Oww boy, after 3 years this thread comes back!
Welcome all to grand battle test!
Old lads will know what to expect, newcomers, please read below
This experimental battle pack changes most of stuff in Divide et Impera combat. Due to amount of changes, this is meant to be used for testing and errors are to be expected (and hopefully quickly fixed!). Nature of those tests is to seek unorthodox changes to how game handles specific parts of combat and a lot of ground breaking stuff were introduced thanks to them
Few things to have in mind:
-below does not reflect what will be added fully if at all to main mod
-please be aware of parts that are not yet finished before reporting issues
-this is not compatible with other combat submods (like faster/slower combat).
Now what current changes do?
1. Extensive stat overhaul, with DeI twist, thanks to inspiration from our good friend from Ancient Empires mod:
-stats are much easier to read and understand
-larger importance of unit armour
-larger importance of experience bonuses
-easier to spot differences between unit grades
Examples:
Hastati:
Principes
Triarii
2. New damage and HP values:
-most of weapons have damage higher or similar to unit HP - discontinued
-this means that system is close to one hit kill, making armour and defence values more important to the outcome
-kill animations are playing more nicely due to them being more linked to amount of damage applied rather than unit hit chance
-pikes and hoplites are scoring kills like all other units, meaning they will be able to do something from start, instead of having no kills for first minute and than a lot of kills in the next one
-pikes and hoplites defend better from cavalry charges now
-elephant charge is much more lethal
3. Formed Attack deleted once again:
-no more Romans losing in frontal combat in situations they should win
-no more unit sliding and teleporting
-less bugs with unit positioning
4. Speed overhaul:
-unit speed is more streamlined and varied, closer to how it worked in Rome 1/Medieval 2
-heavy and medium infantry is unable to sprint
-light infantry moves at noticeably faster pace than medium and heavy infantry
-since little differences between medium and heavy units had no meaning for combat and messed up AI deployment, you have less issues and consistency
-walking speed is increased, thanks to which battles are still dynamic and armies can cross the map fluently
-AI is more eager to use walk instead of run command, meaning AI is less likely to tire itself out before combat even starts
-cavalry speed is divided into heavy and light cavalry.
-to fix issue with AI killing own cav while disengaging (since they got auto charged and decimated in few seconds!), cavalry charges speed is just a bit lower than running speed
-infantry charge starts closer to the enemy
5. Tweaks to unit UI:
-speed added to infantry UI display (as speed now uses round values, it can now be properly displayed since it rounds up the values by itself)
-bonuses vs specific unit types added to the UI
-position of information’s on UI panel more consistent across unit classes
6. Unit cohesion and other changes
-while heavy units feel more heavy now, they need to be suported by lighter troops!
-due to larger changes between unit speed, heavies are not best for chasing down lighter units
-ranged troops are easy to rout and mostly weak in melee but can do noticeable damage if left unchecked (as it did in real battles)
-heavy only army will of course still beat lighter troops but without lighter support, casualties will be simply not worth it
-multiple soldiers can again fight single target at the same time
7. New stat system is now calculated thanks to new excel formulas that allow for full stat overhaul in just few minutes It will be soon released for everyone to use and tweak in their own way!
Stuff to do!
-many units need their unit grade adjusted for better stat calculation
-add more variables to formulas for even better unit stat diversity
-tweaks chariots and wardogs
-artillery not tweaked yet
-try to work on AI target priority - hopefully AI cav will try to focus more on player cav, instead of ignoring it
IMPORTANT!
-campaign bonuses to units are not tweaked! They will not make current units OP but above changes will require new values for them
-do not use any combat related submods, even offical ones!
-unit prices might be a bit off with new stats
Fun facts:
Enjoy!
Download link:
http://www.mediafire.com/file/nr857q...etestver2.pack
Simply put above file into your Rome 2/data folder and enable in mod launcher.
Old Version
-most of weapons have damage higher or similar to unit HP
Download link for:
http://www.mediafire.com/file/472pdm...attletest.pack