Does this require the mod manager to install
Does this require the mod manager to install
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.
I've noticed the naval bug is back. Some units that disembark continue to spawn in the water making victory impossible.
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'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.
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?
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.
You can only have 1 battle mod installed.
| R5 3600, RTX 2060, MSI B450I, 32GB 3200MHz CL16 DDR4, AX760i, NH-U12S |
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.
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.
| R5 3600, RTX 2060, MSI B450I, 32GB 3200MHz CL16 DDR4, AX760i, NH-U12S |
Understood guys thanks!
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.
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.
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.
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).
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.
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?