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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, v2.7.2 - Patch 7 ready (updated 15/11/13)

    Quote Originally Posted by Kasswok View Post
    Been playing this mod since the early stages, originally i was looking for a mod to reduce the lethality of ranged units.. and when the change log for this mod says removed AP from ranged units, I was instantly sold! With that in mind, I'd like to congratulate the mod makers for the new mod direction, this mod has been taken on to a whole new level and I think it has the potential to become one of the legendary mods like Third Age or Stainless Steel!

    Unfortunately it might be heading towards a direction that contradicts my playstyle, I just have a few concerns if I could get some answers that might put my mind at ease...

    1. Regarding compatibility - Before this mod is just a BAI, now its a complete overhaul, a lot of users use this BAI along with other CAI, will a separate BAI only mod be available? Are there plans in the future to touch on other aspects of the game? (IE Traits.. I'm using TTT at the moment and I love it, will I have to stop using it?)

    2. I'm not a fast player in battle, and this is my biggest concern... sure I can pull off miracle assaults/miracle defenses here and there, but I might prefer 'grand strategy'.. as in deployment of units, manage resources, characters, correct position of armies etc. with that in mind, micro managing the timing of each units formation (Like Selea's description about romans in earlier post) is not my strong point, will all units require that level of management?

    3. Naval battles are something that hasn't been touched upon by the mod, I understand its pretty broken, with the rebalancing of unit numbers, how will this impact naval battles (IE does more unit fit into the same boat now...?)

    Lastly I just wanted to say, this mod is awesome and I have plenty of fun with AGA, if the mod moves in a direction that contradicts my playstyle, that is perfectly fine because a mod is an interpretation of the modder's (or multiple modders) vision for the game. If the vision is different then I'll just move on to another, but I would prefer if I can keep playing this mod =)
    Selea is known for making sure compatibilities come through regarding player preference. I'm sure there'll be a separate BAI for those who don't want the overhaul.

    As for the micromanagement, I'm not good at the subject but I still play the game well and have fun, especially with Selea's mod it adds more challenge, realism and difficulty to an appropriate degree. I doubt you'll have any sort of discomfort

    Naval battles are obscure at the moment, because they are really kind'a broken at the moment and we haven't had CA tap into the problem or majorly overhaul it. Hopefully in the future we see change along with more modding capabilities given.

  2. #2

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

    Yeah!! its a great new. I am sure ur mod will be the most historical and the best so i hope u will be able to fix the localizations problems

    Anyway, i'm specting the release and will play the mod even in english for the moment!

  3. #3

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

    Upload in progress ...

  4. #4
    Senator
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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 Épaminondas The "Oblique" View Post
    Upload in progress ...
    Eta?

    Sent from my GT-N7100 using Tapatalk


  5. #5
    AlCord's Avatar Semisalis
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    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.7.2 - Patch 7 ready (updated 15/11/13)

    Haha, that's why LL's update to Roman Republic take so long... he merged it with this wonderful mod to become a totally new mod what is even focused on realism. An early christmas present for me

  6. #6

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

    Godspeed!

  7. #7

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

    90% done ...

  8. #8
    Civis
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    Default Re: Ars Gratia Artis - Complete Battle Overhaul, v2.7.2 - Patch 7 ready (updated 15/11/13)

    Words cannot describe the level of excitement I have for this right now.

  9. #9

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

    glad you could be there for the release little legio. You can be proud of your work mate

  10. #10

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

    This mod going to be THE mod for RTW 2, there's no doubt for me.
    Can't wait to try it, I guess I have to start a new campaign!

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

    I feel like the game is just about to be released all over again.

    Sent from my GT-N7100 using Tapatalk


  12. #12
    Durador's Avatar 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 lesterthenerd View Post
    I feel like the game is just about to be released all over again.

    Sent from my GT-N7100 using Tapatalk
    haha yes i have the same feeling!

  13. #13

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

    Quote Originally Posted by Durador View Post
    haha yes i have the same feeling!
    I have this feeling too.

  14. #14

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

    thanks guys, creating the thread will be out in five minute at most ! (small bug detected at last minute no sword visible for pontic swordman but i decided to release anyway we will post a fix soon)

  15. #15

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


  16. #16

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

    @Selea

    Will units created for AGA still be compatible with the new mod?

    @Texture Team

    You need to delete your carthage tunic mask .dds or something like that as it is making all long sleeve tunics white and not adapting to faction colours. Making some units all white.

    Was also working on some "WHAT IF" units for the mod.
    Granted these are still WIP and won't be released without permissions etc but here a 4 screenshots.

    Spoiler Alert, click show to read: 

    Do need a new texture for their shields but thats the shape I was goin for.



    Spoiler Alert, click show to read: 



    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 


    What you guys think? I'm open to ppl's ideas and I can create what other's may want
    Last edited by jamiedp88; November 19, 2013 at 06:59 PM.

  17. #17

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

    Quote Originally Posted by jamiedp88 View Post
    @Selea

    Will units created for AGA still be compatible with the new mod?

    @Texture Team

    You need to delete your carthage tunic mask .dds or something like that as it is making all long sleeve tunics white and not adapting to faction colours. Making some units all white.

    Was also working on some "WHAT IF" units for the mod.
    Granted these are still WIP and won't be released without permissions etc but here a 4 screenshots.

    Spoiler Alert, click show to read: 

    Do need a new texture for their shields but thats the shape I was goin for.



    Spoiler Alert, click show to read: 



    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 


    What you guys think? I'm open to ppl's ideas and I can create what other's may want
    Love these units! I've always found it strange that you can conquer the known world but the flavour of your units never changes. It's why I don't like playing barbarian factions. It feels very odd to be conquering Africa with a bunch of German berserkers or Iceni Painted Ones. Are these hibrid units in the game yet or are you still waiting for permissions? By the way, keep up the great work.

  18. #18
    ♔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 jamiedp88 View Post
    @Selea

    Was also working on some "WHAT IF" units for the mod.
    Granted these are still WIP and won't be released without permissions etc but here a 4 screenshots.

    Spoiler Alert, click show to read: 

    Do need a new texture for their shields but thats the shape I was goin for.



    Spoiler Alert, click show to read: 



    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 


    What you guys think? I'm open to ppl's ideas and I can create what other's may want
    Mate these units are amazing...

  19. #19

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

    still tweaking and retexturing some armours but might bring them out in coming week, ill keep them in AGA and DEI

  20. #20
    ♔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 jamiedp88 View Post
    still tweaking and retexturing some armours but might bring them out in coming week, ill keep them in AGA and DEI
    Good to know mate...

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