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

    Yea, i'm still searching for a solution to Forced March. I really want to just remove it all together.

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    Epic28's Avatar Senator
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    Default Re: Archi's Rome II Mods - UPDATED - January 1st 2014

    Quote Originally Posted by Archimonday View Post
    Yea, i'm still searching for a solution to Forced March. I really want to just remove it all together.
    I highly recommend you remove it all together. Along with Double Time.

    It's a feature that is nice to have as the player. But it ultimately hinders the AI in the end. And no matter how helpful to the player it may seem, I think its best left out.

    Like what Ant said, you still have ambush battles, but its not some cheap lame stance that automatically throws you into one if an army enters your radius. You have to hide in the forested areas of the game.
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  3. #3
    Foederatus
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    Default Re: Archi's Rome II Mods - UPDATED - January 1st 2014

    Hi Archimonday. I noticed that in new nations (Galatia, Nervii and Boii) dismantling slums costs 500. In all other nations it costs only 150. Please correct it when you have time. 500 is too much. Thanks.
    BTW I lost my campaign as Nervii. I was too much aggressive and it didn't pay out . It was impossible to fight on five fronts and I was overwhelmed by enemy forces. I'm starting again and playing more carefully.

  4. #4
    Foederatus
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    Default Re: Archi's Rome II Mods - UPDATED - January 1st 2014

    I´d like to point out another little things about units. I think there is almost no difference between Celtic skirmishers and Celtic youth. They are at the same price. Celtic skirmishers should have been slightly better. And about Naked spears. They are at the same price as Spear brothers. Only Naked spears have less health. There is no point in recruiting them. They should have more charge, maybe more melee attack and less armor.

  5. #5

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

    same here... thing is, ambush effects are hardcoded, and cannot be removed from it, therefore only way is to somehow disable that stance altogether. maybe by removing all movement bonuses AI stop using this, anyway it might be something CA hardcoded as well and AI will try to use that ability even without movement bonus... ( i will try doing that and let you know if I find something intetesting)

  6. #6

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

    Quote Originally Posted by JaM View Post
    same here... thing is, ambush effects are hardcoded, and cannot be removed from it, therefore only way is to somehow disable that stance altogether. maybe by removing all movement bonuses AI stop using this, anyway it might be something CA hardcoded as well and AI will try to use that ability even without movement bonus... ( i will try doing that and let you know if I find something intetesting)
    You can remove forced march, I did. Works great! You just have to make forced march and double time 0 movement bonus. The A.I doesn't use it and its back to old school Total War. So if you want a ambush battle you have to set up for it....There were almost no ambush battles in this time period...so the fact that almost 50-70% of open field battles in this game is ambush is ing retarded. Also, I have noticed that the A.I now will setup its attacks better....the A.I is struggling enough and giving it even more decisions to make (like when and when not to use forced march) was just a stupid move on CA.
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  7. #7
    Foederatus
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    Default Re: Archi's Rome II Mods - UPDATED - January 1st 2014

    Great idea.

  8. #8

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

    Can I use your battle and campaign mod with DEI? (using the apropriate load order)

    Has anyone tried DEI in conjunction with these two mods yet?

  9. #9
    Archimonday's Avatar Senator
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    Default Re: Archi's Rome II Mods - UPDATED - January 1st 2014

    Test and post back. Although DEI adds many new units, so I don't think ALL of DEI will change, nor will it be balanced.

  10. #10

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

    Test and post back
    I will! As soon as DEI 0.7 comes out though I've started about 50 different campaigns in 2 weeks haha, just to figure out the best possible mods and everything... I'll finish my Macedon and Rome campaign ( or progress in it as much as I can for once... )

    Although DEI adds many new units, so I don't think ALL of DEI will change, nor will it be balanced.
    You might be right though... sadly Maybe we can see you working together with the DEI team at some point? Seems like your mods really make a positive change!

  11. #11
    Archimonday's Avatar Senator
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    Default Re: Archi's Rome II Mods - UPDATED - January 1st 2014

    Well, back at my computer after vacation. Was fun. Expect an update sometime tomorrow, I'll be screwing with the Assembly kit all day, but I'll do some tweaks on the Diplomacy and other minor things quickly.

  12. #12

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

    to remove forced march stance, go to campaign_stance_effects_junctions and replace rom_stance_army_forced_march for rom_stance_army_default at MILITARY_FORCE_ACTIVE_STANCE_TYPE_MARCH

    button will be still there, but it will have no effect as it will just select the normal stance.

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

    Sweet! Thanks Jam

  14. #14

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

    dmn, yet, if you select the stance, it has the hardcoded effects... you cant attack and you will be automatically ambushed.. seems they linked it with the stance itself not the effect bundles. (So practically back to square one..)
    Last edited by JaM; January 18, 2014 at 03:31 AM.

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

    I'm waiting on my stuff to update just perusing the db files. I've spent many nights in bed thinking about how I can change Forced March rather than remove it, since the latter modification seems near impossible to do. The biggest problem, as you said, is that you get automatically ambushed, even if I remove that setting from the effects of the stance. If only we had access to the UI files, so we could just disable and hide the button. -.-

  16. #16

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

    Hi, Archi.

    I am noob but a fan of your serious, mature, work. I have read somewhere that your overhaul have something like this incorporate. It is true? So, I don't need this minimod with your overhaul? And what about this? I think that those two working together can somewhat reduce the transport ship spam that we all hate.

  17. #17

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

    Quote Originally Posted by Alexandre Lange View Post
    ... broken link ...
    Hi, Archi.

    I am noob but a fan of your serious, mature, work. I have read somewhere that your overhaul have something like this incorporated. It is true? So, I don't need this minimod with your overhaul? And what about this? I think that those two working together can somewhat reduce the transport ship spam that we all hate.

  18. #18
    Archimonday's Avatar Senator
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    Default Re: Archi's Rome II Mods - UPDATED - January 1st 2014

    Quote Originally Posted by Alexandre Lange View Post
    Hi, Archi.

    I am noob but a fan of your serious, mature, work. I have read somewhere that your overhaul have something like this incorporated. It is true? So, I don't need this minimod with your overhaul? And what about this? I think that those two working together can somewhat reduce the transport ship spam that we all hate.

    No, that is false. My mod does not modify the transport navies like this. There are only AI changes, and a modification to he number of movement points sacrificed for a embark/disembark. AI tweaks alone can fix most of these issues that people are finding brute force methods of fixing.

  19. #19

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

    How is your experience with that transport ship spam (specially Carthage endless ship parade at mediterran) in your overhaul? Less then vanilla? All solved? No need for more fixes?

    Also, can you - PLEASE - incorporate this one in your overhaul? I can make it works, but legionaries don't carry his pilum like we see at the screenshots (it just appear when they throw it). This crusade to find a fire at will mod that works (visualy speaking) with good overhauls is really killing me!

  20. #20
    Archimonday's Avatar Senator
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    Default Re: Archi's Rome II Mods - UPDATED - January 1st 2014

    The AI just has a larger disposition to stay on land. Their modifiers dealing with the pathfinding have been changed as such, that they will see land paths of greater distances as better opportunity than sea paths. In this way they won't embark on voyages across the entire mediterranean, or say, from Egypt to Britain. Instead, the AI will conduct voyages across shorter distances of water, such as the Aegean sea. The transition from land to sea, and its subsequent sacrifice of movement points has been lowered, so that the AI can make a little entrance onto land when the move, not timing out their task management, and allowing for the development of a land path. The AI task management has also been made more aggressive, so that AI armies will actively seek to attack Human forces and Settlements. The last big step is to get rid of Forced March, preventing the AI from being ambushed, and unable to attack.

    As for the latter part of your post, that is already in the full mod, and the battle tweaks.

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