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November 29, 2013, 11:34 AM
#1
Laetus
[TECHNICAL THREAD] NAVY FIX & UNIT MULTIPLIER (Let's try to understand how it workds, and fix it)
LEGEND:
SPU - Soldiers Per Unit
SPT - Soldiers Per Transport
Hi all
I create this thread so share with you some thought, potentian fixes and list of bugs with the modification of unit multipliers.
There's a giant issue: navy. If you use a x2 unit multiplier (320 SPU) you can have a lot of problems:
- units with 320men are splitted in 2 transports, linked together, with 160men per transport. This leads to pathfinding issues and bugs related to the ship's clashes (boarding).
- the linked transports have issues while completing the boarding animation, they can get stuck so you need to ram them to death..
- you can? You could, because a lot of times they get stuck and you can't do anything, apart exit from the game (autoresolve).
Let's make an example: you enable 320men per unit, go in a naval battle and try to board another 320 (160x2) unit with 2 transports. If they succeed to board in one ship, they can get stuck, not going back in they're ship.
SOME OTHER ISSUES:
- you can't attack units while disembarking. CA used a fixed animation and so you can't even engage them directly with missile troops.
Using the 700 SPT mod, I've seen that if you set more than 165 SPU you can disembark just 165 soldiers, the others will remain stuck under the terrain in the center of the map. I've edited the number of SPU for triarii exaremes, from 160 to 210. I can disembark only 165. If I try to engage another naval unit and I loose, they get stuck, and kill just 210-165 = 45 men remaining, hidden in the ground. I can't ram or board the enemy transports too !




SEE HERE
http://forums.totalwar.com/showthrea...and-discussion
I think that we should use just a single transport in navy battles
POTENTIAL SOLUTIONS:
- get rid of the 2 linked transport system and allow a SINGLE transport to unload at least 320men, instead of 160. We could use a variation of the mod "700 soldiers per transport", which unfortunately it's not working as intended (you've got a lot of new issues, see before)
- try to create a bigger transport, capable of showing more than 165 soldiers in the upper deck, or creating a transport like the old shogun2 ones, capable of having units in the lower deck (CA programmers needed
- rework the transport soldiers spacing, trying to put a bigger number of soldiers in the same space as vanilla 160 soldiers

- scrap completely the capability of land units to fight in the sea, and let them reinforce the land units right on the ground (CA programmers needed)
This is one of the reasons why I currently don't play rome2 like I would, because of with X2 men mods you can have a spectacular experience, no blobbing, better unit cohesion and battles that last longer, and are visually enjoyable even with vanilla settings.
Other issues :
- the battle map is too small, the deployment zone needs to be 2 times larger, if you use unit multiplier you can clearly see this
I highly suggest you to raise the number of the controllable units in a single Campaign LEGION, up to 35 land troops. You can do this editing the savegames, in the campaign options (right now it's 20 land and 20 sea, You can choose more but I suggest you to don't use more than 35 land because of CTD's in the long term).
HOW TO use unit multipliers? Same story, editing savegames. Check in the forum.
Let's share thoghts, tests, solutions and bugs. Feel free to comment and post photos here, easy and useful image tool: http://www.xtremeshack.com/
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November 29, 2013, 11:46 AM
#2
Laetus
Re: [TECHNICAL THREAD] NAVY FIX & UNIT MULTIPLIER (Let's try to understand how it workds, and fix it)
If you're interested, here's a performance thread with some nice graphs.
GTX 480 VS GTX 580 VS GTX 680
Default and maximum OC with custom, ultra and extreme settings !
http://www.xtremehardware.com/forum/...62/#post559499
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November 30, 2013, 11:04 PM
#3
Re: [TECHNICAL THREAD] NAVY FIX & UNIT MULTIPLIER (Let's try to understand how it workds, and fix it)
I would like to know if any progress is being made on this subject. I am looking for the most bug free option, what is it? x2 sizes so that the transport ships get doubled symmetrically? What about naval unit sizes?? What about garrison unit sizes?? I have already started modding my starpos file to produce "starting armies" with x1.5 unit sizes and I'm wondering if I should hold off on this work until I know what is the most bug free option (this is a lot of work)
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December 02, 2013, 06:28 AM
#4
Laetus
Re: [TECHNICAL THREAD] NAVY FIX & UNIT MULTIPLIER (Let's try to understand how it workds, and fix it)
I've made some test but without success, don't have much time these days.
You can test yourself by editing files with the PackFileManager (search it in the forums). You can modify all the parameters, including soldier spacing in the boats. Please help me to test and share this thread
Thanks
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December 04, 2013, 05:22 AM
#5
Laetus
Re: [TECHNICAL THREAD] NAVY FIX & UNIT MULTIPLIER (Let's try to understand how it workds, and fix it)
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December 07, 2013, 02:49 PM
#6
Re: [TECHNICAL THREAD] NAVY FIX & UNIT MULTIPLIER (Let's try to understand how it workds, and fix it)
I don't have a whole lot of knowledge or solution but I figure I could mention that I am running 180 SPU while having increased max per transport to 180. My units do disembark properly. I would have to play more to see if there are any bugs I haven't noticed but 180 seems to work. I know that people are looking for giant unit sizes ie: x2 320 men units but it might be a good idea to look for the maximum per transport with no bugs, it might be 200 or so.. and maybe try playing with 200 SPU because, honestly, 200 is actually quite large already!
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