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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, v3.56 (updated 17/10/13)

    To all:

    Tomorrow patch 5 should be online.

    If you want to help me make the mod compatible as fast as possible I ask you to please upload me the data_rome2.pack in mediafire or somewhere similar as the other time around because elsewhere I will not be able to work on the new tables till I return home and that will waste precious time.

    Thank you for your support.

    P.S: Reading the communicate by Mike Simpson it seems like that the next patch (5) will be the largest yet so it is probable that many things will be in there (and so also many things to change in the mod, poor me ). Also Mike talked about the new free content in the patch after this (presumably the Seleucid playable faction) and something for us modders. We will see what happens.

  2. #2

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v3.56 (updated 17/10/13)

    please keep them this way Gladiators did not use pilum. so this is the best way to do it

  3. #3

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v3.57 (updated 17/10/13)

    can you also do something to the battle en campaign camera (more zooming)

  4. #4

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v3.57 (updated 17/10/13)

    Quote Originally Posted by Sir_Pee_Alot View Post
    can you also do something to the battle en campaign camera (more zooming)
    http://www.twcenter.net/forums/showthread.php?618636

  5. #5

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v3.57 (updated 17/10/13)

    Please stick to the roots of a battlemod. For people who want reskins or new units it's very easy to add them. Stay focused on the battle mod side of this mod, it's where your best work is evident.


    If you keep adding skins and units in the same pack it can only conflict with others, my suggestion is seperate packs from now.
    EG. "Ars Gratia Artis Reskin Mod" and so on for unit packs.


    a Battle overhaul mod should remain the battle overhaul.


    As for those asking for CAI etc it is quite easy to use a seperate one until Selea decides exactly what he wants. Changing conflicting tables is not hard either, you can easily ask for help if need be.


    keep up the good work.

  6. #6

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v3.57 (updated 17/10/13)

    While I like this mod the way it is, with reskins included and all, and having it all in one mod makes things a little bit more convenient for me, I agree with Jamie there that you should probably aim to focus on keeping the battle mod just that, a battle mod.
    I'm looking forward to the addition of new units and all the other stuff for it that you talk about, but if you keep all those other things in separate files, though it might take a few more seconds/minutes of my time to install them, it will be a huge convenience for people who want to use your battle overhaul along with other mods and might experience incompatibility otherwise (or just have different tastes on reskins or whatever).

  7. #7

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v3.57 (updated 17/10/13)

    yes that i have but i cant download the battle cam. so maybe he can do it in his mod

  8. #8

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v3.57 (updated 17/10/13)

    i can't use all faction playabe and 2/4 turn per year with your mod @ @

  9. #9
    Kymmuriel's Avatar Civis
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    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v3.57 (updated 17/10/13)

    Quote Originally Posted by canloimat12 View Post
    i can't use all faction playabe and 2/4 turn per year with your mod @ @
    Its odd i do it, why u couldnt? are u sure you putted all playable faction before AGA main?Anyway ,thisnight i could really feel the dynamic morale behaviours, and it is outstanding, so nice, you gotta really to be aware of where ure units are attacked from, i would still feel that the light units are still a bit too fast for my taste, the cavalry just on certain ocurance while chasing routed units, other than that its awesome.Oh! yes i wante to ask you, is it moddable the AI behaviours in battle? i mean in defense siege, hoplitai can be jsut 5 m far away from me, look at me throwing like 10 rows of pilum and do nothing... This is too bad lol, well i guess itsnot moddable but still asking if we can look out for some values to make he AI more agressive when hes getting shot at by ranged units.

  10. #10

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v3.6 (updated 18/10/13)

    Ok, I separated the main mod from the reskins so these last are optional. I still recommend everyone to use them but if you like more other textures mod you can use what you like (you could also before by loading the mod before in Mod Manager, but now it's even easier).

    Finally I've been able to rework Shock Cavalry as I wanted. Now it is very powerful on a charge but weak in melee, as it should be. Kymmuriel, you should be happy: I've tried with Companion Cav and on a charge from the front they killed 50 Oathsworn at once! Then they lost, naturally, but still it was a powerful impact. However I also increased bracing bonuses on Shield Wall and Shield Screen, so against units having those it's risky to charge from the front (as it should be: you don't charge a shield formation if you don't want to lose your horses).

    @canloimat12:

    More turns per year compatible versions are available as an add-on. All factions playable sadly override the changes in the startpos but this means little overall. The mod works correctly it is just that the starting rosters on the beginning of a campaign will not have the updated sizes for cavalry and only newly recruited units will have them. It's a minor thing that you can live without; anyway if you want to play an usual faction and you want the starting rosters just disable the all factions playable mod for that campaign so you have the corrects sizes. It just take a minute.
    Last edited by Selea; October 18, 2013 at 05:46 AM.

  11. #11

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v3.62 (updated 18/10/13)

    The Seleucid Empire Faction Pack - DLC just arrived... I just got it - 10:40 PM, GMT+8, Philippine Standard Time... I'm gonna test it right now.

  12. #12

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v3.62 (updated 18/10/13)

    Quote Originally Posted by pilarearl View Post
    The Seleucid Empire Faction Pack - DLC just arrived... I just got it - 10:40 PM, GMT+8, Philippine Standard Time... I'm gonna test it right now.
    As I said before, if people want to help me make the mod compatible with patch 5 and the new DLC as fast as possible to please when you have downloaded them to upload both the data_rome2.pack and startpos.esf under Mediafire or some similar file sharing.

    I cannot download the patch and DLC till tomorrow morning so this would cut the time I take to make the compatible version since I can start working on the changes before I actually download the patch and DLC.

    The files (especially the data_rome2.pack) are a bit large but if you (not you personally but in general) compress them it is about 100 mb so it would take at most 10 minutes to upload.

    It can also be that the mod doesn't crash at startup (also if I doubt it) because it depends on the changes and also on how they have incorporated the DLC, if in a separate pack or directly under the main one (as they did with the Greek States DLC). In the main mod the changes that probably will make crash the mod at startup are the ones of the shields, but if the DLC is incorporated in the main pack then there will naturally be an host of new lines for the Seleucid new units.

  13. #13

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v3.62 (updated 18/10/13)

    Selea your mod is fabulous!! A great combat experience. Definitely the best mod for the battles. Really great!


    I wanted to ask: the Dub Mod has been updated by inserting the mod Dresden (4YTP, double building cost and double construction time, double technology cost and reduced growth by 1/2). The file starpos of Dub Mod overwrites the your starpos 4YPT, since in Mod Manager I have to load the DubMod before your Ars Gratia. What's going on? How compatibility okay? Or I spoil your great mod? Sorry for the English language is not correct. Thank you for your mod!

  14. #14

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v3.62 (updated 18/10/13)

    Quote Originally Posted by Ascanio77 View Post
    Selea your mod is fabulous!! A great combat experience. Definitely the best mod for the battles. Really great! I wanted to ask: the Dub Mod has been updated by inserting the mod Dresden (4YTP, double building cost and double construction time, double technology cost and reduced growth by 1/2). The file starpos of Dub Mod overwrites the your starpos 4YPT, since in Mod Manager I have to load the DubMod before your Ars Gratia. What's going on? How compatibility okay? Or I spoil your great mod? Sorry for the English language is not correct. Thank you for your mod!

    You can safely override the startpos changes of DubMob because they just alter the turns per year, the main mod has nothing to do with the startpos. Simply use the addon in my mod for the turns per year you want and override the startpos of DuBMod (by loading it before in Mod Manager) and all will work correctly.


    My mod and DubMod are perfectly compatible one with the other, they just share the startpos file to change turns per years but since the startpos in this mod is not utilized only for more turns per year but also to have starting troops updated with the increased sizes the best solution is to utilize my startpos and not the one of DubMod.


    In short words: if you are happy with 1 turn per year then simply load this mod before DubMod in Mod Manager, if instead you prefer more turns per year simply download the correct add-on in the dowload section and load that addon before both the main mod and DubMod, like this:


    Ars Gratia Artis turns per years addon
    Ars Gratia Artis
    DubMod


    EDIT: Damn formatting.
    Last edited by Selea; October 18, 2013 at 10:14 AM.

  15. #15

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v3.62 (updated 18/10/13)

    The Patch 5 is 600 MB? Not sure...

  16. #16

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v3.62 (updated 18/10/13)

    Yes, it is that size more or less because it contains also the Seleucid DLC that will have a lot of textures in it.

  17. #17

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v3.62 (updated 18/10/13)

    So I'll be downloading this right now (Patch 5) and will be finished in less than an hour... I could upload the new data_rome2.pack and startpos.esf for you.. Hopefully, my internet gets it done. (decent speed)

  18. #18

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v3.62 (updated 18/10/13)

    Thanks.

    Don't need to hurry however. When you are comfortable you can do it. First however try the DLC and have fun!

    If I have those files later I can then start working on the changes and tomorrow morning I will hopefully already have a compatible version (if all things go well).

  19. #19

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v3.62 (updated 18/10/13)

    Just when i was getting in to my new campaign they patch it with the patch that fixes absolutely nothing and people going apes*** cus of Seleucids. Oh well i guess ill just keep testing your mod and wait until they are done with patching and other mods im looking forward to are fully released because now playing this game is like going to cinema but leaving the movie half way through.

  20. #20

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v3.62 (updated 18/10/13)

    i have played 1 custom battle with the new faction and had no problems no crashes, did not play any campaign (Ars 3.57)

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