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Thread: DMUC 6,9 RC1

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  1. #1
    Nosjack's Avatar Praepositus
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    Default Re: DMUC 6,9 Open Beta Update3

    Not really, but I'm sure Darth doesn't want any off topic stuff in here.

  2. #2
    ♔DARTH LEGO♔'s Avatar Vicarius
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    Default Re: DMUC 6,9 Open Beta Update3

    well fair play but it was in response to some disagreement on how i play the game in Darthmod from a previous post, and a a response to unesscessary stereotyping of my personality...

    so not completely off topic.......

    But back on iam now on turn 45 on an ultimate campaign, GB, H/H and so far;

    CAI: Is being very straightforward and 'realistic', keeping alliances offering good terms in diplomacy and generally being quite fun really.
    The extended naval move points is really encouraging naval landings. The french have had 2 (unsuccesful) swipes at Ireland and i had a very random Mysorian delegation (well 2000 armed men more like) pop into my Pennsylvanian colony for a quick chat about colonial expansion.
    Didnt go down to well with the local gov and he sent em packing....in a bag of course...

    naval battles have been very few and far between with the pirates not being so overactive as in my experience in earlier versions but AI seems to be making some rather neat and varied stacks in the early game which is a challenge.

    BAI
    had some serious engagments with Mysore and France and in all (8) engagments with them i found them to be challenging, forming up and responding to player tactics, cavalry and skirmish flanking was well used.
    The only thing that still irks me but is minor is that the commander always does his little death charge first off, but hey no guts no glory IMO.
    Im finding that enemy line infantry tend try and gain the advantage in every way by forming and reforming the angles which is great. Unfortunately this can be well exploited as the more they spend reforming the less shooting they are doing and feels a little like cheating most of the time...

    Also one question is there a reason (maybe a past decision or poll ) why all infantry units have ammo 15, i do like the realism of running our of ammo at the crucial moment and having to charge or withdrawl but surely there should be some variation?

    any thats my 5 pennies so far.

  3. #3
    Freakwave's Avatar Tiro
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    Default Re: DMUC 6,9 Open Beta Update3

    A quick battle review; Got intercepted by native americans because i was trying to merge a couple of units. After forming up on the battlefield i advanced. I could only see his general and it was stationary.

    Once i got the overhand, it was 50/50 before, the general and its two remaining bowmen units, which the latter were packed on top of each other being one big mob, remained in my shooting range. The bowmen themselves were not in range. They refused to withdraw. I was intercepted which would mean the battle would be lost for the AI. Will the AI ever consider withdrawal? Since its better to fight another day with better odds. Now i think of it i never seen the BAI withdraw and on the campaign map it rarely happens.
    .
    .




  4. #4
    titanvoyager's Avatar Biarchus
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    Default Re: DMUC 6,9 Open Beta Update3

    Quote Originally Posted by Freakwave View Post
    Now i think of it i never seen the BAI withdraw and on the campaign map it rarely happens.
    Me neither. It would be great if Lord Vader takes a look and improves it.
    "...to boldly go where no man has gone before."

  5. #5
    Tango12345's Avatar Never mind the manoeuvres...
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    Default Re: DMUC 6,9 Open Beta Update3

    Important Question:
    How many crashes have people had in the 6.9 beta?

  6. #6

    Default Re: DMUC 6,9 Open Beta Update3

    None so far.

  7. #7

    Default Re: DMUC 6,9 Open Beta Update3

    Hi
    is there a way to verify that ver 6.9 update3 has been installed instead of v6.8?

    Also wanted to ask does the unit size affect the battle AI in any terms?
    and what is the best map to test BAI in custom battles? (what units etc.)

    Thanks

  8. #8

    Default Re: DMUC 6,9 Open Beta Update3

    Quote Originally Posted by michag View Post
    Hi
    is there a way to verify that ver 6.9 update3 has been installed instead of v6.8?

    Also wanted to ask does the unit size affect the battle AI in any terms?
    and what is the best map to test BAI in custom battles? (what units etc.)

    Thanks
    look at the DMUCcore.pack file, or whatever it is, and see if it says 6.9? Or look at the time/date of when it was copied there?

  9. #9

    Default Re: DMUC 6,9 Open Beta Update3

    having quite a few now... still trying to play swedes in late campaign... had one where it looked like a gentleman moving into one of my schools crashed it somehow 3 times in a row... so i went out and dueled him, lost, and it worked fine.. then 2 turns later i crashed in the middle of a battle, which is unusual, and now none of my saves work... one of those crashes where it crashes twice, like you have to close the program twice... not sure if it has anything to do with 6.9 or not.. i made it about 20 turns before this... e

  10. #10

    Default Re: DMUC 6,9 Open Beta Update3

    i got the iobit advanced system care or whatever it's called from some other thread the other day... ran it and couldn't believe the difference... just now after the these crashes i ran it again and almost all the fragged files it detected were the exact games i'm losing to crashes, as well as a few that i'm guessing had something to do with empire- soething about vegetation_leafy or something... not a computer guy, i don't even know what defrag means, but just trying to help

    watching it defrag now, DMUCxxxxx whatever is coming up a lot...

    not sure if that's significant to you guys but oh well- gonna see if they work now

  11. #11
    ♔DARTH LEGO♔'s Avatar Vicarius
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    Default Re: DMUC 6,9 Open Beta Update3

    Quote Originally Posted by ♔Tango12345♔ View Post
    Important Question:
    How many crashes have people had in the 6.9 beta?
    I have a weird crash but it is ever so annoying.

    When i am finished up playing a session, usually at the beginning of a new turn i save> exit to main menu and then back to windows etc.

    But twice now when i have exited, the game has crashed. No biggy i thought as i am leaving anyway....

    ...when i start a new session all my saved games were crashing and i took a look and noticed the campaign script just kinda deleted all my mod addition lines and reset itself. I ensured the launcher always has time to load and unload the script before i go rushing into the game (Empire has taught me boundless patience!), but now it wouldnt let me access the script.

    First time i did this i simply ran Darths diag. tool in the launcher; reset the script and reentered the mod lines and VOILA! all was well again


    ..however second time, same problem, same method but no dice.. had to start a new campaign

    What is nice to have though is that you still have the warning in the drum and fife setup about CTD possibility while fighting the injuns, but good news is i have had varied skirmishes and a couple of moderate size battles and no CTD


    Playing

    • GB
    • DMUC Ultimate campaign
    • lite enhanced smoke
    • GB drum and Fife
    • 4 TPY
    • grenades off
    • research normal
    • artillery normal
    • H/H
    • Turn 46

    Mods

    • ultimate campaign graphics pack
    • brit_mod 4 -Toon
    • british mod- Pom

    Other wise all gravy so far.....

    I agree. If there were sergeants on each flank of a line then it would be more believable. My point was that a single officer in the center of the first rank might have trouble effectively controlling 300+ men and getting them to maneuver effectively. I wish the game could model the use of sergeants and extra color bearers to show this.
    How they got it right in RTW and then fluffed it in ETW is beyond me?!?!?
    Maybe there is a away to get the color party separate from the main body?? Again as in RTW, the colour party's are always separate and the unit has perfect cohesion.... meh, just a thought.
    Last edited by ♔DARTH LEGO♔; January 30, 2011 at 01:45 AM.

  12. #12

    Default Re: DMUC 6,9 Open Beta Update3

    Quote Originally Posted by ♔BayonetFodder♔ View Post
    I have a weird crash but it is ever so annoying.

    When i am finished up playing a session, usually at the beginning of a new turn i save> exit to main menu and then back to windows etc.

    But twice now when i have exited, the game has crashed. No biggy i thought as i am leaving anyway....

    ...when i start a new session all my saved games were crashing and i took a look and noticed the campaign script just kinda deleted all my mod addition lines and reset itself. I ensured the launcher always has time to load and unload the script before i go rushing into the game (Empire has taught me boundless patience!), but now it wouldnt let me access the script.

    First time i did this i simply ran Darths diag. tool in the launcher; reset the script and reentered the mod lines and VOILA! all was well again
    exactly what has been happening to me... what do you mean by reentered the mod lines? is that separate from reseting the script?

  13. #13
    ♔DARTH LEGO♔'s Avatar Vicarius
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    Default Re: DMUC 6,9 Open Beta Update3

    Quote Originally Posted by Stubudd View Post
    exactly what has been happening to me... what do you mean by reentered the mod lines? is that separate from reseting the script?
    When you add mods you have to edit your specific script ie if you play late campaign and you see that little option that says edit script?

    you should always check that to see your mods that you have added are there and in the correct sequence with the semi colon; the word mod and save it dont just exit....



    ...this is all assuming you are adding extra mods?

    if not just reactivate tyour script through the advanced diagnostics option.

  14. #14
    Voltron's Avatar Libertus
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    Default Re: DMUC 6,9 Open Beta Update3

    The Portuguese troops are soo wrong in this mod!

    Try to use the ones in this one: http://www.twcenter.net/forums/showt...light=Portugal

    Those are the right ones!

    The first and last Global Empire » Portuguese Empire

  15. #15
    Nosjack's Avatar Praepositus
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    Default Re: DMUC 6,9 Open Beta Update3

    Interesting Stubudd, thanks for sharing.

  16. #16

  17. #17
    Tango12345's Avatar Never mind the manoeuvres...
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    Default Re: DMUC 6,9 Open Beta Update3

    It is pointless tweaking the beta, as either the full release or a new beta version is never far away.
    You can't change the core options with the beta.
    If you really want to-edit the the DMUC_Core file as normal.
    Last edited by Tango12345; January 29, 2011 at 12:41 PM.

  18. #18

    Default Re: DMUC 6,9 Open Beta Update3

    Tango, do you think reducing unit size like what Dignan said would improve the BAI from what I mentioned in my original post?

  19. #19
    titanvoyager's Avatar Biarchus
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    Default Re: DMUC 6,9 Open Beta Update3

    Quote Originally Posted by ♔Dignan♔ View Post
    Not sure if you are using the new update or not but I've found that the larger the unit size the worse the BAI gets. I play on normal unit sizes with four ranks (my own tweak). It gives the most consistent good BAI. As much as people like huge units and giant battles, the reality is that the game AI just can't handle it. It looks unrealistic too. It would be impossible for one officer to coherently and effectively command 300+ troops in such a huge formation.
    +1

    Quote Originally Posted by michag View Post
    Tango, do you think reducing unit size like what Dignan said would improve the BAI from what I mentioned in my original post?
    The pathfinding, sure.
    "...to boldly go where no man has gone before."

  20. #20
    Tango12345's Avatar Never mind the manoeuvres...
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    Default Re: DMUC 6,9 Open Beta Update3

    It would improve the pathfinding size of things, however you lose the epic scale of the battles (which is why the unit size will not be reduced)

    What the units do not show are the sergeants who help keep the line-with their help any officer could keep control of 300 men if not more. So saying that the officer couldn't keep 300 men together properly is not really true.

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