Hey Selea - awesome that you decided to take a look at formation attack. Care to elaborate at all on what you did? I might like to post to the official CA forums if that's ok![]()
They apparently need some help fixing this feature.
Hey Selea - awesome that you decided to take a look at formation attack. Care to elaborate at all on what you did? I might like to post to the official CA forums if that's ok![]()
They apparently need some help fixing this feature.
noticed a little bug in phalanxes : some times when they are in combat all the men except the ones attacking seem to shiver .
We are now working deeply into filling the gaps in some factions roster.
I will post a preview soon and we might have an update for tonight with many other aspect reworked thanks to the hard work of the whole team !
Not a big problem but I just noticed that I can't run the benchmark with this mod installed, loading bar hangs about a 1/4 of the way through and the game stops responding. Can start a campaign just fine though but can easily disable the mod before running benchmark if I need to. Although I was curious of what might be causing a conflict with it.
No other mods installed during testing.
so, about the mosh pit issue, any fix? its really bad especially at siege gate.
The mosh pit at siege gate will always happen just because the AI instead of fighting tries to pass through men to go to the capture points.
Nothing you can do about it.
In the other circumstances, however, there's no mosh pit and I never encountered it even a single time in 120 hours of tests so I don't really know of what you are talking about.
Last edited by Selea; November 23, 2013 at 01:12 PM.
in normal battle, when they first encounter its fine, but after a while, it seems like unit are trying to go through and not actually fighting. After that calvary charge right into the midst of battle and mosh pit begin. Hope this help
Never happened to me and I try the mod a lot.
Especially now it should not happen since I increased the radius on horses at the level of AGA (a little less).
EDIT: Btw the thing of "going through" is a new problem of patch 7; I don't know why it happens I just know that it sometimes does. Try to clear the cache on Steam and see if it is resolved.
Last edited by Selea; November 23, 2013 at 02:23 PM.
Last edited by jamiedp88; November 23, 2013 at 03:56 PM.
It's impossible. The AI behavior is hard-coded. When it decides to go after a capture point it will simply march through the lines and not stop fighting (also this is a problematic of the engine anyway: it should not be possible to pass through the ranks of men; no matter if you give even 5 radius men can still pass lines).
I increased the probability of minor land settlement being open battles just for this, because siege AI is completely broken as of now.
Another solution is to remove capture points but it has some drawbacks for this I don't do it in the mod.
Last edited by Selea; November 23, 2013 at 04:09 PM.
Divide et Impera 0.3:
http://www.mediafire.com/?n8404nz8fa271f4
- Revisited some faction rosters to give them units they should have historically from the pool of vanilla ones:
- Carthage: Celtic Warriors, Iberian Cavalry, Iberian Noble Cavalry, Iberian Scutarii Spear, Iberian Veteran Shield Warriors, Numidian Cavalry, Numidian Javelinmen
- Epirus: Rhodian Slingers, Royal Peltasts, Thessalian Cavalry, Thorax Pike, Thorax Sword, Illyrian Thureos Spear, Illyrian Cavalry, Illyrian Tribesmen, Italian Sword, Italian Noble Cavalry
- Macedon: Thessalian Cavalry, Thracian Cavalry, Thracian Warriors
- Pontus: Galatian Sword, Karian Axemen, Thracian Warriors
- Seleucid: Galatian Sword, Karian Axemen
- Tweaked power of Thorax Swordsmen
- Tweaked slightly slinger power
- Various graphical changes and improvements, especially on Carthage (please test this last well, there could be some errors since we had no proper time to QC it properly).
Thanks team for the nice updates!![]()
Hi guys just give it a little test and love how its going only the slingers are killing alot of my men dont know if its just me but they are a bit op. and can you do something about when men are hit by calvary and they hit the ground you get a decal what looks like arty decals, maybe you can turn that off.
As I said, balancing slingers is the most difficult thing just because the AI loves to spam them sometimes so if you make them powerful for a normal use (as the one of the player) then they will be too powerful when you face a stack full of slingers, but if you do the contrary then your slingers will suck.
The sad part is that in this case there's no middle ground.
Yes because both javelins and slingers are light units but javelins have much less range for this it is not a good idea to do what you did.
Actually neither in real life however it would have been a good idea. Slingers were deadly at the time (some historical documents testify that slingers were deadlier than archers in that period, much more) and cavalry (especially light one) is done appositely to fight them, not certainly Javelin units with their poor range.
Last edited by Selea; November 23, 2013 at 03:43 PM.
It is strange, but I have only 1 TPY.Maybe "Divide Et Impera" conflicts with some other mods? I have Radious Graphics mod, All Playable Factions mod, Special Effects Enhancement mod, some Radious Unit Packs and some unit packs from other modders. Nevertheless, thank you for this wonderful mod.