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Thread: Proper Combat Mod [Update 24.10.2016]

  1. #141

    Default Re: Proper Combat Mod [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 or 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.
    Could you tell me what you edited to achive this? Is it difficulty_modifier_ai_very_hard in _kv_morale_tables ?

  2. #142
    KAM 2150's Avatar Artifex
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    Default Re: Proper Combat Mod [Update 24.06.2016]

    Yes, exactly this one
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  3. #143
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    Default Re: Proper Combat Mod [Update 24.06.2016]

    Quote Originally Posted by geala View Post
    Ok, I see, but your current hit chances (meant to work with your lower damage) combined with the higher damage of vanilla should avoid the problem. I think you lowered the hit chances a bit. Battles without the damage reduction then are not as slow and enjoyable as with your complete mod of course. I will test a bit further, kv_rules is a strange table.

    What do you think of the idea to make armor lower but get rid of the abundance of armor piercing? It's strange to see units with plate armor that seems to consist of paper.
    My hit chance values are lowered, but not that much compared to vanilla. I would personally stay away from changing armour values as it would require full combat rebalance, from all melee values to all ranged and magic values, plus all those campaign buffs to armour values from tech, artefacts and perks.
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  4. #144
    r3dshift's Avatar Civis
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    Default Re: Proper Combat Mod [Update 24.06.2016]

    Hey KAM, is your mod compatible with the latest patch? I suppose Blood Knights are certainly unaffected, but what about the rest?

  5. #145
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    Default Re: Proper Combat Mod [Update 24.06.2016]

    They are affected, I updated it yesterday.
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  6. #146
    r3dshift's Avatar Civis
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    Default Re: Proper Combat Mod [Update 24.06.2016]

    Great, thanks!

  7. #147
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    Default Re: Proper Combat Mod [Update 01.07.2016]

    Hey KAM! Have you considered messing around with the mass of units yet? Feels like infantry get bowled over pretty easily by cavalry. You did a pretty awesome job with the mass in DEI!

    Also, do you feel like Armour penetration is too prevalent? I know in DEI you changed the stats around a lot. Was wondering if you were gonna do the same here.
    Last edited by McCarronXLD; July 02, 2016 at 12:27 PM.
    "You hurt me long ago; my wounds bled for years. Now you are back, but I am not the same."

  8. #148
    HouND_DoG's Avatar Libertus
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    Default Re: Proper Combat Mod [Update 01.07.2016]

    any updates coming soon?

  9. #149
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    Default Re: Proper Combat Mod [Update 01.07.2016]

    Just updated the mod

    Changes:
    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.
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  10. #150
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    Default Re: Proper Combat Mod [Update 01.07.2016]

    Quote Originally Posted by KAM 2150 View Post
    Just updated the mod

    Changes:
    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.
    awesome thanks, i seen on steam some people were saying ranged units werent doing barely any damage after one of the updates, im unable to play recently but is that fixed or was it ever really a problem? just an fyi, might be something to look into.

  11. #151
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    Default Re: Proper Combat Mod [Update 01.07.2016]

    I think it was the issue with goblins. When I play tested yesterday, I had lots of kills on my ranged units. People seem to not notice that they take out a lot of damage and only focuse on kills per units, which is not how the game works. You can take out nearly 50% of units HP and still do not kill anyone, but it does not change the fact that they lost 50% of their HP.
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  12. #152

    Default Re: Proper Combat Mod [Update 01.07.2016]

    Does this mod remove the units and lords player-triggered abilities? Nothing that I've unlocked (or comes with a weapon upgrade for lords/heroes) is showing up me.

  13. #153
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    Default Re: Proper Combat Mod [Update 01.07.2016]

    They work for me.
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  14. #154

    Default Re: Proper Combat Mod [Update 01.07.2016]

    Thanks, must be another mod screwing something up then.

  15. #155
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    Default Re: Proper Combat Mod [Update 01.07.2016]

    Hi KAM, just wanted to say I think you have by now nailed the combat perfectly. Does your mod work with today's update 2 as well?

  16. #156
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    Default Re: Proper Combat Mod [Update 01.07.2016]

    It will soon, I am working on it
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  17. #157
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    Default Re: Proper Combat Mod [Update 01.07.2016]

    Thanks, man. Looking forward to it!

  18. #158
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    Default Re: Proper Combat Mod [Update 01.07.2016]

    Ok, just did the update

    Changes:
    -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)
    -Bonus - I was not happy with Beastmen unit size (model, not men count) so I resized some units slightly Ungors are shorter then human, but higher then dwarfs, Gors are a bit higher and Bestigors tower over other Beastmen and Human. Minotaurs are a bit bigger and Gorebulls tower over other Minotaurs Small thing but in my opinion adds to the overal immersion.
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  19. #159
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    Default Re: Proper Combat Mod [Update 28.07.2016]

    Thanks for the super quick update, KAM! You've just made it possible for my mate and I to keep on playing properly tonight.

    +rep!

  20. #160
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    Default Re: Proper Combat Mod [Update 28.07.2016]

    KAM, am I right in assuming that your mod doesn't work for the new mini campaign? At least the battles there seem a tad bit too fast.

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