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Thread: Enhanced Battles 1.6.1 (05/07/2019)

  1. #21
    Autaritus's Avatar Libertus
    Join Date
    Nov 2014
    Location
    Barcino
    Posts
    69

    Default Re: Enhanced Battles 1.3 (12/06/2019)

    Quote Originally Posted by Arthalion View Post
    yeah im continuing to tweak morale and fatigue for the next update
    Cool! I'll check the new version as soon as it's out.

  2. #22

    Default Re: Enhanced Battles 1.4 (16/06/2019)

    Update 16/06/2019 1.4
    - moral penality for general died or fled reduced
    - units disperse faster
    - unit speed discreased a little
    - chance to hit reduced a little
    - artillery damages reduced

    http://www.mediafire.com/file/xxae7v...attles_1_4.zip

  3. #23

    Default Re: Enhanced Battles 1.4 (16/06/2019)

    Update 17/06/2019 1.5
    - units get tired faster
    - units fatigue recovering tweaked
    - artilleries reload time increased
    - artilleries accuracy and damages reduced
    - artillery towers power reduced
    - arrow towers power increased a little
    - moral bonus for victory points and fortification reduced
    - reduced movement penality caused by fatigue

    http://www.mediafire.com/file/75bnvf...attles_1_5.zip

  4. #24

    Default Re: Enhanced Battles 1.5 (17/06/2019)

    hotfix : 18/06/2019 1.5.1

    - artilleries damages increased a little
    - fatigue penality on morale increased
    - unit speed on walls increased

    http://www.mediafire.com/file/a3k4uc...tles_1_5_1.zip

  5. #25

    Default Re: Enhanced Battles 1.5.1 (18/06/2019)

    Suggestion, routing enemies have less defense or something. Takes kinda long time for cavalry to kill them

    And thanks for updating your mod often
    Last edited by Jin-; June 18, 2019 at 01:32 PM.

  6. #26
    angus young's Avatar Ordinarius
    Join Date
    Oct 2008
    Location
    Villefranche de rouergue France in the south
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    758

    Default Re: Enhanced Battles 1.5.1 (18/06/2019)

    Quote Originally Posted by Jin- View Post
    Suggestion, routing enemies have less defense or something. Takes kinda long time for cavalry to kill them

    And thanks for updating your mod often

    I agree.

  7. #27

    Default Re: Enhanced Battles 1.5.1 (18/06/2019)

    There was some update and i believe it broke the mod. Archers are very over powered again and towers are like Gatling guns

    EDIT: Yellow turban archers and towers

  8. #28

    Default Re: Enhanced Battles 1.5.1 (18/06/2019)

    in 1.5 I reduced reload time of towers and their damages, so they shoot often but do as much damage as bows.

    Are you sure the mod is correctly activated? i play with beta patch and I verified projectile table in DB and i dont see any problem for the moment.

  9. #29

    Default Re: Enhanced Battles 1.5.1 (18/06/2019)

    Quote Originally Posted by Arthalion View Post
    in 1.5 I reduced reload time of towers and their damages, so they shoot often but do as much damage as bows.

    Are you sure the mod is correctly activated? i play with beta patch and I verified projectile table in DB and i dont see any problem for the moment.
    Yea i relaunched the game and it worked fine after that . Strange stuff since user script was correct and the mod file was correct, i also checked tables and compared them to fresh download.
    Felt like a vanilla where your troops hardly can even reach towers before being gunned down ^^

  10. #30

    Default Re: Enhanced Battles 1.5.1 (18/06/2019)

    vanilla towers have 5x more damages ^^ but yes they are a problem you will have to deal with

  11. #31

    Default Re: Enhanced Battles 1.5.1 (18/06/2019)

    update 23/06/2019 1.6
    - wedge and diamond formation tweaked
    - moral base reduced a little, units will flee quicker
    - unit speed in snow and sand increased a little
    - fatigue recovering reduced a little
    - fatigue is more important for morale
    - climbing walls will add more fatigue
    - cavalry nerfed a little
    - artilleries accuracy and damages increased a little
    - projectiles reload time increased
    - missile saving bonus base increased a little

    http://www.mediafire.com/file/faz621...attles_1_6.zip

  12. #32

    Default Re: Enhanced Battles 1.6 (23/06/2019)

    Thx you for this mod one of my friend show it to me and it make the game so much better it really make it feel more battle intense and at least it make use of your melee infantry rather then always killing other with a shower of arrow so fast

  13. #33

    Default Re: Enhanced Battles 1.6 (23/06/2019)

    Hi. Thanks for this mod. I've been waiting for a mod like this to buy this game. Yesterday I bought it, and I've been playing it for 6-8 hours. I can't compare it with other mods (Three Kingdoms' mods) or vanilla game, but I've played other mods for hundreds of hours (other TW titles) and I wish you think about change some things I think are wrong. Of course, I mean playing RECORDS:
    - Usually archers/crossbow are too hard to kill. Vs chavalry charge are more likely to run, but vs another melee units (including cavalry not charging) I think they are too strong. About killing at long distance, I think they are quite balanced (¡good job!) as far as I've been testing it.
    - In general, troops never run unless they suffer a cavalry charge. I've been fighting against or with units of 20, 10 or even 1 men (not only generals) and they've never fled. I like to play slow-paced combat, and I like units hold much more tan vanilla, but I think now this mod is too much.
    - Usually general units are broken: I've been fighting 30 minutes battles, and they stand even they've lost all his men but the general, and trying to beat them using lances or similar units (good agains cavalry).
    - Most units are very hard to fatigue, and ther recover stamina too fast (too too fast), specially cavalry.

    I hope you get better this great mod! I really bought the game when I saw your mod available, It's not a joke. I'm very grateful.

  14. #34

    Default Re: Enhanced Battles 1.6 (23/06/2019)

    Thanks for your effort. I have a little request that is semi battle related for your consideration. I think there should be campaign movement penalties when in enemy territory and movement bonuses when in friendly territory.
    I apologies in advance if you dont take requests.
    Best.
    Reg: They've taken everything we had and what have they ever given us in return!?
    Xerxes: The aqueduct. Reg: Oh yeah, yeah they gave us that. Yeah that's true.
    Activist 1: And the sanitation!
    Stan: Oh yes...sanitation, Reg you remember what the city used to be like.
    Reg: all right, that's two things that the Romans have done...
    Matthias: And the roads...
    Reg: Well yes obviously the roads goes without saying. But apart from...
    Activist 2, 3, 4, 5: Irrigation...Medicine...Education...and the wine...
    Francis: Yeah the wine. That's something we'd really miss if the Romans left.

  15. #35

    Default Re: Enhanced Battles 1.6.1 (05/07/2019)

    update 05/07/2019 1.6.1
    - unit fatigue faster and recover slower a bit.
    - moral penality for general death reduced a little
    - moral penality for fatigue reduced a little
    - moral penality for outnumbered army deleted, function bugged

    http://www.mediafire.com/file/le5ciy...tles_1_6_1.zip

  16. #36

  17. #37

    Default Re: Enhanced Battles 1.6.1 (05/07/2019)

    Eum i don't know if it's your mod or another mod that cause the issues but sometime i see some unit charging around like sonic going really fast

    Might be a mod conflict but it's really weird
    Last edited by Leonardo; July 15, 2019 at 04:19 AM. Reason: Posts merged.

  18. #38

    Default Re: Enhanced Battles 1.6.1 (05/07/2019)

    hi, perhaps, you are only the one who reported me that for the moment. try to give me more details of the issue if it persist.

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