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so if i dont use the currently unsupported matched combat mod everything will work fine and just increase chances of vanilla match combat? yes?
Try with the mod and you will see that it stays stuck on an animation without damage. They still do a screaming animation without hitting each other
Allow me for all those, "learned people," who think they know everything about mods.
This mod does NOTHING, (you get that? NOTHING), except change the VALUES and CHANCES/ODDS of two models 'syncing' up and battling using one of the, (formerly working), battle animations mods.
So to dumb it down for y'all:
This mod = change values/chances/odds that two unit models start a dueling animation.
You're welcome numbskulls, now kindly leave this modder alone.
Thank you for answering, i don't know much about modding. :)
Unfortunately each CA update changes almost nothing about the animations, but this almost nothing forces us to rewrite everything one by one.
And there are thousands of tables.
We cannot support this work, it is infeasible.
Maybe we'll rework the mod when WH3 no longer has updates and we'll be sure that our work won't be destroyed behind it.
We can even bring missing WH2 animations + pharaoh animations.
But to answer your question my "more animation" mod which deals with the kv_rules table cannot in any way impact or interfere with the animations_tables table.
Sorry, but I still know what I'm talking about. Afterwards if people know more, I am open to new knowledge.
I tested this with empire vs empire roster with just the custom matched combat mod it works but when you add this mod as well they all start swinging at the air
It can't be from my mod. Even if I put random values, I can cause no problem, nothing that I modify (good or bad) can cause the problem that is happening to you.
So stay in your place and stop saying things that are false, even more so if someone contradicts you, knowing that I know better than you what I have changed.
Damn these crazy people, today people know everything about everything...
And this, even if the mod is not updated until the end of the world.
It just increases the probability that a matched combat will occur, IF and only IF, the two connecting units have the same matched combat.
As simple as that.
I'll come back in 5-6 months to copy and paste this message again...."
I overestimated people.
And this, even if the mod is not updated until the end of the world.
It just increases the probability that a matched combat will occur, IF and only IF, the two connecting units have the same matched combat.
As simple as that.
I'll come back in 5-6 months to copy and paste this message again...."
And this, even if the mod is not updated until the end of the world.
It just increases the probability that a matched combat will occur, IF and only IF, the two connecting units have the same matched combat.
As simple as that.
I'll come back in 5-6 months to copy and paste this message again....
@Hecleas
I think you're right that your mod is not the root cause of this problem, but for whatever reason it causes this problem to be 100% reproducible in a wide variety of cases. It doesn't seem to reproduce reliably when this mod is disabled so I'm not sure whatever problem this is has been reported to CA. It might be worth looking into simply so that we can understand the technical mechanism causing this behavior so that it can be properly reported to them and fixed.
btw do you know if there is a mod like this one but with 100% played animations? i remember having it in Atilla and it was awesome