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Thread: No Matched Combat with kill animations

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  1. #1

    Default No Matched Combat with kill animations

    Hi,

    I've ran across a mod called Medieval 2 TW - Classic Combat by TheMightyAltroll. Upon testing it I've decided to edit some things and what I found was great. Considering that all matched melee infantry combat was removed I've increased all match combat probability because I figure all kill animations are basically matched combat right. In indeed they are. What happens next is a sight to see. No more soldiers dying because of a heart attack. Units holding formations better etc. I encourage everyone to try it out.

    Anyway for DeI I've re-added back swing and overhead fighting animation so that there is some diversity when units are fighting. The mods will also come in two forms. One with increased spacing and another with DeI spacing's. Plus it is adjusted for all official DeI battle speed. If requested I can create version without Formation Attack - see bellow.

    Limitations:
    -Formation Attack is bugged and is causing units to jump around the formation. The only fix is to disable it which I have done for my personal use.
    -Remember to load this above DeI in your mod manager.

    Normal Battle Speed


    https://www.dropbox.com/s/p4l2deiwta...gone.pack?dl=0

    DeI unit spacing's
    https://www.dropbox.com/s/r3us1mdpfqd4v9k/DeI_MCBegone_NoSpacings.pack?dl=0

    Faster Battle Speed

    https://www.dropbox.com/s/7te179d5fl...201x.pack?dl=0

    DeI unit spacing's
    https://www.dropbox.com/s/nbymfaunx5vkn0e/DeI_MCBegone%20-%20Faster%20Battles%201x_NoSpacings.pack?dl=0

    Even Faster Battle Speed

    https://www.dropbox.com/s/jsp10dtcnwu9r27/DeI_MCBegone%20-%20Faster%20Battles%202x.pack?dl=0

    DeI unit spacing's
    https://www.dropbox.com/s/fuln36wt0pqoaoj/DeI_MCBegone%20-%20Faster%20Battles%202x_NoSpacings.pack?dl=0

    Again all the credits go to the
    TheMightyAltroll. I've only retrofired this for DeI because of the community and because the last time he was online was a month ago. This also means that all of the above submods will get taken down if he requests so.

    Update

    There seems to be a small issue with this submod and DeI where spear units still cause no matched combat kills, which means units dying out of thin air. I'm trying to figure out why this is happening and if its only related to spear units but upon quickly testing the vanilla game I don't seem to be having these issues. Would be nice if someone can confirm this though.
    Last edited by Denco; June 12, 2015 at 04:51 AM.

  2. #2
    Ritter-Floh's Avatar Artifex
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    Default Re: No Matched Combat with kill animations

    i looked into the files and im afraid about my spear/sword animations (and mabye other of my custom animations). Do they work properly? If you removed the matched_combat entries inside the animation fragments, the spear/sword animation will be broken

  3. #3

    Default Re: No Matched Combat with kill animations

    I didn't removed anything. I only added these 4 entry's which were removed from your mod ( bellow ( not all of them but 1 of each attack since it only had 1 of each ( if that makes any sense ))).

    Standard "rome_man_sword_shield_fragment.txt" fragment:
    Spoiler Alert, click show to read: 
    ATTACK_1 filename = "animations/rome2/human/battle/sword_and_shield/combat_ready/sws_sync_atk_001.anim" metadata = "animations/rome2/human/battle/sword_and_shield/combat_ready/sws_sync_atk_001.meta" blend_in_time = 0.10, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    ATTACK_1 filename = "animations/rome2/human/battle/axe/sync_attacks/axe_sync_atk_001.anim" metadata = "animations/rome2/human/battle/axe/sync_attacks/axe_sync_atk_001.meta" blend_in_time = 0.10, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    ATTACK_2 filename = "animations/rome2/human/battle/sword_and_shield/combat_ready/sws_sync_atk_002.anim" metadata = "animations/rome2/human/battle/sword_and_shield/combat_ready/sws_sync_atk_002.meta" blend_in_time = 0.10, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    ATTACK_2 filename = "animations/rome2/human/battle/axe/sync_attacks/axe_sync_atk_002.anim" metadata = "animations/rome2/human/battle/axe/sync_attacks/axe_sync_atk_002.meta" blend_in_time = 0.10, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    ATTACK_3 filename = "animations/rome2/human/battle/sword_and_shield/combat_ready/sws_sync_atk_003.anim" metadata = "animations/rome2/human/battle/sword_and_shield/combat_ready/sws_sync_atk_003.meta" blend_in_time = 0.10, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    ATTACK_3 filename = "animations/rome2/human/battle/axe/sync_attacks/axe_sync_atk_003.anim" metadata = "animations/rome2/human/battle/axe/sync_attacks/axe_sync_atk_003.meta" blend_in_time = 0.10, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    ATTACK_4 filename = "animations/rome2/human/battle/sword_and_shield/combat_ready/sws_sync_atk_004.anim" metadata = "animations/rome2/human/battle/sword_and_shield/combat_ready/sws_sync_atk_004.meta" blend_in_time = 0.10, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    ATTACK_4 filename = "animations/rome2/human/battle/axe/sync_attacks/axe_sync_atk_004.anim" metadata = "animations/rome2/human/battle/axe/sync_attacks/axe_sync_atk_004.meta" blend_in_time = 0.10, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    ATTACK_5 filename = "animations/rome2/human/battle/sword_and_shield/combat_ready/sws_sync_atk_005.anim" metadata = "animations/rome2/human/battle/sword_and_shield/combat_ready/sws_sync_atk_005.meta" blend_in_time = 0.10, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    ATTACK_5 filename = "animations/rome2/human/battle/axe/sync_attacks/axe_sync_atk_005.anim" metadata = "animations/rome2/human/battle/axe/sync_attacks/axe_sync_atk_005.meta" blend_in_time = 0.10, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,


    DeI "rome_man_sword_shield_fragment.txt" animation fragment

    Spoiler Alert, click show to read: 
    ATTACK_1 filename = "animations/rome2/human/battle/sword_and_shield/combat_ready/sws_sync_atk_001.anim" metadata = "animations/rome2/human/battle/sword_and_shield/combat_ready/sws_sync_atk_001.meta" blend_in_time = 0.10, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    ATTACK_2 filename = "animations/rome2/human/battle/sword_and_shield/combat_ready/sws_sync_atk_002.anim" metadata = "animations/rome2/human/battle/sword_and_shield/combat_ready/sws_sync_atk_002.meta" blend_in_time = 0.10, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    ATTACK_3 filename = "animations/rome2/human/battle/sword_and_shield/combat_ready/sws_sync_atk_003.anim" metadata = "animations/rome2/human/battle/sword_and_shield/combat_ready/sws_sync_atk_003.meta" blend_in_time = 0.10, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    ATTACK_4 filename = "animations/rome2/human/battle/sword_and_shield/combat_ready/sws_sync_atk_004.anim" metadata = "animations/rome2/human/battle/sword_and_shield/combat_ready/sws_sync_atk_004.meta" blend_in_time = 0.10, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    ATTACK_5 filename = "animations/rome2/human/battle/sword_and_shield/combat_ready/sws_sync_atk_005.anim" metadata = "animations/rome2/human/battle/sword_and_shield/combat_ready/sws_sync_atk_005.meta" blend_in_time = 0.10, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,



    The way I figure is that "atilla_generated.txt" file is calling animations fragments for units and because ( which you already know ) and since I didn't remove anything from DeI animation fragments and only added above entry's everything should be working properly.

    But now that I think about it I think I've copy pasted all those attack animation fragments from a file and if that's the case yours custom animations might have been overwritten. I'll try again tomorrow with only adding the attack animations that are missing.

    Maybe you can check it out and see if your animations are working as they should.

  4. #4
    Ritter-Floh's Avatar Artifex
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    Default Re: No Matched Combat with kill animations

    i've not testet it ingame, just a short look inside your pack. I've no idea, why the entries are removed, because they are vanilla
    i will give it a try in the next days.

  5. #5

    Default Re: No Matched Combat with kill animations

    I think that the above entries were removed to make units thrust their swords only because as soon as I've put the other attack entries in they've started slashing etc...

  6. #6
    Ritter-Floh's Avatar Artifex
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    Default Re: No Matched Combat with kill animations

    this could be a way to create different fighting styles - roman and barbarian swords were used in different ways...

  7. #7

    Default Re: No Matched Combat with kill animations

    Quote Originally Posted by Ritter-Floh View Post
    this could be a way to create different fighting styles - roman and barbarian swords were used in different ways...
    I know, but I've re-add them in so that the battles don't look like rome 1 since there aren't any matched animations.

  8. #8

    Default Re: No Matched Combat with kill animations

    Looks interesting. I wonder if it works with KAM's experimental pack

  9. #9

    Default Re: No Matched Combat with kill animations

    Post updated.

  10. #10

    Default Re: No Matched Combat with kill animations

    After some time fiddling with this I can't seem to find the cause of the issues. No matter if spear or sword, units will still die without the kill animation something that does not seem to happen in vanilla game. This submod is not functioning as intended.

  11. #11

    Default Re: No Matched Combat with kill animations

    This submod has been discontinued since there is no fix to my problem. Maybe someone more qualified can pick it up and make it work.

  12. #12

    Default Re: No Matched Combat with kill animations

    Can a moderator please delete this whole thread. I wish to start a new one once I'm ready.
    Last edited by Denco; June 16, 2015 at 05:21 PM.

  13. #13
    Litharion's Avatar Artifex
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    Default Re: No Matched Combat with kill animations

    I will close the thread

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