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Thread: Proper Combat Mod [Update 24.10.2016]

  1. #1
    KAM 2150's Avatar Artifex
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    Default Proper Combat Mod [Update 24.10.2016]




    Hello,

    While I do enjoy new TW release, the battles were not what I imagined. After having 2v2 battle with 80 squads that lasted 7.5 minute I thought I need to to something about it.

    This is how proper combat mod was born.

    http://steamcommunity.com/sharedfile.../?id=691006940

    Non-steam:
    http://www.mediafire.com/download/f0...er_combat.pack
    Just insert it into data folder and enable out of date mods.



    What does the mod do? In general it slows down the combat for tactical battles while it still remains dynamic and fun.

    Characteristics
    -slowed down movement speed of units, now they move with more realistic pace that actually matches their animations
    -charges still have nice visual effect and are easier to watch and enjoy
    -nerfed down damage and range of towers
    -slowed down melee combat
    -bows, crossbows and muskets have increased range
    -slight buff to certain ranged units that were near useless (Firedrakes, Organ Guns etc)
    -slight buff to muskets
    -slight buff to greatswords and slayers
    -basic spearmen have sligtly more melee attack and charge, while shielded version has a bit more deffence.
    -rebalanced morale
    -increased reload rates of ranged units
    -decreased weapon damage to make combat slower, despite going back to original HP values
    -small tweaks to morale, units will hold ground a bit longer but will be broken easier
    -tweaks to ranged units (Mortars should be more useful)
    -increased magic damage by 10%
    New update is online.
    -morale tweaks - units now have slightly less morale penalties, but their amount of coming back after rout got decreased from 3 to 2. Also decreased amount of time in which unit is immune to rout after regrouping from 60 seconds to 45 seconds.

    -fatigue changes - decreased fatigue cost of fighting and shooting (shooting had cost of 23 compared to 15 of combat and 4 of running!), but at the same time running costs more stamina point. Also slightly increased amount of stamina points to get into exhausted state and decreased armour penalty for exhausted state as the change between very tired and exhausted was way to big. Combat/reload costs and running costs were changed due to my observations, where often unit was still fresh or maybe active/winded after running through entire map, but was exhausted after few volleys or few minutes in combat.

    Update 01.09.2016:
    -updated with latest patch and DLC
    -minor tweaks to ranged weapons (mortars etc)
    -small buff to Vlad combat skills (speed, melee attack, melee defence)

    Update 11.08.2016:
    -Added compatibility tables for certain unit mods, something I planned to eventually do I will try to expand as much as I can on those, in order to have high compatibility and less stress for you folks
    -increased tower damage by 10% and reduced their reload rates
    -decreased Beastmen weapon damage by 5%
    -decreased mortar damage a bit and increased spread and minimum range values.

    Update 04.08.2016:
    -fixed magic reticule bug
    -increased a bit magic damage here and there (It still needs more adjusting)
    -decreased wind up time during casting of a spell.

    Update 03.08.2016:
    New update:
    -fixed a bug with blasting charges/cinderblast charges having delayed expolsion
    -fixed fireing arc of flame cannon.

    Update 28.07.2016:

    -Slight increase to giant moving speed
    -Updated and balanced with new Beastmen units
    -Increased Orc weapon damage (regular, not AP damage) and HP points, but only regular units, they were a bit too weak after I decreased hit chance
    -Trolls have slightly more HP (They were dying way to fast)


    Update 15.07.2016:
    Fixed Goblin shield values since they used same as Chosen of Chaos (50% missile block chance!)
    Increased a bit Troll leadership, but it is still very low.
    Increased cav, zombie and orc running speed due to changes in last patch (So they work as they should)
    Decreased ranged infantry and cav reload speed
    Adjusted tower range so they increase with each level so their range is from 250 to 450.

    Update 24.06.2016:

    -I took out campaign difficulty bonuses for AI morale, hopefully it will be enough for non crumbling Undead. That bonus had nothing to do with battle difficulty bonuses, hence on hard (+5), very hard and legendary (both +10) AI was getting massive morale increase and it might have had even more from battle difficulty if you played on higher levels. It simply gave undead units enough flat morale increase not to crumble once the lord is dead. Also on very hard and legendary, players units were getting -5 morale penalty.

    -increased HP of Dragon Ogres from 732 to 900
    -slight increase to weapon damage of Dragon Ogres and Shaggoths
    -increase of Dragon Ogre anti building damage from ridiculously low 25 to 100 (Shaggoths and other units have 250 and more damage).

    -increased Orc infantry running speed by 0.2 in most cases.

    - increased hellcanon missile speed.



    I've deleted versions for upkeep and vanilla version of unit size since they are redundant now. This version allows for other upkeep/unit size mods anyway


    Due to those changes you can not only have a bit more time for proper tactical movements, but also AI work well with it. You can also have more time to actually watch combat instead of engaging into clickfest.



    Hope you all will enjoy it!


    Compatible with:
    Saved games
    Camera mods
    Campaign mods
    Reskin mods
    Additional unit mods
    Upkeep mods

    Incompatible with:
    Battle mods

    Unit mods with rebalanced weapon values:
    TocCo Units:
    http://steamcommunity.com/id/tocco13.../?appid=364360

    Siscu's Unit Pack
    http://steamcommunity.com/sharedfile...76&searchtext=

    If you enjoy my work, please support my athlete career and leave a like under my personal profile or my federations profile
    https://www.facebook.com/KamilAleksanderWrestler
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    Last edited by KAM 2150; October 25, 2016 at 09:57 AM.
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  2. #2

    Default Re: Proper Combat Mod [Released]

    Oh god thank you, I was tired of 5 minute battles


    EDIT: Obviously the unit size change wont go into effect on a ongoing campaign but do you know if everything else will work in an ongoing campaign or do I have to start a new one?

  3. #3

    Default Re: Proper Combat Mod [Released]

    Epic. Thanks!

  4. #4
    KAM 2150's Avatar Artifex
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    Default Re: Proper Combat Mod [Released]

    Quote Originally Posted by captainkrunch View Post
    Oh god thank you, I was tired of 5 minute battles


    EDIT: Obviously the unit size change wont go into effect on a ongoing campaign but do you know if everything else will work in an ongoing campaign or do I have to start a new one?
    Everything besides unit size will work in ongoing campaign
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  5. #5

    Default Re: Proper Combat Mod [Released]

    Now THATS what i was waiting for. You re the boss KAM. Thank you

    Sent from my SM-G900F using Tapatalk


  6. #6

    Default Re: Proper Combat Mod [Released]

    Quote Originally Posted by KAM 2150 View Post
    Everything besides unit size will work in ongoing campaign
    Thanks, will download instantly then!

  7. #7

    Default Re: Proper Combat Mod [Released]

    Wow good job. I hope CA takes an ear to this.

    I mean the game balance isnt THAT bad in vanilla, and I am sure they will patch it soon, but your work with slowing down battles is a godsend for every player who prefers the combat rates of the older TW titles, like Med2.

  8. #8
    KAM 2150's Avatar Artifex
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    Default Re: Proper Combat Mod [Released]

    Yes, overal balance is the same, I just made small adjustments and slowed it all down.
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  9. #9
    Chris P. Bacon's Avatar Semisalis
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    Default Re: Proper Combat Mod [Released]

    Another awesome mod KAM, just like your Attila one. But could you make an alternate version that keeps unit sizes the same? Apparently the mod does increase unit sizes for an already started campaign.

  10. #10

    Default Re: Proper Combat Mod [Released]

    I knew I wouldn't have to wait long for you to start modding Warhammer. This is just what I was waiting for to start the game. Thanks KAM!

  11. #11

    Default Re: Proper Combat Mod [Released]

    Hey, when starting a new campaign wit this mod, the starting forces will have default size? This was the case in earlier titles without changing the starting positions. Or is it different this time?

  12. #12
    KAM 2150's Avatar Artifex
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    Default Re: Proper Combat Mod [Released]

    Dunno, but I saw someone saying that the mod alters amount of units even in already ongoing campaign, which never happened in previous games.

    I updated the mod with some small stuff:
    Crossbows have a bit of a range nerf, but they still shoot further then handguns.
    Missile infantry and missile cavalry got their damage slightly nerfed.
    All ranged units got their reloat rate slowed down.
    Those changes were to avoid missile units being OP as before them full army of handguns was able to shoot down any army without monters.
    Increased morale by +5 across the board.
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  13. #13

    Default Re: Proper Combat Mod [Released]

    Quote Originally Posted by KAM 2150 View Post
    Dunno, but I saw someone saying that the mod alters amount of units even in already ongoing campaign, which never happened in previous games.
    Yes, it is the case.
    Please, Kam, can you make a vanilla unit size version? It would be very appreciated. Also, vanilla ultra size is fine for me and for other people, I suppose.

    BTW, your mod is awesome, like the previous ones, it's all I wanted!

  14. #14
    KAM 2150's Avatar Artifex
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    Default Re: Proper Combat Mod [Released]

    I won't be at my pc till tomorrow, but I can make that version. You can even do it yourself, just diwnload PFM 4.0, open my file and delete main_units_tables
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  15. #15

    Default Re: Proper Combat Mod [Released]

    What I noticed is how musket and rifle projectiles are so slow, in the battlefield its arc can be seen. I see into the projectiles, and the muzzle velocity is just 100m/s. That is incredibly slow

    I suggest increasing the velocity to 150-200m/s make the trajectory flatter. (Muskets in ETW for instance, are 150m/s. Comet of Cassandora and Attila Crossbow bolts are 75m/s. FoTS rifles are 200m/s)

    Even Solheim Bolt of Illumination from Luminark of Hysh is just 100m/s (even though magic projectiles aren't affected by gravity, but in general they are still slow for bolts of light, lightning, or comets)

  16. #16

    Default Re: Proper Combat Mod [Released]

    You may want to reconsider the blanket morale buff. When fighting against trolls, for example, even on normal difficulty they become much harder to deal with. The downside of trolls in vanilla is that they break easily and take some time to reform. What I am seeing now is trolls fighting to the last man or running away for 5-10 seconds and then turning around to fight again. I haven't met a troll force yet that I didn't have to exterminate fully.

    Another thing is that with the Empire, reload times are killing me. Even with the slower speed, handgunners struggle to get two salvos off before they have to retreat behind the melee lines. Even when I pull them around the flanks of the melee engagement, I end up with 10 Handgunner kills against 75 kills made by basic sword infantry. Ranged units feel really weak right now, even against early units.
    Last edited by Zhokar; May 26, 2016 at 08:44 AM.
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  17. #17

    Default Re: Proper Combat Mod [Released]

    Quote Originally Posted by KAM 2150 View Post
    I won't be at my pc till tomorrow, but I can make that version. You can even do it yourself, just diwnload PFM 4.0, open my file and delete main_units_tables
    Great, thank you!

  18. #18
    KAM 2150's Avatar Artifex
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    Default Re: Proper Combat Mod [Released]

    The problem with yesterday version was that if you made a line of 10 units of handgunners, you were able to defeat 10 units of grail knights and knights of the realm and those guys should have been a counter against them. Then I checked with goblin archers against shielded spearmen and it was a slaughter, not a single goblin squad was routed despite the fact that I haven't moved any of my units.

    Zhokar, keep in mind that this game is heavy on HP usage so ranged units might look like they kill less, but they spread their damage over entire squad, hence actual damage dealt is much higher, despite lesser kills. In order to make all damage more in line I would need to balance the game from scratch and it would take me around 2 months. I have DeI and EP obligations in the first place so do not expect major battle changes from the ground until Autumn or Winter.
    Last edited by KAM 2150; May 26, 2016 at 09:37 AM.
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  19. #19
    Incontinenta Buttox's Avatar Protector Domesticus
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    Default Re: Proper Combat Mod [Released]

    Thank you Kam,

    You're a legend

    Have you also made a combat mod for Attlila?
    Last edited by Incontinenta Buttox; May 26, 2016 at 09:58 AM.

  20. #20
    KAM 2150's Avatar Artifex
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    Default Re: Proper Combat Mod [Released]

    I am in the middle of doing one. I had one for Attila at first few months, but since it was full overhaul (all values done from scratch, complete rebalance) I had to drop it due to lack of time and constant flow of new patches. New Attila overhaul will be a part of Europa Perdita mod. This Warhammer battle mod is pretty much still Warhammer but tweaked.
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