway, so the solution may be within reach.
    Campaign modder for Ancient Empires


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