Well if anybody wants a game, you can add me (flickyklicky) on Xfire. Just message me when you're up for something.
Well if anybody wants a game, you can add me (flickyklicky) on Xfire. Just message me when you're up for something.
Hi
Everytime i start Multiplayer it gives an error during the loading screen.
thanks
Latest version of the Multiplayer is now 1.0!
File:
http://www.gamefront.com/files/21978518/EDU+1.0.rar
It needs to go in data/_important_stuff/multiplayer
Changes:
- Several new mercenary units and unit of native Carthaginians added to the Carthage roster
- Rome faction overhaul + added a couple of units. Now the choice between legionaries and auxillia matters, also pre-Marian is a valid option (they are less proffesional, but more zealous)
- Cimbri added units, 2 shield walling units, technically phalanx users but look and function is very different from the Hellenic ones, the Batavian shield wall uses over arm stabbing)
- Belgae added units
- Buffed Dacia
- Other factions had minor tweaks
Are there a lot of people still playing on Hamachi or online? I have only been playing Shogun II Avatar Campaign since it came out.
3K needs to have an Avatar Campaign!!!
Through Evolve, we've got about 7 at the moment, but hoping to build that up.
1.0 Emergency fix, just does one thing: Removing the unit of Libyan cavalry that was present in the Thraikan roster due to not removing the "slave" tag when adding it to the Carthaginian roster. Selecting this unit with Thrace would risk crashing the game:
http://www.gamefront.com/files/21985...28Fixed%29.rar
Unfortunately another miss had snuck under my radar, 2 units of newly added Carthaganian cavalry had 50% too many soldiers per unit, which leaves me no other choice than to update, also put in some minor stat tweaks whilst at it:
http://www.gamefront.com/files/21986...ugfix+2%29.rar
Were forced to do a third bugfix due to Corsico-Sardinian Infantry just having half the men they are supposed to have, but now I have scanned all factions and no faction got wrong unit sizes anywhere:
http://www.gamefront.com/files/22015...ugfix+3%29.rar
Also took the opportunity to change a few units that had "hide_anywhere" to "hide_long_grass". Also halved the cost of slingers and halved their unit size as well to encourage theur use as ambushers and support units rather than having them being used as main line archery (if slinger change isn't appreciated it might be reverted)
I played a couple of battles yesterday.
The slingers now are really too weak, the only benefit they have over archers is their cost, but that's not saying much.
I'd say either make them a bit more powerful, or double their size.
Also, Armoured Elephants seemed a bit too powerful, I can give you a replay if you want to see it by yourself.
Under the patronage of apple.
Patron of ybbon66.
Did you try skirmish units on them, in all tests a single unit of skirmishers has been enough to take down any elephant unit.
I am not able to run any tests right now due to internetless, but if problem with armored elephants persists you may outlaw them in the rules for the tournament for now. But please try throwing some javelins on them first...
Slinger units got the exact same power level and proportional cost as before, use their now greater movement to get them around enemy flank and fire away at enemy's unshielded flanks, don't use them as archers.
Did a test of 1 unit of Velites (around 200 denarii) vs 1 unit of Cataphract Elephants (around 2000 denarii) yesterday. The Velites destroyed 50% of the elephants and routed the rest, the Velites took 33% casualties, battle lasted 3 volleys. In other words the elephants were destroyed by a unit just 10% of their cost.
Conclusion: Armoured Elephants are not overpowered, rather the opposite, so they stay as they are and are fine to use in tourney.
3K needs to have an Avatar Campaign!!!