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  1. #1

    Default Re: Aeimnestus Ancient Battle Realism submod (Version 1.3.1 - compatible with DeI 0.75c))

    Quote Originally Posted by Carl Jung was right View Post
    Superb. You might just make R2 enjoyable! This is precisely the kind of mod we needed a long time ago.

    But I must nonetheless offer some terse words, but only because I love this mod so much! The problem is that this mod may be a little TOO realistic, more than the engine can plausibly handle. I make this statement based on my own play experience and others' feedback. Thing is, battles like Pharsalus where one side lost 100 men and the other 3/4 of their entire force, were likely subjects of propaganda, and there were scarcely few reliable sources dating from the time which accurately recorded the number of casualties. You have to take into account that a lot of soldiers become trivially wounded, collapsed out of exhaustion, or knocked unconscious, and then later, upon recovery re-joined the fighting force. That's why the actual battle casualty rate on both sides, might have been higher than officially stated, it's just that not all of these casualties were fatal. Rome 2 just treats these real casualty factors as "units killed", which is a limitation of the game.
    While those are fair points, with the recent changes the victorious army *usually* suffers between 5% & 10% casualties, which is already higher than it was historically. Obviously we must take historical accounts of battles with a pile of salt, but since its pretty much impossible to confirm/deny those accounts through the archaeological record (ancient battlefields are never preserved in a way that we can use to corroborate things like casualty reports) the choice is to either use the written sources as a basis but with the knowledge that they may or may not be very accurate, or just making things up ourselves. In any case whatever the reality may have been, the casualty numbers I'm basing this submod on are the current standard of <5% for the victorious army vs <30% for the defeated army (in both cases this is an average).
    Since the casualties in this submod are on average already a little bit higher than this average, there is no chance that I will be substantially increasing killrates across the board.

    As for the wounding thing, Rome 2 has a rather simplistic system in place for wounded men, and visually they are either dead or alive. Men do have hitpoints, so its quite possible that the unit of Hastati which only took a single fatality has a further hundred men critically injured, but you have no way of knowing this.


    That's why I think for the sake of balance and gameplay the kill rate should be increased (less than in vanilla and DEI though), especially considering that you have to fight many dozens of battles throughout a campaign, as opposed to how in real history, a "faction" would only fight one major stack on stack pitched battle every couple of years at least, with most fighting in warfare taking place between skirmishing groups over lines of supply or besieging a settlement. In Rome 2, there's a battle usually every couple of turns or so (every 3-4 months at DEI 4tpy). I'm just saying that the slow pace of battles coupled with their high frequency can get a tad tedious, especially in drawn out campaigns. While this is not necessarily something that I can't live with, I still think there should be ways available to the player to speed up the casualty rate units inflict DURING battle, as opposed to simply speeding the rate at which units are killed by tweaking their defence values.
    I would personally prefer modding the campaign so there are less battles, but the battles have more of an impact.

    Some workarounds I recommend, with which a greater battle kill rate could be achieved without breaking the vastly improved battle immersion which this mod succeeds in delivering would be the following:

    -Increase the damage caused to flank and especially rear of formation.
    -Increase the value of cavalry and infantry charges
    -Lower morale of all units overall so they would rout faster
    -Significantly increase missile damage (especially javelins), decrease ammunition. Skirmish infantry, dressed lightly, carried only a few missiles anyway. They could inflict significant casualties in just a few volleys, on a very tightly packed formation, especially when targeting it from the side or rear. Keep in mind not all of these were necessarily lethal, a javelin piercing the leg or wrist of a soldier, would render that soldier incapable of fighting in the near future. Archers do less damage, but cause enemies fired upon to lose fatigue and morale faster (from the exhaustion caused by defending against a constant hail of missiles). Finally, slingers, carry the most ammo and cause the least casualties, but are still quite deadly against unarmored (without shield) units, usually enemy javelin throwers.
    Those changes would basically mean undoing everything I changed and going back to an unmodded DeI

    -Make fatigue (if possible) play a much greater role in how many soldiers a unit loses, and how likely it is to break. For example, a unit at full stamina receives few casualties when fighting, whereas a tired out unit would get a large penalty to melee defence or hitpoints, making it more prone to morale shock and cavalry charges. I'm not sure if this is possible, but if implemented successfully, it would be a great gameplay feature that I long waited for.
    This is already in my submod, when units tire the following effects happen (the effects increase exponentially the more tired a unit gets):
    - Running speed reduces slightly
    - Charge bonus & melee attack reduces
    - Melee defense reduces (by more than the melee attack reduction, so units will end up taking more casualties the more tired they become even when fighting equally tired units)
    - Unit cohesion reduces, making them more vulnerable to cavalry charges
    When exhausted, units also suffer a massive morale penalty

    To make the most of this, keep some fresh units in reserve to replace/reinforce your exhausted units, and 'cycle' your units.

    That way a player who wants to break the deadlock would have to rely on clever maneuvering and flanking cavalry to surround and annihilate the opposing force, rather than just waiting for superior strength of arms or the battle timer to carry the day. On the other hand, units fighting head to head, in formation, SHOULD generally speaking, cause very, very minimal casualties, as is already the case this mod.
    If you wait till the main battleline gets very tired/exhausted, then hammer their flank/rear with 'clever maneuvering' by fresh troops, you get exactly that in my experience. If you do it straight away vs fresh troops, your flanking units will just get bogged down in melee. Timing is everything.



    Quote Originally Posted by ProtoBo View Post
    Is there any relation between tooltip stats and the actual ones then? I have been going by the tooltips to decide what units to make, so ideally we need a way to see the true numbers.
    For example, I have been never buying Principles, because their stats are only those of rank 1 Hastati, who can be easily trained for less money and dramatically less upkeep. It actually they were better, I might consider going in for the 50% higher upkeep to have some.

    Also, I now cannot imagine playing this game without your submod, so good job!
    I always assumed the tooltips were automatically generated from the true unit stats, however quite recently someone told me they don't. I never really look at the ingame tooltips as I know exactly which unit does what as I gave them their stats, so I never noticed before.
    I assume there is a separate database file, which has all the units + their stats, and this database file is used only for the tooltips. At first glance this seems like a lot of work unless I can simply copy/paste the stats, but I haven't really looked into it yet.

    For the moment, you can assume that every unit that you think logically should be better than another unit, actually is. So principes > hastati (principes are in fact significantly better, not just the +1 defense. They also have better attack, charge and armour), spartan hoplites > triarii, italian cavalry > equites, Hellenistic companion cavalry > italian cavalry, citizen pikemen > any and all hoplite units, etc..etc..
    Last edited by Aeimnestus; March 04, 2014 at 06:04 AM.
    Aeimnestus was a Spartan, famous because he killed the Persian General Mardonius at the battle of Plataea.

  2. #2

    Default Re: Aeimnestus Ancient Battle Realism submod (Version 1.3.1 - compatible with DeI 0.75c))

    I see all the effects but I am not sure exactly which one effects the taking fire effect. Could you point me in the right direction.

  3. #3

    Default Re: Aeimnestus Ancient Battle Realism submod (Version 1.3.1 - compatible with DeI 0.75c))

    How did you unlock the "Major Settlements" buildings for the "Minor Settlements"? That is an awesome feature

  4. #4

    Default Re: Aeimnestus Ancient Battle Realism submod (Version 1.3.1 - compatible with DeI 0.75c))

    slot_template_to_building_superchain_junctions_tables entry allows you to build forums and training grounds in minors. Just delete everything but that entry if that's all you are after.

  5. #5

    Default Re: Aeimnestus Ancient Battle Realism submod (Version 1.3.1 - compatible with DeI 0.75c))

    Quote Originally Posted by Tomsie View Post
    slot_template_to_building_superchain_junctions_tables entry allows you to build forums and training grounds in minors. Just delete everything but that entry if that's all you are after.
    Sweet THANK YOU!!

  6. #6
    McCarronXLD's Avatar Senator
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    Default Re: Aeimnestus Ancient Battle Realism submod (Version 1.3.1 - compatible with DeI 0.75c))

    Love the mod though I am having an issue with the kill rates. While I love and respect that they are so low, they may be a little too low for my taste. Don't get to see those lovely kill animations. I've yet to have a battle where I have won on offense and it is the same reason I have yet to lose a battle on defense: nothing decisive ever happens so the time limit runs out.

    I've tried flanking units while they are held in place, have tried piling up missile units on the flanks as well. Nothing ever really turns the tide whether it be via routing or kill rates. Is there something I am doing wrong? (Though, that seems unlikely, as if it was just me the AI would be beating me). Is there a way I can up the kill rates just enough so that battles aren't stalemates when decisive maneuvers are made?
    "You hurt me long ago; my wounds bled for years. Now you are back, but I am not the same."

  7. #7

    Default Re: Aeimnestus Ancient Battle Realism submod (Version 1.3.1 - compatible with DeI 0.75c))

    Quote Originally Posted by McCarronXLD View Post
    Love the mod though I am having an issue with the kill rates. While I love and respect that they are so low, they may be a little too low for my taste. Don't get to see those lovely kill animations. I've yet to have a battle where I have won on offense and it is the same reason I have yet to lose a battle on defense: nothing decisive ever happens so the time limit runs out.

    I've tried flanking units while they are held in place, have tried piling up missile units on the flanks as well. Nothing ever really turns the tide whether it be via routing or kill rates. Is there something I am doing wrong? (Though, that seems unlikely, as if it was just me the AI would be beating me). Is there a way I can up the kill rates just enough so that battles aren't stalemates when decisive maneuvers are made?
    Yeah I love the slowness of it however sometimes i see no combat kills for about 6-7 mins sometimes in a frontal battle which is abit strange considering you'd say "surely someone would have killed someone by now!" but hey that's just me

  8. #8

    Default Re: Aeimnestus Ancient Battle Realism submod (Version 1.3.1 - compatible with DeI 0.75c))

    , I have been winning most my offensive battles in this mod. Actually come to think of it, I don't think I have lost since the first few where I was adjusting to the style.

    Now when I turn this mod off, I panic as I see soldiers dropping like flies. Will I ever be able to play a different mod?

    My battle plan:
    -center line of good spears, one unit in the center who has the encourage trait, heavy sword on the flanks of the main line, and light swords in the rear for wide flanking moves.
    -Once the main battle line is locked in, I send my 3 Cavalry, 4 skirmishers, and 2 light swordsmen (if they are not already engaged filling in holes in the line) around back to wreck havoc on their missile units.
    -Then I concentrate on the weakest flank of their main battle line, which is engaged with my heavy sword flanks. Send in repeated charges, coupled with my General's abilities will def weaken that area.
    -I repeat this and slowly surround their line as my heavy swordsmen are freed up from combat.
    -With the missle units and farthest flanks routed, the other side's moral seems to slowly wear away.

    Slightly higher combat kills might be nice though; even if only for the animations.

    Are you playing on the designated difficulty? I think Aeimnestus states one.

  9. #9

    Default Re: Aeimnestus Ancient Battle Realism submod (Version 1.3.1 - compatible with DeI 0.75c))

    Superb. You might just make R2 enjoyable! This is precisely the kind of mod we needed a long time ago.

    But I must nonetheless offer some terse words, but only because I love this mod so much! The problem is that this mod may be a little TOO realistic, more than the engine can plausibly handle. I make this statement based on my own play experience and others' feedback. Thing is, battles like Pharsalus where one side lost 100 men and the other 3/4 of their entire force, were likely subjects of propaganda, and there were scarcely few reliable sources dating from the time which accurately recorded the number of casualties. You have to take into account that a lot of soldiers become trivially wounded, collapsed out of exhaustion, or knocked unconscious, and then later, upon recovery re-joined the fighting force. That's why the actual battle casualty rate on both sides, might have been higher than officially stated, it's just that not all of these casualties were fatal. Rome 2 just treats these real casualty factors as "units killed", which is a limitation of the game.

    That's why I think for the sake of balance and gameplay the kill rate should be increased (less than in vanilla and DEI though), especially considering that you have to fight many dozens of battles throughout a campaign, as opposed to how in real history, a "faction" would only fight one major stack on stack pitched battle every couple of years at least, with most fighting in warfare taking place between skirmishing groups over lines of supply or besieging a settlement. In Rome 2, there's a battle usually every couple of turns or so (every 3-4 months at DEI 4tpy). I'm just saying that the slow pace of battles coupled with their high frequency can get a tad tedious, especially in drawn out campaigns. While this is not necessarily something that I can't live with, I still think there should be ways available to the player to speed up the casualty rate units inflict DURING battle, as opposed to simply speeding the rate at which units are killed by tweaking their defence values.

    Some workarounds I recommend, with which a greater battle kill rate could be achieved without breaking the vastly improved battle immersion which this mod succeeds in delivering would be the following:

    -Increase the damage caused to flank and especially rear of formation.
    -Increase the value of cavalry and infantry charges
    -Lower morale of all units overall so they would rout faster
    -Significantly increase missile damage (especially javelins), decrease ammunition. Skirmish infantry, dressed lightly, carried only a few missiles anyway. They could inflict significant casualties in just a few volleys, on a very tightly packed formation, especially when targeting it from the side or rear. Keep in mind not all of these were necessarily lethal, a javelin piercing the leg or wrist of a soldier, would render that soldier incapable of fighting in the near future. Archers do less damage, but cause enemies fired upon to lose fatigue and morale faster (from the exhaustion caused by defending against a constant hail of missiles). Finally, slingers, carry the most ammo and cause the least casualties, but are still quite deadly against unarmored (without shield) units, usually enemy javelin throwers.

    -Make fatigue (if possible) play a much greater role in how many soldiers a unit loses, and how likely it is to break. For example, a unit at full stamina receives few casualties when fighting, whereas a tired out unit would get a large penalty to melee defence or hitpoints, making it more prone to morale shock and cavalry charges. I'm not sure if this is possible, but if implemented successfully, it would be a great gameplay feature that I long waited for.

    That way a player who wants to break the deadlock would have to rely on clever maneuvering and flanking cavalry to surround and annihilate the opposing force, rather than just waiting for superior strength of arms or the battle timer to carry the day. On the other hand, units fighting head to head, in formation, SHOULD generally speaking, cause very, very minimal casualties, as is already the case this mod.
    Last edited by Carl Jung was right; February 28, 2014 at 07:15 PM.

  10. #10
    McCarronXLD's Avatar Senator
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    Default Re: Aeimnestus Ancient Battle Realism submod (Version 1.3.1 - compatible with DeI 0.75c))

    Excellent suggestions Carl.
    "You hurt me long ago; my wounds bled for years. Now you are back, but I am not the same."

  11. #11

    Default Re: Aeimnestus Ancient Battle Realism submod (Version 1.3.1 - compatible with DeI 0.75c))

    I've tracked down the issue of states offering to become the player's client states. Apparently in one of the Rome2 updates they changed the likelyhood of this happening to roughly twice the chance of an eastern state offering to become vassal. This coupled with the diplomatic changes I made resulted in the frequent client state offers.

    Upcoming 1.3.2 changes:

    - Diplomatic changes: Slightly reduced the chance the AI will offer/accept peace, and slightly reduced the chance of AI betrayal. Significantly reduced the chance the AI offers to become the player's client state.

    - Reduced the bonus to stats units get from experience levels.
    Last edited by Aeimnestus; March 04, 2014 at 06:50 AM.
    Aeimnestus was a Spartan, famous because he killed the Persian General Mardonius at the battle of Plataea.

  12. #12
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    Default Re: Aeimnestus Ancient Battle Realism submod (Version 1.3.1 - compatible with DeI 0.75c))

    Quote Originally Posted by Aeimnestus View Post
    I've tracked down the issue of states offering to become the player's client states. Apparently in one of the Rome2 updates they changed the likelyhood of this happening to roughly twice the chance of an eastern state offering to become vassal. This coupled with the diplomatic changes I made resulted in the frequent client state offers.

    Upcoming 1.3.2 changes:

    - Diplomatic changes: Slightly reduced the chance the AI will offer/accept peace, and slightly reduced the chance of AI betrayal. Significantly reduced the chance the AI offers to become the player's client state.

    - Reduced the bonus to stats units get from experience levels.
    Thanks a lot, you are the best.

    However, your submod add a significant depth to DeI in a both tactical and strategical way... because you can lead war upon two fronts with three armies and 7 generals which have a long range and conqueer south while you protect your north. Meanwhile you can focus on economy, because you don't maintain many armies. Your submod permit a new aspect of the game which reach a rupture point after 50 turns or so, economy developped it's time for invasion in every direction... I didn't play like that before and I hope your submod will be compatible with the next version which is announced soon, because it is very interesting.
    I continued my campaign with Sparta but now, i use a very hard difficulty for battles. This way, it is very hard to kill the general ennemy who gains a lot of moral. But when it's done the ennemy's army routs. This is a very tactic game who permits to obtain more heroïc victories than usual as well that some decisive defeats.

    EDIT : Love the camera mod also, but Dresden here said that the upcoming version of DeI with reforms is incompatible with other mods that affect the scripting.lua file (camera mods, etc).
    Last edited by Clerc; March 04, 2014 at 02:09 PM.

  13. #13
    McCarronXLD's Avatar Senator
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    Default Re: Aeimnestus Ancient Battle Realism submod (Version 1.3.1 - compatible with DeI 0.75c))

    I have tried your suggestions and have a small measure of success, but I am still unable to make the enemy route enough to win the battle. I have tried waiting until they are exhausted and flanking them then with fresh troops while they are held in a melee. I have tried cavalry charges of the same variety. I have tried putting javelin men on their flanks and unloading at point blank range. My battles still are over due to the time limit (which I have set for 60 minutes) rather than winning the field. Is there some other tactic I am missing?
    "You hurt me long ago; my wounds bled for years. Now you are back, but I am not the same."

  14. #14
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    Default Re: Aeimnestus Ancient Battle Realism submod (Version 1.3.1 - compatible with DeI 0.75c))

    Quote Originally Posted by McCarronXLD View Post
    I have tried your suggestions and have a small measure of success, but I am still unable to make the enemy route enough to win the battle. I have tried waiting until they are exhausted and flanking them then with fresh troops while they are held in a melee. I have tried cavalry charges of the same variety. I have tried putting javelin men on their flanks and unloading at point blank range. My battles still are over due to the time limit (which I have set for 60 minutes) rather than winning the field. Is there some other tactic I am missing?
    Napoléon Bonaparte said and wrote : "Marcher dispersés, se battre regroupés" (Walking scattered, fight together). His usual tactic was : forced marche, outnumber.

    Sparta has two elit units whom i make an abusive use : Skiritai Machairaphoroi and Skiristai Pelastai. They have special abilities : They can be deployed everywhere and have a furtive deplacement. Usually i place them behind the enemy, any wedge height is preferable. For the main army i proceed in three steps. First i try to be deployed my left and/or my right resting on a building or impassable terrain, i block the enemy infantry everywhere trying with one shock unit to outnumber the left or the right of the line... Meanwhile i destroy the enemy cavalry with mine and the help of my furtive units. Machairaphoroi and Pelastai move fast and furtively. Pelastai are useful in melee, they can hold the cavalry for a while. Enemy cavalry destroyed it is easy to destroy skirmishers always behind the line. Finally you have a significant cavalry, macharaphoroi, pelastai and the shock unit i used first behind the ennemy. I choose the point where this shock unit outnumbers the left or the right. This is the weak point of the ennemy's line. I charge in the rear that point. Charging on the side or all the line in the rear isn't efficient. After the cavalry engagement, two or three cavalry are useful to charge alternatively in the rear a single ennemy unit. Meanwhile Pelastai or what rests of Pelastai and Machairaphoroi weakens the rear of the line. Then, the left or the right routs... soon all the line in a waterfall routs. It comes sooner if the ennemy general died with the cavalry.
    In that campaign i didn't met cataphracts yet. i bet i will have to change a thing or two soon.
    Last edited by Clerc; March 05, 2014 at 01:25 AM.

  15. #15

    Default Re: Aeimnestus Ancient Battle Realism submod (Version 1.3.1 - compatible with DeI 0.75c))

    @
    McCarronXLD

    It seems weird you're not winning. Other mods? Are you outnumbered? What do your armies usually look like? Maybe show us an example.

    -like the above post states, the main tactic is to engage the main line however best fits the battle field. Then the skirmish/cavalry battle it out. Rout the enemy skirms and cav
    -Once you see some tired (red or orange) units on the enemy's battle line, charge in with WEDGE formation cav, follow with skirm and melee. Repeat.
    -For the best charge, make sure they are in perfect formation and facing the enemy; then send in the charge. If you send in a unit that is not facing the enemy or partially engaged the charge is drastically reduced in effectiveness. Give the cav some running speed.
    -Add the generals "warcry" ability right before a charge to the rear.
    -Focus on a single unit. I find if you charge into two it is much less effective.

    Hope this isn't too obvious, and of some help! Good luck.

  16. #16
    McCarronXLD's Avatar Senator
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    Default Re: Aeimnestus Ancient Battle Realism submod (Version 1.3.1 - compatible with DeI 0.75c))

    Ahhh looks like it was a mod conflict after all! Just figured it out. Attacking units in the rear is definitely decisive now! Thanks for that hint.

    Now that is settled I was wondering something else. Since the difference between weapons has been reduced what makes you recruit a spear unit over a sword unit or vice versa? What roles do you use them for?

    Is one better for decisive flanking attacks than the other? Is spear still more defensive? Decisions, decisions.
    Last edited by McCarronXLD; March 05, 2014 at 03:48 AM.
    "You hurt me long ago; my wounds bled for years. Now you are back, but I am not the same."

  17. #17

    Default Re: Aeimnestus Ancient Battle Realism submod (Version 1.3.1 - compatible with DeI 0.75c))

    You got it figured out! Nice. You'll probably still have some battles that will never end, I know I do.

    As to your other question, spears and swords are as you would think: spears more defensive. Spears usually have initiative (strike first), but swords have the deadliness. I am not sure what is better for flanking as you would think spears would have the best charge, but swords the best at shredding guys up.

    I often use a swordsman with good morale (as they are behind enemy lines) , and one that can throw a javelin in before the charge. Though now I am interested in trying out a good spear flank.

  18. #18
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    Default Re: Aeimnestus Ancient Battle Realism submod (Version 1.3.1 - compatible with DeI 0.75c))

    The news today of the version 0.8 add to the dilem :

    • Added ability Throw Javelin/Pila for certain units that allow them to throw missile weapons on a determined spot
    • Re-balanced power of Hoplite Phalanx and Pike Phalanx
    • Re-balanced strength of Spears vs. Sword infantry
    • Re-balanced power of Spears vs. Hoplite units (the former are much better against cavalry, the latter better against infantry)
    • Fulcum will now correctly switch to Pila when in use

  19. #19
    McCarronXLD's Avatar Senator
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    Default Re: Aeimnestus Ancient Battle Realism submod (Version 1.3.1 - compatible with DeI 0.75c))

    Is this mod still current with the DeI update or will it need to be updated as well?
    "You hurt me long ago; my wounds bled for years. Now you are back, but I am not the same."

  20. #20
    Clerc's Avatar Civis
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    Default Re: Aeimnestus Ancient Battle Realism submod (Version 1.3.1 - compatible with DeI 0.75c))

    Quote Originally Posted by McCarronXLD View Post
    Is this mod still current with the DeI update or will it need to be updated as well?
    The best is trying no ?... But i don't think so. in what's is new in the new version Selea said : "Increased zoom-out in campaign mode (this also remove the need to use camera mod as Splenyi's one that are not compatible with this new version)". And in the mod there is a zoom-out in the battlefield. More than that Dresden said : "If you use any mods that change the scripting.lua file, then Reforms won't work and recruitment will be severely messed up".
    Quote Originally Posted by lurumagno View Post
    Hi mate,

    First at all good battle mod,congratulations!!

    I have a question: Can make missile units in naval battles kill less, without this affecting their stats in land battles??!!

    Ty and sorry for my bad english,

    Regards!
    Hi !... i don't know, personally at the starting of a campaign i focus on my land army, waiting the most i can to use navy. Money is money
    Last edited by Clerc; March 05, 2014 at 02:59 PM.

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