Do you guys know what causes the bug at this time? Javelin wielding heavy infantry is one of my favorite features from RTW and it would be a shame not to see it in this mod...
Do you guys know what causes the bug at this time? Javelin wielding heavy infantry is one of my favorite features from RTW and it would be a shame not to see it in this mod...
The superior man acquaints himself with many sayings of antiquity and many deeds of the past, in order to strengthen his character thereby. -John Milton
It is unclear what causes it yet. If the units are caught and attacked while they're in the process of shooting, they revert to an idle stance, and stand that way the whole time while they're proceeded to be cut down.
Does this also happen with normal archers or javelin-throwers?
No, because normal javelins don't use this "shoot before melee" attribute, and therefore are fine.
So why not give them normal javelins?
It may not be ideal but it certainly is much better than a Roman or Gallic army where the soldiers are only armed for shock-combat. Does this mess things up for the AI?
That's indeed one of the possible solutions, so we're working on it. If they just use the regular javelin feature, they don't have the 'shoot then charge' mechanic, and may act like skirmishers, but if we give them just 1 javelin it may all work out. In short, it's a work in progress, nothing's been abandoned.
I see what you mean. With the "cannot_skirmish" attribute the units seem to act pretty decently on their own, but when shot at they go into loose formation and until they run out of javelins they do not attack. And if other allied units are in mêlée already they have a hard time aiming their throws over their heads.
So, uh, in the mod I was testing these things with, giving troops just 1 javelin seemed to result in the game crashing. Wouldn't even boot up, in fact. 2 works. 1 crashes. Someone told me this is usually the case. Don't for the life of me understand why, but there you have it.
Is there any solution for this?
I remember something along those lines as well, when I was doing my testing. What I did was give them 2, the minimum, and set the range far enough that they'd be able to launch both javelins; then having none, would charge into battle. That's not an optimal solution, though.
Yeah, quite. Particularly as the troops need 3 volleys to discard 2 javelins (because some troops inevitably do not fire and therefore there'll be a few leftover) and if some other troops do not have javelins they will charge in long before the javelins can all be thrown.
This is very disappointing. What a pity the "prec" attribute is so bugged.
the throw javalin charge has been fixed and found a way, in Third Age Total War the pelagir marines throw javilins and then they charge in with swords without secondary command like the legionaries in rome total war
Wil you play the game? the game of thrones.
That's not the bug. I'd test if the Pelargir Marines suffer from the bug described above, but that's a bit too big of a download for me. If I had to bet I'd say the bug'll be there.
For the past few days I've been testing this issue in a bunch of other mods. Most just use the "prec" attribute bugs and all. Invasio Barbarorum does, for one, though they seem to have slowed charges to the point that it's less likely to occur.
I know that You worked for a long time on this mod but have You tried this:
Did You have a look at Deus Lo Vult byzantine ACRITAE unit ? They have heavy javelins which are thrown before the charge.There is no bug that you mentioned before There was a mod prior to that where unit looked like it was from roman era also but could not find it.
Have you tested for the bug? I found it in all mods I tested, though I don't have DLV.
The bug occurs when the AI has the javelin-before-charge unit and -you- charge your unit into them before they complete their reloading animation.
It does -not- occur when you command the javelin unit and have them throw javelins and then charge someone.
I have the same results from my testing.The bug occurs when the AI has the javelin-before-charge unit and -you- charge your unit into them before they complete their reloading animation.
The superior man acquaints himself with many sayings of antiquity and many deeds of the past, in order to strengthen his character thereby. -John Milton
Unfortunately it's in every mod I've seen. Other mods may have unit, while we have most of central italy with it, so what wouldnt be visible there would be here.
Maybe if someone put this up with the coder guys that worked with the modelling of cities on battlemap, maybe in a while, they would figure out something?
Interested in how Attila and the new LONGBEARDS DLC plays?
Check out my Total War Attila: Jutes Let's Play: http://youtu.be/rFyxh4mj1pQ
Check out my Total War Attila: The Langobards Let's Play: http://youtu.be/lMiHXVvVbCE
Total War: Attila with ERE vs Sassanids GEM at max settings: http://youtu.be/jFYENvVpwIs
Total War: Rome II Medieval Kingdoms Mod Gameplay: http://youtu.be/qrqGUYaLVzk
I assume javelins for Roman legions and other infanty is still being worked on?
fyi: it works fine for Pelagrir marines in TATW and the Romani units in Thera
I have never had a CTD with Pelagrir Marines and I have played TATW since v2.x