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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 - UPDATE- DEC 20 2013

    Finally fixed it after much headache! Had to remove a few features while the PFM is getting an updated Schema, so, grin and bare the Campaign for now, since the Technologies are screwed up again now. Sorry guys.

    Edit 1: Hotfix uploaded for Campaign Crash! Also added the tech trees and stuff back in.

    Note: This version is only for Patch 8 right now, not 8.1
    Last edited by Archimonday; December 20, 2013 at 05:26 AM.

  2. #2
    Archimonday's Avatar Senator
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    Default Re: ArchiMod: Rome 2 - UPDATE- DEC 20 2013

    Confirmed that current mod packs are working with the Patch 8.1 Beta.

  3. #3

    Default Re: ArchiMod: Rome 2 - UPDATE - DEC 22 2013

    Two questions,
    1. Can i use unit pack or did you rebalance all the stat?
    2. In one thread you show that we can limit the fact that the ai loved too much to sail, is it in your mod?
    Thanks

    Envoyé de mon HUAWEI P6-U06 en utilisant Tapatalk

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    Archimonday's Avatar Senator
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    Default Re: ArchiMod: Rome 2 - UPDATE - DEC 22 2013

    Amod_b is the unit pack, you can use it separately from the full version. Acai has my AI tweaks in it, (warning: while they work with vanilla, the economics of the vanilla game make the AI super aggressive)

  5. #5
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    Default Re: ArchiMod: Rome 2 - NEWS - DEC 26 2013

    A news update in the OP about my direction towards Naval Battles. These tweaks will become more in-depth as time goes on.

  6. #6
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    Default Re: ArchiMod: Rome 2 - NEWS - DEC 26 2013

    Hi.
    I had finally some time to test your changes an it is great. I tried as Suebi and it is hell. Every diplomatic decision is key to survival. Without alliances it is not possible to exist. Good is that my allies are actualy trying to help me. Nations are forming alliances against each other. Now I enjoy if someone gives me money for some treaties because I am almost always close to broke.
    I am looking forward to your naval changes. I always do autoresolve in naval battles same as most of siege battles because they are both broken. Troops are unable to get on the walls with whole unit by ladders. When gates are destroyed they all abandon ladders and going straight through the gates. And then it is great mess. Even 10000 units in the same spot and as result an endless battle. I hope CA will fix this soon.
    Thanks for your effort. Without your mod the game is easy and boring.

  7. #7
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    Default Re: ArchiMod: Rome 2 - NEWS - DEC 26 2013

    Can you please include in next version new playable faction ( Galatia, Nervii, Boii ). They are not playable in latest version.
    Thanks.

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    Default Re: ArchiMod: Rome 2 - NEWS - DEC 26 2013

    Yea, there is some problems with the current startpos.esf that I have. I need to replace it with an updated one. Don't worry though, once I'm back from Christmas vacation on the 20th of January all this stuff will be addressed. Currently I'm just working on a small side project while I wait to leave. Thanks for the feedback though!

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    Default Re: ArchiMod: Rome 2 - NEWS - DEC 26 2013

    Mod updated for the New Year. I'll be back in a couple weeks and continue my work. Happy Holidays everyone!

  10. #10
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    Default Re: ArchiMod: Rome 2 - NEWS - DEC 26 2013

    Hi.
    Can you implement seasonal effects to campaign. Something like Dresden did here:
    http://www.twcenter.net/forums/showt...l-Graphics!%29
    It would be great addition.
    Thanks

  11. #11

    Default Re: Archi's Rome II Mods - UPDATED - January 1st 2014

    btw Archi, about early hastati and principes - i read some material about it, and it seems that Hastati were not called Hastati because they used Hasta thrusting spear, but because they used Hasta Velitaris - throwing javelin, which was later replaced by Pilum. Hastati whole purpose initially was to attack enemy similar way Samnites did - with lightly armed infantry that thrown the javelins, but was capable to hold ground if enemy pressed forward. these men were usually supported by leves or rorarii who resupplied them with javelins. Principes also didnt used hasta, but hasta velitaris, anyway in some occasions they took spears from their supporting units - at Asculum, principes are reported to fight this way, but holding spears in both hands, which suggest it was a battlefield improvisation than commonly used tactics.

  12. #12
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    Default Re: Archi's Rome II Mods - UPDATED - January 1st 2014

    Hi.
    I tried some naval battles. And I have discovered that in your mod one vessel is divided to two vessels in large and ultra unit settings. It is almost impossible to attack enemy vessels with dual units. Even in siege battles where naval units should disembark they can not do that if units are divided. I must autoresolve these battles because naval units are rotating on sea and sometimes just only half of unit disembark on beach and can not move.
    In vanilla game vessels are not divided.
    Please look into it when you will implement naval modifications.
    Thanks.

  13. #13
    Archimonday's Avatar Senator
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    Default Re: Archi's Rome II Mods - UPDATED - January 1st 2014

    Quote Originally Posted by adambajer View Post
    Hi.
    I tried some naval battles. And I have discovered that in your mod one vessel is divided to two vessels in large and ultra unit settings. It is almost impossible to attack enemy vessels with dual units. Even in siege battles where naval units should disembark they can not do that if units are divided. I must autoresolve these battles because naval units are rotating on sea and sometimes just only half of unit disembark on beach and can not move.
    In vanilla game vessels are not divided.
    Please look into it when you will implement naval modifications.
    Thanks.
    Thanks for the feedback guys. Can you recreate this bug and post some screenshots of it? That'll help me fix it when I get back.

  14. #14

    Default Re: Archi's Rome II Mods - UPDATED - January 1st 2014

    Hey, just some feedback. The CAI is near perfect just two problems. The a.I will never go for peace no matter what last settlement 100000000000 coin offer...unless you know another way to get peace with your mod. 2nd is 90% of time 3 or more fractions declare war on me but do nothing..which is wierd because the a.I has brutal wars with eachother. This is the only mod i have seen that superpowers actually destroy everyone
    around them. These two things would make this simply the only mod to play. I play on vh/vh
    ITS ME "THE DUDE" AND I STILL HATE ELEPHANTS!!!!!

    https://www.youtube.com/thegamersdude1

  15. #15
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    Default Re: Archi's Rome II Mods - UPDATED - January 1st 2014


  16. #16
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    Default Re: Archi's Rome II Mods - UPDATED - January 1st 2014

    Hi.
    I agree with Ant909. Diplomacy need some improvements. I never tried asking for peace . But what bothers me is that if I want trade agreement, it is not possible to get one even with my military or defensive ally. Nobody wants to trade .
    After 30 - 40 turns in campaign if I end turn then almost every nation which can have diplomacy with me are "bothering" me with nonsense proposals. So if I am broke before the end of the turn, in beginning of new turn I can have 30000 or more by accepting AI proposals through it's turn.
    You CAI and BAI are best but for now I am using a top of your mod Realpolitik Diplomacy Mod by The DüB. It is working much better. Maybe you can try it and implement some of it's features.
    Attached Files Attached Files

  17. #17

    Default Re: Archi's Rome II Mods - UPDATED - January 1st 2014

    Hey, you have the best CAI mod I have played....only thing that needs to be adjusted is diplomacy....just a tad. The A.I refuses to make peace....I gave a fraction 200000 coin and they still refused. You have the only CAI that actually fights wars....really cool man.
    ITS ME "THE DUDE" AND I STILL HATE ELEPHANTS!!!!!

    https://www.youtube.com/thegamersdude1

  18. #18

    Default Re: Archi's Rome II Mods - UPDATED - January 1st 2014

    Hey, just some feedback. The CAI is neat perfect just two problems. The a.I will never go for peace no matter what last settlement 100000000000 coin offer...unless you know another way to get peace with your mod. 2nd is 90% of time 3 or more fractions declare war on me but do nothing..which is wierd because the a.I has brutal wars with eachother. This is the only mod i have seen that superpowers actually destroy everyone
    around them. These two things would make this simply the only mod to play. I play on vh/vh
    ITS ME "THE DUDE" AND I STILL HATE ELEPHANTS!!!!!

    https://www.youtube.com/thegamersdude1

  19. #19
    Archimonday's Avatar Senator
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    Default Re: Archi's Rome II Mods - UPDATED - January 1st 2014

    Quote Originally Posted by Ant909 View Post
    Hey, just some feedback. The CAI is neat perfect just two problems. The a.I will never go for peace no matter what last settlement 100000000000 coin offer...unless you know another way to get peace with your mod. 2nd is 90% of time 3 or more fractions declare war on me but do nothing..which is wierd because the a.I has brutal wars with eachother. This is the only mod i have seen that superpowers actually destroy everyone
    around them. These two things would make this simply the only mod to play. I play on vh/vh

    Some AI factions are currently missing some AI references in the Startpos, and suffering from economies which cripple them. The AI is a computer, it calculates its odds of winning and acts accordingly. Without these pieces of information it fails.

    The Peace problem I already have an idea how to improve it, that I will test when I get back. I simply went overboard on the negative effects of war. I may even reverse a few of them, so that repeated decisive battles force the AI back towards the Neutral stance and then of course, peace.

    Also, thanks Adam, know how to fix this. The Naval stuff is heavy work in progress, thats the reason for that. Heres a belated apology for that!

  20. #20

    Default Re: Archi's Rome II Mods - UPDATED - January 1st 2014

    Quote Originally Posted by Archimonday View Post
    I may even reverse a few of them, so that repeated decisive battles force the AI back towards the Neutral stance and then of course, peace.

    !
    It works well. Feel free to experiment with my stuff.


    http://www.twcenter.net/forums/showt...e-Anabasis-Mod

    It Works well. Feel

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