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Thread: Lines of Battle: General Discussion

  1. #81
    Sharpe's Avatar Praeses
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    Default Re: Lines of Battle: Rome II - A Tactical Gameplay Modification

    What about normal units in transports - they must still come in dual-units. They always mess up.

  2. #82
    'Gunny's Avatar Überrock über alles
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    Default Re: Lines of Battle: Rome II - A Tactical Gameplay Modification

    Ok, the bug with some units having ridiculous upkeep has been fixed, and v1.1 has been uploaded and can be found in the OP or here Changes: Upkeep bug fixed (Thanks Unahim) Fatigue effect on running made a bit lessSpeed ever so slightly increased so that units will at least run at a jog, rather than a fast walk.

  3. #83

    Default Re: Lines of Battle: Rome II - A Tactical Gameplay Modification

    Did you just change the upkeep for the main_units table, or anything else in that table? So I know what I need to fix on my Carthaginian stuff based on your mod.

  4. #84

    Default Re: Lines of Battle: Rome II - A Tactical Gameplay Modification

    Don't you think the upkeep costs of things like Hoplites are a bit... high at the moment? I get the reasoning surrounding increasing them, but double?

  5. #85

    Default Re: Lines of Battle: Rome II - A Tactical Gameplay Modification

    just had a bit of a go with this mod and i must say, it's awesome!

    Best out of the battle mods so far

    I actually LOST a battle!

    Napoleon: Fields of Glory mod link below. . .
    http://www.twcenter.net/forums/showthread.php?t=499906

  6. #86
    'Gunny's Avatar Überrock über alles
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    Default Re: Lines of Battle: Rome II - A Tactical Gameplay Modification

    Yep, just the upkeep. Also changed the battle_entities and the fatigue_effects tables.

  7. #87

    Default Re: Lines of Battle: Rome II - A Tactical Gameplay Modification

    I also enjoy this battle mod the most so far (other tested: Radious, Close Combat, Yarkis).

  8. #88
    'Gunny's Avatar Überrock über alles
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    Default Re: Lines of Battle: Rome II - A Tactical Gameplay Modification

    Good to hear!

    I'm starting work on some more naval balancing, looking to get v1.5 out by middle to end of the week.

  9. #89
    Luntik's Avatar Biarchus
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    Default Re: Lines of Battle: Rome II - A Tactical Gameplay Modification


  10. #90

    Default Re: Lines of Battle: Rome II - A Tactical Gameplay Modification

    What are you trying to say lutnik?

    Napoleon: Fields of Glory mod link below. . .
    http://www.twcenter.net/forums/showthread.php?t=499906

  11. #91

    Default Re: Lines of Battle: Rome II - A Tactical Gameplay Modification

    That he has copyrighted the number 30? Who the cares, all this sour grapes about editing a few numbers on here is mental.

  12. #92

    Default Re: Lines of Battle: Rome II - A Tactical Gameplay Modification

    I know. It's ridiculous.

    Even if gunny had used this guys mod for a base he's made it better.
    Maybe through trial and error he discovered that the number 30 was a good number?

    Napoleon: Fields of Glory mod link below. . .
    http://www.twcenter.net/forums/showthread.php?t=499906

  13. #93
    Senator
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    Default Lines of Battle: Rome II - A Tactical Gameplay Modification

    lmao... he is just an other self entitled modder. its ridiculous.

    Well i hope he is kidding.
    Last edited by lesterthenerd; September 16, 2013 at 12:39 PM.


  14. #94
    Inevitability won
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    Default Re: Lines of Battle: Rome II - A Tactical Gameplay Modification

    Guy's... he was clearly joking. Please relax.

  15. #95
    GODzilla's Avatar Civitate
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    Default Re: Lines of Battle: Rome II - A Tactical Gameplay Modification

    30, yeah, probably just a coincidence. Maybe even the 0.5. And 1.8. Well, a BIG coincidence I guess.

    But I guess it's a non-issue (if Luntik is okay with it), especially compared to the bitterness of some users comenting on this...
    GODzilla(TM)
    son of the family of Wilpuri under the patronage of makanyane


  16. #96
    helmersen's Avatar Praepositus
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    Default Re: Lines of Battle: Rome II - A Tactical Gameplay Modification

    I tried this in a custom battle and I love what I saw!! Is it save game compatible?
    Interested in how Attila and the new LONGBEARDS DLC plays?

    Check out my Total War Attila: Jutes Let's Play: http://youtu.be/rFyxh4mj1pQ
    Check out my Total War Attila: The Langobards Let's Play: http://youtu.be/lMiHXVvVbCE
    Total War: Attila with ERE vs Sassanids GEM at max settings:
    http://youtu.be/jFYENvVpwIs
    Total War: Rome II Medieval Kingdoms Mod Gameplay: http://youtu.be/qrqGUYaLVzk

  17. #97

    Default Re: Lines of Battle: Rome II - A Tactical Gameplay Modification

    Quote Originally Posted by helmersen View Post
    I tried this in a custom battle and I love what I saw!! Is it save game compatible?
    So far this mod is save game compatible. Although, let's say you use 1.5 x unit size, the current units you have will not change, but the units you can recruit will be 1.5x larger.

  18. #98

    Default Re: Lines of Battle: Rome II - A Tactical Gameplay Modification

    Is this compatible with the beta patch 2?

    I only ask because when I start up the mod, unit sizes aren't increased.

  19. #99

    Default Re: Lines of Battle: Rome II - A Tactical Gameplay Modification

    Apparently since there isn't an edit function I'll have to double post:

    This mod conflicts with the Radious Campaign mod. With it the unit size increase doesn't take affect. Once I uninstalled the mod the unit sizes jumped up to 320.
    This also means that it's compatible with the beta patch. :p

    This really sucks, seeing as the campaign mod had some pretty interesting features that would go really well with this mod.

  20. #100

    Default Re: Lines of Battle: Rome II - A Tactical Gameplay Modification

    Quote Originally Posted by Freke View Post
    Apparently since there isn't an edit function I'll have to double post:

    This mod conflicts with the Radious Campaign mod. With it the unit size increase doesn't take affect. Once I uninstalled the mod the unit sizes jumped up to 320.
    This also means that it's compatible with the beta patch. :p

    This really sucks, seeing as the campaign mod had some pretty interesting features that would go really well with this mod.
    Radious Campagin Mod alters unit upkeep and cost, which modifies the main_units table. Lines of Battle also alters the main_units table, and unit size is in that table. Which is why the conflict. You can either remove the main_units from Radious and get the benefits of the other changes, or remove the main_units from Lines of Battle, or merge them (remove from one, copy what changes you want to the other).
    Si Vis Pacem Para Bellum

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