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Thread: Ars Gratia Artis - Complete Battle Overhaul, v2.7.2 - Patch 7 ready (updated 15/11/13)

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    Icon1 Ars Gratia Artis - Complete Battle Overhaul, v2.7.2 - Patch 7 ready (updated 15/11/13)



    Team: Selea (main mod). Kymmuriel & Epaminondas + Little Legionnarie (texture addon), Earl Pilar (Steam Workshop manager)


    What the mod does:

    Ars Gratia Artis is a complete battle overhaul focused on turning Rome II battle dynamics into a more realistic and centered struggle focused on type of faction played, with completely overhauled abilities, stats, equipment and behavior of single units and their factions of appartenence.


    This mod turns battle in a more epic struggle where tactic has much more of a role. Units move on the field much more realistically and will respond to fatigue and morale in more consistent ways. Every unit type will behave differently in battle and will move with a different speed and formations depending on their role, abilities used and faction they belong to.

    Every faction will have unique positives and drawbacks tied to formations utilized by units, abilities, stats and equipment. Some examples: barbarians will be no more expert defenders keeping formation in the same way as disciplined units and on using abilities that require battlefield strategy, they will instead go at war relying on pure power of destruction to annihilate opposition both on pure battle dynamic and morale. Factions that used alchemy will be able to provide poison to arrows and units that are more civilized and disciplined will be able to use formations and abilities focused on discipline much better. Factions that utilize slaves or have a dictatorship regime will be more keen to force units on exerting themselves to the most, not caring for the lives of their men too much.

    All unit types are re-balanced and have a role they are focused upon. All their abilities have been redistributed to enhance this role and render the experience more balanced and tactically focused. Special units in certain factions have abilities that render them completely unique and every unit in the game has been hand-picked and tailored to make you feel like a General really being able to turn the tied of battle with your commands.


    NOTE: If you are a new user I advise strongly to read the changes specifics because the dynamics of units and factions are very altered from vanilla.




    What's new in this version (2.7.2):

    Reworked Roman units

    • Rebalanced all Roman units stats/equipment in conformity with the reforms
    • Reworked Roman army caps to allow proper reclutement of Legionary/Cohort troops
    • Reworked abilities of Roman units: added Repel Cavarly, Form Square, Throw Pila as standard formations plus Scutum Wall (the old Cycled Line) for Legionaries/Cohorts
    • Reworked all Auxiliaries troops to have Roman formations along their unique capabilities


    Redistributed/reworked abilities

    • Normal sword infantry has now an ability called "To the Death" (the old Rapid Advance) that increases charge and strike power in view of collision with an enemy
    • Normal spear infantry has the old Pike Square ability
    • Greek troops have the unique Shield Wall now
    • Hoplite troops have the unique Hoplite Phalanx plus an ability called "Quick March" that allows them to move faster for a moderate amount of time
    • Pike troops have the usual Pike Phalanx plus an ability called "Hold the Line" that helps them on holding the ground better by increasing morale and defense
    • Barbarian spears have now an ability called "Harden Yourself" that increases defense/armor at the expense of attack, plus they now have Frenzy
    • Created ability called "Throw Javelin" for all melee troops that can use them. With it you can throw Javelins in self-defense by aiming to the direction enemy troops are
    • The old "Killing Spree" has become "Intense Attack": revisited a little the bonuses but all in all it's the same ability with new name and icon (to render better the meaning)
    • Revisited all invalid abilities behaviors for better use of all abilities (for example you cannot use "To the Death!" while near an enemy since it is a charge ability)


    Improved behavior of troops

    • Pike units will now properly always carry pikes and switch to swords when in melee fight.
    • Changed Scutum Wall (old Cycled Line) behavior to be more consistent and to be the only formation that can oppose an Hoplite Phalanx with elite troops (as Eagle Cohorts)
    • Removed formation behavior from poorly trained spear infantry
    • Added ability to fire while hidden for Longbow Hunters
    • Increased vertical spacing for more realism
    • Increased run speed of heavy/very heavy infantry so that they don't "jog" instead of running
    • Revisited run speeds of cavalry in general
    • Improved unit cohesion once more by slightly increasing mass on melee infantry and tweaking some factors


    Abilities localization

    • Added add-on for users using localized version of AGA so that for now at last they can have the correct abilities descriptions in english in view of the future translations


    NOTE: Sadly for a limitation of the engine you cannot use Throw Javelin/Pila ability while in a formation, so you must be sure to disable the formation before you use the ability



    Overview of the changes:

    Battle dynamics (fatigue, morale, speed of battle, speed of units) overhaul. The battles will be more realistic, units will move truer to real life responding to fatigue in believable ways and you will see the difference between disciplined units and those that are not, with either certain characteristics tied specifically to some particular units to make them even more unique.

    Units size, stats and behavior overhaul. Every unit type will now have a precise role in the battlefield and stats/equipment tied to that role. Also tweaked are certain unit sizes for better balance on the battlefield.

    Factions overhaul. Factions will be completely unique in Ars Gratia Artis and they will dictate which type of abilities units have and the way they behave. Factions will also have unique strength/weaknesses and unique number of armies they can field in the battle.

    Equipment (weapons, armors, projectiles etc.) overhaul. All armors and weapon types have been completely reworked for a more balanced experience. Also weapons and armours, as units, will have a precise role on what they are best at.

    Abilities overhaul. Reworked all special abilities in the game to be more realistic. Now they play a strong role on render every faction unique and make the General experience more important.

    Improved visuals (optional). Some of the best re-textures and visual modifications are included in the mod for the best experience possible because also the eye wants its part.



    Changes in the specific:

    Battle dynamics (fatigue, morale, speed of battle, speed of units) overhaul

    The battle speed now is more realistic and enables tactical play. All units have their proper role and group fight and experience makes much more of an impact on morale of units. Fatigue is a great component of the battle for it greatly decrease the ability to fight, so reserves are dramatically important now. All units have hand-tailored speeds by type, with Pike infantry being the slowest followed by spears, sword and cavalry and barbarian units are faster.


    - Units will tire more easily than before but the steps are less abrupt.
    - Units will now recover from fatigue faster when idle enhancing the role of backups.
    - Greatly increased and added penalties to fatigue thresholds so that they have much more of an impact on combat ability of units.
    - Increased base morale of units and increased morale received by experience.
    - Rout figure of units reworked to be less abrupt.
    - Increased morale impact by having friendly units around.
    - Decreased morale by having missile fires incoming.
    - Increased impact of flanking and rear attacks on morale.
    - Disciplined and civilized units will keep formations steadly.
    - Barbarian units will not keep any formation and will go through the ranks.
    - Improved units spacing for disciplined infantry and cavalry.
    - Created special spacing rules for certain special elite cavalry in selected factions.
    - Reworked generally all unit speeds for more realism.
    - Reworked all light horse/infantry speeds for them be a real viable tactical option for the great ability to flank heavier troops.
    - Created special speed behavior for all units to evidence better their roles.
    - Revisited all speeds for weights of cavalry.
    - Decreased by much turning speed of formations for more realism and also better tactical approach since now flanking is much more of an issue.

    Units size, stats and behavior overhaul

    All unit types have been reworked to adhere to specific roles so that the user can tactically plan the battle. I also tailored certain unit sizes for better balance and since patch 4, with the possibility of loose spacing working, I inserted the ability to go in loose formation for all units but Romans that have Testudo. Also here unit roles and factions specifics will make a difference because depending on the type of troop the loose line will be more or less large and so more or less resistant to incoming missile damage.

    General changes:

    - Reworked experience threshold per faction so that experience bonuses per unit are more specific for every faction.
    - Increased experience threshold levels. With the changes in the thresholds tied to the increased time to increase experience every faction will have more definite strength/weaknesses.
    - Increased cavalry sizes to 100.
    - Increased chariot size to 40 and scythed chariots to 48.
    - Increased many units sizes that had no reason to be lower than the 160 standard.
    - Updated major factions starting rosters with the changed sizes. I willingly changed the starting rosters only of some factions to help them stand the campaign.
    - Added loose spacing to all infantry/cavalry types apart roman units that have Testudo.
    - Created different spacings for loose formation so that pikes and spears are more exposed to missile damage even in loose formation.


    Roles changes:

    Melee Infantry


    Sword infantry

    Stats: moderate speed, very high attack, moderate defence and high armor.
    Base abilities: shield wall.
    Role: sword infantry has the highest attack of all units and it is at its best in a close quarter fight, especially by flanking, just beware of cavalry units doing the same to them.

    Spear infantry

    Base stats: very low speed, very low melee attack, very high defence and very high armor.
    Base abilities: spear square, rapid advance.
    Role: spear infantry is the highest defence and armor unit and it is very strong against cavalry and to repel charges and as such it is a good impact unit.
    Pike infantry

    Base stats: low speed, moderate melee attack, low defence and low armor (in a phalanx high defence and high armor)
    Base abilities: pike phalanx, steady retreat.
    Role: pike infantry is an unit very deadly in a phalanx but very weak outside of it. Its very low speed renders the unit very weak to outflanking maneuvers, however the phalanx power renders this particular unit the best first line unit in the game.



    Missile Infantry

    Bow missile

    Base stats: high accuracy, high range, moderate armor penetration.
    Base abilities: quick reload, precision shot, flaming arrows.
    Role: the bow unit is the bread & butter of missile infantry; with its high range and good accuracy can quickly thin an unit at range if not highly armored.

    Sling missile

    Base stats: low accuracy, very high range, very low armor penetration.
    Base abilities: precision shot.
    Role: the sling unit has a very high range that make it very deadly against low armored units. However against high armored units their efficacy is much lowered.

    Javelin missile

    Base stats: moderate accuracy, very low range, very high armor penetration.
    Base abilities: none.
    Role: javelins units are very deadly if they can come close to the targets as their very high armor penetration and damage can make short work of every unit type. Just beware of ammo capability!



    Mount units

    Sword Cavalry


    Base stats: moderate speed, moderate charge, high melee attack, low melee defence, moderate armor.
    Base abilities: Fury.
    Role: Sword Cavalry is the best cavalry against sword infantry since it can make short work of them in melee. Some units of Sword Cavalry also posses Javelins to make them even more deadly against infantry. Against other types of cavalry, however, sword is the weakest one.


    Spear Cavalry


    Base stats: low speed, moderate charge, low melee attack, high melee defence, high armor.
    Base abilities: Flying wedge.
    Role: Spear Cavalry is the anti-cavalry per excellence since it can make short work of every other cavalry type. Apart this, then, it is also moderately good against sword infantry.


    Shock Cavalry


    Base stats: high speed, high charge, moderate melee attack, low melee defence, low armor.
    Base abilities: Gallop.
    Role: a pure harassing force, Shock Cavalry is the pure hit-and-run unit in the game with immense impact power while gallopping. Some of the best cavalry units in the game are from this category. Outside of their charge, however, Shock cavalry is weak and fragile apart some very special exceptions.


    Missile Cavalry


    Base stats: high speed, low charge, low armor and defense, moderate accuracy, very high range, moderate armor penetration.
    Base abilities: Quick Reload (arrows only), Precision shot.
    Role: missile cavalry is one of the best skirmishers given their very high speed and mobility. What they lack in numbers in comparison to missile infantry they get for mobility and full 180 degree arc range. For the rest they have the same weaknesses of missile infantry, included other cavalry.


    Elephants


    Base stats: low speed, high charge, high melee attack, high melee defence, low armor.
    Base abilities: Kill elephants, Stampede.
    Role: elephants are a very powerful and can wreak havock against every other unit in the game; their major weakness are pikes/spears and fire, especially the one of javelins for factions having them.


    NOTE: Abilities and/or stats and roles can vary greatly depending on the faction. As such it is important to look at these roles only as generic points because in the specific situation of a faction things can change, even dramatically.

    Factions overhaul.

    All factions have been overhauled to make them all unique and playing with them different. As in history some factions will be ineherently stronger than others for lack of resources or either general unit power, but everyone of them is perfectly strong in their own merits and it also depends on the user to make the most of them. I willingly gave certain factions more power in resources or unit selection because in this is the challenge: if you are weaker it is your duty to win against the odds, and if you are stronger you must know how to use your strength in an effective way to not be crushed. I also did this because newcomers can chose a stronger faction and have an easier journey while users that like a challenge can choose factions that are a little weaker.


    Rome Faction

    There is not a conglomerate of Roman factions, Rome IS the faction. It being the largest and resourceful of all factions this is not a surprise as Rome has the more disciplined and veteran units, with an advancement in equipment and battle tact is unmatched anywhere else. Units that Rome lacks can be recruited from Auxiliary camps for resources are not a problem for the largest faction in the game. The great power of Rome, completely on the opposite of Barbarians (and in fact when the two met there's a clash of combat styles), is defense: melee infantry units in Rome are the masters in this style and they have all the abilities to supplement this behavior to the most and come out as the winners.

    Spoiler Alert, click show to read: 
    Army caps

    Polybian:
    Principes, Socii Extraordinary: 150/120
    Triarii: 45
    Rorarii: 60
    Vigiles: 90
    Equites: 90

    Marian:
    Legionaries: 80
    Veteran Legionaries: 55
    First Cohort: 15
    Legionary Cavalry: 75

    Imperial:
    Legionary Cohort: 80
    Evocati Cohort: 40
    Armored Legionaries: 15
    Eagle Cohort: 15

    Special:
    Praetorian: 12 [Depletable]
    Praetorian Guard: 8 [Depletable]
    Praetorian Cav: 30 [Depletable]
    Gladiators: 15 [Depletable]
    Gladiator Spears: 15 [Depletable]
    War Dogs: 45 [Depletable]

    Strengths/Weaknesses
    + Strongest sword infantry unit in the game
    + Very strong sword infantry in its totality
    + Large selection of very powerful melee units of all types
    + Unique and very powerful Killing Spree ability
    + Unique Pilum
    + Strong Artillery units
    - Very weak Cavalry
    - No Archer units
    - Almost all low speed units.


    Unique special abilities
    Offensive testudo
    Defensive testudo
    Shield screen
    Killing spree
    Hoplite phalanx



    Greek Factions

    Greek factions are disciplined and strong, with the unique pike units. However, differently from other factions, there are many different approaches in the factions and there is not an unique modus operandi. Egypt is under a dictatorship rule as Eastern factions, Athens relies more on the cavalry, Macedon goes for pure pike unit strength, Carthage has a strong point on the unique Indian Armored Elephants of the generals and the flaming javelins while Sparta relies on their legendary spear units albeit in much smaller numbers than in the times of its glory.


    Macedon
    Spoiler Alert, click show to read: 
    Army cap
    Foot Companions: 60
    Royal Peltasts: 45
    Shield Bearers: 90
    Companion Cav: 60
    Aspis Companion Cav: 75


    Strengths/Weaknesses
    + most powerful pike unit in the game
    + very good melee unit
    + good shock cavalry
    + powerful sword cavalry unit
    - poor mele outside royal peltasts
    - no strong spear cavalry


    Unique special abilities
    War Cry
    Hoplite Phalanx
    Steady Advance


    Carthage
    Spoiler Alert, click show to read: 
    Army cap
    Sacred Band: 90
    African Pike: 90
    Indian Armored Elephants: 15


    Strengths/Weaknesses
    + very good spear unit
    + Armored Elephants usable as Generals
    + more powerful spear units than other factions
    + flaming javelins
    - poor selection of cavalry
    - poor selection of sword infantry


    Unique special abilities
    Flaming Javelins
    Hoplite Phalanx
    Shield Wall (spear units)
    Steady advance


    Egypt
    Spoiler Alert, click show to read: 
    Army cap
    Galatian Royal Sword: 30 [Depletable]
    Royal Thorax Sword: 45
    Royal Peltasts: 45
    Galatian Swords: 60 [Depletable]
    Hellenic Royal Guard: 60
    Ptolemaic Cavalry: 45
    African War Elephants: 30
    Scythed Chariots: 45


    Strengths/Weaknesses
    + powerful selection of sword infantry with also barbarian units
    + powerful pike unit
    + strong shock cavalry unit
    + elephants
    + poison arrows
    + strong chariot unit
    - poor selection of spear infantry units
    - more limited amount of powerful shock cavalry
    - poor selection of melee cavalry in general


    Unique special abilities
    Use the Whip
    Hoplite Phalanx
    Steady Advance
    Poison Arrows
    Headhunt
    Frenzy


    Sparta
    Spoiler Alert, click show to read: 
    Army cap
    Royal Spartans: 75
    Heroes of Sparta: 60 [Depletable]


    Strengths/Weaknesses
    + the most powerful spear units in the game
    + high morale
    + unique and powerful War Cry ability
    - Sparta is in decadence and as such it has a very limited amount of troops
    - very limited troop selection outside of spears


    Unique special abilities
    War Cry
    Hoplite phalanx
    Steady advance


    Epirus
    Spoiler Alert, click show to read: 
    Army cap
    Hellenic Royal Cav: 60
    Hellenic Royal Guard: 60
    Aspis Companion Cav: 75


    Strengths/Weaknesses
    + strong sword melee cavalry unit
    + strong shock cavalry unit
    + very powerful pike unit
    - poor selection of spear units
    - poor selection of sword infantry units


    Unique special abilities
    Hoplite Phalanx
    Steady advance


    Athens
    Spoiler Alert, click show to read: 
    Army cap
    Hippeus Lancers: 75


    Strengths/Weaknesses
    + powerful shock cavalry unit
    + increased amount of utilizable shock cavalry
    - poor selection of pike units
    - limited supply of good sword and spear infantry


    Unique special abilities
    Hoplite Phalanx
    Steady advance




    Eastern Factions

    The eastern factions are renowned for their powerful cavalry and bow units, capable of destroying by themselves even the strongest resistance. Specific examples under the factions bred the stronger and most powerful horses in all the world and are unmatched by any equal opposition. The Eastern factions are usually under a dictatorship rule and units without noble origin are many times forced to the extreme of their capability to fight, often causing the death of men for too strong exertion. Everything goes to win is the number one motto of these factions and their results demonstrate the point well.


    Parthia
    Spoiler Alert, click show to read: 
    Army cap
    Royal Cataphracts: 30
    Cataphracts: 60
    Noble Horse Archers: 90
    Armor Horse Archers: 120
    Noble Blood Cav: 75
    Indian War Elephants: 30


    Strength/Weaknesses
    + Cataphracts
    + Powerful units of missile cavalry
    + Strong spear cavalry
    + Elephants
    - very weak infantry on the whole


    Unique special abilities
    Use the whip
    Fury (Cataphracts)


    Seleucid
    Spoiler Alert, click show to read: 
    Army cap
    Azat Knights: 60
    Hellenic Cataphracts: 45
    Silver Shield Pike: 60
    Silver Shield Sword: 60
    Indian Armored Elephants: 15


    Strength/Weaknesses
    + Cataphract unit
    + Very powerful spear cavalry unit
    + Powerful pike unit
    + Strong sword unit
    + Very powerful Armored Elephants
    - lacks the missile horse power of other Eastern factions


    Unique special abilities
    Use the whip
    Trample



    Pontus
    Spoiler Alert, click show to read: 
    Army cap
    Pontic Royal Cav: 60
    Bronze Shield Pike: 60
    Noble Blood Cav: 75
    Scythed Chariots: 45


    Strengths/Weaknesses
    + powerful blend of eastern and greek units
    + very good pike unit
    + extremely good shock cavalry unit
    + good spear cavalry unit
    + very powerful chariot unit
    - very weak infantry as a whole
    - lack the missile horse power of other Eastern factions


    Unique special abilities
    Use the whip
    Trample




    Barbarian Factions

    Barbarians are strong, agile and ruthless. What they lack in discipline they circumvent with pure power and morale. They go ruthless in battle caring little about proper defence because they firmly believe that the stronger defence is attack, and they have the numbers to demonstrate the point. Barbarians are (apart rare exceptions) capable of dishing an insane amount of damage in a short amount of time with a powerful charge an abilities that enhance attack and damage, but this comes at the expense of fatigue and defense. If enemies are able to counteract the first impact barbarians will be in trouble.


    Averni
    Spoiler Alert, click show to read: 
    Army cap
    Oathsworn: 150
    Noble Horse: 75
    Savage Dogs: 30 [Depletable]


    Strengths/Weaknesses
    + very strong sword infantry capable of a powerful charge and high damage
    + unique Headhunt and Frenzy abilities
    + strong spear cavalry unit
    - poor spear infantry
    - undisciplined.


    Unique special abilities
    Headhunt
    Frenzy
    Cavalry counter tactics


    Cannot use standard units abilities
    Shield wall
    Spear square
    Flying Wedge


    Suebi
    Spoiler Alert, click show to read: 
    Army cap
    Sword Masters: 150
    Berserkers: 75 [Depletable]
    Noble Riders: 75


    Strengths/Weaknesses
    + strong sword infantry capable of a powerful charge and high damage
    + unique Headhunt and Frenzied Charge abilities
    + special unit with very high charge
    - poor spear infantry
    - undisciplined.


    Unique special abilities
    Frenzied Charge
    Headhunt
    Cavalry counter tactics


    Cannot use standard units abilities
    Shield wall
    Spear square
    Flying Wedge


    Iceni
    Spoiler Alert, click show to read: 
    Army cap
    Heroic Riders: 75
    Heroic Nobles: 150
    Druid Nobles: 60 [Depletable]
    Chariots: 60


    Strengths/Weaknesses
    + very strong sword infantry capable of a powerful charge and high damage
    + unique Headhunt and Frenzy abilities
    + special unit that can buff everyone nearby
    + chariots
    - poor spear infantry.


    Special abilities
    Chant
    Headhunt
    Frenzy
    Cavalry counter tactics


    Cannot use standard units abilities
    Shield wall
    Spear square
    Flying Wedge


    Equipment overhaul

    The changes in this section are very important for the mod because they are the soul of it. The core of the balance resides in the greatly enhanced damage bonuses on weapons and projectiles tied to the completely reworked armor set. The changes render the unit roles more relevant and decrease by much the killing ratio for a much longer combat experience.


    - Reworked existent armors in the game for better balance.
    - Added many more armor types for better diversification between unit types.
    - Reworked weapons base damage and armor penetration to make the armour stat as relevant as defense.
    - Overhauled damage bonuses for weapon type so that unit roles are more important.
    - Reworked missile damage bonuses and made projectiles types more evident.
    - Tweaked hit roll and general damage for a better experience in battle. Striking from behind or on the flank is more damaging while from the front it is less.
    - Created separate weapons for cavalry with different bonuses against infantry/cavalry (melee cavalry vs. infantry, shock cavalry vs. cavalry).
    - Added bonuses vs. infantry to General's bodyguard and Chariots.
    - Added to Melee Cavalry, Chariots and Generals an UI bar to know the bonus against infantry.
    - Added to Shock Cavalry, Spears and Pikes an UI bar to know the bonus against cavalry.
    - Reduced Scorpio Towers damage from vanilla.
    - Tweaked Ballista accuracy and damage.
    - Reduced Boiling Oil reload time.
    - Revisited behavior of all units in the game to be more tied to the faction of appartenence.

    Abilities overhaul

    All the abilities have been balanced to the changes in the mod and are generally stronger in their effects but also have harsher penalties to go with their use. Every ability has been hand tweaked to work with the unit type it is tied and the role of the same and I removed all instances where there were only strong buffs and no drawbacks. I then especially focused on the fatigue penalties that in vanilla weren't actually penalties at all but on the contrary buffs, since they gave a little penalty to fatigue, yes, but the penalty only lasted for a very little while and in the meantime fatigue froze and when the effect ended you actually saved a lot of fatigue instead than losing it. This made all the fatigue system in the original game completely broken and the various other mods that give harsher penalties to fatigue are worthless without this change.


    - Removed cavalry fire arrows.
    - All fatigue penalties in abilities are permanent and will not reset anymore after a while (while in the meantime freezing fatigue generation) as in vanilla.
    - Reworked all fatigue penalties to be more consistent with the improved fatigue system and have harsher effects.
    - Reworked all forms of Testudo to work effectively in defense but not also for attack, that's what shield wall and screen (especially screen, also if you cannot move) are for.
    - Reworked Shield Wall and Hoplite Phalanx to work also when attacking and have the AI able to use them.
    - Hoplite Phalanx, Testudo (offensive) and Shield Wall will continue the current action while adopting the new formation.
    - Separated Hoplite Phalanx and Shield Screen bonuses that in vanilla where the same.
    - Changed bonuses on Hoplite Phalanx, Pike/Spear Square and Pike/Spear Wall by increasing bonus against cavalry but decreasing movement speed further.
    - Removed both Diamond and Wedge formations because they were too long and didn't behave correctly.
    - Changed Flying Wedge cavalry formation to be a spear cavalry specific formation.
    - Reworked Trample to Gallop: it is now a toggle for Shock Cavalry increasing hit-and-run capability by much.
    - Improved Battle Rhythm behavior and increased penalties when the effect ends.
    - Headhunt now properly scales penalties during the different phases.
    - Reworked Draco to an ability called Fury that increases strike power of Sword Cavalry against infantry.
    - Reworked Screech to Intimidating Presence that greatly reduces weapon damage on every unit nearby.
    - Reworked Chant ability to work as a toggle and increased its bonuses.
    - Reworked Use the Whip: now it increases for a long time melee attack, damage, reload speed and movement speed but at the cost of extreme fatigue and unit reduction.
    - Reworked Steady Advance to be an ability focused against enemy charges by increasing speed, bracing impact and charge bonus, all at the cost of exertion.
    - Reworked Frenzied Charge (cavalry) to Trample that increases charge and strike bonus of cavalry.
    - Reworked Steady Retreat to be an ability that enables the unit to quickly retreats on the rank by hugely increasing melee defense and speed at the expense of zero attack potential.
    - Reworked Frenzied Charge (infantry) to simulate a ruthless charge: the charge bonus is high but there's a penalty to bracing so it's a risky ability against high charge units, as shock cavalry.
    - Reworked Killing Spree to be a specific ability used by Evocati/First/Eagle Cohort and Gladiators and greatly increasing strike power of those units.
    - Reworked War Cry to be an unique ability of Spartans greatly decreasing damage of enemy units.
    - Reworked all General/Commander abilities to have an effect in a radius and increasing the duration of their effects
    - Greatly increased the cooldowns of the General/Commander abilities so you users cannot spam them and must beware when to effectively use them.
    - Reworked Second Wind to simulates an adrenaline surge by greatly lowering fatigue but then causing great exertion at the end of the effect.
    - Increased fatigue penalty to Use the Whip, Killing spree, Steady advance and Steady retreat.
    - Added a reload penalty on Precison Shot, Flame Arrows and Poison Arrows.
    - Added fatigue penalty to Trample, Stampede, Quick Reload, Rapid advance.
    - Added accuracy penalty to Quick Reload.
    - Tweaked bonuses on all abilities for better balance.

    Improved visuals (optional)

    A full host of visual improvements coming from the best mods out there. Full credits to the authors that created them, I just inserted them here for users so they can have a full pack without going searching around. If people are interested only on the various skin packs feel free to use them by themselves or with other battle mods. Naturally there are also other little modifications done by myself and more will come (as for example different sizes for African Elephants or Easter Horses).

    - Legionaire all around skin
    - Osgreek royal peltalts
    - Maximus183 oriental units
    - Laigle celtis galae
    - Octiavian31 kaziel roman
    - Arstudio carthaginian units
    - Épaminondas "unique colors"

    - Indian Armored Elephants scale mail and Royal Cataphracts gold armor textures by FarSovereign.
    - Reworked units visual height and size.
    - Revisited uniform colors of factions to render them more unique. A great thank to Athalwulfs on which mod I based this changes with some minor alterations.
    - Reworked visuals on many units to represent the changes in the mod.


    Download:

    You need to start a new campaign for the mod to work correctly, elsewhere you will experience many bugs (as men without mounts for the increased size on them) and the changes will not work properly. I repeat: the mod requires for you to start a ne​w campaign if you never used it before.

    > Ars Gratia Artis v2.7.2 (main module including different turns per year versions, needed)

    > Textures add-on v2.23 (use this module if you want the compilation of reskins of the best authors out there; I strongly recommend to use the add-on in conjunction with the main module)


    Compatibility:

    - The mod is incompatible with any other mod that alters completely or in part gameplay dynamics as units behavior, stats, equipment etc. Here there's no choice and you have to decide which of the two mods you like more.

    - The mod will be unbalanced with external unit packs. I'm sorry but the changes I made in this mod don't go well with external unit packs since I altered all the core dynamics as equipment and unit roles/abilities. As such those changes are not present in the unit packs and they will break all the balance. I plan on adding balanced unit packs in the future to the mod so users will have no need of adding anything externally. For now the best experience of the mod, however, is vanilla because the factions are perfectly balanced as they are in this mod, even if they can have a smaller roster.

    - The mod is halfway compatible with any other mod that alters the startpos, as the all playable factions mod, because the mod will play fine but you will lose the correct updated starting rosters. It's not a so big deal since newly recruited troops will have the updated sizes correctly, it is just a matter of the starting roster on a campaign for the major factions . If the mod you use is just a "more turns per year" I already included as an add-on a compatible version. In any case if the mod you use alters the startpos in some way and you need those changes then be sure to load the mod before this one in Mod Manager.

    - The mod is compatible with all the other that changes the campaign, AI etc. however be always sure to load this mod before them in Mod Manager so that if in the seldom case one or two tables are in common the ones in this mod are used instead. This because for a campaign mod the tables that can be in common with a battle mod serves little all in all, while for a mod as this they are very important; so by overriding the possible tables in common on a campaign/AI mod you lose practically nothing on that mod and you ensure that this one works as it should.

    - The mod is perfectly compatible with all other mods as re-skins, mods that alter the traits etc. etc. If for some re-textures you see some conflicts it is just because I already inserted in the mod some very good reskins myself of various authors, but you can replace them with the ones you like without any problems.



    Some other mods that can help you have a better experience with this one:

    - The DuBMod, Superior Campaign AI by Blitzkreig80: a more powerful CAI, major factions last longer, optional liberate and vassal for all factions; all in all a very good Campaign mod.
    - Complete Skill Tree Overhaul by Hellbent: reworks the traits and talents in the game that, frankly, are a bit lacking. WIP, but it's shaping better and better.
    - Stopping the Madness by Zowrath: the Rome faction has the problem that if you put even for a single turn a general in a city he will develop insanity traits. This mod resolves this problem.
    - All Capture/Victory points removed by Zowrath: apart liking the victory points or not, there's a problem tied to BAI that it will go at once towards them not caring about anything else.



    Credits:

    - Épaminondas and Kymmuriel for their beautiful work on the Texture add-on. Epaminondas is also the author of a stand-alone color mod, check it out.
    - Earl Pilar for the management of the Steam Workshop version of the mod.
    - Legionaire for his all around skin.
    - Laigle for celtis galliae.
    - Octiavian31 for kaziel roman.
    - Arstudio for his carthaginian units.

    - FarSovereign for the Royal Cataphracts and Indian Armored Elephant textures.
    - Daniu for his great PFM; without it we modders will have no tools to work.
    - A personal thank to all other modders and especially those that alter the gameplay aspect as me; without looking at their work this mod wouldn't exist.
    - A great thank to all users of this mod for their invaluable help on tweaking an balancing the changes. Without your support and help this mod would not be half as good as it is.
    - Lastly a thank to Creative Assembly for this game that, albeit with its (many) shortcomings, is still a great one under the rust.

    If you like the textures provided in the mod please endorse them by following the links, so that the authors are rightly compensated for the help they provided in making the visual aspect of this mod interesting. All the credits for that part of the work goes to the respective authors and they are the ones that should take the thanks of the community.



    Permissions:

    You can use this mod in full in a compilation or in part in a personal mod without need of permission, just a simple credit to my work will suffice. I made this mod primarily for my personal use and for the benefit of the community and to the community this mod belongs to. If then for some strange circumstance I will be unable to continue working on it I sincerely hope that some other modder will continue the job where I left it so that users will be able to enjoy the mod even if some day I will be here anymore.

    However after what happened with one user that thought that this was a great idea: there's only ONE instance in which I don't consent use of this mod (in part or in full) and it is to be used as a base to create a submod of another mod of which the author doesn't share the ideals I exposed in the paragraph above and make of everything s/he does a property. Use the content of that other author to create a base for a submod (if you can have him/her to use his/her work in some way) and not this one just because it is open to all. It's open yes, but not to be abused or to become others property when it has no property to begin with.



    Changelog:

    Spoiler Alert, click show to read: 

    v2.7.2: Made version compatible with patch 7
    v2.7.1: Resolved bug that prevented units in certain formation to break morale.
    v2.7.0: Reworked Roman units. Redistributed Abilities. Improved behavior of troops. Abilities localization
    v2.6.1: Added correct icon to Warcy. Reduced spacing on Pikemen. Increased Rank of Pikemen to the same as melee units so you can have the same line length on both (this will also help on the using of Pike Phalanx). Made Pikemen not able to turn around while stationary.
    v2.6.0: Created Cycled Line. Lowered damage of Roman units. Removed fire-at-will. Increased range on which Javelins are thrown on a charge. Increased penalties on fatigue. Improved Gallop. Lowered reflecting power of spear cavalry.
    v2.5.6: Reworked all unit caps. Greatly tweaked speed of light units, especially acceleration (that is what gives most the sense of speed). Tweaked Shock Cavalry a little more for better balance. Lowered slightly armor on Cataphracts Increased slightly attack of barbarian units. Increased slightly Frenzy bonuses. Tweaked fatigue of running horses a little.
    v2.5.5: Improved Hoplite Phalanx power from the front but reduced speed for better flanking. Added fatigue penalty on Gallop. Lowered army cap of Shock Cavalry to 4 per stack. Tweaked weapon damage of Thracian Nobles/Warriors. Tweaked stats of Royal Peltasts.
    v2.5.4: Tweaked speed and behavior of Phalanxes for more realism. Increased rank depth of Pike units. Tweaked bonuses on Hoplite Phalanx for more balance. Tweaked slightly bonuses on Spear Square. Tweaked turn speeds of infantry units to represent better various unit types.
    v2.5.3: All General abilities have a set number of uses depending on their power. Tweaked bonuses on Battle Rhythm. Increased duration of Battle Rhythm. Tweaked slightly War Cry and Screech uses. Tweaked stats of Thracian Nobles/Warriors. Removed frenzy from Thracian units and gave instead Frenzied Charge. Added Gallop to Azat Knights to render them even more unique. Removed Fury from Hellenic Cataphracts.
    v2.5.2: Corrected bug with Sacred Band that lacked Hoplite Phalanx. Lowered armor bonus on Carthage spears because they already have Shield Wall to be superior than other factions. Lowered a little defence bonuses on Eastern and Nomadic Spear Cavalry. Slightly tweaked bonuses in general of Spear Cavalry. Tweaked a little ammo capability of Royal Peltasts and Libyan Infantry.
    v2.5.1: Corrected bug with heavy shot on horses not appearing. Corrected bug with Defensive Testudo giving dispropornionate bonuses. Added height variations table.
    v2.5.0: Complete new version.
    Last edited by Selea; November 15, 2013 at 04:22 AM. Reason: mod update

  2. #2

    Default Re: Ars Gratia Artis - Battle Mod v1.00

    i really wish people would stop using movie packs, i know the load order is bugged with mod packs, but if we all could agree to use mod pack format it would make using multiple mods a lot simpler

  3. #3

    Default Re: Ars Gratia Artis - Battle Mod v1.00

    I am all for it, but, as you say, the load order doesn't work properly right now so there's always the problem of having things replaced (and then things not working properly for the user).

    At last with a movie pack you can manually "force" your mod to be loaded after by using an alphabetic trick (and users can also learn to do this easily and have their mods load in the order they want).
    Last edited by Selea; September 30, 2013 at 12:02 PM.

  4. #4
    Laetus
    Join Date
    Dec 2009
    Location
    Minsk, Belarus
    Posts
    8

    Default Re: Ars Gratia Artis - Battle Mod v1.00

    Selea, thanks for the mod. I'll try it. Jowever the game crashes on start (the place intro movies used to shown) with this mod. Could you tell me for what patch the mod is designed (I have latest vupdate of beta3patch)? No other mods in Data folder btw. Only yours.

  5. #5

    Default Re: Ars Gratia Artis - Battle Mod v1.00

    yeah i know i just hate trying to make my mod compatible with other people's, the sooner patch 5 rolls around, the better

  6. #6

    Default Re: Ars Gratia Artis - Battle Mod v1.00

    Quote Originally Posted by tylerskald View Post
    Selea, thanks for the mod. I'll try it. Jowever the game crashes on start (the place intro movies used to shown) with this mod. Could you tell me for what patch the mod is designed (I have latest vupdate of beta3patch)? No other mods in Data folder btw. Only yours.
    I will look into it.

    I personally use patch 2 because the 3 beta gives me CTD too often but the tables should be the ones for patch 3, however it can be that I made an error somewhere and put some old table of patch 2.

    Thank you for letting me know.

  7. #7

    Default Re: Ars Gratia Artis - Battle Mod v1.00

    Ok, now it should be corrected.

    The table of fatigue creates a crash with patch 3, and I don't know why. I removed it till I resolved the problem.

    Thank you again for the bug report.

    EDIT: Ok, now it is all resolved. I made a spelling error on the table. Strangely with patch 2 it worked (it shouldn't have), bah.
    Last edited by Selea; September 30, 2013 at 01:34 PM.

  8. #8

    Default Re: Ars Gratia Artis - Battle Mod v1.01

    Still crashes for me.

  9. #9

    Default Re: Ars Gratia Artis - Battle Mod v1.05

    It crashes? Are you sure you downloaded the version where I corrected the bug and not the one before?I tried version 1.05 with patch 3 and patch 2 and for me it works fine.Anybody else having a crash?

  10. #10

    Default Re: Ars Gratia Artis - Battle Mod v1.05

    i Dont see an option for which version to download. Just tried Redownloading, still crashes.

  11. #11

    Default Re: Ars Gratia Artis - Battle Mod v1.05

    Quote Originally Posted by Whiskeyjack View Post
    i Dont see an option for which version to download. Just tried Redownloading, still crashes.
    If you downloaded it now it is the new version.

    Are you using patch 3 beta? Are you sure it is this mod that causes the crash (maybe some compatibility issue with some others or you installed also something else)?
    Also when it crashes, immediately after the logo screen opens up or in battle?

    It is strange because the tables changed should neither concern the type of patch you have (since those tables should be the same for patch 2 or patch 3) and I cannot replicate the crash. If other people are having your same issue then it means that I made an error somewhere also if I cannot understand what it can be because for me it works find (these type of bugs are the most difficult to understand; if it crashed also for me I would understand the problem immediately).

    I hope some other people will rely if it crashes also for them. If it does tomorrow I will look into it before all else. Now I'm too tired and must take a rest.

    EDIT: Try downloading it again and see if it still crashes. There was another typo in an ability (that damn defence instead of defense) that could cause a crash in certain situations. If it is resolved, good, it means this was the problem elsewhere I will look at it better tomorrow. Let me know and thank you for your time and report, you are helping me (also if it may not seem).
    Last edited by Selea; September 30, 2013 at 04:22 PM.

  12. #12

    Default Re: Ars Gratia Artis - Battle Mod v1.05

    I am using patch 3 beta, and it crashes after logo screen. The only other mods i have are cosmetic ones so dont think they are causing a conflict.

  13. #13

    Default Re: Ars Gratia Artis - Battle Mod v1.05

    Excellent mod, the great differences comes form unit movement (until now i didn't notice how fast vanilla and other mod's unit move) i like the buff on missile damage but i think it's a little bit too much. I would suggest reduce it very slightly.

    Oh I almost forgot to ask, please make a 1.5x vanilla sizes version think this change will made epic battles, and i i'm not asking too much, a less kill ratio: Longer Battles!!!

    Thanks for your hard work!!!

  14. #14

    Default Re: Ars Gratia Artis - Battle Mod v1.05

    Quote Originally Posted by cmirezm View Post
    Excellent mod, the great differences comes form unit movement (until now i didn't notice how fast vanilla and other mod's unit move) i like the buff on missile damage but i think it's a little bit too much. I would suggest reduce it very slightly.
    The buff is strong on light armored units but it is much reduced from vanilla against heavy armored units. Actually there's no buff in total, the damage is reduced.

    Quote Originally Posted by cmirezm View Post
    Oh I almost forgot to ask, please make a 1.5x vanilla sizes version think this change will made epic battles, and i i'm not asking too much, a less kill ratio: Longer Battles!!!
    Less kill ratio is already in, and even more than in other mods. It just works a little differently: with this mod light armored units are weaker (outside of defense), while heavy armored ones are stronger (much stronger).

    As for 1.5x unit sizes, I will add them when the mod is almost finished with the special abilities redistributed.

  15. #15

    Default Re: Ars Gratia Artis - Battle Mod v1.10 (updated 01/10/13)

    Update (v1.10):

    I am making good progress on reshaping special abilities. These are the changes in this update:

    - Reworked Draco to be a sort of War Cry effect for infantry. It now decrease speed, moral and melee defense of nearby units.
    - Added some buffs on Chant.
    - Added Shield Wall and Shield Screen to Roman Infantry/Spears and Carthage Infantry/Spears.
    - Added Use The Whip to African Tribes.
    - Added Draco to Averni Oathsworn and Noble Spears and Killing Spree to Naked infantry.
    - Added Screech to Iceni infantry.
    - Added poison arrows to German, Egyptian and African archers.
    - Removed Shield Wall and Shield Screen from Averni and Iceni.
    - Removed Use The Whip from Roman, Carthage and Macedon units.

    More to come.

  16. #16

    Default Re: Ars Gratia Artis - Battle Mod v1.10 (updated 01/10/13)

    Will fire this up and report back my results. Loving forward to it.

  17. #17

    Default Re: Ars Gratia Artis - Battle Mod v1.12 (updated 01/10/13)

    Update 1.12:

    - Reworked Use the Whip to better represent an ability used to really force units not caring about them. Now it increases melee attack, weapon damage, reload speed and speed but at the cost of extreme fatigue after.
    - Resolved great problem in vanilla Rome II where Spear Phalanx had the same bonuses of Shield Screen. I had to rework everything because the bonuses were all off and I couldn't change one without the other (hence making Shield Screen too powerful).
    - Changed bonuses on Hoplite Phalanx, Pike Square and Pike Wall. Increased bonus against cavalry but decreased speed. These changes are made to render pike units more effective at what they do but also slower so they can be counterattacked easily with good tactics.
    - Use The Whip is not tied only to African Tribes, Eastern factions and Egypt. Use the Whip is now changed to represent a general that cares very little about the lives of those under him and force them to the extreme, so only certain factions will have the ability and in them units of noble blood cannot be forced in this way.


    Changes on special abilities are now 80% done.

  18. #18
    green tea's Avatar Ducenarius
    Join Date
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    Rungholt
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    915

    Default Re: Ars Gratia Artis - Battle Mod v1.12 (updated 01/10/13)

    Thanks for your work. One problem is there with your mod: The gates are too stable. Now, if you play a siege defense battle, the enemy will run to your gate and throw torches. Since those torches will not open the gate anymore, the enemy army will just stand there until the timer runs out. You should make gates destroyable again for the sake of playability. But the rest is great. Is it possible to give legionaries the ability to stand "on guard" and throw their pila at approaching enemies, without actively attacking them?

    And I realize that Rome2 is patching right now. Maybe you need to adapt to this.

  19. #19

    Default Re: Ars Gratia Artis - Battle Mod v1.12 (updated 01/10/13)

    Quote Originally Posted by green tea View Post
    Thanks for your work. One problem is there with your mod: The gates are too stable. Now, if you play a siege defense battle, the enemy will run to your gate and throw torches. Since those torches will not open the gate anymore, the enemy army will just stand there until the timer runs out. You should make gates destroyable again for the sake of playability. But the rest is great. Is it possible to give legionaries the ability to stand "on guard" and throw their pila at approaching enemies, without actively attacking them?

    And I realize that Rome2 is patching right now. Maybe you need to adapt to this.
    Hmmm.... I don't remember to have changed torches behavior, but probably I did it without understanding. Thank you for letting me know. I will put the damage back to the one of vanilla.

    EDIT: Ok, download it now and try again to see if I corrected the issue well (I don't have a siege battle atm and it would take some time to test it). Probably the torches are the tusks and are in the melee weapons for this I reduced the damage without understanding I was actually reducing the torches one.

    EDIT2: I just tried; to me it seems to work fine now. I will neither change the page just for this little thing because anyway people that will download the mod now will have the torches working well.
    Last edited by Selea; October 01, 2013 at 11:56 AM.

  20. #20

    Default Re: Ars Gratia Artis - Battle Mod v1.13 (updated 01/10/13)

    Update 1.13:

    - Hoplite Phalanx, Testudo, Cavalry Testudo and Shield Wall will continue the current action while adopting the new formation. In Rome II Hoplite Phalanx and Shield Wall cleared the previous order when utilized and so units stopped doing what they were doing before (as attacking). Now this is resolved and those abilties will behave similar as how Spear Wall does.
    - Updated Use The Whip to decrease unit size after use and increased duration.
    - Added weapon and missile damage penalties to very tired and exhausted units.

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