I would be interested in doing this change as well. Could you please provide info on how to do it? Thanks.Quote:
Originally Posted by Puzz3D
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I would be interested in doing this change as well. Could you please provide info on how to do it? Thanks.Quote:
Originally Posted by Puzz3D
i mean ARMOURED HOPLITES. i say elite cause when u click on them they say 'hoplite elite'.Quote:
Originally Posted by Red Harvest
well it doesn't happen in my game and i'll tell you why and wich i modded.Quote:
Originally Posted by Red Harvest
here comes the layout
all spearmen and phalanxes have a mount efect of +4 against chariots, cavalry and eles
i added additional morale like this
peasants=0
militia=2
light=6
medium=9
heavy=12
elite=14
berserker=16
spartan=18
made cavalry more expensive but that's inrelevant now.
gave all spear units the 'spear atribute'.
Puzz,
"I removed the horse jumping, and now the phalanx works much better."Glad a respected multiplayer has caught on to this.Maybe we can now get it in a mp mod.
As for the fix,you need a modified skeletons.dat file,availiable here.
http://www.twcenter.net/forums/index...ic=19041&st=36
Scroll down ro Alins post(hes the guy who made the 1.2 version).
Then you need to copy it to Rometotalwar/data/animations folder,back up the origional file if necessary.
Vercingetorix made the original no jumping mod for v1.1, and it was modified for v.12 by Alin and posted up as a zip by Simetrical. Backup your skeletons.dat file in data\animations, and then unzip this file to that location. It's available here.
Without the jumping horses I'm getting results in custom battle that seem more reasonable. For instance, greek light lancers cannot beat Liberian spearmen, but Greek heavy cavalry can with two charges and Companion cavalry can with one charge. Poeni infantry can withstand charges from all of these three cav types, and even withstood 4 charges by Praetorian cav with about 1 to 1 kill ratio. All these tests were with large unit size on grassyflatland map with the AI controlling the cav so I could have the infantry stopped in guard mode and ready to accept the cav charge each time. If the phalanx is caught moving with its spears raised, the cav will flatten it. The spearmen and phalanx were 4 deep. There is still considerable penetration into the phalanx by the heavy cav types, but the entire front row of pikes is not being disabled by jumping horses.
Much appreciated! Thanks.Quote:
Originally Posted by Puzz3D
Erm, I should rename the file inside to skeletons.dat and copy it to the DAta/animations folder, right?
Forgot to mention that. First unzip it to \data\amimations, and then rename it to skeletons.dat after you renamed the original skeletons.dat to something else. I also made a folder under \My Documuments called \Rome\original files where I put a copy of all the original RTW files that I replace.