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Thread: Archi's Rome II Mods - Discontinued

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  1. #1
    Foederatus
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    Default Re: Archi's Rome II Mods - UPDATED - January 25th 2014 - Patch 8 & 9 Beta

    6 turns per year do not work anymore. Now it is 1 turn per year for some reason. In version 1.21 it worked.

  2. #2
    Archimonday's Avatar Senator
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    Default Re: Archi's Rome II Mods - UPDATED - January 25th 2014 - Patch 8 & 9 Beta

    Just put up a hotfix for the TPY problem. My bad on that one guys!

  3. #3

    Default Re: Archi's Rome II Mods - UPDATED - January 25th 2014 - Patch 8 & 9 Beta

    hi.
    amod_125_patch9_hotfix.zip is a full Archi mod witch compatible steam patch9 beta?

  4. #4
    Foederatus
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    Default Re: Archi's Rome II Mods - UPDATED - January 25th 2014 - Patch 8 & 9 Beta

    Yes it is.

  5. #5

    Default Re: Archi's Rome II Mods - UPDATED - January 25th 2014 - Patch 8 & 9 Beta

    thx dude

  6. #6
    Foederatus
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    Default Re: Archi's Rome II Mods - UPDATED - January 25th 2014 - Patch 8 & 9 Beta

    Hi.
    I am now 24 turns in multiplayer campaign head to head (Carthage vs Seleucid) and everything in cai and diplomacy works great.
    It would be great to have back formation attack. I am unable to attack for example with hoplite wall. Every time I attack (without double clicking) unit break formation and it is useless. Units that do not have any attack formations should not have formation attack only those that depends on it like hoplite wall, phalanx or attack testudo.

    Thanks
    Last edited by adambajer; February 01, 2014 at 07:27 AM.

  7. #7
    Archimonday's Avatar Senator
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    Default Re: Archi's Rome II Mods - UPDATED - January 25th 2014 - Patch 9

    I am aware of this. I still justify its removal because despite CA and others claiming that it no longer gives any positive, or negative effects to the units that use it, I still think that is false. In multiple tests I found that formation attack, while its negative sides were reduced, still hindered the unit using it. Even this small 5 or 6 percent imbalance is enough to throw off the outcomes of battles in this mod because the unit balances are so tightly similar, really, nearly identical.

    I'm currently testing out some expanded zone of control for the campaign map, and then taking a look at the Greek recruitment roster for all the Hellenistic Factions.

  8. #8
    Foederatus
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    Default Re: Archi's Rome II Mods - UPDATED - January 25th 2014 - Patch 9

    Did you change anything about CAI difficulty levels (handicaps and bonuses) and if so what exactly?
    Thanks.

  9. #9
    Archimonday's Avatar Senator
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    Default Re: Archi's Rome II Mods - UPDATED - January 25th 2014 - Patch 9

    The whole scope is to make the CAI difficult, but the Handicaps have pretty much all been removed. The AI gets very minimal bonuses at harder difficulty, its biggest buff is the number of recruitment slots it gets. This was so the AI could produce armies faster than the human player to continue on its goal paths.

  10. #10
    billydilly's Avatar Senator
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    Default Re: Archi's Rome II Mods - UPDATED - January 25th 2014 - Patch 9

    Hi, have you considered changing Victory Conditions?
    CPU: Intel i7-8700. GPU: MSI GTX 1070 Armor 8G. RAM: Corsair Vengance, 16Gb HD: Kingston SSD 240Gb (System), Samsung 850 Evo SSD 500Gb (Steam), Western Digital 500Gb. PSU: Corsair CX600W

  11. #11
    Archimonday's Avatar Senator
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    Default Re: Archi's Rome II Mods - UPDATED - January 25th 2014 - Patch 9

    Apologize for my silence guys. Been busy as hell. Going to pick it back up this weekend.

  12. #12
    Yerevan's Avatar Campidoctor
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    Default Re: Archi's Rome II Mods - UPDATED - January 25th 2014 - Patch 9

    Hi, is it possible to use your battle mod with Dresden"s Tetrarchy's overhaul ?
    " Gentlemen, you can't fight in here! This is the War Room! "

  13. #13
    Archimonday's Avatar Senator
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    Default Re: Archi's Rome II Mods - UPDATED - January 25th 2014 - Patch 9

    Only one way to find out, test it.

  14. #14
    Bad213Boy's Avatar Semisalis
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    Default Re: Archi's Rome II Mods - UPDATED - January 25th 2014 - Patch 9

    Great mod, but it's too easy to get a Defensive Alliance and then go straight to Military Alliance. Especially if you're playing a faction with a culture bonus. There should be waiting periods between Defensive Alliance, Military Access, and Military Alliance. You should use longer trade times to help improve relations in order to move from one Alliance to another. Maybe like 5 turns or something.


  15. #15
    Archimonday's Avatar Senator
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    Default Re: Archi's Rome II Mods - UPDATED - January 25th 2014 - Patch 9

    Will look into it. The upgrade treaties value may be a bit high.

  16. #16

    Default Re: Archi's Rome II Mods - UPDATED - January 25th 2014 - Patch 9

    Indeed it's it's too easy to get a defensive alliance, military alliance and confederations. Started as Arverni CiG campaign and 99% of the tribes confederated happily.

  17. #17

    Default Re: Archi's Rome II Mods - UPDATED - January 25th 2014 - Patch 9

    Hi Archi, I've been working with Magnar on his mod and I noticed your thread here http://www.twcenter.net/forums/showt...ns-27-DEC-2013 and was truly hoping you have more descriptions you have not posted yet. I and my team would be very grateful for any information you have. Thanks! And thanks for serving our country.

  18. #18
    Foederatus
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    Default Re: Archi's Rome II Mods - UPDATED - January 25th 2014 - Patch 9

    Mod is not working now with new official "little" update

  19. #19
    Archimonday's Avatar Senator
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    Default Re: Archi's Rome II Mods - UPDATED - January 25th 2014 - Patch 9

    Will fix it tonight when I get a chance. At work right now. Have been royally busy at work, and then this past weekend I got pleasantly surprised by an ESO beta invite in my email inbox, so I was heavily distracted. Expanded ZOC for armies and a few other minor changes can be expected in the next update here in a few days. Also, modified greek recruitment pools!
    Last edited by Archimonday; February 10, 2014 at 03:09 PM.

  20. #20
    Archimonday's Avatar Senator
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    Default Re: Archi's Rome II Mods - UPDATED - January 25th 2014 - Patch 9

    Just to keep you guys updated, I'm going to update this this week. I apologize for all the delay, this is the time of the year, nearing spring, where being in the Army gets really busy. I've been getting off work, falling asleep, and waking up to do it all over again. After I get it updated to work with this new patch, I'll probably have to put it on a hiatus until things start to slow down again. I simply don't have the time right now, especially now that I work at Staff. I apologize to anybody who enjoys the mod, both for the delays, and the inevitable absence.

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