Check it out over at TWC.
I haven't tried it yet but it looks interesting.
Check it out over at TWC.
I haven't tried it yet but it looks interesting.
"Après moi le déluge"
I've added a link to the above mod if anyone is interested in it.http://www.twcenter.net/forums/showt...ated-17-10-13)
Why does no one ever link?
Looks like a great mod, and great ideas buuuut.. with all those changes, they're effectively breaking the AI's ability to put up something of a fight.
This fellow updates his stuff all the time:
Ars Gratia Artis - Complete Battle Overhaul, v2.5.5 (updated 31/10/13)
http://www.twcenter.net/forums/showt...ated-15-10-13)
"Après moi le déluge"
Not sure that is the case as this guy really works on balancing things and then there is this:
Pretty cool if it works.I am making some great changes to Roman units that will permit me to:
A) Simulate the typical formation ability to cycle fresh units to keep fatigue during fighting from building up.
B) Simulate the fact that Romans were strong for the formations, not individually as soldiers.
C) Finally give a single unique formation to Roman units.
To do this I have created a system that everytime you are in the Roman formation after a certain timeframe simulates the "cycling" of troops by reducing fatigue by a little amount. This tied with decreased individual weapon damage and fight potential of single Roman units gives the strong impression of Roman being strong for the formations and not because they are strong as soldiers (and in fact outside of their formations they are much weaker than other melee units). The Romans in the new update will win against Barbarians because in that formation they can keep fatigue from building up while Barbarians will greatly exhaust themselves, but if Barbarians can encircle them or anyway be able to not have Romans use their Pilum correctly etc. they will win easily. A total clash of styles!
Doing this will also permit me to only give one single and unique formation to Romans instead of Shield Screen + Shield Wall because it didn't make much sense, but as it was before there was no solution. As it is now, instead, I can without problems give a single formation that doesn't let them move because the bonuses are good and actually the penalty of not moving will balance those bonuses nicely.
I'm sure you will like the changes. I am making Romans behave more uniquely than before because to win with them you have to use the Pilum at its most and use the formations at their most: in fact without Pilum and without formations Roman will be much weaker 1 vs 1 than other melee units, but when those two things are coupled they become the best melee infantry.
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Big Update:
http://www.twcenter.net/forums/showt...ated-15-10-13)What's new in this version (2.6.1):
•Created new ability in the place of Shield Screen called "Cycled Line" that simulates the cycling of lines that Romans had, to combat fatigue. The ability as long as you are in the formation will keep fatigue from building up strongly.
•Lowered damage output of Romans individually by much (by decreasing weapon damage and many units attack potential) and increased formation and Pilla damage.
•The two changes above simulate the fact that Romans are powerful for the formations, not as individual soldiers: in fact outside of the Cycled Line formation and without the Pilum they are quite weak, but using the two they become very powerful.
•Removed Shield Wall from Romans since it was pointless to have both as Shield Wall would just be a minor version of Cycled Line.
•Removed fire-at-will from all units because it caused too many bugs as the BAI cannot cope with it properly.
•Increased the range at which Javelins/Pilum can be thrown on a charge so that users have all the time to properly throw the Javelin then switch to a formation: the difference is minimal from fire-at-will in this way.
•Increased more the penalties on fatigue, so that the difference from a fresh/active unit and an exhausted one is even stronger than before (this also improves the power of Cycled Line).
•Improved on difference between using Gallop or not.
•Lowered reflecting charge power of Spear Cavalry that was set too high.
•Corrected bug on Warcy icon not showing up.
•Removed the annoying "green arrow" on some abilities as Gallop so that when the BAI uses them en masse you don't see green everywhere.
•Tweaked some factors to improve cohesion.
•Increased unit spacing to remove clipping (no impact on cohesion).
NOTE TO USERS: To use formations as Shield Wall and Cycled Line correctly DON'T double click or the formation will not held (double click only if you want to run: if you want to attack while in formation SINGLE click). This is true also for a charge while throwing Javelins: if you double click the unit will run and as such the time to come in contact with an unit will decrease by much. If your unit is one that can throw Javelins/Pella it means that in almost all cases it is better in defense than in a charge, so it is not so wise for for this unit type to clash against a powerful charging one outside of a defensive formation.
As an example as a Roman unit vs an Averni one: SINGLE click on the unit you want to attack, when the Roman unit will come in the range to throw the Pilum (50 meters) it will do so without running and this will give you all the time before the Averni unit come in contact with you to enable Cycled Line and brace for impact. In this way you have thrown your Pilum in self defense and then switched to a formation before the unit came in collision. If instead you double click your unit will run towards the Averni throwing the Pilum and then will start to charge fast and you will much probably have not the time to do anything else. At this point a charge of Oathsworn fully taken (without a bonus to bracing) will decimate you more than Pilum damaged them.
"Après moi le déluge"
He's reworking the Roman's again to put something close to "pilum fire at will" back in and hopefully ensure that the AI can use commands properly:
He's doing a great job within the limitations imposed by CA.I am thinking something:
Why not have both?
Why not have both the possibility of using Pilum/Javelin on a charge and also from an ability? In this way the BAI can use it and also the user has more choice.
It can work because I can make the ability stop to function when ammo is depleted and also when you are in combat. Also the normal reload time of Javelin/Pilum is there, it's not that you can use the charge then fire with the ability immediately. It would just give the user much more options.
What do you think?
"Après moi le déluge"
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