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Thread: [Experimental Battle Pack] - New stat and combat system (09.03.2018)

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  1. #1
    Nordling's Avatar Semisalis
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    Default Re: [Experimental Battle Pack] - New stat and combat system (08.22.2018)

    Can't wait to take this little baby for a spin tonight! Those changes look delicious

  2. #2

    Default Re: [Experimental Battle Pack] - New stat and combat system (08.22.2018)

    awesome news for the formations and cav. gonna be trying those soon

  3. #3
    ~Seleukos.I.Nikator~'s Avatar Campidoctor
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    Default Re: [Experimental Battle Pack] - New stat and combat system (08.22.2018)

    Brilliant, thank you, KAM!!! I'm gonna give it a try tonight.

  4. #4
    UltimateTobi's Avatar Libertus
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    Default Re: [Experimental Battle Pack] - New stat and combat system (08.22.2018)

    "2. New damage and HP values:
    -most of weapons have damage higher or similar to unit HP - discontinued"

    Could you elaborate on that?

    Also, does the rest of the paragraph still apply or is the whole discontinued?

  5. #5
    KAM 2150's Avatar Artifex
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    Default Re: [Experimental Battle Pack] - New stat and combat system (08.22.2018)

    Quote Originally Posted by UltimateTobi View Post
    "2. New damage and HP values:
    -most of weapons have damage higher or similar to unit HP - discontinued"

    Could you elaborate on that?

    Also, does the rest of the paragraph still apply or is the whole discontinued?
    It worked well for some parts but made other parts too difficult, hence why I went with slower combat, where units have sorta 2 HP system as damage.

    I will have new update with some tweaks in an hour so stay tuned
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  6. #6

    Default Re: [Experimental Battle Pack] - New stat and combat system (08.22.2018)

    Thanks KAM!

  7. #7
    Maetharin's Avatar Senator
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    Default Re: [Experimental Battle Pack] - New stat and combat system (08.22.2018)

    I have to say I preferred the other damage system, with kills being more consistently spread over the fight.
    Also, Javelins from Thorakitai Agematos Basilikou cause no casualties when thrown into the backs of Celto-Hellenic swordsmen at point blank range.

    Still, thanks KAM for doing this for us^^
    "Ceterum censeo Carthaginem delendam esse!"

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    "I concur!"

    ​Me

  8. #8
    KAM 2150's Avatar Artifex
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    Default Re: [Experimental Battle Pack] - New stat and combat system (06.24.2018)

    It was not working properly for pikes/hoplites and cavalry charges so that was a bit of an issue

    I actually have much higher kill ratio on javelins even to the front so weird that you had no kills on volley into the back.

    New update is up:

    -fixed few incorrect animation entries for new Roman aux cav behaviour
    -slightly lowered defence bonus from experience
    -slightly increased kill power of javelins of melee infantry
    -increased bonuvs vs elephants for javelins
    -small tweaks to fatigue usage, maybe AI will try to rest a bit more
    Last edited by ♔Greek Strategos♔; September 15, 2018 at 05:23 AM. Reason: Merged posts.
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  9. #9
    Aussie-tosser's Avatar Tiro
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    Default Re: [Experimental Battle Pack] - New stat and combat system (08.23.2018)

    You are an absolute monster my man

  10. #10
    Clint_Eastwood's Avatar Tiro
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    Default Re: [Experimental Battle Pack] - New stat and combat system (08.23.2018)

    Hey Kam, which files control the sliding and teleporting of the units in game please? I am trying to make some changes but they still appear in my game? thanks

  11. #11
    KAM 2150's Avatar Artifex
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    Default Re: [Experimental Battle Pack] - New stat and combat system (08.23.2018)

    If there was such file, I would have fixed it already. Probably you would need to turn off all charge animations as soldiers try to turn on animation vs their targets.
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  12. #12
    Clint_Eastwood's Avatar Tiro
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    Default Re: [Experimental Battle Pack] - New stat and combat system (08.23.2018)

    Quote Originally Posted by KAM 2150 View Post
    If there was such file, I would have fixed it already. Probably you would need to turn off all charge animations as soldiers try to turn on animation vs their targets.
    Damn so this is not something easy as I added a few mods into my own version of DEI but some of the units have the teleport and sliding problem still. It is when I use the "Holding Position" ability during combat everything happens as I mentioned. Is this something easily rectified?
    Last edited by Clint_Eastwood; August 23, 2018 at 04:13 PM.

  13. #13
    KAM 2150's Avatar Artifex
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    Default Re: [Experimental Battle Pack] - New stat and combat system (08.23.2018)

    In this case it will happen when using hold position formation as it has similar issues with formed attack attribute (hence why I took it out from experimental pack). In theory if you would reducde unit size in battle entities it could help with it BUT it would also fully change combat balance as more people can fight at once. At least for me sliding almost does not happen with this pack.
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  14. #14
    Clint_Eastwood's Avatar Tiro
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    Default Re: [Experimental Battle Pack] - New stat and combat system (08.23.2018)

    Quote Originally Posted by KAM 2150 View Post
    In this case it will happen when using hold position formation as it has similar issues with formed attack attribute (hence why I took it out from experimental pack). In theory if you would reducde unit size in battle entities it could help with it BUT it would also fully change combat balance as more people can fight at once. At least for me sliding almost does not happen with this pack.
    I agree this test version has only 0.01% chance of sliding happening as I have played a few battles, great job!

    Apologies I am in battle_entities but cannot find an entry for unit size? is it named something else? I would like to give this a try as I really want to keep these external mods as I have made them DEI compatible. Thanks

  15. #15
    Nordling's Avatar Semisalis
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    Default Re: [Experimental Battle Pack] - New stat and combat system (08.23.2018)

    Quote Originally Posted by KAM 2150 View Post
    In this case it will happen when using hold position formation as it has similar issues with formed attack attribute (hence why I took it out from experimental pack). In theory if you would reducde unit size in battle entities it could help with it BUT it would also fully change combat balance as more people can fight at once. At least for me sliding almost does not happen with this pack.
    I don't experience it as well. You must have sold your soul to modding gods to be able to beat that bug after so many tries! Great job & congrats my fellow citizen

  16. #16
    KAM 2150's Avatar Artifex
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    Default Re: [Experimental Battle Pack] - New stat and combat system (08.23.2018)

    radius (Most important one) and radii_ratio columns in battle entities are for those But if "shape" column is set to "circle", radii ratio should autoload same value as in radius even if they have different values.
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  17. #17
    Clint_Eastwood's Avatar Tiro
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    Default Re: [Experimental Battle Pack] - New stat and combat system (08.23.2018)

    Quote Originally Posted by KAM 2150 View Post
    radius (Most important one) and radii_ratio columns in battle entities are for those But if "shape" column is set to "circle", radii ratio should autoload same value as in radius even if they have different values.
    Thanks mate will do some further testing on this

  18. #18
    Clint_Eastwood's Avatar Tiro
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    Default Re: [Experimental Battle Pack] - New stat and combat system (08.23.2018)

    Hey Kam, Just given you an update as I seem to have cured my problem using the following settings as follows:

    Radius = 0.4
    Shape = ellipse
    radii_ratio = 0.6

    Smooth fluid battles with no teleport or sliding at all!! However one thing I have noted that when the enemy slam into me the ones that seem to get near the back of my units they hang around and fight so it seems to be an encirclement when using "Holding Position". This is probably due to using the "ellipse" as shape. With this switched to "circle" my units slide and teleport unfortunately! anyways this is a sacrifice I am willing to pay to have no issues. Thanks again for your tips and they certainly made a difference.

    Please note to other users as these settings are for my own personal use with other mods. Just to reiterate this beta pack that KAM has released is working 100% with no faults in my findings having played around 20 Custom battles now with DEI only and associated endorsed modifications.
    Last edited by Clint_Eastwood; August 24, 2018 at 09:18 AM.

  19. #19

    Default Re: [Experimental Battle Pack] - New stat and combat system (08.23.2018)

    Quote Originally Posted by Clint_Eastwood View Post
    Hey Kam, Just given you an update as I seem to have cured my problem using the following settings as follows:

    Radius = 0.4
    Shape = ellipse
    radii_ratio = 0.6

    Smooth fluid battles with no teleport or sliding at all!! However one thing I have noted that when the enemy slam into me the ones that seem to get near the back of my units they hang around and fight so it seems to be an encirclement when using "Holding Position". This is probably due to using the "ellipse" as shape.
    So what ? This is perfectly logic and realistic. Units in guard stance act very much as the formed attack stance. They will not try to get out of formation.

  20. #20
    Clint_Eastwood's Avatar Tiro
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    Default Re: [Experimental Battle Pack] - New stat and combat system (08.23.2018)

    Quote Originally Posted by leonardusius View Post
    So what ? This is perfectly logic and realistic. Units in guard stance act very much as the formed attack stance. They will not try to get out of formation.
    So what’s your point here? Please elaborate

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