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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, v2.6.1 (updated 4/11/13)

    Duble post sry
    Last edited by NiKuTa; November 05, 2013 at 08:15 AM.

  2. #2

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.6.1 (updated 4/11/13)

    LoL.
    I'm saying and thinking only about stats in game not about mashes!! I know what is mashes and what is stats value in game. I'm not so stupid.
    BTW. I send you PM about stats, armours, shield for Roman units. I sow a difference after my PM in armours in roman units, but still was wrong.

    But don't worry i will not disturb in your work.

  3. #3

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.6.1 (updated 4/11/13)

    Quote Originally Posted by NiKuTa View Post
    LoL.
    I'm saying and thinking only about stats in game not about mashes!! I know what is mashes and what is stats value in game. I'm not so stupid.
    Then tell me please what is wrong if I give an archer a shield bonus (and the bonus is tied to faction).

    Does the archer really have the shield?

    No. So why do you insist "you gave the shield when in RL it doesn't have it". It has NOT it. It doesn't change nothing in the game, it is just a stat thing.

    Also in the Radious mod or in vanilla there are many "wrong" stat values made for balance. Things that doesn't match the meshes. It's impossible to have balance following the meshes to the full because some units will be too weak/too strong.

    Take for example War Dogs in both Radious and Vanilla. They have a shield set in the tables. Have you ever seen a dog with a shield? Does the dog have a shield in the "reality" of the game? No isn't it? CA gave the shield to War Dogs just to improve their stats. It is nothing more but a set bonus, it is not a true shield. It is not "wrong" to give them the shield because it is not a shield, at all.

    Quote Originally Posted by NiKuTa View Post
    BTW. I send you PM about stats, armours, shield for Roman units. I sow a difference after my PM in armours in roman units, but still was wrong.
    Thanks. If you send me the list you will do me a great favor so I will change the equipment appropriately (and in this case it will do a difference).

    Quote Originally Posted by NiKuTa View Post
    But don't worry i will not disturb in your work.
    You aren't "disturbing" me. It is just that you have now fixated with this thing that things in the tables don't coincide with "reality" and you think that for this the mod is wrong. In reality there are many parameters that you cannot simulate in an engine and/or game that is done by binary numbers. The only way to simulate those parameters is via stats and so the tables give those stats.

    They are things done behind the scene, to improve on the balance. The visual aspect and the "reality" of what users see is different and that's the important part for what it concerns if a thing is true to reality or not. It doesn't matter anything if I give in the table a round shield or an hoplite one. It doesn't change nothing apart the stats. The different shields in the tables are only values, nothing more. You can name a shield "Aspis" as you can name it "Pincopallino", it will change nothing. If the two have the same stats they are the same shields because nor one nor the other is the true Aspis shield, they both are just a set of values.

    So if I give the shield named "Pincopallino" to a Greek unit it doesn't mean that I gave him the "wrong" shield. It is not wrong because it is just a value, nothing more.
    Last edited by Selea; November 05, 2013 at 09:34 AM.

  4. #4
    Barkhorn1x's Avatar Biarchus
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    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.6.1 (updated 4/11/13)

    Selea:

    Great mod. Love the attention to detail. Question; Does the AI use their abilities effectively to fully exploit your tools?

    Thanks.
    "Après moi le déluge"


  5. #5

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.6.1 (updated 4/11/13)

    Quote Originally Posted by Barkhorn1x View Post
    Selea:

    Great mod. Love the attention to detail. Question; Does the AI use their abilities effectively to fully exploit your tools?

    Thanks.
    I try to always give the BAI abilities it can use, elsewhere I try to do other things.

    In fact I wanted to give an ability that could give the choice to throw Pilum/Javelins when the user would want but since the AI will not use it I will probably not add it.

    I'm yet undecided because it works wonderfully for the user, but if the AI cannot use Javelins it's a problem. Already it is weak, if you remove from it even the few options it has it becomes hopeless.
    Last edited by Selea; November 05, 2013 at 11:20 AM.

  6. #6

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.6.1 (updated 4/11/13)

    I just wanted to thank you for this mod.

    I hope this mod will get a proper section in the hosted modification part of the forum.
    it deserves it very much.

    Big big thanks for the great work and keep this mod alive !!


    More than 1,500 pictures: visit my Shogun epic battle screenshot thread !


  7. #7
    Barkhorn1x's Avatar Biarchus
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    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.6.1 (updated 4/11/13)

    Quote Originally Posted by Selea View Post
    I try to always give the BAI abilities it can use, elsewhere I try to do other things.

    In fact I wanted to give an ability that could give the choice to throw Pilum/Javelins when the user would want but since the AI will not use it I will probably not add it.

    I'm yet undecided because it works wonderfully for the user, but if the AI cannot use Javelins it's a problem. Already it is weak, if you remove from it even the few options it has it becomes hopeless.
    Understood and I know you are a bit hamstrung by hard coded CA decisions that do not work very well.
    "Après moi le déluge"


  8. #8

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.6.1 (updated 4/11/13)

    I would love to see that fire-at-will back but if its more problems then fun. then maybe not, en the AI maybe not use it but so what!! the AI got more problems and we need more fun

  9. #9

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.6.1 (updated 4/11/13)

    This is my PM sanded few day ago to you:

    Changes in projectiles_tables
    Code:
    pilum_normal: DMG - 16, AP - 16
    pilum_marian: DMG - 18, AP - 18
    pilum_imperial: DMG - 20, AP - 20
    Changes in unit_armour_types_tables
    Code:
    nm_segmentata   50   1    0    segmentata
    nh_segmentata    55    1    0    segmentata
    vh_segmentata    60    1    0    segmentata
    but I don't change nm_segmentata row jast add new armour
    Code:
    lh_segmentata    50    1    0    segmentata
    Changes in melee_weapons_tables
    Code:
    rome_cav_gladius_marian: bonusv_infantry - 14, DMG - 18, AP - 12
    rome_cav_gladius_imperial: bonusv_infantry - 15, DMG - 16, AP - 14
    ...
    rome_gladius_marian: DMG - 18, AP - 12
    rome_gladius_imperial: DMG - 16, AP - 14
    Changes in unit_shield_types_tables
    Code:
    rom_scutum_marian: DEF - 44 , ARM - 48 ,sound - wood, unknown - 60
    rom_scutum_imperial: DEF - 42 , ARM - 50 ,sound - wood, unknown - 70
    All roman shield except hoplite should have wood sound.

    Changes in land_units
    Code:
    Rom_Armour_Legionaries: ARMOUR - vh_segmentata , MELEEWEAPON - rome_gladius_imperial, MISSILEWAPON - rome_pilum_imperial, SHIELD - rom_scutum_imperial
    Rom_Eagle_Cohort: ARMOUR - nh_segmentata , MELEEWEAPON - rome_gladius_elite, MISSILEWAPON - rome_pilum_imperial, SHIELD - rom_scutum_imperial
    Rom_Equites: ARMOUR - nm_strong
    Rom_Evocati_Cohort: ARMOUR - nh_segmentata , MELEEWEAPON - rome_gladius_imperial, MISSILEWAPON - rome_pilum_imperial, SHIELD - rom_scutum_imperial
    Rom_First_Cohort: ARMOUR - spc_arm_hide , MELEEWEAPON - rome_gladius_marian, MISSILEWAPON - rome_pilum_marian, SHIELD - rom_scutum_marian
    Rom_General: ARMOUR - spc_arm_hide
    Rom_Hastati: ARMOUR - nl_strong , MELEEWEAPON - rome_gladius, MISSILEWAPON - rome_pilum, SHIELD - rom_scutum
    Rom_Legatus: ARMOUR - lh_segmentata
    Rom_Legionaries: ARMOUR - nh_strong , MELEEWEAPON - rome_gladius_elite, MISSILEWAPON - rome_pilum_marian, SHIELD - rom_scutum_marian
    Rom_Legionary_Cav: ARMOUR - lh_segmentata
    Rom_Legionary_Cohort: ARMOUR - lh_segmentata , MELEEWEAPON - rome_gladius_imperial, MISSILEWAPON - rome_pilum_imperial, SHIELD - rom_scutum_imperial
    Rom_Praetorian_Cav: ARMOUR - lh_segmentata
    Rom_Praetorian_Guard: ARMOUR - nh_segmentata , MELEEWEAPON - rome_gladius_elite, MISSILEWAPON - rome_pilum_imperial, SHIELD - rom_scutum_imperial
    Rom_Praetorians: ARMOUR - spc_arm_hide , MELEEWEAPON - rome_gladius_elite, MISSILEWAPON - rome_pilum_marian, SHIELD - rom_scutum_marian
    Rom_Principes: ARMOUR - nh_strong , MELEEWEAPON - rome_gladius, MISSILEWAPON - rome_pilum, SHIELD - rom_scutum
    Rom_Triarii: ARMOUR - vh_strong , SHIELD - rom_scutum_spear
    Rom_Vet_Legionaries: ARMOUR - spc_arm_hide , MELEEWEAPON - rome_gladius_marian, MISSILEWAPON - rome_pilum_marian, SHIELD - rom_scutum_marian
    In red is what should be changed.
    This was my orginal message to you. But now i will give you a new version of that, because you have some new changes.

    Changes in projectiles_tables
    Code:
    pilum_normal: DMG - 20, AP - 20, PEN - medium
    pilum_marian: DMG - 20, AP - 20, PEN - high
    pilum_imperial: DMG - 20, AP - 20, PEN - very_high
    Changes in unit_armour_types_tables
    Code:
    nm_segmentata   50   1    0    segmentata
    nh_segmentata    55    1    0    segmentata
    vh_segmentata    60    1    0    segmentata
    but I don't change nm_segmentata row jast add new armour
    Code:
    lh_segmentata    50    1    0    segmentata
    Changes in melee_weapons_tables
    Code:
    rome_cav_gladius_marian: bonusv_infantry - 16, DMG - 18, AP - 7
    rome_cav_gladius_imperial: bonusv_infantry - 17, DMG - 8, AP - 12
    ...
    rome_gladius_marian: DMG - 18, AP - 7
    rome_gladius_imperial: DMG - 8, AP - 12
    Changes in unit_shield_types_tables
    Code:
    rom_scutum_marian: DEF - 44 , ARM - 48 ,sound - wood, unknown - 60
    rom_scutum_imperial: DEF - 42 , ARM - 50 ,sound - wood, unknown - 70
    Changes in land_units
    Code:
    Rom_Armour_Legionaries: ARMOUR - vh_segmentata , MELEEWEAPON - rome_gladius_imperial, MISSILEWAPON - rome_pilum_imperial, SHIELD - rom_scutum_imperial
    Rom_Eagle_Cohort: ARMOUR - nh_segmentata , MELEEWEAPON - rome_gladius_elite, MISSILEWAPON - rome_pilum_imperial, SHIELD - rom_scutum_imperial
    Rom_Equites: ARMOUR - nm_strong
    Rom_Evocati_Cohort: ARMOUR - nh_segmentata , MELEEWEAPON - rome_gladius_imperial, MISSILEWAPON - rome_pilum_imperial, SHIELD - rom_scutum_imperial
    Rom_First_Cohort: ARMOUR - spc_arm_hide , MELEEWEAPON - rome_gladius_marian, MISSILEWAPON - rome_pilum_marian, SHIELD - rom_scutum_marian
    Rom_General: ARMOUR - spc_arm_hide
    Rom_Hastati: ARMOUR - nl_strong , MELEEWEAPON - rome_gladius, MISSILEWAPON - rome_pilum, SHIELD - rom_scutum
    Rom_Legatus: ARMOUR - lh_segmentata
    Rom_Legionaries: ARMOUR - nh_strong , MELEEWEAPON - rome_gladius_elite, MISSILEWAPON - rome_pilum_marian, SHIELD - rom_scutum_marian
    Rom_Legionary_Cav: ARMOUR - lh_segmentata
    Rom_Legionary_Cohort: ARMOUR - lh_segmentata , MELEEWEAPON - rome_gladius_imperial, MISSILEWAPON - rome_pilum_imperial, SHIELD - rom_scutum_imperial
    Rom_Praetorian_Cav: ARMOUR - lh_segmentata
    Rom_Praetorian_Guard: ARMOUR - nh_segmentata , MELEEWEAPON - rome_gladius_elite, MISSILEWAPON - rome_pilum_imperial, SHIELD - rom_scutum_imperial
    Rom_Praetorians: ARMOUR - spc_arm_hide , MELEEWEAPON - rome_gladius_elite, MISSILEWAPON - rome_pilum_marian, SHIELD - rom_scutum_marian
    Rom_Principes: ARMOUR - nh_strong , MELEEWEAPON - rome_gladius, MISSILEWAPON - rome_pilum, SHIELD - rom_scutum
    Rom_Triarii: ARMOUR - vh_strong , SHIELD - rom_scutum_spear
    Rom_Vet_Legionaries: ARMOUR - spc_arm_hide , MELEEWEAPON - rome_gladius_marian, MISSILEWAPON - rome_pilum_marian, SHIELD - rom_scutum_marian
    In red colour this what should be changed,
    In blue colour this what should be changes and is new entry in mod.

    New suggestion about armour piercing.
    In all Rome 2 mods nobody don't correct armour piercing ability for axes and spears. That what I know and what I've read in books, and on some historical forums and etc.. sword have the worst AP ability. Spear should be better then sword, but axe should be much more better than sword.
    Last edited by NiKuTa; November 05, 2013 at 11:07 AM.

  10. #10

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.6.1 (updated 4/11/13)

    Ok, thank, this is useful.

    I didn't receive the message or I would have understood better what you meant.

    Sorry if I did sound rude but I didn't hear your from a lot of time, explained you many things and then it seemed as if you didn't read anything about what I wrote last time.

    Now I understand what you meant.

    As for Spears/Swords AP ability: spears I already gave more AP than swords (that have lowest AP, apart for Gladius). Axes is true, I must give them much more AP but always forgot because I had more urgent matters to look at.

    Thanks again.
    Last edited by Selea; November 05, 2013 at 11:18 AM.

  11. #11

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.6.1 (updated 4/11/13)

    I am thinking something:

    Why not have both?
    Why not have both the possibility of using Pilum/Javelin on a charge and also from an ability? In this way the BAI can use it and also the user has more choice.

    It can work because I can make the ability stop to function when ammo is depleted and also when you are in combat. Also the normal reload time of Javelin/Pilum is there, it's not that you can use the charge then fire with the ability immediately. It would just give the user much more options.

    What do you think?

  12. #12
    Barkhorn1x's Avatar Biarchus
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    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.6.1 (updated 4/11/13)

    Quote Originally Posted by Selea View Post
    I am thinking something:

    Why not have both?
    Why not have both the possibility of using Pilum/Javelin on a charge and also from an ability? In this way the BAI can use it and also the user has more choice.

    It can work because I can make the ability stop to function when ammo is depleted and also when you are in combat. Also the normal reload time of Javelin/Pilum is there, it's not that you can use the charge then fire with the ability immediately. It would just give the user much more options.

    What do you think?
    Love it!!
    "Après moi le déluge"


  13. #13

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.6.1 (updated 4/11/13)

    Quote Originally Posted by Selea View Post
    I am thinking something:

    Why not have both?
    Why not have both the possibility of using Pilum/Javelin on a charge and also from an ability? In this way the BAI can use it and also the user has more choice.

    It can work because I can make the ability stop to function when ammo is depleted and also when you are in combat. Also the normal reload time of Javelin/Pilum is there, it's not that you can use the charge then fire with the ability immediately. It would just give the user much more options.

    What do you think?

  14. #14

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.6.1 (updated 4/11/13)

    Quote Originally Posted by Selea View Post
    I am thinking something:

    Why not have both?
    Why not have both the possibility of using Pilum/Javelin on a charge and also from an ability? In this way the BAI can use it and also the user has more choice.

    It can work because I can make the ability stop to function when ammo is depleted and also when you are in combat. Also the normal reload time of Javelin/Pilum is there, it's not that you can use the charge then fire with the ability immediately. It would just give the user much more options.

    What do you think?
    I think it's a great idea!

  15. #15

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.6.1 (updated 4/11/13)

    If you need the animation for archers to use their shields in close combat eg. Cretan Archers, I have the table skeletons etc I can send to u if needed.

  16. #16

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.6.1 (updated 4/11/13)

    Quote Originally Posted by jamiedp88 View Post
    If you need the animation for archers to use their shields in close combat eg. Cretan Archers, I have the table skeletons etc I can send to u if needed.
    Ok, thanks.

  17. #17

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.6.1 (updated 4/11/13)

    That is a great Idea Selea.

  18. #18

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.6.1 (updated 4/11/13)

    Hi guys!

    I would like to know which radious mods are compatible with this great mod. BTW, i would like to know if the load order works with the CA manager

    Thank u!

  19. #19

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.6.1 (updated 4/11/13)

    Quote Originally Posted by Cochus1 View Post
    Hi guys!

    I would like to know which radious mods are compatible with this great mod. BTW, i would like to know if the load order works with the CA manager

    Thank u!
    Radious AI, Radious Campaign works but I recomend removing the main_units table, and Radious Economy and Research works. The unit packs also work but are unbalanced.

    I have asked permission, because I'm nice, to include his mods in an All in One that I'm working on specifically for AGA but no answer, I guess my rep is not high enough.

  20. #20
    Durador's Avatar Civis
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    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.6.1 (updated 4/11/13)

    Quote Originally Posted by Cochus1 View Post
    Hi guys!

    I would like to know which radious mods are compatible with this great mod. BTW, i would like to know if the load order works with the CA manager

    Thank u!
    I use with AGA: Radious campaign, Economy and AI mods.
    Also i use: city sack and liberation for all factions mod by Dresden. Traits Talents and toadies by Hellbent's. Unit Icons project (v.0.23) by BullGod. Transparent Black UI by Gerula666. And i also use GEM (Graphic Enhancement Mod) by luciferhawk. All those mods work fine together.

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