Thanks
Type: Posts; User: Gaios; Keyword(s):
I tried to turn Malagor into a dragon, I wanted a dragon leading my army of beastmen, after changing variant animation, entity and etc using land_unit, main_unit and variant tables i went to test and...
Updated with 0.85c rev2
With the most recent update the cav speed on DeI main is realy close with the speed of this submod, in comparation the run speed is close to my changes but they increased...
Steam and non-steam downloads updated with DeI 0.85c
Updated, all cav units take longer to get tired.
Against spears the only way to not damage your cav is breaking them on the first charge whitch can only be achived if they are already deplated or its a very weak spear unit otherwise you will take...
There is a few ways to deal with nomads horse archer armys:
1- Make an full shock cav army
2- Use thorax legionaris with testudo to waste all their ammo
3- 12 archers/slingers and 8 spear inf to...
Are you using cav formations? From my tests, and I do a lot of tests with cav because of my submod, Cav formations not only increase your charge damage against infantry(dont try to use formation cav...
I didn't touch the fatigue tables and just walking usualy recover stamina so it's probably something the AI was doing like changing army formation many times and sending their cav runing from one...
I would sugest to lower pike units hp by a significant amount, it wont change their performance from the front (if a unit is engaging pikes only from the front they usualy rout without killing any...
Updated with 0.85b changes to elephants.
In my DeI submod I buffed their run speed charge speed and damage copled with other changes to cav units, its on submods page the name is Cavalry redone.
Update, changes on the first post.
I tried to charge with cataphrat shock cav a arveni sword unit using shield wall from the rear and in the end i had to charge them more than 10 times to rout them losing almost half my cav in the...
In my opinion the balance swords vs spears is fine now I just think cav should be made stronger against swords so spears would be necessary to deal with cav.
Hoplites are fine(although a upkeep reduction would be welcome, they are quite expensive), if you use hoplite phalanx they can do their job of holding the line and even wining depending on the enemie...
Updated with 0.85 for now its only changing cav speed(cav, charriots and elephants) and as a consequence increasing charge damage and a little increase to shock cav mass. Just an explanation for...
I dont know if it has already been reported but please nerf agents and nerf them hard, now to the facts in my current campaign 103 turns VH massagetae 23 citys I have 9 spys 8 champions and 5...
Hammer and anvil is the answer for all your problems your spears hold the enemie and the cav destroy them( even citzen cav can get 300+ kills against hoplites). Or you can go for the boring pike...
There would be a reason if they made so that you could only recruit roman units in italy so if you wanted to replace lost units without having to go back to italy you would use auxiliaries.
Just want to coment on your hard time with macedon and give you a few tips. I already finished a very hard campaingn with macedon and seriously it was easy and the secret is start agressively, go for...
Steam mod updated only keeping changes to cav, I will update all feactures of the mod if nessessary when DeI update to 0.85 then there will be a lot of changes to things this mod also changes so...
Who use meele cav will notice they got huge buffs, what I'm doing is trying to make them an option because if u could choose betwen shock cav and meele u would never choose meele cav, in normal DeI...
In this situation the problem is not the slingers damage but the Battle AI, I seriously dont know why CA cant make the AI judge when they should attack the enemies even if they are defending a city,...
My alterations to sling damage were realy small i dont think it can make such a diference. alterations:
sling stone damage 13 => 14
sling stone inproved damage 13 => 15
sling...
Yea I tried to solve this problem but even removing the shot while moving(that is not an option) wont remove their ability to shot in meele whitch is completely nonsense, they shot through their on...
Nomadic archers are basicaly a mix of the best cav archer with meele cav so they should beat meele cav but lose to shock cav of same level, if you compare their stats with dei unchanged u will see...
The fact is after the charge shock cav(using the big lances) switch to swords as you can see in game, as u said it would be impossible to use the lance without moving, in reality a shock cav would be...
Updated 03/04/14
This is what the mod does:
- Medium and lighter cav got their charge speed increased.
- Cav against cav fights are a lot faster.
- Shock cav got a little buff to their charge...
If anyone is finding the game too easy just go Legendary with any faction and try to do the "This is Total War" achievement, I chalenge you to come back here to say it's too easy again.
The problem i showed is heavy horse archers are so much better than shock and meele cav that if your faction have them u can simple ignore the fact that shock and meele cav exist since horse archers...
You dont have to believe me, just try it and u will see it with your own eyes.
Without DI that strat dont work but with DI the armored horse archers are close to unstopable, u probably didnt test it on custom battle get a royal horse archers and charge them on royal cataphats...
As the title say horse archers are overpowered because of a single fact they can shot while in meele, and because of it they can beat any shock cav, meele cav, sword inf and most spear inf too. Just...
The AI only destroy the wall if they have ballistas or onagers which is extremely rare so it wouldnt change their strategy too much, right now the AI try to use siege equipament they have to invade...
Another sugestion to include in this mod to stop the unrealistic wall destruction using balistas and onagers would be greatly increase the walls hp but not the towers so balistas and onagers can be...
I prefer 3 turns a year :tongue:. The reason to AI problems right now is almost 100% sure to be the recruitment times, AI can't handle more than 1 turn recruitment.
I also have a little request...
I found the problem with pillum and lesser with javeling precursor, u added the penetration stat to them, medium for pillum and low for jav prec. It is gamebrreaking right now, using any roman...
You forgot to adapt helenic royal guard(I forgot the new name u put on it) to 256 man, they are still 160 with old price.
Pillum is maybe a little overpowered, if both units are charging each other...
I'm only worried about the slowed recruit because i saw other mods trying to make units take more than 1 turn to recruit and the AI couldn't handle it(the AI was moving on the next turn after...