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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
    angus young's Avatar Ordinarius
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    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.7.2 - Patch 7 ready (updated 15/11/13)

    Wahoooo !!! Ars Gratia Artis has been married with Dresden's Hégemonia Hardcore Overhaul Mod !!!! I wich you a long live !!!!
    http://www.twcenter.net/forums/showt...thia-Expanded)


  2. #2

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

    News?

  3. #3

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

    Quote Originally Posted by pilarearl View Post
    News?
    Tomorrow the update will be ready.

    Still this is a "little" update in comparison to the next one. This one will form the base (for the realistic formations and unit sizes) for what it is to come, that is a complete overhaul of units to be historically depicted in game.

  4. #4
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.7.2 - Patch 7 ready (updated 15/11/13)

    Quote Originally Posted by Selea View Post
    I am not a fan myself of the battle camera as it is now.

    I already decided to remove it for next version because the default zoom sizes work well and enlarging them causes bugs.
    Quote Originally Posted by Selea View Post
    Tomorrow the update will be ready.

    Still this is a "little" update in comparison to the next one. This one will form the base (for the realistic formations and unit sizes) for what it is to come, that is a complete overhaul of units to be historically depicted in game.
    Good to know mate...
    many thanks...

  5. #5

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

    @ Durador :

    Thanks for the info, I thought that I read the OP carefully but I guess I missed the part where it says its a planned feature.

    Any info about what we'll expect ?

    By "realistic counterparts", I suppose that the unit sizes will be different for different factions (like in RSII).

  6. #6
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.7.2 - Patch 7 ready (updated 15/11/13)

    So what rig do you have??? From another planet
    Cause I have a 2700K running at 5ghz and 2 SLI 670 4 giga and I'm having around 10fps or worse all maxed when playing above 4 thousand men...
    Last edited by ♔Greek Strategos♔; November 18, 2013 at 11:30 AM.

  7. #7

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

    Quote Originally Posted by Greek strategos View Post
    all maxed when playing above 4 thousand men...
    Here's your answer, having everything or most things maxed will get your rig to its knees.

    I don't remember exactly what are my graphic options IG but it ain't at extreme or even the one below that.

    The game doesn't need to be maxed to be enjoyable graphically, in my opinion.

    Edit :

    As for my rig, after checking :

    GeForce GTX 580
    I5-2400 @ 3.10 GHz
    8 Gb of Ram
    Last edited by Krasnaïa Zvezda; November 18, 2013 at 11:37 AM.

  8. #8
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.7.2 - Patch 7 ready (updated 15/11/13)

    Quote Originally Posted by Krasnaïa Zvezda View Post
    Here's your answer, having everything or most things maxed will get your rig to its knees.

    I don't remember exactly what are my graphic options IG but it ain't at extreme or even the one below that.

    The game doesn't need to be maxed to be enjoyable graphically, in my opinion.
    It is known and accepted that the engine is not optimized for high fps
    Even with a combination of Medium-High settings I gain around 10 fps more than when maxed out...
    So it's not a graphics issue I believe...

    Now if you're playing with all settings low no A.A no V-Sync which surely frees the fps as you don't have a cap, but you suffer tearing greatly and generally without any eye candy YES you could have around 40 fps...
    People in the TECH Forum with 6990 and 680 SLI couldn't run the game over 30-35 also...

    Anyway maybe you are the one...

  9. #9

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

    Really a fantastic mod, playing with this mod makes me really enjoy the game, the vanilla game is really to and easy after a time. At first it was a bit hard but after a time it is really fun, the mod has virtually a learn curve ( never needed to be such defensive with spear units ). In combination with some Campaign AI mod like "DuB mod" all is perfect.( Playing Coop with my brother is ultimate fun )

    One question at the end, do you have any plans in future to make some changes in siege battles respectivley if it is possible?
    I mean it is a shame that there are abilities to make siege weapons and the damn AI wants to burn my gates.

    Hope to see more from you in future.

  10. #10

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

    I tested your mod and here is my feedback:

    - Armour is way too high, even low tier units have 70+ armour.( In vanilla 70 armour was a elite infantry unit)

    - Slingers are useless.

    - Archers in general are useless too, they can only do some damage to other archers or slingers(Only good archers are horse archers with heavy shot but they are only good because they also have good meele stats, they can barely kill half a infantry unit using all their arrows).

    - Javelinman can do some damage but are limited by their low ammo, I think a little increase in their meele stats would be welcome so they can be used effectively as a flanking force after they are out of ammo.

    - Increase Balistas and onagers upkeep or reduce the reload rate or reduce their damage against meele, those are by far the best ranged units in game, they can easily rout units before they reach u. Siege weapons always had the disadvantage of low moviment points but now all units have the same moviment on campaing map, in my opinion a doble price to all balistas and onagers would be great or even triple, it would also make equipament u can build during siege better since u need balistas or onagers to destroy walls( It's ridiculous how easy is to destroy a stone wall).

    Your infantry and cav battle sistem is the best i saw til now so keep the good work.

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

    Quote Originally Posted by Gaios View Post
    I tested your mod and here is my feedback:

    - Armour is way too high, even low tier units have 70+ armour.( In vanilla 70 armour was a elite infantry unit)

    - Slingers are useless.

    - Archers in general are useless too, they can only do some damage to other archers or slingers(Only good archers are horse archers with heavy shot but they are only good because they also have good meele stats, they can barely kill half a infantry unit using all their arrows).

    - Javelinman can do some damage but are limited by their low ammo, I think a little increase in their meele stats would be welcome so they can be used effectively as a flanking force after they are out of ammo.

    - Increase Balistas and onagers upkeep or reduce the reload rate or reduce their damage against meele, those are by far the best ranged units in game, they can easily rout units before they reach u. Siege weapons always had the disadvantage of low moviment points but now all units have the same moviment on campaing map, in my opinion a doble price to all balistas and onagers would be great or even triple, it would also make equipament u can build during siege better since u need balistas or onagers to destroy walls( It's ridiculous how easy is to destroy a stone wall).

    Your infantry and cav battle sistem is the best i saw til now so keep the good work.
    Personally I like that ranged units are not too powerful, I like to use them as support and to demoralize the enemy units, but just to cause a few casualites - almost every units in this game wear shields so arrows should not be able to annihilate an unit or even to rout one. Same for slingers. And about the armor, it's a good thing that it's high, cause we love long battles - what matters most in that case is not the absolute valor, but the proportion of them - better armoured units will have even higher armor stats, so at the end it's very well balanced and in a way that battles will last longer than 3 minutes.

  12. #12

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

    Quote Originally Posted by Gaios View Post
    I tested your mod and here is my feedback:

    - Armour is way too high, even low tier units have 70+ armour.( In vanilla 70 armour was a elite infantry unit)

    - Slingers are useless.

    - Archers in general are useless too, they can only do some damage to other archers or slingers(Only good archers are horse archers with heavy shot but they are only good because they also have good meele stats, they can barely kill half a infantry unit using all their arrows).

    - Javelinman can do some damage but are limited by their low ammo, I think a little increase in their meele stats would be welcome so they can be used effectively as a flanking force after they are out of ammo.

    - Increase Balistas and onagers upkeep or reduce the reload rate or reduce their damage against meele, those are by far the best ranged units in game, they can easily rout units before they reach u. Siege weapons always had the disadvantage of low moviment points but now all units have the same moviment on campaing map, in my opinion a doble price to all balistas and onagers would be great or even triple, it would also make equipament u can build during siege better since u need balistas or onagers to destroy walls( It's ridiculous how easy is to destroy a stone wall).

    Your infantry and cav battle sistem is the best i saw til now so keep the good work.
    Armour and weapons have been balanced for those stats including armour penetrative status that is unseen unless u look in tables.

    Slingers weren't rhat good ever no matter what ppl say.

    Archers are perfect atm, u just need to use them properly. Try shooting in the flanks.

    Javelins are deadly range weapons against slower enemies, they don't need melee buff as they are not meant for melee that's why they skirmish, they weren't elite sword killing men they wee farmers civilians etc.

    I agree with seige however remove them from barbarians to be historical. Maybe decrease rhwir accuracy eg increase spread. But your points lack any real basis. The changes implemented have been balanced over and over again.

  13. #13

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

    Quote Originally Posted by Gaios View Post
    I tested your mod and here is my feedback:

    - Armour is way too high, even low tier units have 70+ armour.( In vanilla 70 armour was a elite infantry unit)
    And so? Is the vanilla game some sort of bible on what's the correct armor stat or what?

    Armor is increased broadly to have much longer battles.

    Quote Originally Posted by Gaios View Post
    - Slingers are useless.
    They aren't, as archers (as in the point below).

    You cannot expect to strike from the front and units not covering with shields (have you noticed the animation of shield units right?). Position your slingers and archers appropriately so they strike from the flanks or even better have the men engaged so they cannot defend with the shields.

    First volleys are only to disrupt formations, NOT for damage.

    Quote Originally Posted by Gaios View Post
    - Javelinman can do some damage but are limited by their low ammo, I think a little increase in their meele stats would be welcome so they can be used effectively as a flanking force after they are out of ammo.
    They were farmers, not fighters.
    When you acquire the ammo upgrade they become much better.

    Quote Originally Posted by Gaios View Post
    - Increase Balistas and onagers upkeep or reduce the reload rate or reduce their damage against meele, those are by far the best ranged units in game, they can easily rout units before they reach u. Siege weapons always had the disadvantage of low moviment points but now all units have the same moviment on campaing map, in my opinion a doble price to all balistas and onagers would be great or even triple, it would also make equipament u can build during siege better since u need balistas or onagers to destroy walls( It's ridiculous how easy is to destroy a stone wall).
    I already know the problematic of Balistas & the like, but AGA is just a battle mod and it is finished here.

    Another mod is coming that will do this and much more and it has also a much better battle system.

  14. #14
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.7.2 - Patch 7 ready (updated 15/11/13)

    Quote Originally Posted by Selea View Post
    But AGA is just a battle mod and it is finished here.

    Another mod is coming that will do this and much more and it has also a much better battle system.
    What do you mean by that???

  15. #15

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

    Quote Originally Posted by Greek strategos View Post
    What do you mean by that???
    You will see

  16. #16
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.7.2 - Patch 7 ready (updated 15/11/13)

    Quote Originally Posted by Selea View Post
    You will see
    Can't wait...
    Are we gonna have an update today maybe???

  17. #17

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

    Hi, I concur with Selea about projectile stats, yet I think that giving a small ap bonus to composte bow vs all others may be considered, as Parthian arrows were reported to be able to pierce easily Roman shields and mail armor and even pin hit limbs (feet) to ground (battle of Carrhae)...

    Eastern bows (used by both infantry and cavalry archers) were extremely powerful and could inflict moderate (please read limited...) casualties even "firing" from the front.

    Historically, Roman main countermeasures later on were introducing "lorica segmentata" and attaching foreign slingers and archers to their armies, together with tactical arrangements.

    Sling projectiles had comparable or longer range than arrows and even couldn't be a serious threat to armoured troops they could be deadly for unarmored ones like light cavalry and foot archers and unprotected light infantry in general.
    The good old heavy pilum was even improved, so to engage succesfully cataphract heavies.

    Think those things could be ported easily in Rome 2...
    Last edited by jethro; November 19, 2013 at 05:54 AM.

  18. #18
    Civis
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    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.7.2 - Patch 7 ready (updated 15/11/13)

    Quote Originally Posted by jethro View Post
    Hi, I concur with Selea about projectile stats, yet I think that giving a small ap bonus to composte bow vs all others may be considered, as Parthian arrows were reported to be able to pierce easily Roman shields and mail armor and even pin hit limbs (feet) to ground (battle of Carrhae)...Eastern bows (used by both infantry and cavalry archers) were extremely powerful and could inflict moderate (please read limited...) casualties even "firing" from the front.Historically, Roman main countermeasures later on were introducing "lorica segmentata" and attaching foreign slingers and archers to their armies, together with tactical arrangements.Sling projectiles had comparable or longer range than arrows and even couldn't be a serious threat to armoured troops they could be deadly for unarmored ones like light cavalry and foot archers and unprotected light infantry in general. The good old heavy pilum was even improved, so to engage succesfully cataphract heavies.Think those things could be ported easily in Rome 2...
    Those are changes you can make in the projectile table - I did some changes for pilum since they're limited and were historically effective at softening a front line - my pilum throws will kill anywhere between 5 - 10% of a unit based on the attribute (light, heavy, imperial ,etc). Arrows and Javelins, because the units that use them have so many of them, I have left somewhat unchanged; only offering slight armour piercing bonuses. I can understand why Selea did this since the campaign map gives you armies that spam these units like mad.

  19. #19

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

    Really noob question but i downloaded the mod here ( one with out textures ) because i want vanilla skin. I saved the file to the data folder where the rest of my mods are and added a 250x250png image and launch it through the mod manager in steam but the mod doesnt work and iv'e disabled all other mods.

    any one got any ideas ? T.T

  20. #20

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

    Quote Originally Posted by kstrife View Post
    Really noob question but i downloaded the mod here ( one with out textures ) because i want vanilla skin. I saved the file to the data folder where the rest of my mods are and added a 250x250png image and launch it through the mod manager in steam but the mod doesnt work and iv'e disabled all other mods.

    any one got any ideas ? T.T
    Alright so I got the mod working only issue I have now is that the mod turns 50% of my units red roman shields to a cream color even for armored legionnaires is this normal ?

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