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Thread: Unit_multiplier

  1. #21

    Default Re: Unit_multiplier

    well this is a bit crappy of them ,, not impressed,, no unit multiplyer

  2. #22

    Default Re: Unit_multiplier

    so far, packfileManager 2.4.1 won't work, but EditSF_1.07 seems works, I have changed the campaign unit size and unit experience. campaign multiplier doesn't work, unit scale doesn't work if set >3.0

  3. #23

    Default Re: Unit_multiplier

    The program EditSF 1.0.7 works in Rome 2. I put in a save game - 40 units in the аrmy and 30 units for the fleet.
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  4. #24

    Default Re: Unit_multiplier

    Awesome news! will give it a try now. does anyone know when they release day 1 patch?
    update: 40 unit fix works!
    Last edited by Mr.Freud; September 03, 2013 at 09:14 AM.

  5. #25

    Default Re: Unit_multiplier

    Having 40 units is hard to micromanage. Is there a work around to change the unit sizes? Using 160 men per unit looks ridiculous especially with phalanxes.

  6. #26
    Caesar_1991's Avatar Miles
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    Default Re: Unit_multiplier

    my save file wont load in the editor. Any help?

  7. #27

    Default Re: Unit_multiplier

    i am using 40 units now, this is at least better than 20 units on vanilla sizes. Make sure you use the updated editor on this page http://sourceforge.net/projects/pack...7.zip/download

  8. #28

    Default Re: Unit_multiplier

    MB: ASUS ROG STRIX Z590-E GAMING WIFI
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  9. #29

    Default Re: Unit_multiplier

    Do the AI also use the 40 unit sizes?

  10. #30

    Default Re: Unit_multiplier

    yes

  11. #31
    Epic28's Avatar Senator
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    Default Re: Unit_multiplier

    I am in the office now and can't do any editing of my own to the game just yet. Can someone give me an overall run-down of what we are seeing with unit sizes??Sounds like anything over the multiplier of 3.0 causes issues. Does a multiplier of 1.5 or 2.0 work for you guys in battle and campaign??Did you guys already mod the campaign to allow 40 unit recruitment under one general? Now I am getting excited, good work lads!
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  12. #32
    pajomife's Avatar Protector Domesticus
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    Default Re: Unit_multiplier

    But where we can find the campaign_unit_multiplier?

  13. #33

    Default Re: Unit_multiplier

    Quote Originally Posted by Epic28 View Post
    I am in the office now and can't do any editing of my own to the game just yet. Can someone give me an overall run-down of what we are seeing with unit sizes??Sounds like anything over the multiplier of 3.0 causes issues. Does a multiplier of 1.5 or 2.0 work for you guys in battle and campaign??Did you guys already mod the campaign to allow 40 unit recruitment under one general? Now I am getting excited, good work lads!
    No no, the unit_multiplier is simply gone, meaning we currently don't know how to increase unit sizes without modding the unit_stats file in the packs -- for which we need a new/updated pack file manager.

  14. #34

    Default Re: Unit_multiplier

    Quote Originally Posted by Epic28 View Post
    I am in the office now and can't do any editing of my own to the game just yet. Can someone give me an overall run-down of what we are seeing with unit sizes??Sounds like anything over the multiplier of 3.0 causes issues. Does a multiplier of 1.5 or 2.0 work for you guys in battle and campaign??Did you guys already mod the campaign to allow 40 unit recruitment under one general? Now I am getting excited, good work lads!
    No no, the unit_multiplier is simply gone, meaning we currently don't know how to increase unit sizes without modding the unit_stats file in the packs -- for which we need a new/updated pack file manager. Increasing the size of armies from 20 units to 40 is done through editing campaign_model entry in the esf editor, that still works, but units are still painfully tiny.

  15. #35
    DogSoldierSPQR's Avatar Senator
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    Default Re: Unit_multiplier

    Why would Jamie Ferguson say we can "tweak the preference to our needs" when the multiplier has been taken out altogether?

    The unit multiplier isn't something you just forget to put in. My faith in CA is still intact, just don't know for how long.
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  16. #36

    Default Re: Unit_multiplier

    Take the game back to the stores and get a refund imo.I told you all not to buy this junk which is clearly in alpha!

    I mean no SLI or not unit multiplier wut?
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  17. #37

    Default Re: Unit_multiplier

    What file do we open with the 1.07 program? And what numbers do we change, anybody?
    Shogun 2, no thanks I will stick with Kingdoms SS.

  18. #38

    Default Re: Unit_multiplier

    Quote Originally Posted by BeastG33 View Post
    The game won't load battles if you set it over 3 (and presumably 2).
    Quote Originally Posted by Mr.Freud View Post
    yeah it does. set mine to 4 - and had over 9999 men in a unit lol
    Quote Originally Posted by perablenta View Post
    try this ones:gfx_unit_size 3; # gfx_unit_size , Set unit size. 0 - small, 3 - ultra #gfx_fleet_size 2; # gfx_fleet_size , Set fleet size. 0 - small, 2 - large #might be possible to try 4 or 5 to get more men per unit. But I haven't tried it yet.
    Ok how did you guyz get your unit sizes to increase??? And how can i get 40 units per stack??
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  19. #39

    Default Re: Unit_multiplier

    It's impossible to increase unit_sizes without modding. Read above posts to find out how to get 40 unit stacks.

  20. #40

    Default Re: Unit_multiplier

    Quote Originally Posted by Mr.Freud View Post
    Awesome news! will give it a try now. does anyone know when they release day 1 patch?
    update: 40 unit fix works!
    Can anybody give a quick description how to edit this so I can have 40 unit cards? I assume load my savegame in the editor, but what values do I have to change where? Thank you!

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