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

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  1. #1
    Maetharin's Avatar Senator
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    Default Re: [Experimental Battle Pack] - New stat and combat system (06.24.2018)

    Quote Originally Posted by ♔Greek Strategos♔ View Post
    He couldn't resist. KAM needs his battle balance dosage every now and then.
    "You know how it gets, man!"

    scratches his arm nervously


    "I need my fix! Just this one last time!"

    -KAM, to his imaginary friend Walter, a flying porcupine-catmonkey, probably sometime this month
    "Ceterum censeo Carthaginem delendam esse!"

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    "I concur!"

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  2. #2
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: [Experimental Battle Pack] - New stat and combat system (06.24.2018)

    Quote Originally Posted by Maetharin View Post
    "You know how it gets, man!"

    scratches his arm nervously


    "I need my fix! Just this one last time!"

    -KAM, to his imaginary friend Walter, a flying porcupine-catmonkey, probably sometime this month
    Maybe we could add a flying porcupine-catmonkey in our next update.

  3. #3

    Default Re: [Experimental Battle Pack] - New stat and combat system (06.24.2018)

    Unsure if this is specific to the battle pack or a basic game problem. I've been noticing militia spearmen, the Italian Town Guard in particular engaging warp speed to catch my skirmishing horsemen on the flanks when they reach what I presume to be charge speed. They otherwise would not have been able to make contact as the light cavalry are fast enough to turn and evade from javelin range.

  4. #4
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: [Experimental Battle Pack] - New stat and combat system (06.24.2018)

    Υοu could easily test them with the battle pack disabled, so we could find out more.

  5. #5
    KAM 2150's Avatar Artifex
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    Default Re: [Experimental Battle Pack] - New stat and combat system (06.24.2018)

    It means how long morale bonus from charge is applied. It was always there.
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  6. #6
    Maetharin's Avatar Senator
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    Default Re: [Experimental Battle Pack] - New stat and combat system (06.24.2018)

    Quote Originally Posted by KAM 2150 View Post
    It means how long morale bonus from charge is applied. It was always there.
    Does charging have an effect on enemy morale?

    Also, what would you think about different charging distances for different cultures and units?
    F.e. Spartan´s never charged, and the more disciplined a unit is the later it would have charged.

    AFAIK charge bonus does get applied from the moment you charge, which means the later you charge the more devastating it is.
    Pretty much how it was in RL. Less charging distance, more cohesion, more impact.
    "Ceterum censeo Carthaginem delendam esse!"

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    "I concur!"

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  7. #7

    Default Re: [Experimental Battle Pack] - New stat and combat system (06.24.2018)

    Quote Originally Posted by Maetharin View Post
    Also, what would you think about different charging distances for different cultures and units?
    F.e. Spartan´s never charged, and the more disciplined a unit is the later it would have charged.
    Very good idea, but just KAM said, requires work. Not much, because you don't define for every single type of unit new entry in battle_entities. Only for specific cultures, say Spartan-like.

    Quote Originally Posted by KAM 2150 View Post
    It means how long morale bonus from charge is applied. It was always there.
    Another 'not knew' for me. Again, bad net explanations. CA was done an awful job with Rome 2 not only when release it but even now, not releasing a help manual since they rely so much on mods....
    Last edited by ♔Greek Strategos♔; June 29, 2018 at 05:13 AM. Reason: Merged posts.

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

    Too much work for too much bugs, especially that longer charge distance would make those units better, not weaker as they would be much better when attacking disengaging enemy. Other issue is that when last time I tested it, charge bonuses count from contact. For example if unit is chasing enemy, they have infinite charge length.

    As for first question, no, it has no effect outside of rescent casualties penalty.
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    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: [Experimental Battle Pack] - New stat and combat system (06.24.2018)

    Don't give more ideas to KAM. He's capable of working with battle mods till his late 80's.

  10. #10

    Default Re: [Experimental Battle Pack] - New stat and combat system (06.24.2018)

    I should probably make a new thread for this, but i'd like to bounce some ideas off you guys.

    Unit width alters movement speed and melee defense of a unit
    For example, a unit moving in a column (4 men abreast for example) should have a +40% movement speed buff. Similarly, moving in a wide formation 20 men wide should make the unit far slower due to the organisational obstacles of having so many men keep pace with one another. And obviously, deeper formations are given a melee defense buff with the bonus tapering off the wider the formation is. Certain units should not have unit width modifers at all, such as disorganised levy troops or light cavalry, with the drawback of being particularly weak to enemy charges and a debuff to the following feature.

    Infantry stances
    All infantry have 3 stances; Give ground, Hold position, Push forward. Give ground gives the unit a melee defense buff and lower fatigue usage while weakening melee attack, as well as the unit slowly moving back depending on the enemy unit's stance. Hold position gives no bonuses apart from a charge defense bonus, the stance will tell your units to attempt to hold their particular position. Push forward as the name implies encourages the unit to physically push the enemy back, it increases melee attack but burns fatigue at an increased rate. High tier, disciplined troops can change stance on the fly, and with greater effectiveness. Mid-tier troops can change stances on a cooldown timer. The stances of low quality troops can not be controlled and instead changes based on unit morale and fatigue.

    I know these features are probably impossible to implement and have been considered before, but whatif we see some sort of implementation in Rome IV?

  11. #11
    KAM 2150's Avatar Artifex
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    Default Re: [Experimental Battle Pack] - New stat and combat system (06.24.2018)

    Sadly all are not possible ;P
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  12. #12

    Default Re: [Experimental Battle Pack] - New stat and combat system (06.24.2018)

    Quote Originally Posted by KAM 2150 View Post
    Sadly all are not possible ;P
    All of them have abilities correspondent. Look inside unit abilities and special abilities tables....

  13. #13
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: [Experimental Battle Pack] - New stat and combat system (06.24.2018)

    Quote Originally Posted by leonardusius View Post
    All of them have abilities correspondent. Look inside unit abilities and special abilities tables....
    Sometimes values aren't even used from the tables in TW engine.

  14. #14
    KAM 2150's Avatar Artifex
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    Default Re: [Experimental Battle Pack] - New stat and combat system (06.24.2018)

    No, they don't.
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  15. #15

    Default Re: [Experimental Battle Pack] - New stat and combat system (06.24.2018)

    Quote Originally Posted by KAM 2150 View Post
    No, they don't.
    Tough I never saw 'unit slowly moving back', for what's the heck 'steady_advance and steady_retreat' and com_push ?

  16. #16
    KAM 2150's Avatar Artifex
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    Default Re: [Experimental Battle Pack] - New stat and combat system (06.24.2018)

    Quote Originally Posted by leonardusius View Post
    Tough I never saw 'unit slowly moving back', for what's the heck 'steady_advance and steady_retreat' and com_push ?
    They are just provide bonuses or penalties to unit stats like attack, damage.

    Names CA picked for formations DO NOT MATTER, they don't do anything. You can give them whatever bonuses or penalties you want but they don't make units walk back or push.
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  17. #17

    Default Re: [Experimental Battle Pack] - New stat and combat system (06.24.2018)

    Quote Originally Posted by KAM 2150 View Post
    They are just provide bonuses or penalties to unit stats like attack, damage.

    Names CA picked for formations DO NOT MATTER, they don't do anything. You can give them whatever bonuses or penalties you want but they don't make units walk back or push.
    You're right. Battle mechanics, no ! But the bonuses are there. I don't have Britannia, maybe someone can tell if anything is there in this direction from CA....

  18. #18

    Default Re: [Experimental Battle Pack] - New stat and combat system (06.24.2018)

    Quote Originally Posted by leonardusius View Post
    You're right. Battle mechanics, no ! But the bonuses are there. I don't have Britannia, maybe someone can tell if anything is there in this direction from CA....
    I don't have it either, but given that the gameplay is more arcadey like Atilla was, I seriously doubt it.

  19. #19

    Default Re: [Experimental Battle Pack] - New stat and combat system (06.24.2018)

    Creative Assembly:
    Mr Rome II player? Sir, we’ve explored what you’ve asked us, and it seems as though there’s a little hiccup. Actually…

    xXxN3RF_H0PL1T35xXx:
    A hiccup?

    CREATIVE ASSEMBLY:
    Yes, to power a historically accurate Total War game, Sir, the technology actually doesn’t exist. So it’s…

    xXxN3RF_H0PL1T35xXx:
    Wait, wait, wait. The technology? CA, here is the technology (types http://www.twcenter.net/forums/forum...t-Impera-(DeI) into address bar). I’ve asked you to simply make it yourself.

    CREATIVE ASSEMBLY:

    Okay, Sir, and that’s what we’re trying to do, but honestly, it’s impossible.

    xXxN3RF_H0PL1T35xXx:
    DEI was able to build this in a cave! WITH A BOX OF SCRAPS!

    CREATIVE ASSEMBLY:Well, I’m sorry. I’m not a mod team.

    xXxN3RF_H0PL1T35xXx:
    *Proceeds to throw salt at CA*

  20. #20
    Lord Dakier's Avatar Protector Domesticus
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    Default Re: [Experimental Battle Pack] - New stat and combat system (06.24.2018)

    Like this one is really minor, but can you change Armour Penetration to just Armour Pen. Just neatens it up and we all know what it means.
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