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  1. #1
    Sharzak's Avatar Libertus
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    Default Game fixed yet?

    I played about a year and a half ago and thought the mod was great but had two core flaws that rendered it unplayable: Axemen were completely useless and battles took way too long (defensive stats too high, attack stats too low.) Have these been balanced or tweaked since?
    Of all tyrannies, a tyranny exercised for the good of it’s victims may be the most oppressive. It would be better to live under robber barons than under omnipotent moral busybodies.--C.S. Lewis

  2. #2
    wudang_clown's Avatar Fire Is Inspirational
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    Default Re: Game fixed yet?

    No, it's not "fixed", because it wasn't broken. This is how this mod is supposed to work.

    Under the patronage of m_1512

  3. #3

    Default Re: Game fixed yet?

    Quote Originally Posted by Sharzak View Post
    I played about a year and a half ago and thought the mod was great but had two core flaws that rendered it unplayable: Axemen were completely useless and battles took way too long (defensive stats too high, attack stats too low.) Have these been balanced or tweaked since?
    But..if you play seriously for a bit, you get used to that quickly. I know I did
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  4. #4

    Default Re: Game fixed yet?

    While I disagree with the OP regarding the battles being too long as I thought they were just right. However, I do have to agree with the OP regarding some of the axemen units, namely Pelekyphoroi (sp?) Axemen and the Dismounted Templar Knights. I clearly remember both having a big issue with their charging actions where they would begin a charge and suddenly stop right before making contact with the enemy. As a result they would suffer huge losses, especially against units that were supposed to be their equals. I was wondering if this issue was ever fixed or will it be fixed in the upcoming update?

  5. #5
    cenkiss's Avatar Domesticus
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    Default Re: Game fixed yet?

    Quote Originally Posted by DirtyACE View Post
    While I disagree with the OP regarding the battles being too long as I thought they were just right. However, I do have to agree with the OP regarding some of the axemen units, namely Pelekyphoroi (sp?) Axemen and the Dismounted Templar Knights. I clearly remember both having a big issue with their charging actions where they would begin a charge and suddenly stop right before making contact with the enemy. As a result they would suffer huge losses, especially against units that were supposed to be their equals. I was wondering if this issue was ever fixed or will it be fixed in the upcoming update?
    That is an issue of medieval 2 total war.Not unique to this mod.

  6. #6

    Default Re: Game fixed yet?

    Quote Originally Posted by cenkiss View Post
    That is an issue of medieval 2 total war.Not unique to this mod.
    If that's the case, then why are other units of the same type (i.e., Mamluk Tabardariyya or Ghorid heavy axemen) not affected by this issue? They're the same type of units, two-handed heavy axe-wielding infantry.

  7. #7
    Visarion's Avatar Alexandros
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    Default Re: Game fixed yet?

    you could also choose the unit scale to small... I guess...

  8. #8

    Default Re: Game fixed yet?

    You can also open export_descr_unit file and change Dismounted Templar Knights this way:

    -soldier line to: soldier ayyubid_mamluk_axemen, 24, 0, 1.35
    -stat_pri line to: stat_pri 14, 6, no, 0, 0, melee, melee_blade, blunt, axe, 10, 1
    -stat_sec line to: stat_sec 0, 0, no, 0, 0, melee, melee_simple, piercing, none, 25, 1
    stat_sec_attr no

    In case of Varangians I think that this is more complicated.

  9. #9

    Default Re: Game fixed yet?

    Quote Originally Posted by Wareg View Post
    You can also open export_descr_unit file and change Dismounted Templar Knights this way:

    -soldier line to: soldier ayyubid_mamluk_axemen, 24, 0, 1.35
    -stat_pri line to: stat_pri 14, 6, no, 0, 0, melee, melee_blade, blunt, axe, 10, 1
    -stat_sec line to: stat_sec 0, 0, no, 0, 0, melee, melee_simple, piercing, none, 25, 1
    stat_sec_attr no

    In case of Varangians I think that this is more complicated.
    Can you describe what these changes will do?

  10. #10
    Aragorn1963's Avatar Biarchus
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    Default Re: Game fixed yet?

    I was just wondering how to get more dismounted templar knight units.... Won't bother now.

  11. #11
    Aragorn1963's Avatar Biarchus
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    Default Re: Game fixed yet?

    Quote Originally Posted by Aragorn1963 View Post
    I was just wondering how to get more dismounted templar knight units.... Won't bother now.
    I've changed my mind. I can only recrute one of these superb axe units. Can someone tell me how I can recrute more and where I can change that in the script?

  12. #12

    Default Re: Game fixed yet?

    Quote Originally Posted by DirtyACE View Post
    Can you describe what these changes will do?
    Dismounted Tepmlar Knights will use axes as Tabardariyya, so only their 2 handed version.
    Their charge is now smooth and really crushing.
    I've also changed Varangians (with MilkShape)-2 handed axes to primary weapon, one handed to secondary, changed desr_unit analogously to Dismounted Templars and added them schiltrom ability (schiltrom was originally formation using by Vikings).
    With gamegeek2's desr_unit It cause that my Varangians can destroy even much larger cavalry based armies
    It will be great if someone can change only their (Templar, Varanian) charge but preserve 2 weapons (or even add 2 weapons to all units of 2 handed axemen). They will use 2 handed axes to fight against horsmen and heavy infantry, swords - against mass of light infantry.

  13. #13
    Dago Red's Avatar Primicerius
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    Default Re: Game fixed yet?

    Quote Originally Posted by DirtyACE View Post
    Can you describe what these changes will do?

    Specifically it removes the second weapon too, that line is recognized by the game as the unit having no secondary weapon any longer. If they can't stop and switch weapons, then that problem is solved.

    However, then you don't get massively over-armed units who can wield a huge 2-handed axe and switch to a smaller close in weapon with the benefit of a shield. So a better fix is needed. What would be the best is if there was a way to assign the weapon switch to the unit's ability button, but I can't say if that's possible or not.

    Has anyone experimented with 1 click charging versus double clicking and being formed versus non-formed, etc?

  14. #14

    Default Re: Game fixed yet?

    TGC team will add new 2 handed axemen animations. If you not press ''alt'' unit will not change weapon, animation will be more stable. Ask them if you are interested.

  15. #15
    Dago Red's Avatar Primicerius
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    Default Re: Game fixed yet?

    Quote Originally Posted by Wareg View Post
    TGC team will add new 2 handed axemen animations. If you not press ''alt'' unit will not change weapon, animation will be more stable. Ask them if you are interested.
    Who -- can you link them?

    That is amazing news, we should make sure BC team knows about this!

  16. #16

    Default Re: Game fixed yet?

    http://www.twcenter.net/forums/forumdisplay.php?f=1735 - The Great Conflicts 872-1071. I'm sure that you've heard about this mod

  17. #17

    Default Re: Game fixed yet?

    >battles took way too long

    the opposite is the problem, vanilla battles are way too short... unless its a siege

  18. #18

    Default Re: Game fixed yet?

    I'm definitely interested.

  19. #19

    Default Re: Game fixed yet?

    That is indeed great news that a fix exists for the animations. Hopefully it's something that can be implemented into the future BC release or patch.

  20. #20
    Dago Red's Avatar Primicerius
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    Default Re: Game fixed yet?

    They are tied to a year in the game (sometime after 1220 IIRC), being considered a late era unit. After that you should be able to recruit them at any Templar headquarters in your starting regions. Think of that one unit as a little bonus at the start of the game, knights with the very cutting edge in the arms race of the time. You should not be able to field more right away since the kind of armor they are wearing was not even invented until right at that moment.

    BC needs more event pop ups at turn starts to tell you these things, but they do all make sense

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