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Thread: Archi's Rome II Mods - Discontinued

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  1. #1
    Archimonday's Avatar Senator
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    Default Re: ArchiMod: Rome 2

    OP Updated, 0.57 Beta Version

    Fixed compatibility with Patch 5
    Merged both packs, the mod now relies on each pack too much, this will give you a better experience.

    See attachments

  2. #2

    Default Re: ArchiMod: Rome 2

    I have said before i really love your CAI so i decided to give your new merged version a try. I like the concept of your unit balance but i have noticed a couple of issues. I dont like the fire at will for Romans, i understand why you did it but it just doesnt work out that well in game, in addition it seems to confuse the a.i. I just had 2 battle's where the roman line stopped at pilum range then did nothing allowing me free charges. Secondly peltast units are insanley strong, they shred units in seconds, is that intended? Other than that from what i can tell so far the battle part has potential, I really like how no units appear superhuman like in vanilla and unit types have more defined roles.

  3. #3
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    Default Re: ArchiMod: Rome 2

    The Fire At Will is sort of an experiment right now. I have noticed that battles against armies with large amounts of Heavy Infantry do result in situations like you discussed. Ultimately the Romans will have Rorarii and other units to offset the overwhelming amount of Legionnaires which will cause those static lines to disperse (or at least that is what I am hoping for) (Also, I need to add back in the animation tweak to make it look right, and work.)

    Light infantry is still in limbo. Archers definitely do a lot less damage, but one major problem with Vanilla was that Light Infantry with longer range, like Archers and Slingers would decimate closer range Light Infantry like Peltasts, and when you need countries which lack archers to be able to fight vast amounts of them, you would fail without any rhyme or reason. So while Archers and Slingers had their ranges increased, and reload times decreased to give them more chances to destroy formations as they close, Peltasts and others had their damage increased due to their decreased attack range and need to close. If the AI was perfect (which it will never be) the Battle AI would just charge your Peltasts (which need to be within 40 meters anyways) negating the massive amounts of damage they can do, but since Rome 2 lacks that sort of critical thinking skills, its a matter of trial and error with ranged units, especially with this new Armor Piercing system, which I do not really like.
    Last edited by Archimonday; October 20, 2013 at 04:57 PM.

  4. #4
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    Default Re: ArchiMod: Rome 2

    Just added the hotfix for that animation file. See the Attachments. You can also subscribe in the workshop now for automatic updates of the mod.

    Edit: Just added a separate CAI file for you guys, anybody not wanting the full tweaks and can use that for their vanilla game! Or whatever mods it happens to be compatible with. Cheers!
    Last edited by Archimonday; October 20, 2013 at 05:15 PM.

  5. #5
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    Default Re: ArchiMod: Rome 2



    A short commentary about a few turns in my current Seleucid Campaign. A Battle commentary coming today as well.

  6. #6
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    Default Re: ArchiMod: Rome 2



    A battle commentary from the same campaign above. Wish it had been a field battle. Either way gets some of my thinking into a vocal format. Enjoy!

  7. #7

    Default Re: ArchiMod: Rome 2

    Can you tell me how much work is it to remove the fire at will from melee units and what do I need to change please mate.

  8. #8
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    Default Re: ArchiMod: Rome 2

    Its not too hard, if it really bothers you just go into the missile_weapons table and change any weapon you want to be a "precursor" to True.

  9. #9
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    Default Re: ArchiMod: Rome 2

    A second battle commentary for you guys:



    This one a field battle, won quickly with use of light cavalry.

  10. #10
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    Default Re: ArchiMod: Rome 2

    I've updated the mod to version 0.62. It is currently on the Steam Workshop. I tried to upload it here to the attachments, and unfortunately the forum was just not having it. Will try again tomorrow.

    It is always best to subscribe on the Workshop, as the workshop will update the mod automatically every time I update!

    Changes in 0.62:

    - Fixed Bugs with Patch 5 Units
    *Fixed stats for Patch 5 Units

    -Acceleration and Deceleration edited.
    *Units will now accelerate and decelerate more realistically, a distance of one unit to another will decide how much force a charge has when the two forces collide.

    -Morale Tweaks Added
    *Experimental morale tweaks readded to the pack file

    -Javelin AP Damage Decreased
    *From 10 to 8

    -Javelin and Pilum Ammunition Decreased
    *Light infantry and Skirmisher cavalry will now carry 3 per man, all others 2 or less.

  11. #11

    Default Re: ArchiMod: Rome 2

    I played about 6o turns with Pontus and thought i would give some feedback. The CAI seemed pretty solid for the most part, perhaps a touch to peaceful like in Vanilla nobody declared war on me I had to always take the role of aggressor. When War did start however i did see an improvement over vanilla, A.I seemed more aggressive which i liked. One problem i did have was constantly being asked for alliances by the same factions every turn, is their anyway to make them wait a certain period before they can ask again?

    A.I recruitment seems fairly good, except for barbarian and eastern factions early on, the still build too many slinger's when they only have access to low level barracks. Also do you have any plans to make changes to the economy? I find the Rome 2 economics to be too forgiving, I don't think I have ever been short of money in any campaign, would be nice if money where actually a consideration.

    On the battle side of things I was getting a lot of fast battles due to a combination of morale and the fact that javelins where just too strong, however i noticed that you have changed that in your newest version. i Have tried out your new version but have only had a chance to play a few custom battles but my initial thoughts are that peltast are now in a much better spot. I think legionary style troops are still a bit of a problem, in my battles i was able to rout most of the enemy frontline very quickly just by throwing pilum. Once the "pilum battle" is over and some troops have rallied back into the fight(which does happen a lot in your mod i notice) the fight plays out at a good pace and whatever changes you made to morale seem to be working much better now.

    I feel pilum heavy infantry are a bit to good at the moment, they are essential a peltast unit and heavy infantry in one package which makes the peltast unit itself kind of redundant. Its also the main contributing factor to fast battles. Personally I would like to see the pilum damage remain untouched but ammo reduced to 1. The melee kill rate as i said before is well balanced.

    Regarding special abilities, do you have any plans to do something about these? A lot of them seem out of place on the units that have them, while other units don't have abilities that its seems to me they should have.

  12. #12
    Archimonday's Avatar Senator
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    Default Re: ArchiMod: Rome 2

    Thanks for the feedback!

    Your comments mimic my own thoughts quite well.

  13. #13
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    Default Re: ArchiMod: Rome 2

    Back after having surgery. Update uploaded to Workshop and posted to Attachments fixing CTD.

  14. #14
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    Default Re: ArchiMod: Rome 2

    Update Uploaded fixing arrows. Flaming arrows and javelins removed for the time being.

  15. #15
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    Default Re: ArchiMod: Rome 2



    Just a preview for the update thats coming up! It makes things much more difficult.

  16. #16
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    Default Re: ArchiMod: Rome 2

    Update 0.7 Uploaded to workshop and Attachments

    Changes

    - Building Construction Times Increased
    - Building Construction Costs Increased
    - Research Times Increased
    - Unit Experience Thresholds Increased
    - Agent Experience Thresholds Increased
    - Morale Increased
    - Pike Infantry Melee Defence Decreased
    - Slum Creation Time Increased
    - Faction Base GDP Decreased
    - Campaign Variables Modified


    WIP

    -Army and Navy Upkeep

    Also fair warning, the blood pack has been crashing for me with the mod. No idea as to why yet, disable it to be safe.
    Last edited by Archimonday; November 07, 2013 at 07:21 PM.

  17. #17
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    Default Re: ArchiMod: Rome 2

    Original Posts third major update. Hopefully a little more informative

  18. #18
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    Default Re: ArchiMod: Rome 2

    Compatibility with the Blood DLC now fixed! Update uploaded to workshop and attachments. Spill some blood boys

    Last edited by Archimonday; November 10, 2013 at 03:15 PM.

  19. #19
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    Default Re: ArchiMod: Rome 2

    Almost an hour long gameplay for you guys, playing as Carthage.


  20. #20
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    Default Re: ArchiMod: Rome 2

    Update 0.76 Released!

    -Unit Spacing Increased
    -Unit Rank Depth Decreased

    Aimed at keeping formations better dressed in combat.

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