DsRaider DsRaider

Tactical Rebalance Mod v0.9

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.

187,038 views 31 replies
Reply #26 Top

Well, there was a previous version that was compatible with the weapon mod. However it kinda defied the point because all the abilities were unbalanced and for the old stats anyway.  So I choose with Kenata's permission to add my own versions of the abilities instead. A list is given above.

As for adventure content, I think making it compatible would take a whole lot of work as all those extra weapons would have to be rebalanced.

I urge you to try my mod anyway though because it really adds to the game. Variety is the spice of life. You can always go back.

Reply #27 Top

I can live without the weapons in the adventure pack, it's the quests and the extra goodie huts that made me grab it lol

Reply #28 Top

I think it would work if you removed all the ACP xml files except for the ones with quest or monster in their name, and keep the xml files from the tile folder. You would also keep all the gfx files.  If you knew what you were doing I think you could keep the NPCs as well.

If you don't feel like playing around with that than I will point out that the two mods empathize different parts of the game. ACP is all about questing and vs world, while my mod is all about fighting other players. If you feel like having a game where you want to go head to head with the AI then my mod is the way to go.

Reply #29 Top

hehe, head to head vs the AI, yeah that's part of the plan after all. I like to build my forces up to a certain point before I go into that step, make sure my lands and settlements are self sustaining before I decided to meet other AI players :p

Reply #31 Top

Quoting psific, reply 30
Does this work with 1.2a?

It should yes, but not 1.2b.