Battle Brothers
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TaroEld

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TaroEld

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22 comments

  1. hackflow
    hackflow
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    It looks like there is an extra entry point to where units are added `::Const.World.Common.addUnitsToCombat()` used when a combat is created from within a contract or event. 
  2. Gamer1986
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    Hey, TaroEld!
    Necromancers are still bugged, I guess. I just had a 7 Necromancer, geists, fallen heroes, undead, fight (45 enemies in total) and it's practically unbeatable. Fallen heroes are also a problem when a lair has over 25 of them. I'm playing on Expert/Expert btw.
    Could you please check how the mod plays with the newest BB update?

    Cheers!
    1. sycko
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      You can win such fights as Dakvul Origin background, if you make sure your bannerman gets the prophet and only invest in stamina, morale and initiative on him. will be able to do shout of dakvul about 5 times in a row before you need a rest so your other battle brothers gets about 27 fatigue recovery on their turn.
      Then bring lots of cleavers cut of the head's on any normal widegangers and any Fallen hero can't be resurrected by necromancers if a battle brother is standing on the corpse, their can only self resurrect 1 time.

      It's usually a very long fight for me where I just turtle at the start and don't move after the necromancers, until all widergangers are headless, and 1 battle brother is standing on a fallen hero corpse with another corpse next to him, that necromancers keep raising again but easy to kill when you do it enough since all their armor breaks.
    2. hackflow
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      It might happen when two groups join into a single fight.
  3. sycko
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    The scaling part of the mod still works it scales up both camp's and contracts, just the cap on some things are broken you can get up to 3 barbarian kings and up to 7 necromancers even though the mod is supposed to limit the barbarian kings to 1, and necromancers max to 4, for goblins its max 3 shamans and overseers the same as vanilla.

    works great with more champions mod https://www.nexusmods.com/battlebrothers/mods/533?tab=posts&BH=0
    and with the mod to build your own strongholds, just scales up the groups you have to fight https://www.nexusmods.com/battlebrothers/mods/324
  4. sycko
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    Great mod for late game runs works with the newest dlc Flesh and blood + Desert Sands no crashes on my side all enemies works including Barbarians.
    I would suggest it on a cultist run since I think their the strongest orgion for lategame can choose 3 options of when the scaling starts happening, past day 5, 100 or 200 would recommend after day 5 not sure how many days it takes after scaling stops
    1. gdstrngth
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      Yes, it's working fine for me in the Flesh & Blood DLC as well. 
      I'm so happy that it was not broken by the release. And a bit disappointing for the BB devs to release such a breaking change in this late stage of the game.

      Anyway, great mods so far!
  5. kilophun
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    Hey! I have been thinking about a little bit of adjustments to this mod that I would prefer, so for example I wanted to add maximum 2 more lindwurms, so I changed the value to 2 in the following code:
    "scripts/entity/tactical/enemies/lindwurm" : 2

    I also would like to decrease the strenght of serpent parties (as 50 serpents are bit OP), but there is no such code referring to serpents. Should I just add a code like this to get max 10 serpents with the mod?:
    "scripts/entity/tactical/enemies/serpent" : 10

    If this is the correct way to do it,I assume it would work in the same way with unholds:
    "scripts/entity/tactical/enemies/unhold" : 6
    1. TaroEld
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      Yes, both of these changes should work.
  6. aramis14
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    Hello, is it possible to increase the maximum group size? And how to do it? Thanks
  7. kilophun
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    Hey man, amazing mod! I added the 5 day scaling from a 400+ day campaing, I thought that it will start scaling after 5 days, not from the 5th day of the campaign :D. Anyways, it is amazing to see this many enemies around, however I wanted to ask whether scaling was also intentional for caravans and supply caravans. I saw a 30 men strong supply caravan and a 40 men strong trading caravan.
    In addition, it seems brigand parties now include mercenaries as well. For example, a 30 men strong brigand party had "an ocean's worth mercenaries".
    I also accepted a contract to hunt down a barbarian king, as expected that party was also significantly scaled, 34 men with ocean's worth of chosens and a "few barbarian kings". Is a few barbarian kings intended? It is just a bit strange as I thought there would be a limit on certain units - as us previously mentioned on necromancers as well.
    1. TaroEld
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      Hey and thanks! Yes, caravan scaling is intended, otherwise they stand even less of a chance against enemies than they already do. I added mercenaries to the bandits because they're kind of weak in the later game and not that interesting to fight, mercs add some spice to the fight. There should be only one additional barbarian king in that party.
    2. kilophun
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      Great, thanks a lot for the fast response :) I had the chance to play more with this mod and I can say this will be a must to have for my future campaigns. You were right, it was just 1 additional barbarian king, it seems to be the same with orc warlords as sea of tents now tend to spawn 2 warlords. It is not a problem for me at all, they add some extra spice to those fights.
      A good thing with this mod is that now champions tend to also spawn more with larger groups of enemies, which I really appreciate.
      Beast parties also seem to be managable, I had a fight against 18 unholds and the loot was just amazing. On the other hand, when I saw a band of 50 snakes I just noped out :)
  8. deleted84042858
    deleted84042858
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    Hi,

    First off great job on the mod and thank you for sharing it, had lots of fun with all 50-60+ opponents battles so far since i've used it but i'm on day 470+ and i see the Undead camps that spawn with "Lots (11-13)" or even "Many (7-10)" Necromancers feel like they can't be defeated anymore, because:
    1. Besides 3 or 1 Necromancers that always gets put on right side the remaining ones get put on the top side, so 7+ at minimum get there
    2. Only in 1st round i can position my archers and i can't get them to the top, maybe 2 in range, if those Necromancers don't spawn on high ground
    3. Since Necromancer spells have unlimited range they never move, so i have to get to them but also deal with the other 50+ undead protecting them
    4. Necromancers don't have anything to Raise in 1st round so then some 15-20 other undead get Possessed buff and many end up near me
    5. Necromancer spells cost 10 FAT and they have enough AP to cast them twice each round and also will regenerate the 15 FAT spent each round
    6. My FAT is finite, everything i kill surely gets Raised same round, and if i don't kill then i allow Possessed buff undead to get on top of my archers
    7. Random Raised at round start, decapitated Fallen Heroes come back, need to kill up to 15+ Geist round 2, no Morale check or Injuries for undead
    8. It's not a war of attrition anymore since i can't group my bros, i can't bait, i can't go around, i can't regenerate, all this even thou i have a ton of resources, undoubtedly excellent bros and some of the best Named/Legendary gear, plus various pets from Vazl's mod that are lvl 7+ and still with 16 bros and many pets in play all the different combinations i tried can't win, like at all, round 5 is when i can't kill 2 or more with each bro anymore, round 9 i start to lose the tanks and it's all over from there. Best i did was with just 4 Necromancers left and 30+ other undead and still could not win cause of armor destruction and injuries and deaths in general.

    If all Necromancers spawned on the right side maybe with some luck i would get to kill most of them if they are not behind trees, because forests exist. The problem is that they spawn at the top and even thou there are only some 15+ troops there, all Necromancers surely have someone in front of them, and there are still like 35+ coming from the right, i've tried sacrificing the pets on the right, and having 4 tanks hold the line and going after top Necromancers with drinking a few Second Wind Potions i had but it seems all in vain, i just can't keep up with 15-20+ buffs/resurrections per round. I have a pet Lindwurm that has 1100hp but i don't want to use him ever, i keep him as a trophy cause i feel it's too much (even some other pets are too much in general) and still i feel like it won't change anything in this situation, it just delays the start of loosing to round 7 and not 5 or something like that. So please consider tweaking Necromance spawn range, i have faced "Some (4-6)" and it was still challenging but manageable.

    Also if you want to try these battles here are some save files https://filebin.net/3xvkz738o0nkb9uq and these are the mods i use https://ibb.co/DfwXcz1 out of which i know you surely need the More Followers and Hooks to load the save, others can be ignored, well maybe use the Accessory Companions too to try the battles with the pets. Maybe it's just me being bad and not knowing whatever works here, i don't know, i tried several times and don't want to try anymore.
    1. TaroEld
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      Hey,
      I tried to fix the issue with 'many' necromancers with the second update, but I see that it's not quite fixed yet. I'll see what I can do. I might have to make a special rule just for those camps. Thanks for that report.
      Edit: New release limits the number of necromancers (and some other units).
    2. tukwidth
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      I see the limit code you put in there.  So what exactly does it mean though.

      For example   "scripts/entity/tactical/humans/barbarian_chosen" ; 1,

      Does that mean max 1 chosen per fight?  Or no MORE than +1 per fight ?
    3. TaroEld
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      That describes the max amount of units that can be added with my mod. But chosen is actually the barbarian king, not a chosen.
    4. tukwidth
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      Oh ok. So If I'm getting 8 Lindwurms now (without the mod), that will turn into 14 then?  Can the number be changed to 0 or -1 ?
    5. TaroEld
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      Yes to both, though I wouldn't put it to negative (shouldn't do anything more than 0). Lindwurm limit I probably have to decrease still, the max vanilla party is already plenty.
    6. tukwidth
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      Would be a neat patch to add to this mod, reducing Lidwurms/Schrats to maybe 6 total, Unholds to max 8, and Other beasts to max 24.  That way the scaling gets applied to the other enemies, but not those.  Because after playing this mod for about 200 days now..I'm just avoiding most beast fights.  60+ Irfrits, 50+ Snakes, 45+ Nachzehrers... those numbers are not doable without endgame type losses.

      With that said, using the Stronghold mod with this one, Hiring Mercs now does have a decent use.
  9. Vazl
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    Nicely done. Should work well with Accessory Companions :)
  10. Lingam
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    This sounds very interesting. I will check it out when I have the time.