Just had an epic 17 min battle of 10 on 10. Loss because I only had 1 of my units, versus their phalanx general left at the end
Just had an epic 17 min battle of 10 on 10. Loss because I only had 1 of my units, versus their phalanx general left at the end
IT'S OUT OF BETA
I'll have to test it out once I get time it'll be good to see where you're at since I played the first beta
| R5 3600, RTX 2060, MSI B450I, 32GB 3200MHz CL16 DDR4, AX760i, NH-U12S |
Best battle gameplay mod out atm for sure!
^ 100% agree with that If it's recommended by Mitch, it has to be the best EDIT: Should probably quote that in the OP Also, I just noticed my unit names mod is in the OP
Last edited by Biggus Splenus; September 14, 2013 at 09:04 PM.
| R5 3600, RTX 2060, MSI B450I, 32GB 3200MHz CL16 DDR4, AX760i, NH-U12S |
Yeh this is the best battle mod in regards to battle length, kill rates and morale checks, i have tried them all side by side running the same battle.
The only thing i don't like is how slow your men move once they are tired. It looks like they are all hobbling around like a bunch of cripples 10 minutes into a battle. Just looks a bit silly. (I am using Beta patch 2)
I am using the latest version but yeh i can deal with it. Might go work out how to mod it my liking.
Funnily enough i played the same battle (full stack, same troops and map) between athens (2800) and rome (2400) between radious, lines of battle and real combat.
Won radious with 3/4 of troops intact in 7 minutes.
Won close combat with 2/3 of troops intact in 8 minutes
Lost lines of battle with 2200 losses on each side in 15 minutes.
Alright, I'll check out fatigue effects a bit more, it should have an effect, but I don't want it to have too much of a malus, especially on people running for their lives . Didn't seem to be too bad in my test battles, but I'll see what I can do.
Also, good to hear on the test battle!
You battle-mod editors are the death of me. I restat the unit pack I'm working on then hear another and even better one comes out.
Would I have permission to use your stats as a reference for the Carthaginian overhaul I'm working on, Gunny?
Thanks buddy!
Hi Gunny, first of all, great mod! I really like the way it slows down battle pace a lot but still keeps morale somewhat realistic (levy and skirmisher units don't fight to the death like they sometimes do in Radious' mod).
One thing though, is there a way to quickly/easily (I'm no modder but I can edit a text file or some values here and there..) change the Romans' stats back to how they were in vanilla? I personally like them being slightly OP as it makes it more of a challenge and big occasion to fight them in the campaign.
I did some tests and find they have been nerfed a bit too hard (did 1 unit Praetorian Guard vs 1 unit Oathsworn, this should be an even fight but the Oathsworn wiped the floor with Praetorian Guard. And again a 400 cost Falxmen vs a 610 cost Legionary Cohort, the Cohorts only just won when they should win this easily if it was balanced)
Thanks and keep up the good work!
An easy way to edit it in the packs is to open your data_rome2.pack and the linesofbattle.pack, navigate to the Roman stats in land_units, copy their melee attack (shift click all the way down on the Romans) and paste it over the respective columns in Lines of Battle. Then take those stats you just copied over and cut them in half (All units in LoB have halved melee stats). I did leave them a bit buffed over other units of their respective classes, but I tried to make them less ungodly killing machines.
Edit: Well... relatively easy
This is a really top notch mod, my favorite by far among the current crop of moral/damage mods!
Nice mod. But I feel the unit's (Spartan Hoplites, so I guess heavy infantry?) speed to be too slow, it makes the running/charging feels very weird - almost like slow motion.
How hard did you nerf the Hastati btw? I ask because with weak Hastati, I wonder how long the AI can hold Rome agains other factions...
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