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Thread: Ars Gratia Artis - Complete Battle Overhaul, v2.7.2 - Patch 7 ready (updated 15/11/13)

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  1. #1

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v3.45 (updated 14/10/13)

    I hope so, that should be CA's #1 priority is fixing the AI and making it more smarter/adaptive in complex situations, and when to apply strategy to the most rudimentary of battles.


    I've faith, CA usually never disappoints; no matter how shoddy their launches are.

  2. #2

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v3.45 (updated 14/10/13)

    Another thing, (sorry for my repetitions lol just trying to pitch in.) I was playing on a custom battle in the italia province, and it was rome vs etruscans (I was playing the etruscans). The battle went smooth, fun and over-all the Ars Gratia Artis experience until I found at the climax of the battle which was a pretty even tie that my noble spear infantry wouldn't attack the roman auxiliary infantry correctly. And vice-versa when I tried to attack them my spear units like balled up and congregated into one messy bunch, and one at a time a unit would go over to the bulwark of infantry and attack until dead, then another would, etc sometimes in small batches of 2-4.

    And as said, their infantry did it too and balled up, not attacking when it clearly was issuing an attack, sending small pockets of warriors over to basically die.

  3. #3

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v3.45 (updated 14/10/13)

    Quote Originally Posted by Socktu View Post
    Another thing, (sorry for my repetitions lol just trying to pitch in.) I was playing on a custom battle in the italia province, and it was rome vs etruscans (I was playing the etruscans). The battle went smooth, fun and over-all the Ars Gratia Artis experience until I found at the climax of the battle which was a pretty even tie that my noble spear infantry wouldn't attack the roman auxiliary infantry correctly. And vice-versa when I tried to attack them my spear units like balled up and congregated into one messy bunch, and one at a time a unit would go over to the bulwark of infantry and attack until dead, then another would, etc sometimes in small batches of 2-4.

    And as said, their infantry did it too and balled up, not attacking when it clearly was issuing an attack, sending small pockets of warriors over to basically die.
    Hmmm...

    If it happens again be sure to note the type of formation you are using or any other hint on why this is happening. I never experienced it (for now) so it can be the result of some strange mix of parameters that cause the problem to appear.

  4. #4

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v3.45 (updated 14/10/13)

    Kaziel's Romans Skins look interesting... Maybe, if possible, you could ask him to allow his mod be incorporated to yours... Just a suggestion!

  5. #5

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v3.48 (updated 15/10/13)

    The Shield Wall and Hoplite Phalanx are terribly bugged. The units cheer like hell and their shield flicker... Right now, as I'm typing, I'm playing as Macedon and a Tyllis army(spelling?) attacked me, 3000 vs 1200 of mine... Set to 60 minutes battle and 27 minutes have passed now and my concealed army hasn't been found yet!?


    Thanks!

  6. #6

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v3.48 (updated 15/10/13)

    I haven't noticed units cheering in hoplite phalanx, only when they defeat/route the unit they're assigned to but even then I rather like it.

  7. #7

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v3.48 (updated 15/10/13)

    Sorry, double post... Also, the unit speed of my enemies (Celtic Jav, Cavalry, etc..) are so, very, very fast.. they're like running on fast forward (2-3 times faster than normal) - I'm not on fast forward...

  8. #8

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v3.48 (updated 15/10/13)

    Quote Originally Posted by pilarearl View Post
    Sorry, double post... Also, the unit speed of my enemies (Celtic Jav, Cavalry, etc..) are so, very, very fast.. they're like running on fast forward (2-3 times faster than normal) - I'm not on fast forward...
    If they are light units they will be faster than you. Do you play as Rome? Rome has only very heavy units, that's, in fact, one of their drawbacks and intentional. It's not that those units are fast, it is that very heavy units are very slow (as it should be).

    Do you suppose a guy with a full suit of armor can run as fast as someone with only padded cloth?

    However the difference is not as much as you say; to have a difference of double speed you need to find a very heavy unit vs. a very light unit fast type and those are not so easy to find. In an usual circumstance as light vs. very heavy the difference is about 1/3 more + barbarians have a 5% more innate speed.

    In the prior version there was too little difference between various type of units and I changed it appositely to have more impact on the dynamics of the battlefield so that using light units is a rewarding approach to flank and scout.

    As for Shield Wall and Hoplite Phalanx: yes, sometimes they have animation bugs but that's anyway much better for now than having the AI not use them at all and very difficult to use also for the player. Until CA doesn't fix those formations (along the Pike Phalanx) this is the best solution also if sometimes it has some glitches (btw, the cheering on Shield Wall is a bug; I inserted the cheer animation for a test and forgot to take it back, I will fix it immediately; just download the mod in about 10 minutes).
    Last edited by Selea; October 15, 2013 at 01:26 PM.

  9. #9
    Hoplite of Ilis's Avatar Domesticus
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    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v3.48 (updated 15/10/13)

    Hey, I get ctd on loading rome 2. I only have until patch 3.

  10. #10

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v3.48 (updated 15/10/13)

    Sorry, you must install patch 4 elsewhere you will get a crash.

    I provided retro-compatibility till the end of the beta, but now patch 4 is live.

    Btw I don't think there are many mods that are still compatible with patch 3 if not minor ones or re-textures.

  11. #11

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v3.48 (updated 15/10/13)

    And patch 5 is on the corner maybe tomorrow. hope your version is compatible

  12. #12
    Kymmuriel's Avatar Civis
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    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v3.48 (updated 15/10/13)

    Hey good evening all so if i want to use radios campaign, either i delete his table main units in pfm or i put in on after AGa on mod manager right?

  13. #13

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v3.48 (updated 15/10/13)

    Quote Originally Posted by Kymmuriel View Post
    Hey good evening all so if i want to use radios campaign, either i delete his table main units in pfm or i put in on after AGa on mod manager right?
    Just delete main units table and dont bother changing it to mod format cus for some reason that mod bugs out in mod format if you are using anything else besides Ars Gratia Artis, unless u load it 1st. So just delete main units tables and put it in data ant everything will work perfectly. And i really suggest you lower amount of armies because in late game you will have lag fest and 5minute+ turn times even if you have nasa pc, when every faction will walk about with 24-30 armies and over 9000 agents.

  14. #14
    Kymmuriel's Avatar Civis
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    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v3.48 (updated 15/10/13)

    Selea always said that he wont touch naval units till Ca dont fix them, so dont meddle those bugs with the mod please. As Dominiceu said this would happen to any BAI out there as its something only CA can fix. Now its only 1 unit but when on release day i could see like 6 to 7 AI units stuck and invincible on the shore, and im pretty sure you already saw that before and it has really, nothing to do with AGA

  15. #15

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v3.48 (updated 15/10/13)

    Happens every campaign with your mod and only with Etruscan generals and only on campaign map.

  16. #16

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v3.48 (updated 15/10/13)

    Btw I finally decided to alter the start rosters. As it is now it gives me a sense of unpolishing and I detest it.

    I will provide a normal (1 year/turn) startpos in the mod plus various addons for more turns per year.

    As for other mods that change the startpos (as all factions available) you can simply load them before the mod and everything will work fine, you will just lose the correct starting troops at the beginning of a campaign (as it is now).

  17. #17

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v3.48 (updated 15/10/13)

    Ok have a issue. I get no mounts showing even though I have started a new campaign. Any ideas ? Im using the mods you recommended as well

  18. #18
    Kymmuriel's Avatar Civis
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    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v3.48 (updated 15/10/13)

    Ure either using kaziel skinpack or radious campaign. Those 2 are altering main_table_units, so just open them with pfm and delete it from their pack.
    As for kaziel hechanges too the land_table_unit so u gotta delete this too, i really dunno why a skin pack change those values... but well here it is.

  19. #19

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v3.48 (updated 15/10/13)

    Where do i find this PFM ? I tried searching for it with no luck

  20. #20

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v3.48 (updated 15/10/13)

    PFM stands for Pack File Manager, simply google "Total war center, Pack File Manager," and it should direct you to the appropriate thread to download it.

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