View Poll Results: Do you see that the melee bug issue of the new CA patch is removed with this version of DarthMod?

Voters
69. You may not vote on this poll
  • YES

    33 47.83%
  • NO

    36 52.17%
Page 1 of 7 1234567 LastLast
Results 1 to 20 of 132

Thread: DarthMod Empire 1,9 Feedback & Suggestions

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default DarthMod Empire 1,9 Feedback & Suggestions

    Concerning the poll above: The melee bug is not removed but improved. I need your feedback in this.


    I have removed everything interfering with CAI. It seems there are hidden incompatibilities which I cannot risk keeping in the mod. I will find a way to rework on it later. Until then enjoy DarthMod with Vanilla CAI, with its goods and bads.


    Please notice the underlined below. Modders should try it as well to their mods, and maybe they get benefit (Use the groupformations.bin of the old patch). I will need your extensive feedback about this finding. Campaign battles are the better option for testing.

    Also.... note that the idiotic AI commences when artillery is present in the army composition. AI tries to protect its artillery and attacks the enemy artillery at all costs as it seems. So if you have not noticed so often the melee bug as some of you said (Vanilla, DarthMod, other mods), it is because you have fought battles without artillery.


    DarthMod Empire includes:

    -Optimized Land battle system (Musket lethal in short range but not in long range, Extra balance for all units per faction, more difficult AI by indirect methods etc.)
    -Optimized Naval battle system (Ships turn and handle realistically, each faction has a special battle character, realistic tactical battle AI from indirect methods etc.)
    -Better Campaign AI (More aggressive AI, Better decisioning in land invasions, better Naval AI blockades, better Alliance group wars etc.)

    Special New in version 1.9
    -I have removed everything interfering with CAI. It seems there are hidden incompatibilities which I cannot risk keeping in the mod. I will find a way to rework on it later. Until then enjoy DarthMod with Vanilla CAI, with its goods and bads.

    Special New in version 1.85
    -Made a change in 2 db files to certify that they are adapted to the new patch (Thanks zowrath for the tip, although I have seen that the files are 1.0 version, which means OK, not needing special actions) Despite that I did it and I hope CAI is improved.
    -Increased probability to recruit naval units, to adapt to the new patch... which is starting to get in my nerves.

    Special New in version 1.8
    -Full adaptation for the new patch (Thanks Alpaca for the prompt modification of Pack Extractor).
    -I removed the formations of the new patch. Somehow it seemed to me this bin file was causing a large proportion of the suicidal melee charges. I use the formation file of the old patch. Tell me by testing if you see much better AI behaviour as I have noticed (Not miracles because there are other hard coded parameters which I cannot mod).
    -Changed a lot of melee parameters in KV rules to create a cinematic endurance of melees.
    -Jaegers have light muskets instead of rifles (as corrected in the patch).
    -Platoon fire removed (Nice, fancy but... useless as Fire and advance).
    -Made CAI to defend more its provinces as requested (hopefully).

    Special New in version 1.7
    -Adaptation phase 1 for the new patch (tax Fix, some other parameters in KV_Rules such as the melee intervals etc.)
    -Reworked the artillery ranges and time reloads.
    -Fixed the explosion probability of ships.
    -Included a version without the Darth CAI parameters so that you play only pure vanilla CAI (It will be more passive).

    Special New in version 1.6
    -Ship speeds lowered and now better.
    -Ship damage model more realistic (1-2 mistakes in maneuvering and the ship sustains critical damages from the better position of the opposition).
    -Naval moral balanced for new effects.

    Special New in version 1.5
    -Improved the time intervals between attack/defence animations. You will notice: Better individual self defense per soldier and unit, swifter time intervals between volley fires in fire by rank system, better responses.... a general better efficiency which affects also the AI which becomes more dangerous also this way.
    -Lowered the penalties for flank/rear exposure.
    -Balanced morale system for the new effects.
    -Improved naval morale system for easier surrenders.
    -Increased the radius of chain shots.

    Special New in version 1.4
    -New Musket Balance based on Feedback of Bythesword and Naimad (Accuracy system became more fragile but the lethality is increased to creat the proper devastation from close range).
    -Moral system changed to balance the new effects.
    -Also Naval cannons will do more damage from afar.
    -Trying my best to show some Naval Invasion to the game by triggering priorities (I do not guarantee anything but I will need your feedback).
    -English Line Infantry got better melee and less defence from the base balance given in previous versions.
    -Ammo has been reduced so that it is more important during a long battle

    Special New in version 1.3

    -Chainshot range decreased.
    -Experience will level up slower from level 3 and up.
    -Moral system updated (General Unit will inspire more, Flank and rear exposure will not be tolerated and also it helps Ai to cover itself better, Musket volleys will have devastating effects).
    -CAI updated (Allied packs will fight together, You will watch AI to help each other and also the Human player, AI will not tolerate enemy in its lands and will respond aggressively by attacking or placing armies to strategic points of the map)... The CAI seems very good now... ready for the Naval Invasion plugin of CA!

    Special New in version 1.2
    -Carronade frigates more powerful (64lb cannons).
    -Lowered the probability of explosion of some ships (hopefully).
    -Campaign AI improvements. (AI will use better region siege tactics, raids and attacks far better, AI Military technology favoured etc.).
    -Corrected 2-3 unit size imbalances.
    -Fatigue system updated.
    -Melee system greatly enhanced (More lively 1vs1 combat and formation penetration effects)

    Special New in version 1.1

    -Improved the melee mechanics (You will see a lot of cinematic animations as you have correctly asked and an improved and challenging overall battle system)
    -I changed the darthcom.pack to darthmod2.pack due to being renamed by antivirus checkers.

    Special New in version 1.0

    -Corrected the bug of fatigue in my mod. The file unit_stats_land_experience_bonuses is bugged if you import it directly to a mod. You have to put 3 zeros to the table, or else it destroys the game, affecting fatigue(!!!) and other parameters. All modders should be alerted and correct accordingly. This is a proof that you cannot use too many mods without knowing what you add to your game. As of now.... I have no responsibility if you use other mods with my mod. Strange things can happen (like this) and no one takes notice. As I progress I will add other mods, only when I have fully tested them to trust them.
    -Created dynamic fatigue system (Units get tired more easily but rest faster).
    -New dynamic experience system (Units that gain experience are having a significant advantage from rookies. Experience can be gained realistically after every battle in DarthMod and not after .... ages as in Vanilla).
    -Increased costs per cannon type to balance their firepower value.
    -New musket lethality which improves the previous version, making the game far better.
    -New general balance unit tweaks (A battle will show what I mean... sorry end of talking... time for you to play!).

    Special New in version 0,95

    -Grenadiers have more upkeep cost. Some more cost of recruitment.
    -Rocket ships have much more cost to make them less desirable.
    -Made AI to volley from closer range (Test) and revamped the whole battle system through various techniques of morale and other attributes settings. That goes for naval battles too.
    -Close range Musket lethality is increased and now everything seems set (Try it).
    -Turkish units have even less upkeep to help them grow Huge armies.
    -Fatigue files are removed from mod... something is wrong with these files (They seem bugged from vanilla and I removed them for now).
    -Grenadiers have Square Formation ability.
    -Russian Line Infantry costs even less, so that the Russians can wage even more armies. Some other units too.
    -Cavalry balance reworked a lot (Hussars became a defensive skirmish cavalry, Lancers real chargers, Uhlans something in the middle, Cuirassiers a good all around cavalry and also other).

    Special New in version 0,9

    -Grenadiers will not be able to throw grenades (Until there is a fix to be able to change their ammunition)
    -More devastating close range musket fire (The way it was requested)
    -Cannon trails will be those of the great mod of scivian

    Special New in version 0,85

    -Removed Population cost for armies (Only 200 instead of 2000 which was set in previous version)
    -Made the rank distance in units a little higher
    -Re-inserted the cannon trails (Laser muskets are out permanently)
    -Ferguson and green jackets will have variance (propose)
    -Infantry morale has greater shock penalty against extended missile fire
    -New fatigue alterations
    -Campaign AI work out (Should be better, needs testing)
    -Land experience will be gained differently in accuracy and reload rates
    -Modified the charge distance (A new parameter I have found) to create a true battle experience and better AI

    Special New in version 0,8

    -Improved the Campaign AI (Hopefully).
    -New Musket Balance = Devastating close range fire. Harder Battles.
    -Removed the laser bullet-ion cannon trails of vanilla (I needed them for calibration... off they go now).
    -New Land Unit Balance (Melee Units are very dangerous when they are close, Line Infantry get new special character=very large Defence, low Melee= The battle mechanics makes them to keep formation like the Last of the Mohican movie)
    -Balanced Cannons= Special shells have lower range and higher reload penalty, adjusted their universal accuracy)
    -Naval Cannons have special reload rates each. (Each Ship is now even more important due to the special realistic balance there is already)

    Special New in version 0,75

    -I removed the "fire and advance" ability. AI gets lethal without it.
    -Increased the ammo.
    -Optimized the accuracy and the aiming system of the muskets to feel realistic.
    -Made Absolute Monarchy to have better bonus in recruiting troops.
    -Many minor adjustments that were requested.


  2. #2

    Default Re: DarthMod Empire 1,9 Feedback & Suggestions

    there is an folder missing in pack

    it should be X:\Steam\steamapps\common\empire total war\data\darthmod.pack

    and there is

    X:\Steam\steamapps\common\empire total war\darthmod.pack

    or maybe I'm wrong:-)

    going to check unit sizes bug(?)

  3. #3

    Default Re: DarthMod Empire 1,9 Feedback & Suggestions

    Well I cant change unit sizes in my saved game but when I stared new one it's looks ok.

  4. #4

    Default Re: DarthMod Empire 1,9 Feedback & Suggestions

    Quote Originally Posted by Pattington View Post
    there is an folder missing in pack

    it should be X:\Steam\steamapps\common\empire total war\data\darthmod.pack

    and there is

    X:\Steam\steamapps\common\empire total war\darthmod.pack

    or maybe I'm wrong:-)

    going to check unit sizes bug(?)
    Quote Originally Posted by Pattington View Post
    Well I cant change unit sizes in my saved game but when I stared new one it's looks ok.
    Thank you very much for telling me. I corrected it just now.

    This is not a bug. It is something inevitable unless CA lets us someday to alter this without editing core game files and mess the installation..

  5. #5

    Default Re: DarthMod Empire 1,9 Feedback & Suggestions

    @Darth

    I'm going to bed again now, but I guess 1.9 is 1.85 without the CAI, yes? As I mentioned in another thread, the 1.85 CAI worked as intended for me. I ran a clean test, and it had the same effect has my modified 1.8. Which was AI building ships, and deploying them as intended. I have only seen one invasion fleet though, but CA said they only put forth a hotfix for that so I am not sure how good that was.

    Other than the reports of CAI not building ships, what other things you suspect it interfered with?

  6. #6
    Miles
    Join Date
    May 2008
    Location
    New Orleans, LA
    Posts
    317

    Default Re: DarthMod Empire 1,9 Feedback & Suggestions

    ahh.... in 1.85 the main battle problem i am having is the ai runs around like chickens with their heads cut off right in front of my lines and get annihilated before setting up, firing, and then routing... i was almost beaten by one of those melee mass charges, after i fought it off though the enemy regrouped, reformed, advanced and began firing at me until i mustered enough men to break their lines with a bayonet charge... it did fix most of the naval problems though..
    Slovenic by birth, Christian by the Grace of God.

    WWI Total War Mod Member
    Družina Kagana

  7. #7

    Default Re: DarthMod Empire 1,9 Feedback & Suggestions

    Quote Originally Posted by Mikhail Tomasovic View Post
    ahh.... in 1.85 the main battle problem i am having is the ai runs around like chickens with their heads cut off right in front of my lines and get annihilated before setting up, firing, and then routing... i was almost beaten by one of those melee mass charges, after i fought it off though the enemy regrouped, reformed, advanced and began firing at me until i mustered enough men to break their lines with a bayonet charge... it did fix most of the naval problems though..

    I've never seen any melee charges as people describe, but then again I only play campaign game. But yes, v1.85 Campaign AI did fix the naval problem as far as I could tell. Well, teeth are properly brushed so off to bed. nn!

  8. #8

    Default Re: DarthMod Empire 1,9 Feedback & Suggestions

    Since the 1.2 patch, the unit cohesion when it came to rank fire that made Darth's superior to vanilla for me ... well, seems to have gone. Actually it now seems as though unit cohesion in rank fire is now WORSE than the new vanilla (they fixed it in vanilla) ...

    In vanilla, units will fire in sections if they have to in order to maintain the rank fire, where before 1.2 they used to sometimes just sort of fire pop shots in the front row and not kneel to reload.

    Now darth's is like how vanilla used to be, and vanilla is how darth's used to be... Maybe since it has been fixed in vanilla your changes actually break it? Iono what parameters you changed, but my units will no longer properly use rank fire in darth's unless I turn off fire at will until the enemy is fully in range.

  9. #9
    Shabby_Ronin's Avatar Primicerius
    Join Date
    Mar 2008
    Location
    Ohio, United States
    Posts
    3,249

    Default Re: DarthMod Empire 1,9 Feedback & Suggestions

    I dont use this mod, but I just wanted to let Darth know that I just did a bunch of tests on VH to test his theory about "if there is arty, the AI will always charge"

    1 GB, 5 Line Inf, 1 Cavalry, 1 cannon

    In all my tests I placed the Arty behind my lines, they never ever went for it. As far as melee goes I just had the usual 1 or 2 infantry units charge while others shot...oh and I saw some nice flanking attacks with its cavalry.

    That said, the general did offer himself up to be shot often, and he usually was.

    I havent seen this insane charging in vanilla.
    Last edited by Shabby_Ronin; May 04, 2009 at 07:38 PM.
    "...I'll look for something else. We're surrounded by water. Why are we eating knob?"

  10. #10
    Bob the Insane's Avatar Semisalis
    Join Date
    Sep 2005
    Location
    London, UK
    Posts
    410

    Default Re: DarthMod Empire 1,9 Feedback & Suggestions

    Seriously, dude, at work this morning I was like, oh 1.8, I must download that... I check at lunch and it was 1.85, now 1.9.... wow...
    "They are the devil's vegetable" - Captain Keeble, HMS Bulwark

  11. #11

    Default Re: DarthMod Empire 1,9 Feedback & Suggestions

    This time are better battles...

  12. #12

    Default Re: DarthMod Empire 1,9 Feedback & Suggestions

    All but one or two units seem to fire in my line sometimes, then those few fire after, thus breaking my fire by rank, as they begin to act exactly as they would if they didn't have fire by rank in the first place :/ Has anybody else had this happen? This seems to happen to me VERY frequently whether I play with Darth's Mod or vanilla :/


    This seems to happen to about 1/2 of my units in every battle, and is quite annoying.

    This seems to happen even more often in Darth's than in vanilla ... far more actually. Anybody else have this issue?

  13. #13
    Chevalier IX's Avatar Primicerius
    Join Date
    May 2007
    Location
    United States,Oregon
    Posts
    3,150

    Default Re: DarthMod Empire 1,9 Feedback & Suggestions

    Quote Originally Posted by Society View Post
    All but one or two units seem to fire in my line sometimes, then those few fire after, thus breaking my fire by rank, as they begin to act exactly as they would if they didn't have fire by rank in the first place :/ Has anybody else had this happen? This seems to happen to me VERY frequently whether I play with Darth's Mod or vanilla :/


    This seems to happen to about 1/2 of my units in every battle, and is quite annoying.

    This seems to happen even more often in Darth's than in vanilla ... far more actually. Anybody else have this issue?
    this is most likely the result of misfires,or the parameter that dictates such a thing,nothing to worry for,such things are a risk of the combat styles of the era

  14. #14

    Default Re: DarthMod Empire 1,9 Feedback & Suggestions

    Quote Originally Posted by Chevalier IX View Post
    this is most likely the result of misfires,or the parameter that dictates such a thing,nothing to worry for,such things are a risk of the combat styles of the era
    Well, if there's a misfire, fine. But it breaks the ENTIRE rank fire. I have to toggle fire at will off until EVERY SINGLE man reloads, and then turn it on and HOPE it doesn't happen again.

    The BIG problem is that this seems to happen more often with darth's now (post patch) than post-patch vanilla.


    ANOTHER problem is that if a unit moves into range (even head-on) of a group on fire at will, they will simply make pop-shots instead of firing by ranks. The first rank will sort of do a "pop... popopopop... pop... pop..." and then they get stuck acting as if they still didn't have rank fire until, again, I make them stop firing until they ALL reload, at which point I can turn them back on.


    Again, this seems to be a problem with darth's ONLY post patch. Before the patch, Darth's almost NEVER had this happen. Something is amiss with whatever Darth did to "improve rank fire unit cohesion".

  15. #15
    Vanquisher's Avatar Campidoctor
    Join Date
    May 2006
    Location
    UK
    Posts
    1,976

    Default Re: DarthMod Empire 1,9 Feedback & Suggestions

    Sadness, this game is like swiss cheese by now And the latest patch has even made your mod like swiss cheese

    Keep up the work improving CA's work (and fixing it), don't work too hard though, You'll get there eventually.

  16. #16
    Miles
    Join Date
    May 2008
    Location
    New Orleans, LA
    Posts
    317

    Default Re: DarthMod Empire 1,9 Feedback & Suggestions

    wow they really screwed us with the 1.2 patch... i just got the white screen crash hahaha... what a joke. but the melee nonsense seems to be somewhat gone... the enemy still runs around like idiots though...
    Slovenic by birth, Christian by the Grace of God.

    WWI Total War Mod Member
    Družina Kagana

  17. #17

    Default Re: DarthMod Empire 1,9 Feedback & Suggestions

    Nah, the 1.2 patch is great. Oh no, you crashed. Does it happen with regular frequency? No? Then relax. I've had maybe a crash a day so far, and that's pretty decent to me, especially for a turn based game.

  18. #18
    Chevalier IX's Avatar Primicerius
    Join Date
    May 2007
    Location
    United States,Oregon
    Posts
    3,150

    Default Re: DarthMod Empire 1,9 Feedback & Suggestions

    to think...the battle ai was actually passable before this supposed fix came along and broke it..I am sure it will b dealt with quickly,for it could not have been intentional..perhaps they loaded the wrong files in the patch or something

  19. #19

    Default Re: DarthMod Empire 1,9 Feedback & Suggestions

    I have few time...but,
    I fought 3 battle yesterday...and I have not seen the bug of melee...

    AI fought really well...
    Custom battles on the contrary are bugged!!!

    (I'm using 1.85 version)

  20. #20

    Default Re: DarthMod Empire 1,9 Feedback & Suggestions

    Quote Originally Posted by Ryo View Post
    I have few time...but,
    I fought 3 battle yesterday...and I have not seen the bug of melee...

    AI fought really well...
    Custom battles on the contrary are bugged!!!

    (I'm using 1.85 version)
    If you are using the 1.85 version, could you please upload it to the thread that is asking for it? I am sure they would appreciate it. I don't have it now, or else I'd do it. Or if anyone else can?

Page 1 of 7 1234567 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •