I'm never checking temp files. Will send you this replay tomorrow. What about stat files of the matche. Would they be any help?
Cid
I'm never checking temp files. Will send you this replay tomorrow. What about stat files of the matche. Would they be any help?
Cid
no, it's probably just a coincidence, but it's a weird one so I'd like to see it happen.
Member of The Lordz Games Studio:
A new game development studio focusing on historical RTS games of the sword & musket era
http://www.thelordzgamesstudio.com
Member of The Lordz Modding Collective:
Creators of Napoleonic Total War I & II
http://www.thelordz.co.uk
ok I checked the replay. It was Lithuanian Cavalry VS Ghulam Cavalry (with 3 upgrades). The Ghulam's were "marching" during the entire duel, and never switched to "fighting", so they just stood around doing nothing while being stabbed at by the lithuanians. That's pretty weird, but it's got nothing to do with the mod :)
Member of The Lordz Games Studio:
A new game development studio focusing on historical RTS games of the sword & musket era
http://www.thelordzgamesstudio.com
Member of The Lordz Modding Collective:
Creators of Napoleonic Total War I & II
http://www.thelordz.co.uk
Glad to hear everything is ok.![]()
lol I found out there is a problem with ghulam cavalry indeed. During my SP campaign tests I often had a sole unit of ghulam cavalry or bogyguards fighting some rebel units. I noticed how miserably they performed, and then I saw they were all on "marching" again, and never switched to "fighting". Only the general himself actualy fought. Now I've discovered the reason: their skeleton is set to fs_hc_archer, which makes them uncapable of performing a 2h2 attack.
So it is a bug in the mod after all :P
Funny how I and other people never noticed this before, because it means ghulam cavalry are currently quite useless (their charge still does damage tho).
Member of The Lordz Games Studio:
A new game development studio focusing on historical RTS games of the sword & musket era
http://www.thelordzgamesstudio.com
Member of The Lordz Modding Collective:
Creators of Napoleonic Total War I & II
http://www.thelordz.co.uk
Hmmm in my few games in CTW, ghulams are the cav I relied upon for staying power in an otherwise weak cavalry faction, as there is no shock factor here heh Weird thing indeed...
Won some games with them but I guess it was a combination of various circumstances, like them engaging the enemy with superior numbers and from all directions:p
[VDM]Alexandros
-------------------------------------------
DUX: a VI MP enhancement mod
-Version 0.4 is out
-Comments/Technical Problems are welcome here
-New forum on upcoming DUX tourney and new site (under construction).
the weak charge power (for cavalry) was fixed in patch 0.27b. Try charging ghulams VS feudal serges and they'll make 2-4 kills on impact. Hit them in the back and it'll be 6-10. I could make the charge even more powerfull but that'd make them annihilate anything when they catch it in the back. That's ok for chivalric knights, but as far as I know proper mounted charges were still in development during the early era.as there is no shock factor here heh Weird thing indeed...
EDIT: 2 handed sword and axe units will have a much more effective charge too in next version. Comparable to that of cavalry. That should give them a more distinct role: cutting a hole in the enemy line.
Last edited by Lord Adherbal; 07-04-2005 at 13:40.
Member of The Lordz Games Studio:
A new game development studio focusing on historical RTS games of the sword & musket era
http://www.thelordzgamesstudio.com
Member of The Lordz Modding Collective:
Creators of Napoleonic Total War I & II
http://www.thelordz.co.uk
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