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Thread: DogSoldier's Combatus Maximus Mod - Patch 7 Compatible! Automatically Updated Through Steam! ( 15/11/13)

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  1. #1

    Default Re: DogSoldier's Combatus Maximus Mod -Why There Is A Delay And What I'm Working On, Check My Latest Post, Not The OP - (24/10/13)

    Tried it...love them as much as i love your older version .. but i see that once a general died the AI would just rout.. i see 100 AI spears rout and others follow.. it's just a waste to see good spirited souls ran like that .. i want 'em dead .. all of em..does changing your base moral a bit higher would change that ? or something to do with dead general penalty if there's any.

  2. #2
    DogSoldierSPQR's Avatar Senator
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    Default Re: DogSoldier's Combatus Maximus Mod -Why There Is A Delay And What I'm Working On, Check My Latest Post, Not The OP - (24/10/13)

    Quote Originally Posted by gilagem View Post
    Tried it...love them as much as i love your older version .. but i see that once a general died the AI would just rout.. i see 100 AI spears rout and others follow.. it's just a waste to see good spirited souls ran like that .. i want 'em dead .. all of em..does changing your base moral a bit higher would change that ? or something to do with dead general penalty if there's any.
    Which version did you try?
    Yeah, mass routes really do kick off. It is pretty realistic though as many battles did have massive routes where only a little percentage died in combat but I will look further into this.

    EDIT: Yeah, there's a pretty considerable penalty that goes with the general dying. It even counts for you as well so make sure your leader don't fall. It should be big enough to cause a route in the late stages of the battle instead of at the start. The penalty maybe a little too big but can be tweaked. I've always had my enemies route after I've hit them with severe moral shocks instead of killing the general.

    I wouldn't touch the base morale, mate. That would interfere with the balance of other penalties. Just the general's penalty if you want.
    Last edited by DogSoldierSPQR; October 24, 2013 at 10:30 AM.
    I personally invite you to check out my complete combat overhaul which will give you a completely new Rome 2 experience:
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  3. #3
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    Default Re: DogSoldier's Combatus Maximus Mod -Why There Is A Delay And What I'm Working On, Check My Latest Post, Not The OP - (24/10/13)

    I'm pretty hyped to try the next version out. Any new changes to the way cavalry are going to function from the 1.5 or 1.6 experimental versions I tried out? I only ask because of the introduction of the nomads and stuff.

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    Default Re: DogSoldier's Combatus Maximus Mod -Why There Is A Delay And What I'm Working On, Check My Latest Post, Not The OP - (24/10/13)

    Quote Originally Posted by Vinushka View Post
    I'm pretty hyped to try the next version out. Any new changes to the way cavalry are going to function from the 1.5 or 1.6 experimental versions I tried out? I only ask because of the introduction of the nomads and stuff.
    New version has been released, mate. Patch notes are up.

    Yeah, cavalry should have a new feel to them now. You'll see them kill more but are still able to get killed themselves. It's kinda hard to explain so it's best you try it out
    I personally invite you to check out my complete combat overhaul which will give you a completely new Rome 2 experience:
    (http://www.twcenter.net/forums/showt...ere!-(26-10-13)
    If you rep me, leave that beautiful name of yours so I know who you are
    That a salesperson at my door? Where my Gladius at??
    An empire always fails because it never sees the potential in the individual. The smaller state never fails because it has no choice but to... - DogSoldierSPQR

  5. #5

    Default Re: DogSoldier's Combatus Maximus Mod - Version 1.7 Overhaul Is Now Here! (26/10/13)

    Thanks Dog, I'll try this soon. When do you think the new campaign mod will be ready?

  6. #6
    DogSoldierSPQR's Avatar Senator
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    Default Re: DogSoldier's Combatus Maximus Mod - Version 1.7 Overhaul Is Now Here! (26/10/13)

    Quote Originally Posted by FabioCorr View Post
    Thanks Dog, I'll try this soon. When do you think the new campaign mod will be ready?
    I hope you don't mind, mate, but the campaign mod has been put on hold. The reason is because there are many fields in the campaign version and the fact that they need to be changed every time a patch comes out really gets tiring very quickly. Not only that, extreme amounts of work need to be put in it to get it where I want it. lol not only that, but CA are releasing newer patches which are slowly making the campaign better. I was thinking that if I stopped the campaign mod for now, I can re-build it over CA's final Rome 2 product if they manage to implement major changes etc.

    Fabio, my dude, I have now learnt how to create an entirely new unit and texture and colourise existing equipment. Do you know what that means? I can go way more in-depth with this combat mod now
    I personally invite you to check out my complete combat overhaul which will give you a completely new Rome 2 experience:
    (http://www.twcenter.net/forums/showt...ere!-(26-10-13)
    If you rep me, leave that beautiful name of yours so I know who you are
    That a salesperson at my door? Where my Gladius at??
    An empire always fails because it never sees the potential in the individual. The smaller state never fails because it has no choice but to... - DogSoldierSPQR

  7. #7

    Default Re: DogSoldier's Combatus Maximus Mod - Version 1.7 Overhaul Is Now Here! (26/10/13)

    Quote Originally Posted by DogSoldierSPQR View Post
    I hope you don't mind, mate, but the campaign mod has been put on hold. The reason is because there are many fields in the campaign version and the fact that they need to be changed every time a patch comes out really gets tiring very quickly. Not only that, extreme amounts of work need to be put in it to get it where I want it. lol not only that, but CA are releasing newer patches which are slowly making the campaign better. I was thinking that if I stopped the campaign mod for now, I can re-build it over CA's final Rome 2 product if they manage to implement major changes etc.

    Fabio, my dude, I have now learnt how to create an entirely new unit and texture and colourise existing equipment. Do you know what that means? I can go way more in-depth with this combat mod now

    Good to hear that!
    Yes probably is better you work on campaign after the last final patch. Fair enough.

  8. #8
    Foederatus
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    Default Re: DogSoldier's Combatus Maximus Mod - Version 1.7 Overhaul Is Now Here! (26/10/13)

    Hi Dogsoldier I think you should upload your mod on steamworkshop so a lot more people can find it.

  9. #9
    DogSoldierSPQR's Avatar Senator
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    Default Re: DogSoldier's Combatus Maximus Mod - Version 1.7 Overhaul Is Now Here! (26/10/13)

    Quote Originally Posted by pingpong444 View Post
    Hi Dogsoldier I think you should upload your mod on steamworkshop so a lot more people can find it.
    I've been playing around with Steam workshop lately. I have plans very soon to make a smooth transition over there as I am still used to this current version. There's also going to be a shake up with this mod. I'm thinking about separating the skins and the combat from one another as I have made a few changes to skin in this mod. I will move over very soon, mate.
    I personally invite you to check out my complete combat overhaul which will give you a completely new Rome 2 experience:
    (http://www.twcenter.net/forums/showt...ere!-(26-10-13)
    If you rep me, leave that beautiful name of yours so I know who you are
    That a salesperson at my door? Where my Gladius at??
    An empire always fails because it never sees the potential in the individual. The smaller state never fails because it has no choice but to... - DogSoldierSPQR

  10. #10

    Default Re: DogSoldier's Combatus Maximus Mod - Version 1.7 Overhaul Is Now Here! (26/10/13)

    Hi this is only my suggestion, I think the battles work better using the medium unit size 80 men x unit or max 120 men x unit.
    The 160 unit size has more cohesion issues.
    Also with medium size or 120 size, units have a square formation which is more realistic and effective.
    Just my opinion.

  11. #11

    Default Re: DogSoldier's Combatus Maximus Mod - Version 1.7 Overhaul Is Now Here! (26/10/13)

    I can imagine it gets maddening with every patch, I'll definitely be waiting for a new campaign mod if you decide to release one. CA can make things better but your garrison and ai modding is great.

  12. #12
    Foederatus
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    Default Re: DogSoldier's Combatus Maximus Mod - Version 1.7 Overhaul Is Now Here! (26/10/13)

    Hello DogSoldier I just try out v1.7 I don't know about modding so I can only give few suggestion.missile units seem to kill stuff too fast(especially javelins men) levy or low armor units lost half of their men less than 10 second which make battle end faster.maybe you should decrease damage and increase ammunition so it can fit with you mod longer combat experience.

  13. #13

    Default Re: DogSoldier's Combatus Maximus Mod - Version 1.7 Overhaul Is Now Here! (26/10/13)

    Hi thank you again for your mod cant wait for another campaign overhaul. Tried out the new version and my pike phalanxes are almost immune from the front against stones and arrows but get massacred by javelins ven from max range. This makes the pike phalanxes useless. The hoplites were immune against missiles. Pike Phalanxes need a serious bufff against javelins. Thank you for your efforts and great work

  14. #14
    DogSoldierSPQR's Avatar Senator
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    Default Re: DogSoldier's Combatus Maximus Mod - Version 2.0 and Insane Edition Released!! - (10/11/2013)

    Bump! Version 2.0 and Insane Edition have just been released!

    To those above, your feedback has been appreciated and was definitely taken into consideration. Please try out these newer versions and let me if any of your problems persist
    I personally invite you to check out my complete combat overhaul which will give you a completely new Rome 2 experience:
    (http://www.twcenter.net/forums/showt...ere!-(26-10-13)
    If you rep me, leave that beautiful name of yours so I know who you are
    That a salesperson at my door? Where my Gladius at??
    An empire always fails because it never sees the potential in the individual. The smaller state never fails because it has no choice but to... - DogSoldierSPQR

  15. #15

    Default Re: DogSoldier's Combatus Maximus Mod - Patch 7 Compatible! Automatically Updated Through Steam! ( 15/11/13)

    Hi DogSoldier. Thanks for this update.
    I don't understand well the big difference beetween the 2 versions, is the kill speed?
    I tested the insane edition you should slowdown the speed. Units run like hell and you should slowdown the charge speed too.
    another thing I don't like is the formation of berserkers they have only 3 ranks. I like a more compact formation like other units.
    The rest is great as always.
    If you can I suggest to make units walk instead of running all the time and run only when they approach the enemy and then charge.
    Another question can I use a reskinpack with your mod or there are compatibility problems?
    Thanks again for this great mod.

  16. #16

    Default Re: DogSoldier's Combatus Maximus Mod - Patch 7 Compatible! Automatically Updated Through Steam! ( 15/11/13)

    just love your battle mod and...i think you should please put back the non-steam downloads for people who bought this game but HATE steam. i hated steam since empire total war.

  17. #17
    DogSoldierSPQR's Avatar Senator
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    Default Re: DogSoldier's Combatus Maximus Mod - Patch 7 Compatible! Automatically Updated Through Steam! ( 15/11/13)

    @FabioCorr: Thanks for your feedback, Fabio, and it's good to hear from you again

    Yeah the difference is combat length. Units have completely different stats.
    I've had some feedback elsewhere in terms of unit speed as well and will see what I can do. They do kinda move pretty quickly so am looking into this.
    You've got a good point about the berserkers. I'll look into it as they really don't need that kind of spacing.
    There is no way to make units walk instead of running. That's in AI behaviour which only CA controls. I personally don't like how the enemy runs too much as well.
    You can use re-skin packs, yes, however you might find a few conflicts here and there. I'm planning on removing the skins from my combat mod and putting them into my newer unit pack coming very soon to avoid conflicts like this. But yeah, go ahead and test things out

    @Trang: I understand, mate, but it would be too much trouble to have to keep updating so many different packs. Trust me, it's a chore lol. Steam is great at letting modders instantly update their mods for their fans. I understand you hate Steam but ain't you using Steam to play Rome 2 or do you not use Steam at all? Not aware that was possible.
    Anyway, if you were to just download from Steam, updates are just instant whenever it's updated.
    I personally invite you to check out my complete combat overhaul which will give you a completely new Rome 2 experience:
    (http://www.twcenter.net/forums/showt...ere!-(26-10-13)
    If you rep me, leave that beautiful name of yours so I know who you are
    That a salesperson at my door? Where my Gladius at??
    An empire always fails because it never sees the potential in the individual. The smaller state never fails because it has no choice but to... - DogSoldierSPQR

  18. #18

    Default Re: DogSoldier's Combatus Maximus Mod - Patch 7 Compatible! Automatically Updated Through Steam! ( 15/11/13)

    in offline mod. yes for the update packs

  19. #19

    Default Re: DogSoldier's Combatus Maximus Mod - Patch 7 Compatible! Automatically Updated Through Steam! ( 15/11/13)

    Hey man. Really enjoying this mod (I'm using it in conjunction with some of your others); its making the game so much better. Can I ask how morale works with it though? I haven't seen any units rout. It appears even low level levy units will literally fight and die to the last man which is kinda weird. I'm not criticizing, but could I make a request of maybe increasing the rate at which units rout? It would be great if you could place a higher emphasis on fatigue and its effects to (which CA hasn't really done). Also, I know this isn't your fault and there's probably nothing you can do, but I've noticed occasionally that when landing troops from transports in a battle, they become glitched because of the two-ships-per-unit thing. But yeah, once again, not criticizing and a big thumbs up from me

  20. #20
    Humble Warrior's Avatar Vicarius Provinciae
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    Default Re: DogSoldier's Combatus Maximus Mod - Patch 7 Compatible! Automatically Updated Through Steam! ( 15/11/13)

    It`s sad that you took away non-Steam downloads. I might`ve actually reinstalled RTW2 just to try this. However, I will not allow Steam to have any more of a hold on my gameplay experience than the bare minimum, ie to install the game. I saw no advantage to it when I tried it once and felt as though my freedom to use Mods was being eroded even more than before. I won`t register for Mods or be tracked by steam for them. this is not how it should be. Or how it was, when gamers had real freedom of mods.

    I`m sure your Mod is good work though.


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