|
Real Warfare 2: Northern Crusades A new chapter in the Real Warfare realistic real-time strategy games series. |
|
Thread Tools | Display Modes |
#1
|
|||
|
|||
My second modifications
https://rapidshare.com/files/2209593667/mitra-mod.rar
- Is not possible to do circle if more than the 25% of soldiers is in combat, for avoid too easy circle use for avoid encirclement - retreat zones: if a not routed grup move on the map angle, it will retreat from the battle like a routed unit; for campaign battle at place of retreat button - no more displayed the red bases on the enemy units - now if a group is not visibile on the minimap will be invisible also on the battle map - the fire on enemy units is stopped if they are in melee with friendly units; the only exception is in the case of short range fire (aimed shoot) if no friendly soldier is in the fire arc) of course these modifications need a hard tests of real battlefield |
#2
|
|||
|
|||
new version
https://rapidshare.com/files/3538311...ra-modv1.2.rar Second version of mitra-mod here below all the changes (first + second version) - Is not possible to do circle if more than the 25% of soldiers is in combat, for avoid too easy circle use for avoid encirclement - retreat zones: if a not routed grup move on the map angle, it will retreat from the battle like a routed unit; for campaign battle at place of retreat button - no more displayed the red bases on the enemy units - now if a group is not visibile on the minimap will be invisible also on the battle map - the fire on enemy units is stopped if they are in melee with friendly units; the only exception is in the case of short range fire (aimed shoot) if no friendly soldier is in the fire arc) - implementation of wood zones density: effect on FOW range and visibility, effect on arrows precision, effects on movement velocity, effect on moral, surprise and self-control. - indirect fire penalty: if between the shooter and the target a friend unit is present the shoot is considered indirect and has precision penalty, with the exception in the case target friendly an shooter are at different height level. - change of arrows precision on the base or arc and target rank numbers: if the shot is parabolic a bigger number of ranks increase the hits number, a low number decrease it; if the shot arc is low it works at contrary. |
#3
|
|||
|
|||
Wow such a nice mod!
I will try it |
#4
|
|||
|
|||
Sounds very promising, nice work! I'll try it as soon as a next patch of the game is released (hopefully soon).
I don't like this though: "- now if a group is not visibile on the minimap will be invisible also on the battle map" I know this is to make the game more challenging, but it kills immersion for me, since I don't like "disappearing" enemies on the battlefield. Any chance of making this optional? |
#5
|
|||
|
|||
Only if you disable the fow; but the seeing range is anyway long a part in the cases of deep woods, the modification is for hide better long distance movements
|
#6
|
||||
|
||||
Looks good mitra, plus I like your idea of FOW, more realistic!
Heeee111.
__________________
. ======================================== . .....--oOo-- --oOo-- HE-111 --oOo-- --oOo--..... . ======================================== -oOo- Intel i7-2600K (non-clocked) -oOo- GA-P67A -oOo- DF 85 full tower -oOo- 1000W corsair -oOo- 8 GB 1600Hz -oOo- 2 x GTX 580 1.5M (295.73) -oOo- 240 SSD -oOo- W7 64bit -oOo- PB2700 LED 2560 x 1440 6ms 60Hz -oOo- ======================================== |
|
|