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Thread: CloseCombat CAI BAI v01 (Update 13.02.2015)

  1. #21
    Dago Red's Avatar Primicerius
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    Default Re: Close Combat mod

    Trying this now, will give feedback. The battles are awful, hope this helps! Thanks.

  2. #22

    Default Re: Close Combat mod

    I love the battles with this, they feel more 'solid', like in medieval 2. Thanks ALOT! Now we just need to figure out how to get the game to promote field battles (and get rid of those unjustified flag points). I actually do believe in flag poitns, but there have been battles where I just didn't get their reasoning.

  3. #23
    VektorT's Avatar Biarchus
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    Default Re: Close Combat mod

    Quote Originally Posted by Luntik View Post
    ... pike phalanx...ok, i will check and possibly fix.
    Please please please put a good work on the phalanx! They are crappy in vanilla Rome 2! Even militias can go through the pikes. I miss good old Rome TW phalanx. You had to flank it, front charge is just suicide.
    Last edited by VektorT; September 06, 2013 at 09:12 PM.

  4. #24

    Default Re: Close Combat mod

    So I'm confused, does this help units keep formations better?

  5. #25

    Default Re: Close Combat mod

    Quote Originally Posted by Petrobras View Post
    Please please please put a good work on the phalanx! They are crappy in vanilla Rome 2! Even militias can go through the pikes. I miss good old Rome TW phalanx. You had to flank it, front charge is just suicide.
    Odd, they seem to work fine for me.

  6. #26

    Default Re: Close Combat mod

    So..what's the point of this mod?

  7. #27
    ToonTotalWar's Avatar Indefinitely Banned
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    Default Re: Close Combat mod

    Quote Originally Posted by theDaedricPrince View Post
    So..what's the point of this mod?
    It slows down the pace of the battles so that they last longer, as the CA battles resemble "Sunderland fans fighting girls in the bigg market"

  8. #28

    Default Re: Close Combat mod

    Quote Originally Posted by ToonTotalWar View Post
    It slows down the pace of the battles so that they last longer, as the CA battles resemble "Sunderland fans fighting girls in the bigg market"
    I quite like it because the morale values I don't really think are that bad. It's just the moshing of the units (and sometimes AI running through to get to victory flags) that really ruins it. So this mod fixes the kill rate and "slippery" warscape melees. Square formation seems to be bugged in this unfortunately. Phalanxes work IMO, however they don't have a super-straight line. They still kill many more than they die, which is how it should be (they should not be nigh invincible from the front IMO, just nearly).

  9. #29

    Default Re: Close Combat mod

    Just tried. Great Mod!!!!

    Just had a 14 minute battle. Where the Barbarians got punished by my hoplites.

    The hoplite formation seems a little buggy. Sometimes units moving sporadically while marching. I don't know if this was a Vanilla problem or not.

  10. #30
    Haikka's Avatar Foederatus
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    Default Re: Close Combat mod

    When marching the units don't march in such a nice formation as in vanilla

  11. #31
    Luntik's Avatar Biarchus
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    Default Re: Close Combat mod

    I'm ready to fix Phalanxes,
    but I need the schema table 'unit_spacings_tables' for PFM

    This does not work for me
    Code:
      <table table_name='unit_spacings_tables'         table_version='2'
             guid='90094125-4b13-4b66-95b0-e92d6d1f6ca1'>
        <field name='key' type='string_ascii' pk='true' />
        <field name='close_formation_spacing_horizontal' type='float' />
        <field name='close_formation_spacing_vertical' type='float' />
        <field name='close_formation_spacing_variation' type='float' />
        <field name='loose_formation_spacing_horizontal' type='float' />
        <field name='loose_formation_spacing_vertical' type='float' />
        <field name='loose_formation_spacing_variation' type='float' />
        <field name='dismounted_close_formation_spacing_horizontal' type='float' />
        <field name='dismounted_close_formation_spacing_vertical' type='float' />
        <field name='dismounted_close_formation_spacing_variation' type='float' />
        <field name='dismounted_loose_formation_spacing_horizontal' type='float' />
        <field name='dismounted_loose_formation_spacing_vertical' type='float' />
        <field name='dismounted_loose_formation_spacing_variation' type='float' />
        <field name='horde' type='boolean' />
      </table>

  12. #32

    Default Re: Close Combat mod

    whoa nice mod. Just tried it out. Probably the best temporary fix we are going too get until a large overhaul mod comes out. Very nice work, like another member said, this really does resemble Medieval 2's battles. Still not as long as M2TW, but waaaaay better then vanilla Rome 2.

    Groovy

  13. #33
    Hinkel's Avatar Commander in Chief
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    Default Re: Close Combat mod

    Should I restart a campaign for that? Or save game compatible?
    --------------------------- The American Civil War for Total War ------------------------------

  14. #34

    Default Re: Close Combat mod

    What's "staginess"?
    Kittyshark is pleased to see you!

  15. #35
    Luntik's Avatar Biarchus
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    Default Re: Close Combat mod

    Quote Originally Posted by Hinkel View Post
    Should I restart a campaign for that? Or save game compatible?

    compatible

    Quote Originally Posted by Maledon View Post
    What's "staginess"?
    like movie


    /English is not the native language for me/

  16. #36

    Default Re: Close Combat mod

    Erm how is this with Yarkis Personal battle mod? Are the compatible?

  17. #37
    Luntik's Avatar Biarchus
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    Default Re: Close Combat mod

    RochesterFanatic, partially, see the link

  18. #38

    Default Re: Close Combat mod

    how easy is it to mod rome 2 then?
    I was a Roma Surrectum 2.0 Beta Tester

    Total War Veteran

  19. #39

    Default Re: Close Combat mod

    Can somebody please tell me how to open the .pack files. I have the Pack File Manager 2.4.1 but when I go File>Open>Close_Combat.pack I get an Unknown Header Type PFH4 Exception

  20. #40
    Luntik's Avatar Biarchus
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    Default Re: Close Combat mod

    Quote Originally Posted by Legionary Titus Pullo View Post
    how easy is it to mod rome 2 then?
    same as ETW NTW S2TW
    Quote Originally Posted by SqueakySniper View Post
    Can somebody please tell me how to open the .pack files ...
    you need to use the PFM 3.0 http://www.twcenter.net/forums/showt...L-PFM-3-0-beta

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