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Thread: Lines of Battle: General Discussion

  1. #101

    Default Re: Lines of Battle: Rome II - A Tactical Gameplay Modification

    Does this require the mod manager to install

  2. #102

    Default Re: Lines of Battle: Rome II - A Tactical Gameplay Modification

    Hello,
    Interesting, I'll test it for my campaign

    or did you find your nerf bat?
    Last edited by L'aigle; September 17, 2013 at 10:36 AM.

  3. #103

    Default Re: Lines of Battle: Rome II - A Tactical Gameplay Modification

    I've noticed the naval bug is back. Some units that disembark continue to spawn in the water making victory impossible.




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  4. #104

    Default Re: Lines of Battle: Rome II - A Tactical Gameplay Modification

    how does this fare with the new patch? since there are alot of changes to unit speed etc already included in the patch wont this mess things up?

  5. #105
    Inevitability won
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    Default Re: Lines of Battle: Rome II - A Tactical Gameplay Modification

    Quote Originally Posted by anenome View Post
    how does this fare with the new patch? since there are alot of changes to unit speed etc already included in the patch wont this mess things up?
    I'm using it, it's perfectly fine. The mod overwrites unit speed values, not adds/decreases them so you'll never get conflict issues.

  6. #106
    'Gunny's Avatar Überrock über alles
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    Default Re: Lines of Battle: Rome II - A Tactical Gameplay Modification

    I've been coming down with stomach bug these past couple days, but I wanted to release some naval edits, so I've uploaded and released 1.5 with various and assorted edits, including some naval balancing (Ship board javelins are no longer snipers) and an attempt to reduce the ease of running down fleeing units with your own exhausted units. I'm still trying to figure out how to fix the Jesus men bug with the larger units, but I'm looking into it. Next update will probably have to wait until this weekend when my stomach gets right again. In hindsight, I probably should not have had those onions today.
    Last edited by 'Gunny; September 17, 2013 at 06:55 PM.

  7. #107

    Default Re: Lines of Battle: Rome II - A Tactical Gameplay Modification

    Hey Gunny,

    Loving your great work. Would you be able to include a change log in your op, just so I can quickly check now and then if you have done an update?

  8. #108

    Default Re: Lines of Battle: Rome II - A Tactical Gameplay Modification

    Love your mod but it seems to conflict in mod manager with:

    Realistic_units

    MD_mod_SEEM_v1_3

    MoonHoplitePolybolos v1.2
    Last edited by auboy; September 18, 2013 at 12:04 AM.

  9. #109
    Biggus Splenus's Avatar Primicerius
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    Default Re: Lines of Battle: Rome II - A Tactical Gameplay Modification

    You can only have 1 battle mod installed.
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  10. #110

    Default Re: Lines of Battle: Rome II - A Tactical Gameplay Modification

    Quote Originally Posted by Splenyi View Post
    You can only have 1 battle mod installed.
    Thats just it they are not battle mods?

  11. #111

    Default Re: Lines of Battle: Rome II - A Tactical Gameplay Modification

    Quote Originally Posted by auboy View Post
    Love your mod but it seems to conflict in mod manager with:

    Realistic_units

    MD_mod_SEEM_v1_3

    MoonHoplitePolybolos v1.2
    Realistic units change unit height and so does this mod. As stated in the OP.

    Polybolos changes Hoplite "cohesion". This mod edits unit "cohesion" (as stated in the OP).

    SEEM (Special Effects mod) Removes dust "hit effects", and so does this mod (as stated in the OP).

    Your mods are redundant. If you want to prioritize (in Modmanager) Seem you'll get less "hit effects". Because Lines of Battle leaves some in, while SEEM removes them all. But also changes smoke and fire, torches. Or whatever SEEM does.

    And prioritizing "Lines of Battle" before "MoonHoplite"s mod. So that you get the Polybolos changes, and Hoplites holding there spear up in the animation.But not MoonHoplites cohesion changes, so Hoplites dont become overpowered or anything from "MoonHoplite"s cohesion changes.

    Quote Originally Posted by auboy View Post
    Thats just it they are not battle mods?
    They all change something within battles. But not complete battle overhauls per say. So the can work together.
    Last edited by TheFunnyOne1125; September 18, 2013 at 01:12 AM.

  12. #112
    Biggus Splenus's Avatar Primicerius
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    Default Re: Lines of Battle: Rome II - A Tactical Gameplay Modification

    Quote Originally Posted by auboy View Post
    Thats just it they are not battle mods?
    "MoonHoplitePolybolos v1.2" lets you move Polybolos' in BATTLE, so yes, that's a battle mod.

    I don't know what the other mods are though...
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  13. #113

    Default Re: Lines of Battle: Rome 2

    Understood guys thanks!

  14. #114
    trance's Avatar Vicarius
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    Default Re: Lines of Battle: Rome II - A Tactical Gameplay Modification

    Can anything be done concerning how worthless hoplites is in frontal attacks, I mean, they're supposed to be real strong from the front but sensitive from the flanks right? I've seen Royal Spartans get their asses kicked by Praetorians in full on frontal assaults, bracing and everything. Feels rather ridiculous tbh. Hoplite phalanxes are just bad at the moment, they dish out so little damage its just painful to watch, and we're talking a ing wall of spears here. A WALL. Of spears. Of spears. Spears. P.S. Excellent work man, much needed. Kind of got bored of seeing Hastati tear through units almost double their cost. (P.S Can someone tell me why Spartan heroes are so worthless? 120 soldiers on large - 160 is normal - and just being a tad bit stronger than ordinary Spartan Hoplites?)
    Last edited by trance; September 18, 2013 at 11:13 AM.

  15. #115

    Default Re: Lines of Battle: Rome II - A Tactical Gameplay Modification

    What Gunny might want to look at is the unit_shield_type table, as it pertains to the HP and defensive skill of shields. Raising the defensive skill and/or shield armor value of the aspis might make them much more useful.

  16. #116
    'Gunny's Avatar Überrock über alles
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    Default Re: Lines of Battle: Rome II - A Tactical Gameplay Modification

    That's a good idea, I was going to see Boit buffing the shield wall ability, bu it may jus be better to give the shields a boost.

  17. #117
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    Default Re: Lines of Battle: Rome II - A Tactical Gameplay Modification

    How do i find my Rome 2 data folder? Knew how for the original Rome, but can't find it even by using searches for Rome 2 - all i'm finding is a folder in users/myusername/appdata/roaming and it doesn't seem to have any folder called data in it. Unless that is the data folder?

    I have steam installed and when i was installing from CD it seemed to do it through steam too.

  18. #118
    trance's Avatar Vicarius
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    Default Re: Lines of Battle: Rome II - A Tactical Gameplay Modification

    Yeah it would be awesome if you could do something to alleviate their weakness. Just be careful, we certainly don't need even stronger Romans (if you decide to buff shields etc).

  19. #119
    'Gunny's Avatar Überrock über alles
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    Default Re: Lines of Battle: Rome II - A Tactical Gameplay Modification

    Wow that last post was messed up XD I'll blame my phone. Anyway, I buffed the stat modifications for shield and pike walls, as well as the square. Shield strength is now double when in a shieldwall, and I'm going to be testing that out.

  20. #120

    Default Re: Lines of Battle: Rome II - A Tactical Gameplay Modification

    If I apply your larger unit size version mod to an ongoing campaign, will that affect only newly recruited units? Or can old units replenish up to the new unit size limit?

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