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Thread: Darth Formations ETW v3.0+DMUC 7.0 Beta

  1. #1

    Default Darth Formations ETW v3.0+DMUC 7.0 Beta

    ***REMOVED***

    I finally found the time to start modding my favourite part of Total War games... the formations.
    Thanks to the work of "taw" and "The Hedge Knight" the tool to make this possible is complete and now I offer the first version of the formations that will be included in the upcoming DarthMod Empire v7.0 and I also offer the DMUC 7.0 open beta.

    Changelog of the formations
    v3.0 summarized features

    • The new Darth Formations encourage AI battalion type attacks (reserve system) and also:
      • Make the AI light infantry more dangerous.
      • The AI artillery is located in a powerful battery which unleashes devastating concentrated barrages to the human player.
      • AI general is always careful and not suicidal.
      • Cavalry attacks are better coordinated.
      • No big gaps between units (now they create one long thin line of musketry per group and per formation).
      • Attack and defend offsets are improved so that the AI properly times the assault and muskets more.
      • Various micro-adjustments to each formation.
      • The official Indian, Native American, Ottoman formations are no longer used because they were not working correctly.
      • AI naval formations should interact better.


    Changelog of DarthMod Empire 7.0 version

    • New melee mechanics for more intense battles and better animation visuals.
    • Fatigue affects more the troops.
    • New battle animation entities: The Native American is swift, strong and quick. The melee man is heavy and stronger. These battle animation entities are enabled for many relevant troop types.
    • Morale revamped so that Artillery and Small arms fire have more impact and several other parameters create a more dynamic system.
    • Infantry walk and run speed are increased and also are balanced accordingly other parameters to create realistic movements. Cavalry walk speed is significantly increased so that it can manoeuvre much more easily.
    • Now the cannon trails are also not visual.

    Installation instructions
    Unzip and place the file Darth_Formations_ETW.pack and (optionally) DMUC_Core.pack to your game folder:
    For example to the destination C:\Program Files\Steam\steamapps\common\empire total war\data

    Important installation notes
    -There is no need to enable Darth_Formations_ETW.pack by script.
    -Remove any older formations packs from your game folder.
    -After you copy/paste DMUC_Core.pack in your game folder do not change any gameplay settings of the launcher or you will override this new file.

    Waiting feedback
    Please use both files to tell me how the new DarthMod Empire 7.0 Beta plays together with the formations.


    Special Thanks
    taw for his always helpful mod tools and his collaborating spirit
    The Hedge Knight for helping taw and for all around help
    HusserlTW for his modified Napoleon PFM with which I pack/unpack the formations

  2. #2

    Default Re: Darth Formations ETW v1.0

    HI Darth, good to see you working on formations again! Anyway, one of the biggest problems of both ETW and NTW is too predictable and boring battle experience, which is caused by AI using single long line only. AI doesn't keep any reserves, and stretch its forces across the whole battlefield, which allows human player to gain local superiority, destroy part of the AI line,then just destroy enemy units coming at him one at the time from other end of battlefield... This is not how combat looked like in 18.century. Armies had reserves, were formed in several lines with integrated artillery in front, even in quintrix formation where second line covered the unit gaps of first line. Single line was only used with small forces, but never in large battles.

  3. #3

  4. #4

    Default Re: Darth Formations ETW v1.0

    JaM thanks for the post and you are more than right. I wish I could do this you ask but I am afraid that the hard coded AI cannot handle that properly with musketry and shoots his own men. In Shogun Total War the reserves work because the battles consist mostly of melee or arrow fire with parabolic trajectories.

    I made also an effort to improve the Ottoman and Indian formations, those that were seriously flawed and now I think they work much better. Also I tried to re-enable the french column attack but in my tests the AI behaved poorly so I disabled it again and will see later how I can work on a formation system with reserves.

    In the meantime, what matters most is the AI to benefit from these formations, to be a tougher opponent overall, so I wait feedback from all mod sections, not only from DarthMod players.

    I would like especially to hear from you Captain Jack because you have much experience with DMUC and of course from all the users I read here in this forum and unfortunately I have no time to reply to you.

  5. #5
    The Hedge Knight's Avatar Fierce When Cornered
    Artifex

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    Posts
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    Default Re: Darth Formations ETW v1.0

    To put my cents on long lines.

    If you split the line into three blocks rather than a single long block you can have three possible positions for the general all behind the main line (also means that multi generals in campaigns wont hang round together). I also find it helps if you put the elite infantry all together (generally on the right) with weaker units in the center.



    This line i found to be much better.

    It has the cannons and cav behind the line which is in itself five blocks ( skirm,elite inf, militia/ line, line inf, skirm)

    This arrangement made the ai's cannons far less vulnurable to the player. The ai never uses grapeshot anyway so it doesnt hurt having them behind.

    Anyway its probably easier to see the code block that watch a picture 9etw and ntw have the same format:

    Code:
     {:name=>"Single Line Standard AI",
      :priority=>0.9,
      :purpose=>"3 (attack/defend)",
      :min_artillery=>0,
      :min_infantry=>0,
      :min_cavalry=>0,
      :factions=>
       ["austria",
        "austrian_rebels",
        "bavaria",
        "belgium",
        "britain",
        "british_rebels",
        "brittany",
        "catalonia",
        "cossack_rebels",
        "courland",
        "crimean_khanate",
        "denmark",
        "dutch_rebels",
        "egy_bedouin",
        "egy_britain",
        "egy_french_republic",
        "egy_mamelukes",
        "egy_ottomans",
        "france",
        "french_rebels",
        "greece",
        "greek_rebels",
        "hannover",
        "hessen",
        "hungary",
        "ireland",
        "ita_austrian_alliance",
        "ita_french_republic",
        "ita_genoa",
        "ita_lucca",
        "ita_milan",
        "ita_modena",
        "ita_papal_states",
        "ita_parma",
        "ita_piedmont",
        "ita_trent",
        "ita_tuscany",
        "ita_venice",
        "italian_rebels",
        "italy",
        "italy_kingdom",
        "mecklenburg",
        "naples",
        "netherlands",
        "norway",
        "oldenburg",
        "ottoman_rebels",
        "ottomans",
        "portugal",
        "portugese_rebels",
        "prussia",
        "prussian_rebels",
        "romania",
        "russia",
        "sardinia",
        "saxony",
        "scandinavian_rebels",
        "scotland",
        "sicily",
        "slavic_rebels",
        "spa_britain",
        "spa_france",
        "spa_portugal",
        "spa_spain",
        "spain",
        "spanish_rebels",
        "sweden",
        "swiss_confederation",
        "tut_britain",
        "tut_france",
        "tut_sardinia",
        "tut_swiss_confederation",
        "united_netherlands",
        "westphalia",
        "wurttemberg"],
      :lines=>
       [{:type=>:absolute,
         :priority=>1.0,
         :shape=>"0 (line)",
         :spacing=>1.0,
         :crescent_yoffset=>0.0,
         :x=>0.0,
         :y=>0.0,
         :min_threshold=>0,
         :max_threshold=>4,
         :pairs=>
          [{:priority=>0.9, :unit_class=>"14 (infantry_elite)"},
           {:priority=>0.9, :unit_class=>"15 (infantry_grenadiers)"},
           {:priority=>0.9, :unit_class=>"18 (infantry_line)"},
           {:priority=>0.9, :unit_class=>"20 (infantry_militia)"},
           {:priority=>0.3, :unit_class=>"17 (infantry_light)"},
           {:priority=>0.7, :unit_class=>"21 (infantry_mob)"},
           {:priority=>0.05, :unit_class=>"46 (any)"},
           {:priority=>0.2, :unit_class=>"19 (infantry_melee)"},
           {:priority=>0.3, :unit_class=>"22 (infantry_skirmishers)"},
           {:priority=>0.5, :unit_class=>"16 (infantry_irregulars)"}]},
        {:type=>:relative,
         :priority=>1.0,
         :relative_to=>0,
         :shape=>"0 (line)",
         :spacing=>1.0,
         :crescent_yoffset=>0.0,
         :x=>1.0,
         :y=>0.0,
         :min_threshold=>0,
         :max_threshold=>4,
         :pairs=>
          [{:priority=>0.7, :unit_class=>"14 (infantry_elite)"},
           {:priority=>0.7, :unit_class=>"15 (infantry_grenadiers)"},
           {:priority=>0.9, :unit_class=>"18 (infantry_line)"},
           {:priority=>0.7, :unit_class=>"20 (infantry_militia)"},
           {:priority=>0.5, :unit_class=>"17 (infantry_light)"},
           {:priority=>0.3, :unit_class=>"21 (infantry_mob)"},
           {:priority=>0.05, :unit_class=>"46 (any)"},
           {:priority=>0.7, :unit_class=>"19 (infantry_melee)"},
           {:priority=>0.3, :unit_class=>"22 (infantry_skirmishers)"},
           {:priority=>0.5, :unit_class=>"16 (infantry_irregulars)"}]},
        {:type=>:relative,
         :priority=>1.0,
         :relative_to=>0,
         :shape=>"0 (line)",
         :spacing=>1.0,
         :crescent_yoffset=>0.0,
         :x=>-1.0,
         :y=>0.0,
         :min_threshold=>0,
         :max_threshold=>6,
         :pairs=>
          [{:priority=>0.9, :unit_class=>"14 (infantry_elite)"},
           {:priority=>0.9, :unit_class=>"15 (infantry_grenadiers)"},
           {:priority=>0.8, :unit_class=>"18 (infantry_line)"},
           {:priority=>0.5, :unit_class=>"20 (infantry_militia)"},
           {:priority=>0.3, :unit_class=>"17 (infantry_light)"},
           {:priority=>0.3, :unit_class=>"21 (infantry_mob)"},
           {:priority=>0.05, :unit_class=>"46 (any)"},
           {:priority=>0.8, :unit_class=>"19 (infantry_melee)"},
           {:priority=>0.1, :unit_class=>"22 (infantry_skirmishers)"},
           {:priority=>0.2, :unit_class=>"16 (infantry_irregulars)"}]},
        {:type=>:relative,
         :priority=>0.9,
         :relative_to=>1,
         :shape=>"0 (line)",
         :spacing=>10.0,
         :crescent_yoffset=>0.0,
         :x=>1.0,
         :y=>0.0,
         :min_threshold=>0,
         :max_threshold=>-1,
         :pairs=>
          [{:priority=>0.05, :unit_class=>"46 (any)"},
           {:priority=>1.0, :unit_class=>"17 (infantry_light)"},
           {:priority=>0.1, :unit_class=>"21 (infantry_mob)"},
           {:priority=>1.0, :unit_class=>"19 (infantry_melee)"},
           {:priority=>1.0, :unit_class=>"22 (infantry_skirmishers)"},
           {:priority=>1.0, :unit_class=>"16 (infantry_irregulars)"}]},
        {:type=>:relative,
         :priority=>0.9,
         :relative_to=>2,
         :shape=>"0 (line)",
         :spacing=>10.0,
         :crescent_yoffset=>0.0,
         :x=>-1.0,
         :y=>0.0,
         :min_threshold=>0,
         :max_threshold=>-1,
         :pairs=>
          [{:priority=>0.05, :unit_class=>"46 (any)"},
           {:priority=>1.0, :unit_class=>"17 (infantry_light)"},
           {:priority=>0.1, :unit_class=>"21 (infantry_mob)"},
           {:priority=>1.0, :unit_class=>"19 (infantry_melee)"},
           {:priority=>1.0, :unit_class=>"22 (infantry_skirmishers)"},
           {:priority=>1.0, :unit_class=>"16 (infantry_irregulars)"}]},
        {:type=>:relative,
         :priority=>1.0,
         :relative_to=>0,
         :shape=>"0 (line)",
         :spacing=>2.0,
         :crescent_yoffset=>0.0,
         :x=>0.0,
         :y=>-30.0,
         :min_threshold=>0,
         :max_threshold=>-1,
         :pairs=>[{:priority=>1.0, :unit_class=>"12 (general)"}]},
        {:type=>:relative,
         :priority=>1.0,
         :relative_to=>2,
         :shape=>"0 (line)",
         :spacing=>2.0,
         :crescent_yoffset=>0.0,
         :x=>0.0,
         :y=>-30.0,
         :min_threshold=>0,
         :max_threshold=>-1,
         :pairs=>[{:priority=>1.0, :unit_class=>"12 (general)"}]},
        {:type=>:relative,
         :priority=>1.0,
         :relative_to=>1,
         :shape=>"0 (line)",
         :spacing=>2.0,
         :crescent_yoffset=>0.0,
         :x=>0.0,
         :y=>-30.0,
         :min_threshold=>0,
         :max_threshold=>-1,
         :pairs=>[{:priority=>1.0, :unit_class=>"12 (general)"}]},
        {:type=>:relative,
         :priority=>1.0,
         :relative_to=>3,
         :shape=>"0 (line)",
         :spacing=>10.0,
         :crescent_yoffset=>0.0,
         :x=>-50.0,
         :y=>-50.0,
         :min_threshold=>0,
         :max_threshold=>-1,
         :pairs=>
          [{:priority=>0.9, :unit_class=>"5 (cavalry_irregular)"},
           {:priority=>0.9, :unit_class=>"6 (cavalry_lancers)"},
           {:priority=>0.9, :unit_class=>"7 (cavalry_light)"},
           {:priority=>0.9, :unit_class=>"8 (cavalry_missile)"},
           {:priority=>0.9, :unit_class=>"9 (cavalry_standard)"}]},
        {:type=>:relative,
         :priority=>1.0,
         :relative_to=>4,
         :shape=>"0 (line)",
         :spacing=>10.0,
         :crescent_yoffset=>0.0,
         :x=>50.0,
         :y=>-50.0,
         :min_threshold=>0,
         :max_threshold=>-1,
         :pairs=>
          [{:priority=>0.9, :unit_class=>"5 (cavalry_irregular)"},
           {:priority=>0.9, :unit_class=>"6 (cavalry_lancers)"},
           {:priority=>0.9, :unit_class=>"7 (cavalry_light)"},
           {:priority=>0.9, :unit_class=>"8 (cavalry_missile)"},
           {:priority=>0.9, :unit_class=>"9 (cavalry_standard)"}]},
        {:type=>:relative,
         :priority=>1.0,
         :relative_to=>5,
         :shape=>"0 (line)",
         :spacing=>2.0,
         :crescent_yoffset=>0.0,
         :x=>25.0,
         :y=>-20.0,
         :min_threshold=>0,
         :max_threshold=>3,
         :pairs=>
          [{:priority=>1.0, :unit_class=>"4 (cavalry_heavy)"},
           {:priority=>0.9, :unit_class=>"10 (dragoons)"}]},
        {:type=>:relative,
         :priority=>1.0,
         :relative_to=>5,
         :shape=>"0 (line)",
         :spacing=>2.0,
         :crescent_yoffset=>0.0,
         :x=>-25.0,
         :y=>-20.0,
         :min_threshold=>0,
         :max_threshold=>3,
         :pairs=>
          [{:priority=>1.0, :unit_class=>"4 (cavalry_heavy)"},
           {:priority=>0.9, :unit_class=>"10 (dragoons)"}]},
        {:type=>:relative,
         :priority=>1.0,
         :relative_to=>1,
         :shape=>"0 (line)",
         :spacing=>10.0,
         :crescent_yoffset=>0.0,
         :x=>0.0,
         :y=>-20.0,
         :min_threshold=>0,
         :max_threshold=>-1,
         :pairs=>
          [{:priority=>0.9, :unit_class=>"1 (artillery_foot)"},
           {:priority=>0.9, :unit_class=>"0 (artillery_fixed)"},
           {:priority=>0.9, :unit_class=>"2 (artillery_horse)"}]},
        {:type=>:relative,
         :priority=>1.0,
         :relative_to=>2,
         :shape=>"0 (line)",
         :spacing=>10.0,
         :crescent_yoffset=>0.0,
         :x=>0.0,
         :y=>-20.0,
         :min_threshold=>0,
         :max_threshold=>-1,
         :pairs=>
          [{:priority=>0.9, :unit_class=>"1 (artillery_foot)"},
           {:priority=>0.9, :unit_class=>"0 (artillery_fixed)"},
           {:priority=>0.9, :unit_class=>"2 (artillery_horse)"}]},
        {:type=>:spanning, :blocks=>[0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13]}]},
    Needs a place for elephants though, perhaps further cavalry seperation too.
    Last edited by The Hedge Knight; September 13, 2011 at 03:21 PM.

  6. #6
    titanvoyager's Avatar Biarchus
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    643

    Default Re: Darth Formations ETW v1.0

    It would be a good thing if the AI emplaces the general bodyguards, the hotwitzer, the mortars and the rockets (not the cannons) behind its lines of infantry so they will be more protected. And the cannons, perhaps to the flanks, supported with light infantry and cavalry.

    About units in reserves I also think that the number of units per player is too low to consider it. However If we could had 40 units it would be awesome.
    Last edited by titanvoyager; September 11, 2011 at 06:02 PM.
    "...to boldly go where no man has gone before."

  7. #7

    Default Re: Darth Formations ETW v1.0

    Quote Originally Posted by DARTH VADER View Post
    I made also an effort to improve the Ottoman and Indian formations, those that were seriously flawed and now I think they work much better.
    I played yesterday as the Ottomans with your new formations file. In a battle against Persia my opponent (defender) set up in a neat line and began advancing only when I was in the middle of the map, quite close to them. He did an awkward turn with all his units, but reformed back to a line quickly. He tried to outflank me with his melee troops, while the centre of musketmen held tight. He did not charge with his general until all his units were engaged in melee. So I think this is an improvement. There was one flaw, though, he left his cannons right on the flank of his infantry and I could silence them with my irregulars.

  8. #8
    Nosjack's Avatar Praepositus
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    Default Re: Darth Formations ETW v1.0

    Awesome work darth! I'll make sure to try it out when I get the time.......

    But I have one question, is the suicidal cavalry bug fixed? Not necessarily the general's bodyguard, but any cavalry that just charges the center of my line :/

  9. #9

    Default Re: Darth Formations ETW v1.0

    Formations are working great!

    Quote Originally Posted by DARTH VADER View Post

    I finally found time to start modding my favourite part of Total War games... the formations.
    Thanks to the work of "taw" and "The Hedge Knight" the tool to make this possible is complete and now I offer the first version of the formations that will be included in the upcoming DarthMod Empire v7.0 among many other gameplay features.
    Need any testing volunteers again?

  10. #10

    Default Re: Darth Formations ETW v1.5

    v1.5

    • New Darth AI formation system which overrides the default vanilla formations, especially the broken ones.
    • The new Darth Formations encourage AI battalion type attacks (reserve system) and also:
      • Make the AI light infantry more dangerous.
      • The AI artillery is located in a powerful battery which unleashes devastating concentrated barrages to the human player.
      • AI general is always careful and not suicidal.
      • Cavalry attacks are better timed and not wandering (needs testing).
      • AI army attacks are far less predictable


    Known issue: Very big armies may not fit well in the map as they start so the AI regroups them. Will correct in the next version.

    Please also try it with Napoleon and tell me if it works... it should work.

    Edit: @The Hedge Knight. Thank you for your tip. I used it and I see that multi-blocks of the same line work better.

  11. #11

    Default Re: Darth Formations ETW v1.5

    Fantastic work, I've been playing with the ver.1.0 and will be downloading 1.5 after this post.

    I have played test battles, late era with Austrian vs. Ottomans and the Ottoman advance was very organised with a flanking, scout manouvre using light infantry and cavalry down my left flank while the bulk of their line infantry advanced in line with a second rank behind almost as if they using a reserve.

    Hope this lil' snippet helps, if there is anything alse you're particularly looking for then let us know so we can keep an eye out.

    Freshly Laundered.

  12. #12

    Default Re: Darth Formations ETW v1.5

    Thank you for your report. I need many reports from everyone. Come on you all play DMUC, just enable this and continue your games, it will not damage them.

    I need battle reports like this:
    -Images, not many words.
    or
    -Which faction is the opponent, does it flank, does it hold the line, is it less predictable anything you notice different from your previous experience.

    You must understand that this new addition I prepare will radically change your gameplay experience with the upcoming DarthMod Empire 7,0. I currently have a new version of DarthMod which has much different battle dynamics = better and maybe in the coming days I will provide it as an open beta to test it combined with the new formations.

  13. #13

    Default Re: Darth Formations ETW v1.5

    Battle report No.2 ver. 1.5

    Play Battle: Austrian vs Ottoman default armies / Grassy Flatland
    Funds: Large
    Weather: Dry
    Battle Time: Unlimited
    Time Period: Late
    Time of Day: Midday
    AI Strength: Hard

    I left my starting positions as was, which was markedly different from ver. 1.0 i now have a structured front line made up of line infantry with a grenadier unit in the centre, light infantry to the flanks, second line is made up of 2 units of light infantry, cannons in the third line (nice) and my cavalry further back on the flanks.

    I havent made a note of the Ottomans as when the battle started they remanouvered immediately.

    The only move i made was to unlimber cannons and move my general from an exposed position far on my left flank to a more secure position behind my artillery.

    The ottoman advance was not so rigid as ver.1.0 with lots of manouvering while way out of range, the cavalry stayed behind the infantry on the flanks without any suicidal charges, they then advanced to my right flank with their light infantry and stayed out of range of my lines.

    When the main bulk of their line infantry had advanced to within range they were structured and commenced firing without any crazy manouvring, at this point all of their cavalry then charged into my right flank ..........at the same time...........intelligently...........and thus began the quickest route of the Austrian forces i've witnessed.

    The main points i've noted are:

    *Lots more manouvering by the AI but not while in range of your muskets.
    *Cavalry actually behave like the flanking force they should be.
    *Light infantry were used as a screen for the cavalry advance.
    *The actual enemy advance took alot longer to reach within range of my lines and was alot more organised by the time it got there.

    Sorry for the length of the post, I will attempt screenshots for the next one, pictures = a thousand words and all that malarchy.

    Freshly Laundered

    I forgot to mention, this was playing EmpireTW.
    Last edited by Freshly Laundered; September 14, 2011 at 07:11 AM.

  14. #14

    Default Re: Darth Formations ETW v2.0

    v2.0 (Satisfaction guaranteed, try it now)

    • Optimised the swapping attack/defend system. The main problem of all Total War game formations is that the designers mess with many formations and priorities which complex the AI thinking. The AI tries to reform all the time to much different positions in the middle of the battle. By creating a closed system for the AI to interact per every occasion, this endless reforming idiot AI problem is solved. This is what it has been done universally for every faction. In the future, if I have time, I will make a closed system specific for some countries to make them more special.
    • Corrected the problem of formations exceeding the limit of the map.


    Great report Laundered.
    This is exactly what I need to picture the new AI thinking.
    I guarantee that the change is radical. You must all try it and please share with others so that many can test.

  15. #15

    Default Re: Darth Formations ETW v2.0

    I did a test in campaign with formations v1.5, which showed some awkward AI movements. Since v2.0 is already out, I'll describe the situation in a short manner, as my test is of lesser relevance now.

    I deployed my troops (Ottomans) around a single artillery battery in the centre of the map, on a small hill. 3x Isarelys on both sides of the battery, 2x Isarelys in reserve, 2x Cemaat Janissaries behind. I had a mob of Semenys as a screen, plus some melee and irregulars on the flanks.

    The enemy (Austria) had about 5-6 units of Militia, one unit of Pikemen, one Line Infantry, 2x Provincial Cavalry, 2x Demicannons and a General. They deployed in a line with Line Infantry and Pikemen in the centre, the artillery was positioned on the right flank The cavalry was behind the main lines. However, before I started moving my soldiers, the AI started to reposition. Pikemen moved towards the artillery, leaving a big gap in the middle of the battle line. Artillery was never unlimbered! As I closed in with my musketmen, the enemy Militia lost formation and turned into an ugly mob, which was easily mowed down by my muskets. I was charged by Provincial Cavalry on my right flank, but this attack was unsuccessful. The last accord of the battle was the Austrian general, who drew circles around my infantry - he tried to be always on the flank of one, lone infantry unit - whenever I rotated the infantry, the general's unit moved towards my flank and didn't attack; I had to chase him with my Janissaries.

    BUT in other battles it was all very good. The AI now tries to save their cavalry for decisive flanking charges, which is one of the most important changes, IMO. Great work.

    I'm off to do some testing of version 2.0 (in-campaign, I want to see if it works properly there).

  16. #16

    Default Re: Darth Formations ETW v2.0

    I´ve just noticed a bug with 2.0: when you order a group to form a line (a single, simple line), one of the regimets forms before the rest, creating a formation like this:

    ---
    -------------------------

    I played a battle with 1.5, and that bug wasn´t there, so it´s most likely caused by 2.0

  17. #17

    Default Re: Darth Formations ETW v2.0

    looking good Darth!! (but then when doesnt it look good )

    i'll get on this tommorow

    oh its like christmas

    The Cap

  18. #18
    Libertus
    Join Date
    Mar 2010
    Location
    Warren, Arkansas
    Posts
    79

    Default Re: Darth Formations ETW v2.0

    My reports. (Formation 2.0)

    Britain vs. France- Alpine Pass
    Late-AI Normal
    Cash Large

    I start with the standard British Army vs Default French Army.

    I start with the preset formation, except I move my artillery to the far back of my flanks. My Cavalry are in reserve.

    The battle begins. The AI does not rush as it normally does, but shifts it light infantry to deploy stakes on it's artillery (facing the wrong way, but that's hard coded). The AI then breaks off two regiments of line infantry and rearranges his left flank (Pointless, he swaps places with two line infantry). Our artillery are dueling in the meanwhile.

    I break my army in two "wings" (to put in Frederickian terms) in anticipation of an echelon style attack. I leave my Light Infantry in reserve. What happens next, is almost Napoleonic. The two detached regiments hit my right wing. I move my light infantry to envelop his two line regiments. Meanwhile, MY LEFT WING HAS BEEN ENVELOPED by HIS MAIN FORCE. The AI uses his light infantry as flankers and pins for his main force. THE AI HIT ME WITH AN OBLIQUE ATTACK. The left wing holds out for a while but, is simply overwhelmed. For the first time ever in a total war game, MY FLANK HAS BEEN TURNED.

    Only a desperate stand by Grenadiers and light infantry allow me to rush a Horse unit to charge the French Army. Meanwhile, his cavalry, which has been in reserve, charge my routing infantry. Only a charge by my Life Guard send the french scrambling for the safety of there own guns. I turn my Right wing, and a bloodbath ensues. Bloody shootouts at point blank range. Units routing, reforming, and going back into the fray. I barely etch out a victory. The battle lasted 53 minutes. My average ETW battle is 15.

    This was almost perfect AI. As side from the weird two unit shuffle on the flank, I experienced no issues.

  19. #19

    Default Re: Darth Formations ETW v2.0

    Great to read these new reports. Also check fort battles and naval battles because I have modded those as well.
    If you report swiftly I can offer a new update even today if needed, but this version is as I feel very efficient and handy for the AI. If only I could mod formations 1 year sooner.

  20. #20

    Default Re: Darth Formations ETW v2.0

    Quote Originally Posted by DARTH VADER View Post
    Also check fort battles and naval battles because I have modded those as well.
    I'll prepare two reports in the evening, when I come back home. Both with screenshots: one of a quite big land battle (Austria + Saxony vs. Prussia) with Formations v2.0 and one naval (Ottomans vs. Venice) from v1.5 (if the naval formations were modified back then).

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