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  1. #1

    Default Re: DarthMod Rome v9.0.x Feedback

    yeah i understand wot ur sayin but the campaign i am looki for isnt an option i only have the imperial 1 im stuck and i dont know wot 2 do anyone help me?

  2. #2

    Default Re: DarthMod Rome v9.0.x Feedback

    i think this mod is broken, because enemy archers sholuld not win against a roman cav charge in their back , if possible can you look at unit stats again, cav are not as powerful in this version

  3. #3

    Default Re: DarthMod Rome v9.0.x Feedback

    is the Provincial Campaign a mod of patch if so can anyone help me figure out how 2 dl it plzz

  4. #4

    Default Re: DarthMod Rome v9.0.x Feedback

    i have tried dl the mod for the europa campaign map but it still isnt on my main screen! help meeee lol plz buggin me now lol

  5. #5

    Default Re: DarthMod Rome v9.0.x Feedback

    CAI and campagin is amazing but BAI and unit stats are so broken esp cav

  6. #6

    Default Re: DarthMod Rome v9.0.x Feedback

    would it help if i uninstalled the game and tried again?

  7. #7

    Default Re: DarthMod Rome v9.0.x Feedback

    I love Darthmod for Rome. I've been having fun with a Britons campaign but I have a few small issues to point out.

    First, when using chariots in an army on campaign, it tends to bug and mess up the battle at the deployment stage, putting the chariot units off the map and messing up the camera so you can't see anything.. The only way to fix this was modding the formations file to remove the faction I'm playing from the list of supported factions.

    Balance: I kind of like the idea that Roman legions might be smaller but more effective but I noticed in my Briton campaign that the Romans were having a horrible time of expanding, and generally doing a much worse job than in vanilla. By the time my Briton armies marched into northern Italy, I noticed the Julii were only barely holding themselves against the Gauls who seemed to be increasingly threatening to destroy them, even though I'd already eaten up most of the Gallic Empire. The Brutii haven't expanded at all and the Scipii took Sicily and Carthage but are only barely able to hold onto it.

    I did some tests and best I can figure out is autocalc severely underestimates the Roman units, putting them at an extreme disadvantage when played by the AI on the campaign map. I beat warbands and Carthaginian units with hastati and principes in one on one custom battles easily. but it always starts showing the odds against me and its an "OMG heroic victory" when I win.

    Also an aside: I tried pitting the early Roman units against each other in custom and I that Hastati and Principes seem almost equals in combat. In my opinion the difference should be a bit more pronounced.

  8. #8

    Default Re: DarthMod Rome v9.0.x Feedback

    I would just love more units for the factions. This is my favourite mod but played it a lot at this point and seeing it compared to some other mod I just wish it had a bit more unit diversity. Maybe you can steal some idea or exact units from accurate mods? That's the only thing that would stop me playing this mod. Just need more unit types <3

  9. #9
    Biarchus
    Join Date
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    Default Re: DarthMod Rome v9.0.x Feedback

    I love the mod! However i think the Romans are abit OP? 2 Hastati units, slaughtered my Spartan unit? How am i going to fight Urban Cohorts?

  10. #10

    Default Re: DarthMod Rome v9.0.x Feedback

    Great mod, changes so much yet it keeps the spirit of the original game!

    Now, when i put -show_err, which i put there to test some of my own modifications, it gives me a warning that archer unit's range is not in sync with max range.

  11. #11

    Default Re: DarthMod Rome v9.0.x Feedback

    Thanks for this. I installed it because I've always wanted to play Barbarian Invasion, but end up playing EB instead. I am wondering if anyone is able to get forced diplomacy to work. I cannot find it. If it is posted elsewhere please post link. Thanks.

  12. #12

    Default Re: DarthMod Rome v9.0.x Feedback

    I have a vanilla RTW v1.5/ BI 1.6. Then i install Darth Generic formation 16.2 by copy and paste to the according directory. But when i start a battle it always crash. Why is it? Can anyone help me to solve? (I didn't install any DarthMod)

  13. #13

    Default Re: DarthMod Rome v9.0.x Feedback

    Early ctds on the main campaign. Windows 8, lenovo e530, 635m. New drivers for the video card. Rome gold, in russian.. Noticed the screen flashes when the program starts. Tried compatability. Any ideas? Will update all drivers and get back.

  14. #14

    Default Re: DarthMod Rome v9.0.x Feedback

    There is a bug with Eastern forts.(Playing as armenia).They have stone walls but there also seems to be wooden wall inside them and the enemy uses battering rams to bring them down then when he sends troop the actual stone wall blocks them then i get a crash.I think they should be made back to normal since it makes no sense to build a fort with stonewall like that and could get rid of the crash.
    Is this mod still updated?It is amazing and should be supported IMO.I wouldnt mind some additional troops for barbarian factions since they dont have that many and maybe even additional town levels(with stone walls) like in the Terrae Expugnandae mod.
    Thanks!

  15. #15

    Default Re: DarthMod Rome v9.0.x Feedback

    Really impressed. I don't usually post on these kind of things but the improvement to the the AI in this is spectacular. The CAI in particular is much more challenging and the unit re skinning is nice as well.

    Good job!

  16. #16

    Default Re: DarthMod Rome v9.0.x Feedback

    I'm having a bit of an issue with this mod.

    I do something when I first get any mod, I go to custom battles and get the units of each faction and start 1v1 them to see where the weakest links are and how to exploit them, and I did so this time as well.

    My favorite faction has always been Carthage, something about their rivalry with Rome always spoke to me. So the first thing I did was of course test the Carthaginian units out and I must say I loved their new unit lineup, at least until I realized that you almost completely eliminated their pikes. That was fine however I could work with that. The addition of Scutarii and Arm. Scutarii was also welcomed as were the various copy-cat legionary units and new cav.

    I tested the Carthaginian unit roster 1v1 against the usual neighboring ruffians on Grassy Flatland in calm weather during the morning. First were the Numidians which went as expected until their own legionary and chosen legionaries came into the fray. The Egyptians proved more of a challenge but were still fairly even. The problem came with the Scipii, now I don't want to knock your modding ability since you're clearly far more capable than I am but, I did custom battles I started with the weakest forces as always and the town watch lost against Iberian infantry about 66% of the time so I moved to the next unit, Hastati. Hastati v Iberian infantry went as you would expect with 3 matches and 3 wins for the Hastati so I moved on to Hastati v Scutarii, 3 wins for Hastati.

    Hastati v Armored Scutarii, 3 wins for Hastati.
    Hastati v Early Carthaginian Legionaries, 3 wins for Hastati.
    Hastati v Secret Police Enforcers, 3 wins for Hastati
    Hastati v Sacred Legion, the best sword unit in the Carthaginian roster which requires maxed out temple of Baal to make and costs around 420 in upkeep per turn, 3 wins for Hastati, Romes first sword unit and basic infantry footsoldier in the early game.


    Do you see a problem here?

    I thought that maybe the Romans had a bonus against Carthaginian infantry, so I went and tried the same thing with the Gauls.

    Hastati v Warband, 3 wins for Hastati
    Hastati v Naked Fanatics, 3 wins for Hastati
    Hastati v Swordsmen, 3 wins for Hastati
    Hastati v Cinget, 3 wins for Hastati


    This kept right on going without a change until the Gauls best infantry unit, which also lost 3 times in a row to Romes second worst infantry unit, at which point I quit the game in total disgust.

    I'm not a game designer by any stretch of the imagination, but it seems to me that when one of a factions worst units is capable of decisively and regularly defeating the best units of another faction, something is off. It goes without saying that I'm changing the stat_pri and stat_sec values on Roman units back to vanilla but I really felt that I needed to voice my opinion for my own sake if no one elses. I would however like to know if that's all that needs changing to get Roman units back to Vanilla standard and information in that regard would be welcomed (please PM me if you consider it too off topic).

    Since I did the tests I've played a few hours on a Seleucid Campaign (developing a healthy xenophobic hatred for Egyptians, Pontics and all things Eastern) and an Armenian campaign without changing anything in the files ( I don't plan to until I start a Gaul, Macedonian, Greek or Carthaginian Campaign). I don't think this is a bad mod, many of the balancing changes, unit additions, and map extensions are very much welcomed, it's this particular bias towards Rome that I feel was unwarranted and a major error on the part of the modder.

    To be honest, Rome is already 4 different factions with some of the best most reliable infantry in the game right out of the gate and the best infantry bar none after the Marian Reforms, they don't need buffs.

    I apologize if I seem like a pill but I wanted to get this off my chest, the initial tests were just such a disappointment to me and I remembered this afternoon so I decided to post here after googling.

    Thank you to whoever takes the time to read this.

  17. #17

    Default Re: DarthMod Rome v9.0.x Feedback

    i have a problem
    "Manually Browse the installer to target a destination path exactly where the "Rome Total War" folder is. For example C:/Program Files (86)/Steam/Steamapps/common/Total War Gold. Hint" This Folder contains "RomeTW.exe" so i broswed my game is in C:\Program Files (x86)\Sega\Rome II - Total War
    But still is poping the same message

  18. #18

    Default Re: DarthMod Rome v9.0.x Feedback

    Please reduce number of tradegoods. The trade income is too great. As a result too many units are built.
    Play "Holodance"
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    http://store.steampowered.com/app/42..._7_7_230_150_1

  19. #19

    Default Re: DarthMod Rome v9.0.x Feedback

    I will give the roman units its faction clours. ( Juli Red, Bruti Green, Scipi Blue and Senate Purple).

    How can i do this?

  20. #20

    Default Re: DarthMod Rome v9.0.x Feedback

    Ok so i am trying to figure out why the Europa 270 BC map under Provincial Campaign does not work. I crash when i try to play the map and i am just wondering why. And no i know this is not a computer power issue as i can play much more taxing programs with no problem. If this is a known problem is there a patch i need?

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