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Thread: CloseCombat CAI BAI v01 (Update 13.02.2015)

  1. #161
    Luntik's Avatar Biarchus
    Join Date
    Feb 2010
    Location
    Russia
    Posts
    626

    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    Thanks! Ok Upload here or pm me save game, made befor interesting battle in the campaign or replay this battle. This is useful for analysis AI behaviour.

  2. #162

    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    Luntik, could you please keep a version of your mod that only has the close combat features, and not stuff like boiling oil etc?
    Be on alert, stand firm in the faith, act like men, be strong. Let all that you do be done in Love. (1 Corinthians 16:13)

  3. #163

    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    Quote Originally Posted by yutterh View Post
    I Agree with splitting up your mod. I like the spacing and A.I. changes but I dislike the statistical changes. I also use radious and would like to keep using both mods.

    I too, second this.
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  4. #164

    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    does this work alongside radios or will they conflict?

  5. #165
    Civis
    Join Date
    Mar 2013
    Location
    Oostende,Belgium
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    190

    Icon9 Re: Close Combat mod v2.0 (Updated 13.09.2013)

    I just installed 2.0 (gate)
    by first deleting 1.0 to trashbin.
    Started my steam , it updated rome2,
    then played, it STILL has the same 1-minute battles.

    Tested via macedonian foot companions general 1v1s
    and egyptian karlian axemen general 1v1.
    al tests ended in several 2minute walks to each other followed by
    a 1-1.5 minute fight in which half the unit died and then one of them routs .
    Kill rate NOT reduced it would seem.
    Maybe i am installing it wrong?
    Or something about my OS being w764bit not w8?
    the steam update and Rome2 update killing your mod?

    i have no idea, but i would REALLY like to see the battle vid you posted to happen IN-game.
    Attached Thumbnails Attached Thumbnails rome2data2.PNG  

  6. #166

    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    Started a legendary campaign as Macedon with this + 4/5 parts of Radious (everything except the Battle Mod). So far tons of fair and pretty decent challenge in battles. Haven't run into any issues yet, but was wondering after reading some of the comments: is there anything in version 2.0 of Close Combat that conflicts with non-Battle parts of Radious?

  7. #167
    Civis
    Join Date
    Mar 2013
    Location
    Oostende,Belgium
    Posts
    190

    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    does anyone else have the problem
    that the vannilla INSANE battle speeds remain with this mod?
    I mean i have a EU english version of Rome2 (bought via Online Key Store)
    and maybe Lutnik's version is russian?
    It seems that the mod works for everyone except me???

  8. #168

    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    when eve i try to download the mod i get a white screen

  9. #169
    Haikka's Avatar Foederatus
    Join Date
    Dec 2012
    Location
    Finland, Helsinki
    Posts
    42

    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    After i installed 2.0 my units could run anymore they would speed walk? The unit spacing got too perfect especially for the ''barbarians'', i don't like seeing levy freeeman standing in perfect formation

  10. #170

    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    does this work alongside radios or will they conflict?

  11. #171

    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    Quote Originally Posted by hobozero View Post
    Started a legendary campaign as Macedon with this + 4/5 parts of Radious (everything except the Battle Mod). So far tons of fair and pretty decent challenge in battles. Haven't run into any issues yet, but was wondering after reading some of the comments: is there anything in version 2.0 of Close Combat that conflicts with non-Battle parts of Radious?
    There are no mod conflicts between this and the non battle components of Radious.

  12. #172

    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    Quote Originally Posted by zapbolt View Post
    does this work alongside radios or will they conflict?
    It will conflict Radious Battle mod not the other 4 mods in Radious's has.

  13. #173

    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    Oil more dangerous? It was pretty damn lethal already.

  14. #174

    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    thanks, guess I will take this over radios ai!

  15. #175

    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    Will this conflict with Aeimnestus_Naval_Warfare_1.1_Mod?

  16. #176

    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    Quote Originally Posted by vladimusmaximus View Post
    Will this conflict with Aeimnestus_Naval_Warfare_1.1_Mod?
    To an extent(Battle_Entities and _kv_rules tables conflict) but you can merge them

  17. #177

    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    How does one go about merging them if you don't mind my asking. Thanks

  18. #178

    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    Quote Originally Posted by vladimusmaximus View Post
    How does one go about merging them if you don't mind my asking. Thanks
    Using the PackFileManager(PFM)(http://forums.totalwar.com/showthrea...7-PFM-3.0-beta), and alter the tables, play around with it you should be able to figure it.

  19. #179

    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    2.0 without [+Gate] doesn't seem to download for me... The one with the gate mod downloads well.

  20. #180

    Default Re: Close Combat mod v2.0 (Updated 13.09.2013)

    Quote Originally Posted by tekneeq18 View Post
    when eve i try to download the mod i get a white screen
    Same here.

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