This is now included in the main mod as update 1.2.2k. Please head to the download thread to get the new version, thanks! http://www.twcenter.net/forums/showthread.php?746128
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Hi All,
Due to latest issues from CA patch and our changes, I had to redo a lot of stuff that were not working as intended.
One of the culprits turned out to be, among other, secondary attack, which caused armour to be ignored for the most part.
I did a ton of tweaks today to get most of combat systems in line to fix latest issues.
Changelog:
-reworked armour values for higher durability of heavier units
-reworked armour also changes dynamics between certain units. For example Polybian Hastati are assault units, meaning their pila and charge plus initial combat will be punishing even for heavy units but in prolonged combat, you will feel their lack of armour.
-small boost to infantry charge
-reworked entity size (virtual unit size, not model size), units should not "iceskate" now or do it in rare cases
-due to change in entity size, unit are slightly more spread out in combat and have a bit more room around (hence less glitching and easier to watch animations)
-added new armour entries for super heavy units, limited to few regiments
-tweaks to ranged damage
-field artilley a bit more useful
-few fixes to stamina levels of certain units
-slight reduction to fatigue penalties for defence (but still high)
-Roman units lose their Expert Charge Defence sine with new stats it got a bit too strong and made using Fulcrum or Spear Aux units redundant
-added entries for cavalry swords and cavalry axes since they were using infantry entries now (which have different values and bonuses compared to regular cavalry weapons)
-elephants slightly reworked - their charge is more deadly now, they are a bit tougher in melee but their kills in prolonged melee are not OP
-slight reduction to falx damage
-cavalry charges improved vs ranged troops
-intervals between melee attack reduced from 3 to 2 seconds
-tweaks to spacing of some units
-Nabatean Bodyguard Infantry tweaked as they had incorrectly assigned phalanx while now they serve as medium assault spears
Overal combat seems fine again with those tweaks, I even had impressions that AI performed a bit better but that most likely was a placebo. Combat as a whole gets a bit slower, hence battles take more time but AI also seems a bit more responsie now.
Download and Install:
[Already in the main mod]
Simply download this file and copy it into your Rome2/data folder. Enable out of date mods. It should load before DeI. Do not use it with faster/slower combat submods.













