Don't worry my graphics driver is broken so won't be able to test updates for now anyway.
Hi
Everytime i start Multiplayer it gives an error during the loading screen.
thanks
Latest version of the Multiplayer is now 1.0!
File:
http://www.gamefront.com/files/21978518/EDU+1.0.rar
It needs to go in data/_important_stuff/multiplayer
Changes:
- Several new mercenary units and unit of native Carthaginians added to the Carthage roster
- Rome faction overhaul + added a couple of units. Now the choice between legionaries and auxillia matters, also pre-Marian is a valid option (they are less proffesional, but more zealous)
- Cimbri added units, 2 shield walling units, technically phalanx users but look and function is very different from the Hellenic ones, the Batavian shield wall uses over arm stabbing)
- Belgae added units
- Buffed Dacia
- Other factions had minor tweaks
Are there a lot of people still playing on Hamachi or online? I have only been playing Shogun II Avatar Campaign since it came out.
3K needs to have an Avatar Campaign!!!
Through Evolve, we've got about 7 at the moment, but hoping to build that up.
1.0 Emergency fix, just does one thing: Removing the unit of Libyan cavalry that was present in the Thraikan roster due to not removing the "slave" tag when adding it to the Carthaginian roster. Selecting this unit with Thrace would risk crashing the game:
http://www.gamefront.com/files/21985...28Fixed%29.rar
Unfortunately another miss had snuck under my radar, 2 units of newly added Carthaganian cavalry had 50% too many soldiers per unit, which leaves me no other choice than to update, also put in some minor stat tweaks whilst at it:
http://www.gamefront.com/files/21986...ugfix+2%29.rar
Were forced to do a third bugfix due to Corsico-Sardinian Infantry just having half the men they are supposed to have, but now I have scanned all factions and no faction got wrong unit sizes anywhere:
http://www.gamefront.com/files/22015...ugfix+3%29.rar
Also took the opportunity to change a few units that had "hide_anywhere" to "hide_long_grass". Also halved the cost of slingers and halved their unit size as well to encourage theur use as ambushers and support units rather than having them being used as main line archery (if slinger change isn't appreciated it might be reverted)
I played a couple of battles yesterday.
The slingers now are really too weak, the only benefit they have over archers is their cost, but that's not saying much.
I'd say either make them a bit more powerful, or double their size.
Also, Armoured Elephants seemed a bit too powerful, I can give you a replay if you want to see it by yourself.
Under the patronage of apple.
Patron of ybbon66.
Did you try skirmish units on them, in all tests a single unit of skirmishers has been enough to take down any elephant unit.
I am not able to run any tests right now due to internetless, but if problem with armored elephants persists you may outlaw them in the rules for the tournament for now. But please try throwing some javelins on them first...
Slinger units got the exact same power level and proportional cost as before, use their now greater movement to get them around enemy flank and fire away at enemy's unshielded flanks, don't use them as archers.
Did a test of 1 unit of Velites (around 200 denarii) vs 1 unit of Cataphract Elephants (around 2000 denarii) yesterday. The Velites destroyed 50% of the elephants and routed the rest, the Velites took 33% casualties, battle lasted 3 volleys. In other words the elephants were destroyed by a unit just 10% of their cost.
Conclusion: Armoured Elephants are not overpowered, rather the opposite, so they stay as they are and are fine to use in tourney.
3K needs to have an Avatar Campaign!!!
Well that arguement goes for any type of unit, a smart player can keep his cavalry away from spears etc, if he does that then it's not an issue of balance.
It's harder than that to protect the eles though, since they need to get close to the battle line and into range of skirmishers to do damage and a smart player will save his skirmsiher ammo for that moment.
It's also worth noting that javelin cavalry are also quite deadly to elephants and hard to dodge for the elephant player, then we also got phalanxes, basicly elephants is just an expensive anti cavalry weapon.
It has been discovered that during the stat reductions of other cheap axemen, the Belgae Axemen were overlooked, they had the stats greater than Caledonian Infantry at only half their cost + armor piercing weapons, therefore I see no other choice than to make an emergency fix for this to prevent exploitation of this unit:
http://www.gamefront.com/files/22075033/EDU+1.0+%28Balance+Fix+Proper%29.rar
It's poor praxis to release an update mid-tourney, but no battles has so far been fought using this unit in the tourney.
Edit: Broken Download Link. Re-Uploaded.
Roman infantry seem to be OP by far. I was fighting against the Flavia Felix in a town defence; completely surrounded them with 9 units of Wolf Warriors (playing as Cimbri). They routed my soldiers, even though they were elite, get frighten_infantry bonus, and had upgraded experience. I was playing on large unit scale, difficulty was hardest against AI. On these settings, I haven't got any problems when playing against other factions. Other factions would rout almost instantly in the same situation. Maybe it's just my perception, but Roman infantry, on a whole, are better then most elite infantry while coming at a cheaper cost.
Last edited by MrExpendable; August 18, 2012 at 10:45 AM.
If it's at very hard they got +7 attack +7 defense and +7 morale, so no I don't think it can be considered a consistent result. A Wolf Warrior is actually slightly more powerful than any Legionary, but with much worse missile defenses of course. Legions defeat other standard infantry yeah, but put them against Thorakitai Agyraspides or even Celtic Heavy Swordsmen and the legions will crumble, but yeah defeating a legion army requires good use of cavalry or other special weapons.