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Thread: Proper Combat Mod [Update 24.10.2016]

  1. #161
    KAM 2150's Avatar Artifex
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    Default Re: Proper Combat Mod [Update 28.07.2016]

    It is working, but Beastmen have low armour and very high speed per default, even when I lowered their speed, they are still fast. They are probably even more rush faction then Orcs.
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  2. #162
    r3dshift's Avatar Civis
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    Default Re: Proper Combat Mod [Update 28.07.2016]

    Okay. Thanks, man. The mini campaign has some other glitches as well -- unrelated to your mod. I wonder WTF CA's QA team does -- if there's one at all.

  3. #163
    KAM 2150's Avatar Artifex
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    Default Re: Proper Combat Mod [Update 28.07.2016]

    New update:
    -fixed a bug with blasting charges/cinderblast charges having delayed expolsion
    -fixed fireing arc of flame cannon.
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  4. #164
    KAM 2150's Avatar Artifex
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    Default Re: Proper Combat Mod [Update 03.08.2016]

    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.
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  5. #165
    KAM 2150's Avatar Artifex
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    Default Re: Proper Combat Mod [Update 11.08.2016]

    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.

    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=
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  6. #166
    r3dshift's Avatar Civis
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    Default Re: Proper Combat Mod [Update 11.08.2016]

    Thanks for the update, KAM.

    However, Beastmen are still friggin' OP. Last night, I played a 1vs1 (in-campaign) battle against my buddy, and his axe urgors never broke. They fought down to the last bloody man. Two units, not just one.

  7. #167
    KAM 2150's Avatar Artifex
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    Default Re: Proper Combat Mod [Update 11.08.2016]

    That is fault of CA and their campaign bonuses. They totally broke Beastmen morale, you can easily get your Ungors up to 200 Leadership!
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  8. #168
    r3dshift's Avatar Civis
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    Default Re: Proper Combat Mod [Update 11.08.2016]

    Fantastic...

  9. #169
    HouND_DoG's Avatar Libertus
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    Default Re: Proper Combat Mod [Update 11.08.2016]

    where would I find this,

    https://steamcommunity.com/sharedfil...eleton+archers

    in assembly kit to edit their range and reload speed? I want undead archers and cannons but I can't find those custom units in Land_units or anywhere else to edit.

  10. #170
    KAM 2150's Avatar Artifex
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    Default Re: Proper Combat Mod [Update 11.08.2016]

    You need to edit projectile_tables to do that Use PFM 4.1. I never used assembly kit in my life, still made lots of good mods
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  11. #171
    KAM 2150's Avatar Artifex
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    Default Re: Proper Combat Mod [Update 01.09.2016]

    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)
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  12. #172
    Havoc04's Avatar Tiro
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    Default Re: Proper Combat Mod [Update 01.09.2016]

    Just Subscribed to you're mod. Unfortunately with the latest patch it crashes Warhammer for me
    Just putting a heads up on it

    Regards
    Windows 7 64Bit//Intel Core I7 2600k//16 Gig G-Skill 1866 Ram//Galaxy Nvidia GTX780 3gb

  13. #173
    r3dshift's Avatar Civis
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    Default Re: Proper Combat Mod [Update 24.10.2016]

    Is this mod abandoned...? Hope not!

  14. #174

    Default Re: Proper Combat Mod [Update 24.10.2016]

    I'm also regularly checking back for an update. This is my go-to mod for Warhammer and am holding off playing until there is.

  15. #175
    KAM 2150's Avatar Artifex
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    Default Re: Proper Combat Mod [Update 24.10.2016]

    Well, it was updated long time ago, just not the mediafire version.
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  16. #176
    r3dshift's Avatar Civis
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    Default Re: Proper Combat Mod [Update 24.10.2016]

    Good to hear it's still alive, then, KAM. I haven't been playing for ages, but perhaps I'll find the time to do another TW:W campaign or two with all DLCs included sometime in the summer.

  17. #177
    Semisalis
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    Default Re: Proper Combat Mod [Update 24.10.2016]

    I am using this mod and it does not crash for me
    ~ Too soon old, too late smart ~

  18. #178
    Matmannen's Avatar Ordinarius
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    Default Re: Proper Combat Mod [Update 24.10.2016]

    Me and a friend where playing a coop as orcs on hard with your mod. As I had mostly played as empire before that; I never experienced this issue before.

    You mod seems to play to the strength of the dwarfes (defense) while against the strength of the orcs (attack).

    It got so bad that battles with less then 50% chance of winning were impossible and 66% chance sieges were unwinnable.

    Indeed Thogrim with his 30% ward save wouldn't fall until he routed and even then he took almost 150 souls with him (medium unit size).

    All battles ended in phyrric victories.

    Love your mod, but the orcs and dwarfes might be something you could need to look into.

  19. #179

    Default Re: Proper Combat Mod [Update 24.10.2016]

    Quote Originally Posted by Matmannen View Post
    Me and a friend where playing a coop as orcs on hard with your mod. As I had mostly played as empire before that; I never experienced this issue before.

    You mod seems to play to the strength of the dwarfes (defense) while against the strength of the orcs (attack).

    It got so bad that battles with less then 50% chance of winning were impossible and 66% chance sieges were unwinnable.

    Indeed Thogrim with his 30% ward save wouldn't fall until he routed and even then he took almost 150 souls with him (medium unit size).

    All battles ended in phyrric victories.

    Love your mod, but the orcs and dwarfes might be something you could need to look into.
    That's realistic. Dwarves don't get tired, and tend to outlast their opponents. Orcs burn everything at once and tend to either win (killing everything), or rout.

    Thogrim is a legendary lord, and I'd imagine had some levels to him (artifacts?). It's fairly realistic to have him kill that many orcs.

    I'd advise raising unit size to the max.

  20. #180
    Bellus88's Avatar Centenarius
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    Default Re: Proper Combat Mod [Update 24.10.2016]

    Quote Originally Posted by KAM 2150 View Post
    snip

    How long do you think the battle would be now? That 7.5 minute battle. This is a major problem I have with TW games, it seems far too casual, the arcade mode should be fast battles and simulation should be much longer. When 2 melee units engage each other, only 5-10 on the front line of the fight should die every minute.

    Mods correct this thankfully but still, it is persistent in the multiplayer experience and not many people are playing mods online.



    Last edited by Frunk; August 31, 2017 at 09:00 AM. Reason: Large quote removed.

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