Looking forward to it!
Looking forward to it!
I've only used it in some Custom Battles for testing, but I think it's there. It even seems to improve the charging situation, I'm guessing because more speed means more momentum and thus more damage on impact. Though it hasn't fixed cavalry unit cohesion.
I wonder what I should be looking at next; I don't want to tweak attack/defense values and so on, but I do want to try to make as many things function as they should. Thus far we've fixed secondary spear-users, infantry javelineers, cavalry javelineers and cavalry speeds. Is there anything else that's glaring that an EDU tweak could fix?
Thanks again, applying it rightaway...
Hi QS, you may want to try the following formation for lancer / 'charger' cavalry. It improves their cohesion at the moment of impact for a more powerful charge.
1.5, 4, whatever, whatever, 3, squareMy charging distance for lance-lowering units is 40 and it's enough. 30 for the rest (non missile).
BTW, I think cavalry charges in game WORK.
Should this be for any lance-armed cavalry (like the majority of FM bodyguards), or only those who don't have missile weapons? Would the formation change interfere with those using javelins (or bows)?
Did you alter the charging distance somewhere? Is that in the battle_config.xml?
I think charges are definitely improved in 2.01, and with a little more momentum from higher speeds, are about as devastating as they were in EB1.
I would opt for the under-arm lance cavalry only. That means any cavalry with the charge value higher than 15.
The only missile cavalry with such a lance charge are sarmatian nobles and I don't think tighter formation would mess up their archery ability.
It's a slight change really but a positive one IMO and quite realistic. 1.5, 4, x, x, 3 =Three lines deep only but with much closer soldier spacing within each line.
Charging distance can be easily changed in EDU, it's a 'stat_charge_dist' line.
There's a couple of British and a Celtiberian javelineer-lancer units, would the formation change affect their missile-throwing?
Are you recommending a stat_charge_dist for lancers of 40, other melee cavalry of 30, and leave missile cavalry alone (they're currently all 45)?
British - overhand spear, too weak. I wouldn't change their formation.
Iberian lancers - by all means yes. The formation is not too tight for them to throw their javelins.
Charge distance change is not neccesary, I wouldn't bother with that. I changed them slightly but in the end, it's not that important.
Could anybody in the thread shed some light as to why I'm getting CTD's moments after launch after the EDU file has been replaced with the newest update?
Interestingly, Ibrahim said he's looking at tightening the formations for most Roman and Hellenistic cavalry, he recognises that they're all too dispersed at present.
I'll have a tweak of these ones and release as another update. By not shortening the charge distance (besides saving a little extra work) it should hopefully mean that these lancers don't become too powerful by contrast to other cavalry.
I've no idea; are you running retail or Steam? Where's your M2TW installed (is it in Program Files?)? Do you have UAC/Virtual Store active?
I get a CTD on trying to load a saved game using a different EDU, but that's been the case ever since I installed 2.01.
Steam. No problem running it with the original EDU file but if replaced with the altered EDU file, it will CTD within 5 seconds of launch. It's strange.. I was playing EB2 with one of your earlier EDU files with no problems but once I downloaded the new one, CTDs everywhere!
^what does your log file say?
Sry, not DIE but KILL the enemy.
That's interesting. So if we don't alter the melee kill rate, we'd have to lower the ratio of charging soldiers who manage to kill an enemy in order for the charge to stop. Interesting. I“d have to test this more.
Anyway, I'm glad you solved it, it's another piece of knowledge that could prove very valuable.![]()
^what he said
BTW, torongill, I fixed my charge duration issue. The charge ends when enough soldiers from the charging row DIE.
EBII has a low kill rate and that's why the issue is there. I change the kill rate (to my surprise even 1.5/2 does not affect the game that much) and charges are much shorter.
Experiences with update 6? Hm??![]()
Question regarding which mod to use.
I wish to fix the cavalry javelin and infantry javelin behavior. Which option do I use.and how do I ensure that the cavalry speeds also are modded?
I am about to start a Ptolemaioi campaign so would someone recommend the best mod 2-5 to apply.(The text files all seem to be mutaully exclusive) Thankyou
I realise that some of the 1-5 options ate unavailable
Last edited by jim600; October 17, 2014 at 12:19 PM.