Tactical Rebalance Mod v0.9



Dsraider's Tactical Options and Rebalance Mod

Basically tactical combat is too plain and repetitive right now so I am attempting to rebalance it. This mod attempts to fix all the issues mentioned here. I have tested this and it improves the fun factor of tactical combat significantly already! If playing for the first time play on normal difficulty, it can be extremely hard! You will have to create a new sovereign just for this mod, if you don't it will have low health.

This mod goal is to make tactical combat fun by:
-shortening the gap between tech levels.
-allowing players to field dexterity, and intelligence based units and heroes.
-making every weapon useful.
-adding abilities to weapons.
-makes mounts allow units to move faster.
-adding more spears and bows.
-Adding a simple Rock/Paper/Scissors system to armor and weapons.
-making AI and monsters harder to beat, because armor and first strike in combat is not so important.

New Weapon System: 

Spears: Defensive weapons effective versus hit and run calvary and to hold ground.

Reach- Strikes over a distance of 2 for 80% dmg.

Set Spears - 25% bonus to defense and counterattack.

Hammer/Maces: Armor piercing weapons effective versus heavy armor, but inaccurate.

Armor Cracker - Attack that reduces armor 25%.

Knock Back - Attack that knocks opponent back 1.

Two Handed Blades: Effective versus mobs and unarmored targets. Somewhat accurate.

Flurry - 3 attacks at 75% Dmg.

Whirl - AOE Dmg.

Short Blades: Very accurate weapons useful against high dodge units.

Flurry - 3 attacks at 75% Dmg.

Shields: Defensive offhand weapons.

Shield Wall - Plus 25% defense and 15 ranged dodge.

 

Notes: Spears/staffs have been expanded into complete tree of there own. A new late game bow has been added as well. Mounts now reduce tactical movement instead of adding action points.

 

Future Changes:

1. Balance, balance, balance.....

2. More items.

3. Change some monster stats

 

Compatibility:

Not compatible with Kenata's weapon mode or the adventure content pack unfortunately. It is compatible with Heavenfall's AI tweak and I recommend it for a very hard game.

 

Installion:

Download file from below, then unzip it. Take out the XML files and put them in the /Elemental/Mods folder. Put the files from my gfx folder into the Elemental/Mods/GFX folder. Start Elemental with mods enabled.

 

Please comment on the balance, I want as much input as possible. I will listen.

For Elemental: War of Magic v1.19

Download v0.9: Here      Note: Now in final Beta! Will move to 1.0 when I get some feedback.

Special thanks to Kenata for all the help and use of his code, Heavenfall for some useful tips, Impinc for use of his code and 3DGrunge's models.

187,026 views 31 replies
Reply #1 Top

There are two significant files for modding unit health. The first is CoreUnitStats.xml, which defines the base health value, and CoreUnits.xml, which holds the basic unit definitions. A good way to start modding health would be to create a new faction and a new base unit. Once you have these created, modify the constitution and health values of the unit and compare them with those of the static factions. Remember that if you leave out a stat in the unit definition, its default value is used instead.

Reply #2 Top

Duplicate post.

Reply #3 Top

Thanks Keneta.

You know whats funny... it's possible to cheat. If you create Sovereigns with a stat boost under the effects of a mod they retain those stats when the mod is removed! Lol.

 

Reply #4 Top

Quoting Dsraider, reply 3
Thanks Keneta.

You know whats funny... it's possible to cheat. If you create Sovereigns with a stat boost under the effects of a mod they retain those stats when the mod is removed! Lol.

You should take a look at the custom sovs folder. You can actually make all sorts of crazy sovs.

Reply #5 Top

Edit: NVM

Reply #6 Top

Updated to 0.2

Added some dexterity items and rebalanced alot of stuff. This mod already makes combat more enjoyable. As this is a balance mod though it still needs testing, so download it and comment!

New Items:

Assassin Cloak: A hooded cloak that improves dodge. Needs Superior Equipment Tech.

Dual Knife: A knife for dual wielding that increases dodge. Needs Weapons Tech.

Dualist's Boots: Boots that increase dodge. Needs Armor Tech.

 

Reply #7 Top

Updated to 0.3

Fixed Dagger graphic error.

Added Channeler staff, robe, ring, cloak, and amulet.These items are unlocked through magic tech tree and allow you to boost unit intelligence and magic resistance and make heroes look like magic users.

Rebalanced special weapons, ie Blade of Wrath.

 

 

 

Reply #8 Top

Updated to 0.4

 

Added different models for Empire, Kingdom, male, and female robes and staff.

Made a Compatibility File for Kenata's Updated Weapons mod. 

Added Leap ability to Assassin's Cloak.

 

Hey Kenata do you mind if in later versions of my mod I blatantly rip off your stuff? I like how your mod enlivens combat but some of the included abilities clash with my mod. So I want to include most but remove some and change others.

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Reply #9 Top

Hey Kenata do you mind if in later versions of my mod I blatantly rip off your stuff? I like how your mod enlivens combat but some of the included abilities clash with my mod. So I want to include most but remove some and change others.

I don't mind at all, just remember to place a comment on your OP that states that this is an incompatible mod with the core Updated Weapons. If you need more abilities, you can also check out my skill library for additional ideas.

Reply #10 Top

Nice work, Dsraider.  Love the added artifacts.  k1

Just a quick question regarding the Kenata compatibility:

  I removed the Updatedweapons.xml file from the Kenata folder and left the updatedWeapons_abilities.xml file in the Kenata folder...  I see a small typo in your folder "Keneta..."  Is that an issue, because I haven't seen any special weapon functions on clubs, daggers, staves,or oak spears. Should I move  updatedWeapons_abilities.xml file to your mod folder as well?

 My sov did find a nice sword with the "Quick Strike" ability and Janusk has the mask with the "Frighten" ability which I believe are from your mod.  Those special abilities show up every battle.

 

Thanks for the mod.  You modders should be getting a lot of credit for making the game worth playing...

Reply #11 Top

I would not keep them in seperate folders. Just put all my files excluding CoreWeaponsB but including UpdatedweaponsB from the Kenata mod subfolder in the mod folder. Then add Kenata's ability file from his mod to the mod file. It should work. 

Reply #12 Top

Ok, thanks for the quick reply! 

Reply #13 Top

Hey Kenata I am running into a problem. I'm trying to make an ability for mounts that lets you double movement speed in exchange for half attack. I though this would be a great way to make cavalry more mobile without becoming tougher in combat. I can't get it to work however. Here is the code.

    <SpellDef InternalName="Gallop">
        <DisplayName>Gallop</DisplayName>
        <Description>Doubles speed but halves attack for 1 turn</Description>
        <Image>FireCrystal_Medallion.png</Image>
        <IconFG>Horse_Resource_Icon.png</IconFG>
        <IconBG>Horse_Resource_Icon.png</IconBG>
        <IconColor>243,45,32</IconColor>
        <Range>0</Range>
        <SoundFX>Spell_EnchantLand_02</SoundFX>
        <Cooldown>1</Cooldown>
        <SpellLevel>1</SpellLevel>
        <SpellType>Tactical</SpellType>
        <SpellClass>Defensive</SpellClass>
        <SpellSubClass>SubClass_Buff</SpellSubClass>
        <SpellTargetType>FriendlyUnit</SpellTargetType>
        <IsSpecialAbility>1</IsSpecialAbility>
        <GameModifier InternalName="AttackModifier">
            <ModType>Unit</ModType>
            <Attribute>AdjustUnitStat</Attribute>
            <StrVal>UnitStat_Attack</StrVal>
            <Calculate InternalName="AttNerf" ValueOwner="CastingUnit">
                <Expression><![CDATA[[[UnitStat_Attack]*0.5]]></Expression>
            </Calculate>
            <Calculate InternalName="Value">
                <Expression><![CDATA[[AttNerf]]]></Expression>
            </Calculate>
            <Duration>1</Duration>
        </GameModifier>
        <GameModifier InternalName="CombatSpeedModifier">
            <ModType>Unit</ModType>
            <Attribute>AdjustUnitStat</Attribute>
            <StrVal>UnitStat_CombatSpeed</StrVal>
            <Calculate InternalName="SpeedBuff" ValueOwner="TargetUnit>
                <Expression><![CDATA[[[UnitStat_CombatSpeed]]]></Expression>
            </Calculate>
            <Calculate InternalName="Value">
                <Expression><![CDATA[[SpeedBuff]+[UnitStat_CombatSpeed]]]></Expression>
            </Calculate>
            <Duration>1</Duration>
        </GameModifier>       
    </SpellDef>

Reply #14 Top

Ok here is what I see for starters. In both your modifiers you are using a duration of 1, which may be too short for your purposes. The best duration is probably 2. In your second modifier, you are calling combat speed in the value calculation which is not what you want. Since you are doing straight numbers and not specifically dynamic numbers (ie int based/dex based),  you should not calculate but instead replace the calculations with the <multiplier> tag. Now, That said, what exactly is your trouble :)

Reply #15 Top

I have tried it with duration of 2 and it still didn't work. I have tried around a dozen different codes but nothing causes action points to increase. I can't find an example of the <multiplier> tag, could you point one out or just show me an example here please.

Reply #16 Top

            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AbilityBonus</Attribute>
                <StrVal>A_Assassin</StrVal>
                <Multiplier>2.0</Multiplier>
            </GameModifier>

 

What exactly do you mean by doesn't work? Please be specific. Do you mean it doesn't show up as usable, or it is usable but does nothing? Does text show up over the unit?

Reply #17 Top

Before no matter what I did nothing changed the amount of action points I had.

Well it works correctly now, sorta. Now the action points don't change until next turn, which kinda makes it useless. I think that this is a engine problem however because other people have ran into it.

Reply #18 Top

Instead of changing the combatspeed you can change the amount of AP needed to move 1 tile. I'm pretty sure that's instant (but you'll still lose AP buffing yourself, catch 22)

Reply #19 Top

Quoting Heavenfall, reply 18
Instead of changing the combatspeed you can change the amount of AP needed to move 1 tile.
Could you please explain how?

Reply #20 Top

           <GameModifier InternalName="MaulModifier">
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_TacticalMovementCostMultiplier</StrVal>
                <Value>-0.5</Value>
            </GameModifier>

Reply #21 Top

Thanks so much Heavenfall.

Reply #22 Top

Would it be possible to make the TacticalMovementCostModifier ability passive? and if so how? I have tried experimenting to check but the only passive abilities are traits and those are set up differently. Abilities are SpellDefs and traits are AbilityBonusOptions. Kenata's mod has no examples of passive item abilities. I can add the modifier directly to the mount but for future use i want to add a TacticalMovementCostModifier to a passive ability or unit not an item. 

Reply #23 Top

Quoting Dsraider, reply 22
Would it be possible to make the TacticalMovementCostModifier ability passive? and if so how? I have tried experimenting to check but the only passive abilities are traits and those are set up differently. Abilities are SpellDefs and traits are AbilityBonusOptions. Kenata's mod has no examples of passive item abilities. I can add the modifier directly to the mount but for future use i want to add a TacticalMovementCostModifier to a passive ability or unit not an item. 

I think what you want is to place a game modifier on the mounts themselves that have the tacticalmovementcostmodifier on them all the time.

Reply #24 Top

Updated to 0.9

This is a huge update where I rebalanced basically everything, added abilities, new weapons, and much more! Try it out.

Reply #25 Top

=\ well that stinks... no compatibility for the weapon mod or Adventure pack mod. It's only the weapons that are added part that makes it incompatible I take it?