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  1. Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2k - patch 19) + S/M/L economy/civic/culture/population/civilwar modules + various stratmap movement range armies/navies [18 march 18]

    thx for navy very much! -50 is okay for me, but i have no idea what are you talking about "rom_tech_military_navy_navy_action_points" effect due to problem with "in_all_your_navies" scope.
  2. Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2j - patch 19) + S/M/L economy/civic/culture/population/civilwar modules + various stratmap movement range [18 march 18]

    Guys, i am looking for possibility to only reduce movement range of navy, plz?
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    Sticky: Re: [Tech] 1.2 Bug Reports

    gbj blood. better water only. with english client i have same problems
  4. Sticky: Re: [Feedback] Impressions, Critiques and Requests for 1.2

    Maybe there are some problems with ED units? Grand campaign rangers seems much stronger in my tests
  5. Sticky: Re: [Feedback] Impressions, Critiques and Requests for 1.2

    OK, but I see no combat guides in that thread to answer my question, why range units so weak and do no front damage at all, expecially archers? And why some pikes has 4 armor penetration and some 1?
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    Sticky: Re: [Tech] 1.2 Bug Reports

    Playing empire divided as palmyra. have no tech bonus + if i try to make republic game crushes(
  7. Sticky: Re: [Feedback] Impressions, Critiques and Requests for 1.2

    Sure, 'History was not balanced', but what can i do vs heavy armor penetration infantry if my missiles do no damage and my pikes and spears suck?
  8. Sticky: Re: [Feedback] Impressions, Critiques and Requests for 1.2

    Great work! But after years still this battles are ruining whole experience of your mod for me! Game of heavy infantry with 4 AP and maybe some cavalry. All range units, pikes, chariots and etc -...
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