Still having the problem with spear units making squares and never attacking. Even when on the offensive they still never engage... any solution for this?
This version is just a port of the p6 to p7, and with square ure units will never move , as its only a static defensive formation used to go agaisnt cavalry, if for exemple you try with hoplite phalanx, theyll attack and move and its jsut a port of p6 to p7!, next version will be monday or tuesday, and you guyz will definitly like it i can assure you guyz, selea is concocting some magics for us
Yes I understand the function of the formation the problem is the AI spear units never leave this formation. And they never engage my troops. And for some reason this makes them invulnerable to arrows, javelins, pila... Kinda breaks battles for me. 2.6 There was no problem.
It happens with any barbarian spear unit... (spear brothers, levy freeman etc....) it also happens with the legionary cohorts since they have "repel cavalry." For example: i set up a custom battle where i was ambushed by the legion... they charged my units, threw pila then immediately stopped right in front of me and formed a square. Then simply never attacked.Not the best battle strategy. This only happens if I click this mod. Vanilla theres no problem.
A) Barbarian spears have NOT spear square (do you talk about Auxiliary?)
B) The AI in vanilla has pike square too as a formation. It's impossible it doesn't happen also there.
You probably have a mod that has a conflict and replaces some barbarian spear units with the cavalry counter tactics ability (that is now Repel Cavalry) as in vanilla and this cause your issue with barbarian spears.
As for Repel Cavalry in next version it will be different so the issue will be resolved.
Last edited by Selea; November 16, 2013 at 01:30 PM.
Selea...please,for the future,can you make a 2 separate version: 1 for BAI e 1 with CAI and BAI?
please!![]()
Last edited by LEGIO_XXX ULPIA; November 16, 2013 at 02:54 AM.
Before I start to work on the CAI it will be A LOT of time.
And anyway when I talk about "campaign" I just intend the buildings of certain factions, not certainly the CAI aspect that's another thing. CAI includes, in fact, the way the AI behaves in campaign map and everything associated; I don't plan to ever work on that.
Selea plz bring back the "loading time" of use hoplite phalanx! Its a very good thing they included in the last patch and i dont wanna see it out. Its absurd to be benefited by the bonus of the phalanx and not need to suffer the movement penalities of it (same with the shield wall)
Sorry my english isnt very good so sometimes i have problems for explain myselfI mean that with the last patch u could not run or charge against an enemie and after activate the hoplite phalanx, u had to be out of fight and it take about 1 sec for be active (i suppose that its for avoid the use of the phalanx in the last moment and force the player to playt it as really should be)
Hi,
Your mod looks great !!! is it compatible with "Dresden's Hēgemonía Hardcore Overhaul Mod " ?
Heya Selea! Thank you for working on what I feel is the best battle overhaul mod created for Rome 2 so far!
Apparently there is a conflict between Dresden's Hegemonia Hardcore Overhaul Mod (link: http://www.twcenter.net/forums/showthread.php?629110) and Ars Gratia Artis. I can start up Rome 2 with each mod individually, but the moment I have them both checked in the mod manager, Rome 2 begins to crash on start up. According to Mitch's Mod manager, the only conflicts between the 2 mods are in the starpos.esf, db\land_units_tables\land_units, and db\main_units_tables\main_units.
Both mods do great things for Rome 2, and I know there are other people experiencing similar issues with incompatibilities between these 2 mods. (Angus young for example, two posts above me) I'd greatly appreciate it if you could somehow communicate with each other and create a version that was compatible between the two.
Thank you for all the hard work you've put into AGA!
[QUOTE=Crappy;13404657 the only conflicts between the 2 mods are in the starpos.esf, db\land_units_tables\land_units, and db\main_units_tables\main_units.
[/QUOTE]
"Only"?
land_units and main_units are the soul of this mod, especially the land_units table.
I'm sorry but those two mods you will never be able to use together.
All my mod changes in land_units and main_units are recruit time, cost, movement and upkeep. In theory I could make a version of my mod that works with this mod, if I have your permission to do so. If you give permission, I can use your values or just delete those tables depending on which works better.
The startpos changes are the main part of Hegemonia, that is where the region ownership changes occur. The other db tables are mostly just changing things to work better with 2tpy or 4tpy.
Sure.
Why people continue to ask me permission?
No need for that, it is written in the main mod page:
You can use this mod in full in a compilation or in part in a personal mod without need of permission, just a simple credit to my work will suffice. I made this mod primarily for my personal use and for the benefit of the community and to the community this mod belongs to. If then for some strange circumstance I will be unable to continue working on it I sincerely hope that some other modder will continue the job where I left it so that users will be able to enjoy the mod even if some day I will be here anymore.