Mod is not working. The game acts as no mod is activated. im using dei 0.95h standalone.
However, does anyone eager to play a VS or COOP campaign with this submod? Add me on steam: eferos93
Hey bubba 777, great mod. Would you mind telling me how to remove the matched combat begone effect? Do I just remove the animations file with PFM? Thanks a lot.
Thanks Bubba.
Well Mester has a mod out that allows for a different method of matched combat. It allows non formation units to duke it out freely but units in formations to keep it tight. I wasn't seeing that with your mod and his mod installed so I figured the animations file might have been stopping his mod from working properly. I haven't tried it yet but I'm going to give it a shot.
Also, is it the kv_rules file that dictates how often certain animations happen?
Last edited by loukylouk; August 18, 2014 at 06:09 PM.
Don't now what happened but mod is working now. Cool
Is it intended that the hoplite phalanx has 0 attack? now they can be beaten easily by swordsman by frontal attack
I made a test and the result is that hoplites last longer and make more kills when in loose formation.
Spartan elite hoplite vs silvershield swords using phalanx ability: battle lost, hoplite took 95 losses and 25 kills and the battle lasts 29:42 min
Without using phalanx ability: battle lost, hoplite took 100 losses and 74 kills and battle lasts 39:05 mins
I think u should change this as the ai use always the phalanx abilty.
Btw love the new morale changes![]()
Could you make a version of this mod which will work with [Official Submod] Historical Legions http://www.twcenter.net/forums/showt...orical-Legions ??
THis mod look great but I can play with my campaign.
Hi, I really enjoy your submod bubba.
Only 1 thing annoys me, the rate at which cavalry tired. As it is now, you can't sally out of a settlement to hit and run without your horses completly exhausted. I had 300 epatha scammos defeated by 40 german cavalry bodyguard because of this.
The pace is good, the exhaustion rate for cavalry seems too much. You should keep in mind that horses are very good on the long run. Anyway, it's just how I see it ^^.
Thank you again for time spent in this submod.
Last edited by bubba 777; August 19, 2014 at 01:04 PM.
Unfortunatly I'm not used to modding (except Mound and Blade .txt editing ^^). I may give it a try when I have enough time.
Hi. I've testes this battle mod a while. My conclusions are:
- Battle are to short. My few battles ended in first 2-3 minutes, after that I have to chase enemy's units - Morale and fatigue.
- Cavalry get tired too fast. When they are tired cavalry is useless.
- few special abilities have no difference in stats and sometimes units fight worst, but should fight better ( ex. hoplite)
I like the:
- spacing table
- diplomatic changes
- some small other changes.
But the 3 first "bugs/error" make that I will wait for new release![]()
I'm experiencing something quite odd. This mod is supposed to make the battle much harder, longer and over all hairtriggering. But in my experience I feel that the battles are too easy. The AI doesn't make use of the strategies that this mod needs. If I defend a fort and the predictable outcome is a 5% win for me then I automaticly win it every time because the AI is not thinking enough. Even in a open battle all I need to do is put my men on a straight line and hold while my cavalry charge them in the back. Not once have I been worried of my lines breaking or routing... I can even hold 3 units with one unit and still win the battle? I like how the new system works but I feel that I don't need to do anything to win a battle. Only hold, charge with cav and repeat until they break. And the Morale shock is too massive IMO. The battles are over within 2-5 minutes because I scared them with units or cav behind their lines. Can I do anything to change this?
I think it's a fantastic mod but i'm doubting that I will use it as it is now because I don't feel there's any challenge in it... Difficulty is set to H/H
I have to agree, I find battles to be way to easy now. I don't know if its faction specific but i'm playing as Rome. I find that all you have to do is exploit a hole and run cav. through and sha-bam, the whole enemy army breaks. Doing this, I'm able to win battles when heavily out numbered especially because the A.I. is not smart enough to keep reserves to plug up any holes. I also do not like that siege battles end abruptly. I rarely have to fight in the streets to the center of a walled city. As soon as I kill off a couple of units on the wall the whole battle aromatically ends. It also seems that Pilums and iberian slingers have way too powerful projectiles. I can take out 20% of a unit with one throw. Even with these issues I love the mod. Would not even think about playing rome 2 with out it. Keep up the good work.!