Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
More Active Clash:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=739301746
Had to update Pack File Manager 4.1 tables for that too, as it does not understand 'battle_entities' after the game version update. Thanks to the guys on twcenter forum thread.
Снизить скорость перемещения не получится, потому что в этом моде я старался делать как можно меньше изменений, чтобы добиться наилучшего эффекта, не меняя боевую механику и баланс. И не мешая другим модам быть совместимым с этим (:
Спасибо за комментарий, он дал мне заметить эту ошибку быстрее.
After I have removed hero-specific records, almost no units had any ignore chances, and there is no sufficient reasons in making additional change for them. I believe it should be changed for bigger range of units or unchanged at all.
If tests show vanillish enough results it is the most important information about them =)
So I noticed you removed those other changes. Is that because you tested them, and didn't like the results? Or because they wouldn't cover all heroes/single units?
I tweaked ignore chances because they are non-zero for heroes. I am yet to test it, but I guess if they are nullified heroes will be stunlocked?.. I decreased the chance-to-not-ignore instead of increasing the chance to ignore to have the resulting value between 0 and 100. Now that I think about it, not all heroes are man type, and seems there will be no changes to other types at all.
Thus selecting 'man' by 'type' does not really cover it, I will thin out the list of changed records to leave only infantry.
Yeah I sort of figured that was your intention with this mod. And as stated previously, I do agree with it, but it is your mod. So don't let my feelings sway you :D
It's apparently impossible to judge what is random, or just different balance on this game lol. Going from not losing a single model, and hardly any health, to losing almost the whole unit with the same mod , no changes; really throws me off haha. Maybe I'm forgetting, but I feel like Shogun 2 was a lot more consistent. I don't like my elite infantry, just sometimes not being elite because of "reasons". Lol.
Sorry also about the multiple posts. I suck at typing small, or doing outlines. Even when I was in school I was bad at doing outlines. Which is why I never took notes lmao. I'd write down verbatim if I did.
You are right about this mod trying to make as little changes as it is possible to achieve reasonable effect. The other mod I posted the link to is sort of complete combat overhaul I recomended to a person wanting every unit to fight without being behind behind buddies back.
I guess some of the values I previously affected for monstrous infantry (except hp?) somehow maked it less effective in battle vs small-but-active. It would be to strange if that was purely random effect.
These were more what I wanted to know, sorry man. I should have clarified my question more, as I could obviously tell what these do to a degree, just by the name. Thanks for trying to explain that though, and sorry if you can't actually answer the further inquiries about them.
So are you saying that the issues with monstrous infantry and normal infantry are resolved? That they fight almost the same way, with and without your mod? And just randomly? You haven't changed anything, or a mod didn't update you were using? That's bizarre lol.
That mod you linked to changes too much in my opinion, and will result in a lot of people being unable to use it, or just unwilling to. As they might want the vanilla experience, and that removes that. Even his "only clash" version, still modifies values.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=691625850
Я могу рекомендовать попробовать и его.
P.S. Длина сообщения врет про 1000 символов, в два раза меньше, может кириллица?..
При тестировании я пробовал разные варианты, но пришлось остановиться на существующем ныне из-за баланса и игровой механики. По моему опыту, если оставить шеренги четыре вместо стандартных семи, в бою будет участвовать каждый боец. Только бой станет намного скоротечнее.
В целом же с использованием мода игровой баланс и возможность, например, заходить в тыл противнику сохраняется. Бой становится более похожим на бой, при этом не внося критических изменений в механику игры, это важная его особенность.
I have thought to make separate mod-fix with hp increase, so I kept the changes in "primary" mod to minimum. And test imply that large beast problem is resolved without that planned hp fix... I just dunno. Random god?
I test it mostly with Vanilla/Vanilla+mod 4 x Swordsmens vs 2 x Chaos Spawns (tried giant too). There is a BIG random influence, but my tests show that bonus hp help much, though Vanilla large units manage things little better nonetheless.
And I can not come up with any other balancing method besides entity hp increase without changes to any tables besides 'battle_entities' and 'unit_spacings' (I think this mod should not mess with any other?).
I can abstain from any hp changes, but it will make "active" men more effective against large beasts than vanilla ones...
Concerning missiles and infantry I believe the mod is now balanced the way it should. It increases the effective radius the same way it decreases it and accounts for spacings well enough IMO. I wish to leave spacings as it is because without them clashes become too compact. I like when some soldier manages to breach enemy line too.
I am not the developer and not so sure myself, but I understand 'hit_reactions_ignore_chance', 'knock_interrupts_ignore_chance' as chance to ignore hitstun (now everyone is hit more often I feel it should be increased a little), 'turn_speed' as speed at which units change the direction they are facing.
In my modified version of your active clash i increased the projectile radius too but didnt do the rest of your changes, espacially not the bonus hit points. I just changed the monster and cav radius value back to original.
Tested it with Radious Mod - Chaos Spawn vs Grimnir Berzerkers.
Radious only without "my activeclash" Berzerks had 4700 health left
Radious with my mod version activated Berzerks had 4400 health left (another try they had 5000 health left. Depends on how they clash into each other)
Radious with your mod version activated Berzerks had 3700 health left
The extra health seems to be a bit much like Drone figured out earlier.
I like your mod and the idea of enhancing battle behaviour without changing balance too much. I would appreciate if you could find another way than increasing health of units.
I hope i could help you a bit :-)
Results below:
32 killed, 2181 health (no route) -Crossbow vs Spearmen
25 killed, 3433 health (no route) -Handgunners vs Greatswords
13 killed, 3085 health (no route) -Mortar vs Spearmen
2152 health left, 56:19 min -Franz vs Swordsmen
4 lost, 1696 health left -Chaos Spawn vs Swordsmen
7 lost, 5416 health left. 56:23 min -Greatswords vs Swordsmen
Radious+Active:
37 killed, 2326 health (no route) -Crossbow vs Spearmen
18 killed, 3573 health (no route) -Handgunners vs Greatswords
15 killed, 4150 health (no route) -Mortar vs Spearmen
2225 health left, 56:02 min -Franz vs Swordsmen
0 lost, 3472 health left -Chaos Spawn vs Swordsmen (patch: 1 lost, 4034 health left) -Wtf?
1 lost, 5630 health left, 57:13 min -Greatswords vs Swordsmen
So I don't think you actually need to increase the health of the monster units. Nor should you probably, as that messes with balance pretty drastically (or should lol), as some mods already increase some monster's health. Also can you have what you have (where the whole army sort of gets involved) without increasing the unit spacing during transit? That would help alleviate the missile concerns, without affecting balance.
Concerning monstrous infantry it seems like the only way is to increase their hp on some extent... It will make harder to defeat them with non-melee-infantry units though.
I will try to do any possible balancing without affecting tables besides 'battle_entities' and 'unit_spacings'. Maybe the missiles can be fixed with 'projectile_intersection_radius_ratio'? I will test it. The other way is to decrease 'walk_speed' and 'run_speed', but I believe this is not a solution.
To fix the problem with monstrous infantry I can change it to default (let the mod affect only 'man' type), maybe there is some sense in increasing 'turn_speed' or something too?
Hopefully I will be able to try it this evening.
1) The balance doesn't seem that affected in a match-up like Swordsmen vs Zombies. I lost a couple more people than without the mod on. However the fight itself (and all my melee fights) seemed to resolve a lot faster. Casualties racked up quicker, etc. Because more attacks are being landed/thrown obviously.
2) A match-up like Chaos Spawn and Swordsmen though was quite different than vanilla (with Radious/Steel Faith 'tried both'). In both mods, I ended up losing a lot more health (like a few hundred) on my Chaos Spawn then I did without this mod on. In Radious' case, I actually lost 3 of my 9 (have large unit sizes), whereas without this mod, I lost none. This fight again, resolved a lot quicker.
6) Unfortunately I do think that the efficacy of ranged units, and smaller units (like the Chaos Spawn) make it too much of a detriment for me personally to keep using it. I'm not sure what you can do to remedy this, apart from mods like Radious and Steel Faith incorporating it into their mod, and balancing the units around it. Or you yourself changing stats. I like the idea of this mod though man. Great work.
Sorry for so many posts. Character limits...
With Active Clash on the Quarellers had killed around 10 Zombies by the time they reached melee.
With Active Clash off they had killed almost 40 Zombies by the time they made it to melee.
1) Haha yeah, the cowards! I guess I'm more specifically referring to when a Lord or something is trying to path towards a specific model they're hell bent on, and have a hard time getting there. So they just end up being beat on, and not attacking too often.
2) Ah ok, and I'm assuming this affects calvary as well? Speaking of which, how is the spacing of other units (such as Chaos Spawn, Mortars, various calvary)?
3) Great to know, and thanks to @Pally Wal for confirming this as well.
4) No worries man. Gonna actually be messing around with it myself to see how it all shakes out. Probably answer my 1st and 2nd question in the process too. Also curious to see how hindered ranged units (and artillery) are with this mod. As I didn't think about that before BLUESTORM said something.
I miss the formations of the previous titles and options to spread ranged attacks or focus them.