U N I Q U E W E A P O N S M O D . 69
Hello forum friends!
Awhile ago, a fine man named Kenata posted a mod that adds unique abilities and special attacks to almost every weapon. I've been working with him to expand on this concept, and tonight we're proud to release an updated version.
F E A T U R E S- Unique abilities and special attacks for every human weapon in the game
- No more essence bonuses or requirements; all of the abilities attached to weapons are essenceless
- Updated descriptions so you know what each weapon ability does
- New weapons: The pike, a mid-late game spear, and the Enchanted Longbow, a mid-late game bow.
- New abilities like Braced Spear which grants a defensive bonus for one round, Rooting Shot which slows movement, several damage over time abilities, Disorienting Attack which causes a unit to lose its next round and removes counterstrike, double strike which makes two separate attack attempts, counterstrike bonuses, and many more.
- The AI will make use of the abilities. It appears to try to determine what will deal the most damage, and trigger the ability if its damage is higher.
- Natural male enhancement!
P L A N S
- Revisions of abilities and balancing.
- Every weapon will have a default attack, an alternate attack with specific tactical uses, and a special attack that is usable once per combat. Currently the once per combat abilities are in the game. With just these, tactical combat and unit creation is a much more satisfying process.
- Perhaps integration with the other weapon balancing mods (contact us)
- Unique combat stances that can be researched in warfare and diplomacy that provide a one use per combat buff
- Input from you! Yes, you! Give us feedback!
C H A N G E L O G
.69: fixed Kazarrin Sword bug, broadsword and longsword now working as intended.
.68: typos and minor errors corrected.
.60: release!
Currently in need of: Someone that can do animations!
Quick note: The First Strike ability is currently broken. When Stardock fixes the issue, all spears will gain First Strike either permanently, or for a selected turn. For now, they get Braced Spear.
You can download the mod HERE.
Would it be possible to get more details on the abilities?
Sure, updated the OP. There are many more that I didn't list, but that's a sample.
Does AI use these abilities?
Yes indeed, it does.
A quick update on the goals of this mod.
The main problem with the current tactical combat is that units are currently cookie cutter templates attached to numbers. We want to change that by giving each weapon a tactical role on the battlefield.
Let's take an example of the pike. It allows new strategies to form.
- - E - -
- - - - -
- - P - -
D - - - D
This is a basic defensive line, with P being our pikeneer, and D being a typical high damage, zero armor unit, the type that is currently creating a problematic glass cannon centric metagame. E is our enemy. Now, the logical course of action here is to attack the pikeman, since the first strike is currently so important--but that wouldn't be wise. The pikeman now has the ability to brace its spear, receiving a massive defense boost and a large counterstrike attack bonus. If the enemy attacks the pikeman, most likely he will whiff and be shredded by the units powerful counterattack. If he moves into position to attack one of our low armor/high damage units, he will of course get shredded since our guy will get the first attack off. So our attacker is screwed, right?
- - E W -
In this scenario, W is a unit equipped with a warhammer, which can now make a 'disorienting strike,' which deals no damage but denies counterattacks and stuns. Now our pikeman is screwed! He'll get bopped by the hammer, and shredded by the enemy DPS!
- - B - -
Now we add a bowman to our defensive line. In our mod, shortbows can make an attack that slows a unit. A tactically minded player will target the hammerman, even though the attack will most likely bounce off armor, the slow effect will stick, and our hammerman will only move 1 square, replicating the outcome of scenario #1.
Now, consider that every weapon now has different effects like these. This produces a much richer tactical environment. Unit design now has more consequences, as you might need lower tier weapons for their special effects! Eventually (when stardock gets the cooldown command working properly), every unit will have its default attack, an at will secondary attack with a strategic niche, and a more powerful once per combat effect.
You did a grat job, really! This will make a great addition to the game, my only concern is that something like this should have been in the game since the beginning, in order for the AI to be build around it!
Still, I cannot thank you enough for such a nice addition!
Here's a little for you!
edit: Err... natural male enhancement??!?
Now all we need is extended ranged (2 squares) attacks, attacks of opportunities...okay no grappling turles, tho.
Just started using this mod. Not far into game and saw only a hanfull of basic weapons so far, but even so, they enrich game greatly. It really ads tactics to tactical combat.
And since AI uses it too, I don't feel like cheating at all.
We can do extended range, but it would be a bit funky. It would function like a ranged ability attack, so it could pass through a unit to attack behind it. That's not really ideal.
Grappling turtles... Actually, you just gave me an idea for a net weapon that roots both units for a certain period of time.... Or maybe its a "Martial Arts Training" kit that roots both units and applies a bleed to he target. That would be fun!
Upcoming features include: archery scaling with troop density. So they'll do more damage to a squad of twelve than to a single guy. Warhorses trained for combat that will grant a Heroic Charge ability (bonus attack and movement, penalty to counterattack and defense for one round), various balance tweaks, hopefully a final solution to the buggy Kaz sword "Disruption" ability. Possible new weapons.
How about the "mancatcher"? Probably the least used weapon in all the TSR bookset, but it actually existed...
http://img94.imageshack.us/img94/5400/im0649zp.jpg
We are really hoping to add as much tactical depth to the current game play, without just moving some number here and there. I am really excited about the future of this mod, but what will make it better is feedback from players. We really would like to know what works and what doesn't. What kinds of tactical roles do you see developing and how can we make them more interesting. I started doing this mod because I honestly think it is the best way to enhance tactical combat, but it is the community that will make it better.
this looks extremely interesting, thanks for linking me this hairrorist
I'm installing it right now, hope to give decent feedback by the end of the week ,
I'm with the game for the long run and such mods will extend it even further!!
great stuff (from description only for the time being )
I'm hoping the stardock team sees this and decides to add this to the basic combat, good job.
What about composite longbows, crossbows, etc?
I think we need to extend the archery tech tree and spread it out some so it's not so imbalanced early game and so lame late game.
Humans invented ranged weapons for a reason. Because close combat, while awesoe, is kinda risky. Way more fun to shoot them in the face with a crossbow bolt.
anyone tested if the AI uses this?
Excellent work . May I suggest making the Download Link a little more pronounced?
"As you can see, Lonestar, my schwartz is Bigger than yours."... Perhaps Lonestar needs Enzyte like Bob?
LoL sorry, couldn't resist.
Evil: Check the original post, but in short, yes, the AI uses the abilities.
Guys. me and Kenata are working hard on .70, which has gotten quite massive. We're just a few abilities away from a new version, this time full of extra awesome.Warning: There is a bug in the current version. The ability "Disrupt," attached to the Karrazwhatever swords behaves... unpredictably. This should be rectified on next release.
You may want to wait for 1.08 first. It's probably going to come out soon and there will be lots of changes (probably in tactical combat too, but I'm not sure).
That's the plan! We should release the much expanded version .70 soon after 1.08 hits.
Also, in other news, we have a 3d modeler and animator onboard, the talented Foxunit!
bump.
hairrorist> I'm so excited by what i have read. I am downloading your mod as soon as I am done posting here. Finally, some real tactics!
Yes, +1 Kudos. Now, if you find me a husband to use the "natural male enhancement" feature of your mod, you'll get another Kudos. It is a "feature" and not a "bug," isn't it? LOL.
Sorry, I just noticed this, and as I'm a Spaceballs nut, I feel I have to correct this quote...It's "So Lonestar, I see you have the ring, and your schwartz is as big as mine. Now, let's see how well you handle it!"
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