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

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  1. #1

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

    I guess I could chime in now... I have re-created part of his mod to support the latest DeI but have not had time to fully test it yet. I did not touch the unit stats as those change a lot. I believe the keys to be more in these tables. These are not all of his changes just the stuff I noted related to longer battles.

    b\_kv_fatigue_tables\DeI_kv_fatigue
    db\_kv_morale_tables\_kv_morale
    db\_kv_rules_tables\_kv_rules
    db\campaign_variables_tables\campaign_variables
    db\melee_weapons_tables\Cav_melee_weapons
    db\melee_weapons_tables\DeI_melee_weapons
    db\melee_weapons_tables\FA_melee_weapons
    db\projectiles_tables\DeI_projectiles
    db\unit_armour_types_tables\Aeim_unit_armour_types
    db\unit_fatigue_effects_tables\unit_fatigue_effects

  2. #2

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

    well, be sure to post your work once you've tested it and are happy with it! I'd love to try it.

  3. #3

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

    This is just temp until Aeimnestus returns. I have not tested everything, but I had to remove a lot to make is compatible with the ever updating DeI. I post this here only, if I need to remove it just let me know.

    http://www.mediafire.com/download/6d...ttles_(2).pack

  4. #4

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

    The version you propose is not bad but I think it is not there yet for some reason .
    Frontal fights are not long enough. The front line breaks too quickly compared to the old version.
    On the old version, the front line came to hold much longer. I wanted to recreate the Battle of canes making me really outnumbered. Result , the front line composed of Gauls and Iberians are massacred in not even a minute. Not long enough for my cavalry and infantry to get behind the enemy.

    Imagine if the line hannibal was broken in 2 min disaster it would have been for him ^ ^ .

    Briefly review the ratio of death in front . The moral should be as best frontal combat.
    For attacks sides and back , there by cons I have nothing to say. After I have not played enough with this submod in the past about how it really was , but I remember that frontally fights were really VERY long .

    Good job and thank you if taking on your time

  5. #5

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

    Hi All, I got impatient and spent the morning trying to figure this out. I think I got it pretty close if anyone wants to test it out and give me some feed back. I did not make it it's own individual pack file, I just edited D.E.I. s main file. You will need to replace it with my edit. This is of coarse just a temporary fix until aeimnestus returns.
    I really only copied his tables over so I do not take credit for any of this work. It was all his. I got to test it a bit. Kill rates seems about the same. The only thing I did not mess with was the auto-resolve. Here you go.
    Download link: http://www.mediafire.com/?8uehqmwl5ejma

  6. #6

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

    Quote Originally Posted by tikijoetots37 View Post
    Hi All, I got impatient and spent the morning trying to figure this out. I think I got it pretty close if anyone wants to test it out and give me some feed back. I did not make it it's own individual pack file, I just edited D.E.I. s main file. You will need to replace it with my edit. This is of coarse just a temporary fix until aeimnestus returns.
    I really only copied his tables over so I do not take credit for any of this work. It was all his. I got to test it a bit. Kill rates seems about the same. The only thing I did not mess with was the auto-resolve. Here you go.
    Download link: http://www.mediafire.com/?8uehqmwl5ejma
    Update: Been playing with this all morning and I have to say it feels almost Identical to Aeimnestus mod. I just can't figure out how to make the pilliams and missle units stagger and slow down their target. Any Help?

  7. #7

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

    Quote Originally Posted by tikijoetots37 View Post
    Update: Been playing with this all morning and I have to say it feels almost Identical to Aeimnestus mod. I just can't figure out how to make the pilliams and missle units stagger and slow down their target. Any Help?
    Look in the "unit_fatigue_effects" DB. Lines 54 and 55. I believe these are it.












    under_fire_small_arms stat_speed 0.9
    under_fire_artillery stat_speed 0.75

  8. #8

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

    Thanks, Will do! Give me a day or two and I'll have up another Link for an update.

  9. #9

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

    Quote Originally Posted by tikijoetots37 View Post
    Update: Been playing with this all morning and I have to say it feels almost Identical to Aeimnestus mod. I just can't figure out how to make the pilliams and missle units stagger and slow down their target. Any Help?
    Did you just copy the battle files or the campaign stuff too. So many changes in the campaign stuff his old files my ruin a campaign.
    ITS ME "THE DUDE" AND I STILL HATE ELEPHANTS!!!!!

    https://www.youtube.com/thegamersdude1

  10. #10

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

    Quote Originally Posted by Ant909 View Post
    Did you just copy the battle files or the campaign stuff too. So many changes in the campaign stuff his old files my ruin a campaign.
    Nope, Just copied the battle files. You should be fine, I did not touch any of the campaign features.

  11. #11

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

    Quote Originally Posted by tikijoetots37 View Post
    Hi All, I got impatient and spent the morning trying to figure this out. I think I got it pretty close if anyone wants to test it out and give me some feed back. I did not make it it's own individual pack file, I just edited D.E.I. s main file. You will need to replace it with my edit. This is of coarse just a temporary fix until aeimnestus returns.
    I really only copied his tables over so I do not take credit for any of this work. It was all his. I got to test it a bit. Kill rates seems about the same. The only thing I did not mess with was the auto-resolve. Here you go.
    Download link: http://www.mediafire.com/?8uehqmwl5ejma
    Nice job!! Your version is perfect
    i hope you will continu to update this submod! I taked a real pleasure to play!

  12. #12

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

    Add: This is a battle only version. I did not make any changes to the campaign files.

  13. #13

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

    I don't know why I can't get your version to work. Is it for Patch 9 or 10?

  14. #14

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

    Quote Originally Posted by eikson View Post
    I don't know why I can't get your version to work. Is it for Patch 9 or 10?
    It's for Patch 10.
    You have to replace you current D.E.I. file In your Rome II Data folder with My edited version. I would save The original just in case you end up not liking my edit. It should work, My guess is you have both of those files on top of each-other.

  15. #15

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

    Thanks for the tips. I did not have my old DIE in the data folder, but for some reason your version worked after i renamed it twice. Thanks for your work!

  16. #16

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

    Your submod is compatible with version 0.85c or not?

  17. #17

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

    No, unfortunately it is not. The author is waiting for DEI to stabilize. But if you scroll up a little you can see a fan update, which from what i read comes very close to the original

  18. #18

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

    Amei please come back and save us from the Faster battle mod!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    ITS ME "THE DUDE" AND I STILL HATE ELEPHANTS!!!!!

    https://www.youtube.com/thegamersdude1

  19. #19

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

    this is crazy... I have been working on this all week (after work) trying to get the the same feel as this original mod with DeI .75c, but only using db setting that will (or can be) usable with future versions of DeI. The kill rate is still just to high from the original. Heck, I have noticed that at time Levy spearmen are winning against high level roman soldiers. makes no since to me (yet).

    I hope I can, or someone can figure this out as this was the best sub-mod (or mod) for Rome 2 I have played (other than DeI of course )

  20. #20

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

    yeah, IIRC, the original mod changed a ton of things with specific unit stats. Things that were directly related to killing, like armor or defence or attack stats.

    I suspect it will be nearly impossible to recreate the submod without vast changes to unit stats.

    The only alternative is by manipulating things like hit chances, if there are any universal stats that control that type of thing.

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