[REL2] Battle Tactics

This mod supersedes the previous battle tactics mod.

I have revised the ShieldWall Formation and renamed it to Defensive Maneuvers.

I think that it is more appropriate as some units do not carry shield at all.

I have added a new tactic: Retreats! to protect dying units in the battlefield. This lowers morale but could save the life of your men.

Also with this mod, I hope to utilize the Charisma stats of the unit.

ONLY HERO AND CHAMPIONS can be commanders.

Battle Tactics #1 : DEFENSIVE MANEUVERS

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Unit Defense Up =( [Unit Attack] * 0.5) +[ (Commander's CHA) * 0.4]

Unit Attack Down by half.

Duration: 1 turn

Tech Unlock: Training (Kingdom)

Battle Tactics #2: RETREAT!

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Unit Defense Up =[Unit Attack]  +[ (Commander's CHA) * 0.4]

Unit Attack Down to Zero.

Some Morale Loses.

Tech Unlock: Training (Kingdom)

Duration: 3 turns

 

Get it here

53,207 views 14 replies
Reply #1 Top

Now I can use those High CHA champions and make them commanders. :D

With these mods + Gnilbert's + James009's, I am looking forward to playing E:WoM again :D

Reply #2 Top

These are interesting, but will the AI use them?

 

I guess that is the question for all mods...if the AI can be modified to use them.

Reply #3 Top

Wow! This looks Cool! I'll surely try it, but since I think this would make the game even easier for me, it's a big NO-NO atm :D

 

Still, thanks for the mod! This is the direction I hope the game will be taking!

 

k1 for you!

 

 

Edit: I'm curious, what does "commander" mean? I suppose it's a champion leading the stack, did you already manage to link a unit's stats to in-game whole-stack effects? If it so, nice! If not, please explain...

Reply #4 Top

Quoting Rune_74, reply 2
These are interesting, but will the AI use them?

 

I guess that is the question for all mods...if the AI can be modified to use them.

 

I am not sure if it will.. I will have to test it out first. If it did, it would be cool.

Reply #5 Top

Quoting divvu80, reply 3
Wow! This looks Cool! I'll surely try it, but since I think this would make the game even easier for me, it's a big NO-NO atm



Edit: I'm curious, what does "commander" mean? I suppose it's a champion leading the stack, did you already manage to link a unit's stats to in-game whole-stack effects? If it so, nice! If not, please explain...

A commander in my definition, is a champion / hero who have the battle tactics skills. Whole stack effects is something I cant do at the moment.

Retreat! is basically like a reverse Berserk spell..minus the essence cost and add the morale loss.

 

Reply #6 Top

Quoting theprofitclub, reply 5


Retreat! is basically like a reverse Berserk spell..minus the essence cost and add the morale loss.

 

 

Smart solution! And thx for the clarification!

Reply #7 Top

Quoting divvu80, reply 3

 

Still, thanks for the mod! This is the direction I hope the game will be taking!

 

You're welcome. I do hope this is the direction the game will be taking as well.

 

Reply #8 Top

How about a "Flee!" that removes attack, reduces defense and increases combat speed?

Reply #9 Top

In this mod, did you manage to make those powers not stackable? Like, preventing the bonus from defensive maneuvers being counted twice if it is cast twice on the same unit?

Reply #10 Top

Werewindlefr... If casted twice, the attack will be further reduced.. But no, I didnt manage to make the abilities non-stackable. Still trying though.

Reply #11 Top

Thanks. I don't think it's possible, so we should probably ask Stardock to add a "not-stackable" XML tag to abilities which would prevent a unit to cumulate several time the same ability (then you could just make defensive maneuvers be a "spell" that grants a temporary passive ability with the "not-stackable" flag on.) 

 

I encountered the same problems with my "Lieutenant/Captain/General's orders" buff that I created.

Reply #12 Top

Quoting Werewindlefr, reply 9
In this mod, did you manage to make those powers not stackable? Like, preventing the bonus from defensive maneuvers being counted twice if it is cast twice on the same unit?


   First off - I think it would be great if SD adds a "non-stacking" or "stack limit" setting for spells/game modifiers, etc. But can we do it now? Well... it depends on how "hack-y" you want to get.

1. Create a new unit stat: CanAcceptBuffX. Set the default value to 1.
2. In spell "Apply buff X:"
    - First modifier (that applies the buff): Multiply the "buff" value by the target unit's CanAcceptBuffX value.
    - Next, apply a GameModifier that sets the target unit's CanAcceptBuffX stat to 0 (AdjustUnitStat with negative the current value).

    It's bizarre, but it should work. If you wanted to make it so the caster could only apply it effectively once per turn, you could use his "CanApplyBuffX" stat similarly. Of course, neither of these would prevent someone from actually casting the spell on an inapropriate target. :(

Hope that helps!
Gnilbert

Reply #13 Top

Can we create a new unit stats, Gnilbert? I don't know if it is doable yet.

Thanks for the information.

Reply #14 Top

Quoting theprofitclub, reply 13
Can we create a new unit stats, Gnilbert? I don't know it is doable yet.

Thanks for the information.
Yeppers, new unit stats work really well - you can use them in Calculate tags and the engine will even automatically interpret correctly named abilities as modifiers for your new stats that you can give to your Sovereign to boost/penalize the stat globally. Create a copy of the CoreUnitStats.xml file, then delete out all SD's stats and put your own in its place. I've done this in my mod (HERE) for another weird workaround to the issue where you can't use new (or existing) resource amounts in your calculate tags (read about that solution HERE).

Gnilbert