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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, v2.7.1 (updated 10/11/13)

    Quote Originally Posted by jamiedp88 View Post
    The other option for a nerf could be somehow decreasing their accuracy or increasing the spread.
    Yes, I plan on nerfing a bit Javelins, they are a little too strong now. The ones with melee infantry are fine but those used by missile infantry are OP as of now. I'm already working on it.

  2. #2

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.7.1 (updated 10/11/13)

    Hate to hear Selea, hope you recover quickly.

  3. #3

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.7.1 (updated 10/11/13)

    Really great mod! I'm having a lot of fun right now messing about with all the cool and interesting features you've added. Also, though I was a bit apprehensive at first, I'm really liking the textures add-on as it doesn't make any crazy changes to units and also includes some of my favorites like Ancient Colors and Kaziel's Romans.

    So yeah, thanks a lot for all the hard work I can imagine you've put into this mod, and definitely keep up the great work.

  4. #4

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.7.1 (updated 10/11/13)

    some news about the localization fix??

  5. #5

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.7.1 (updated 10/11/13)

    Quote Originally Posted by Cochus1 View Post
    some news about the localization fix??
    I'm waiting on Jack Lusted to reply me about it.

    However I have fear that the solution will not be simple. If it is as I think, it's an huge problem.

    Abilities in the game works that the engine has in the code already the "keys" of them. You cannot create a new ability, for example, because the engine will not recognize the new key. So my fear is that the engine, in the same way, looks at the ability keys and then loads directly from the localized files the tooltips and associate those with the abilities. The only version that instead looks at the tooltips by name is the english one and for this there it works.

    If that's so the only solution is for users to individually modify the local pack where the description are situated with a DB created by myself that is to be imported there and contains the updated descriptions.

    However I want to be sure it is so, so I am waiting for Jack to reply; still I'm almost 90% positive it is so because I tried everything and simply the descriptions get not loaded at all, differently than how it happens with other things. If I change names of units etc. they work perfectly no matter the language, instead abilities don't, yet the process is exactly the same.

  6. #6

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.7.1 (updated 10/11/13)

    Hi Selea and Team, this way AGA will become by far the best mod for Rome II out there... I'm simply amazed!
    It just needs a good campaign section to be the perfect addon for any "mature" player...

    Anyway, just to permit people to enjoy AGA mechanichs while implementing different textures, is it possible to keep a version including just the battle mod?

    Think it would help to "spread the verb" of AGA among the community...
    Last edited by jethro; November 14, 2013 at 05:35 AM.

  7. #7

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.7.1 (updated 10/11/13)

    Quote Originally Posted by jethro View Post
    Hi Selea and Team, this way AGA will become by far the best mod for Rome II out there... I'm simply amazed!
    It just needs a good campaign section to be the perfect addon for any "mature" player...

    Anyway, just to permit people to enjoy AGA mechanichs while implementing different textures, is it possible to keep a version including just the battle mod?

    Think it would help to "spread the verb" of AGA among the community...
    There will be no way to do that because the new units will require the new textures to work and the new textures will be deeply tied with the realism and historical path the mod is becoming to follow more and more (my intent is to create at the end a "simulation" of an ancient battlefield scenario as much as possible and in the most realistic way I can; every step and update of the mod from now on will bring closer and closer to that end, one layer at a time*).

    Anyway the texture add-on is not more an add-on at this point. It is not more a simple compilation as it was at beginning, it is something that is completely unique and will become more and more so with passing time, so it is all in all a part of AGA as the battle part is.

    It is not yet necessary to run the mod but when the new rosters arrive (that will be the update after this) then AGA and the texture add-on will be exactly the same thing.

    *
    1st step:
    Realistic unit sizes and formations plus general reworking of some units to be more similar to their real role.

    2st step:
    Overhaul of units rosters (including new units) to be most historical possible (it will include also real names of troops)

    3rd step:
    Complete overhaul of all equipments/stats etc. to be as historical true as possible with every little nuance I can.

    4th step:
    Working on buldings, Auxiliary systems etc. to re-create the battlefield of the era.
    Last edited by Selea; November 14, 2013 at 06:02 AM.

  8. #8

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.7.1 (updated 10/11/13)

    I see... yet I meant a mod keeping battle mechanics just for vanilla units...

  9. #9

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.7.1 (updated 10/11/13)

    Quote Originally Posted by jethro View Post
    I see... yet I meant a mod keeping battle mechanics just for vanilla units...
    Why do you think it would be better to just have a version without increased and reworked rosters?

    I can either do it, naturally, but I don't see the point.

    Or maybe do you intend for people that just want a little battle mod à la Close Combat, in that sense right? Well, I can think about it. A sort of "lite" version.

    I can either do this: the overhaul with all the steps mentioned above will be named in another way while the lite version - just a simple battle mod for vanilla and for users that just want some little modifies but not a complete overhaul - will be called AGA as now. Many people consider AGA a sort of submod for now.

    Still it will be difficult to separate the two things: what to include in the "light" version and what not? I will think about it.
    Last edited by Selea; November 14, 2013 at 07:17 AM.

  10. #10

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.7.1 (updated 10/11/13)

    Thank you Selea, you got my point exactly, sorry if I wasn't clear enough in both my previous posts.

    If this should take too much, then please forget everything, yet if feasible with reasonable effort, a "light" version of AGA could be helpful for many players that already live happy with their visual mods and vanilla units.

    At the same time I wonder how many people using mods still stick with just vanilla units...

    Thanks

  11. #11

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.7.1 (updated 10/11/13)

    ...and with reworked units size it will be savecompatible?

  12. #12

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.7.1 (updated 10/11/13)

    patch 7 in beta now,

    Wondering the formation fixes as they claim...

    http://wiki.totalwar.com/w/Total_War_ROME_II:_Patch_7

    • Formed Attack button added for key disciplined units (eg Legionaries, Hoplites, Pikemen). Disciplined units are now better at keeping formation when fighting.
    • Improved existing unit formations.
    • Formation depth and defensive formations now have the correct impact on bracing bonus.
    • No bracing bonus when using loose spacing.


    http://wiki.totalwar.com/w/Total_War_ROME_II:_Patch_7

  13. #13

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.7.1 (updated 10/11/13)

    Quote Originally Posted by Little Legionaire View Post
    patch 7 in beta now,

    Wondering the formation fixes as they claim...

    http://wiki.totalwar.com/w/Total_War_ROME_II:_Patch_7

    • Formed Attack button added for key disciplined units (eg Legionaries, Hoplites, Pikemen). Disciplined units are now better at keeping formation when fighting.
    • Improved existing unit formations.
    • Formation depth and defensive formations now have the correct impact on bracing bonus.
    • No bracing bonus when using loose spacing.


    http://wiki.totalwar.com/w/Total_War_ROME_II:_Patch_7

    Selea give us the update!

  14. #14

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.7.1 (updated 10/11/13)

    Someone please post me the new data_rome2.pack and startpos.esf in mediafire. Thanks.

    Without them I cannot start working on the update immediately.

    Damn, just now patch 7 that I'm working on this new version. Let's hope there's not so much to change on the tables.
    Last edited by Selea; November 14, 2013 at 11:40 AM.

  15. #15

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.7.1 (updated 10/11/13)

    That's also how it works in my mod, I would like to see what happens when both are in (the changes in patch 7 + AGA), probably units will keep even more formations than before.

    Especially I hope they fixed the unit rotation bug, that's the only thing that bothers in AGA, for the rest it's fine (apart the formations, that I did read in the TW forums that little has been really done about it; for the bobbling yes, but formations behaviors are as broken as ever). If the rotation bug is resolved I could also put again fire-at-will, but first I would have to test it extensively before reinstating it.

    If someone of those that downloaded the patch can upload me the data_rome2.pack on mediafire (pack it, it's large) I would be grateful, so I can start working on updating the mod.

    Then next week I will resolve this issue of having to ask someone to put me the data_rome2.pack once and for all, so I bother anymore. A little of re-organization and the thing will resolve.
    Last edited by Selea; November 14, 2013 at 01:19 PM.

  16. #16

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.7.1 (updated 10/11/13)

    Quote Originally Posted by Selea View Post
    That's also how it works in my mod, I would like to see what happens when both are in (the changes in patch 7 + AGA), probably units will keep even more formations than before.

    Especially I hope they fixed the unit rotation bug, that's the only thing that bothers in AGA, for the rest it's fine (apart the formations, that I did read in the TW forums that little has been really done about it; for the bobbling yes, but formations behaviors are as broken as ever). If the rotation bug is resolved I could also put again fire-at-will, but first I would have to test it extensively before reinstating it.

    If someone of those that downloaded the patch can upload me the data_rome2.pack on mediafire (pack it, it's large) I would be grateful, so I can start working on updating the mod.

    Then next week I will resolve this issue of having to ask someone to put me the data_rome2.pack once and for all, so I bother anymore. A little of re-organization and the thing will resolve.
    I can do that, hope you don't mind MEGA download though.

  17. #17

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.7.1 (updated 10/11/13)

    Looks like you got a tad more work to do, maybe it was better that you had your recent update wiped for it would've been all for naught. The recent patch overhauls rank/depth and a lot of things with the units, especially stats and armor variations and other thingies. I have faith you'll make the best of it!

  18. #18

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.7.1 (updated 10/11/13)

    Quote Originally Posted by Socktu View Post
    Looks like you got a tad more work to do, maybe it was better that you had your recent update wiped for it would've been all for naught. The recent patch overhauls rank/depth and a lot of things with the units, especially stats and armor variations and other thingies. I have faith you'll make the best of it!
    Stats and armor variations I care nothing because I have my own, so that's not a problem and the same is true for spacing and rank depth (especially with the new update that have realistic ones).

    But you are right, it will probably be an huge work because for what I see many things are changed in the abilities plus on the projectiles etc.

    In a certain sense the failed HDD was providential since I already had to start anew (the long part is not creating the tables, that's fast; the long part is testing step by step the changes you want to apply. So I first work on a "dummy" version where I apply the tests in steps then when I know what I want to do I apply the changes in the real version of the mod. I am now in the stage of knowing what I have to apply and how to do it, so in reality I lost nothing because I didn't really apply it yet, I just worked out the tests) so I will do it with the new patch version.

    I will simply make the old version (2.7.1) work with the beta for now then I will produce the new version with full support of patch 7. As I said the tests I already did and balanced everything and I know what changes I have to do. When I will have updated the tables to work with patch 7 it will just be a matter of making the changes in the tables and finishing polishing by some more testing.

  19. #19

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.7.1 (updated 10/11/13)

    Quote Originally Posted by Selea View Post
    Stats and armor variations I care nothing because I have my own, so that's not a problem and the same is true for spacing and rank depth (especially with the new update that have realistic ones).

    But you are right, it will probably be an huge work because for what I see many things are changed in the abilities plus on the projectiles etc.

    In a certain sense the failed HDD was providential since I already had to start anew (the long part is not creating the tables, that's fast; the long part is testing step by step the changes you want to apply. So I first work on a "dummy" version where I apply the tests in steps then when I know what I want to do I apply the changes in the real version of the mod. I am now in the stage of knowing what I have to apply and how to do it, so in reality I lost nothing because I didn't really apply it yet, I just worked out the tests) so I will do it with the new patch version.

    I will simply make the old version (2.7.1) work with the beta for now then I will produce the new version with full support of patch 7. As I said the tests I already did and balanced everything and I know what changes I have to do. When I will have updated the tables to work with patch 7 it will just be a matter of making the changes in the tables and finishing polishing by some more testing.
    Actually nevermind, I got my mediafire working. I'll shoot you a PM with the link.

  20. #20

    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.7.1 (updated 10/11/13)

    please give to Selea data_rome2.pack...(i can't...i'm at work)...

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