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Thread: Multiple ships per unit! A green light for multiple ships, NOW you CAN disembark a unit consisting of 2 transports.

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  1. #1

    Default Multiple ships per unit! A green light for multiple ships, NOW you CAN disembark a unit consisting of 2 transports.

    Dear all,

    -Doubled the unit size.

    -Gave 2 transports per unit.

    -The unit can land with 2 transports!

    Marvelous.

    I just wanted to share it with you guys.


    Unitsize 2X plus 2X ship per unit as a rar file. Just throw it in your data folder and start the game with the mod enabled.


    EDIT:

    This works not if you select multiple units with those multiple ships, they will not all unload succesfully, BUT, the men you can (the first ship that lands) unload are FREE to move and fight where they want! *In rome 2 they got stuck and the whole battle was ruined, now this is OVER*

    To bypass this disembark each unit seperately.

    Next research is the AI behaviour to this.


    FINAL EDIT:

    The AI handles multiple ships quite well. I made a replay of this. Only one unit got stuck. I say, thank you CA!
    P1991
    Attached Files Attached Files
    Last edited by Poniatowski1991; February 17, 2015 at 08:53 PM.
    He uses statistics as a drunken man uses lamp-posts...for support rather than illumination.

  2. #2

    Default Re: Multiple ships per unit! A green light for multiple ships, NOW you CAN disembark a unit consisting of 2 transports.

    That solves a big problem, if indeed this is true without presenting other issues. How does the AI deal with this?
    Last edited by stevehoos; February 17, 2015 at 07:43 PM.
    Shogun 2, no thanks I will stick with Kingdoms SS.

  3. #3

    Default Re: Multiple ships per unit! A green light for multiple ships, NOW you CAN disembark a unit consisting of 2 transports.

    The problem is the same as Rome 2, there's no difference. The AI cannot handle this, just had a battle at Constantinople where 600 to 700 AI units were stuck in the water. When the AI makes its docking selection (the other unit is prone to getting stuck) there are a ton of things that can go wrong.

    1. Increase unit size, get floating men in the water
    2. Add 2 ships per unit to quell that and the AI is unable to dock ships

    Floating men is the lesser evil. The same problem persists. Don't know if this is moddable with the tools, guess we will find out?
    Last edited by stevehoos; February 17, 2015 at 09:03 PM.
    Shogun 2, no thanks I will stick with Kingdoms SS.

  4. #4

    Default Re: Multiple ships per unit! A green light for multiple ships, NOW you CAN disembark a unit consisting of 2 transports.

    Quote Originally Posted by stevehoos View Post
    The problem is the same as Rome 2, there's no difference. The AI cannot handle this, just had a battle at Constantinople where 600 to 700 AI units were stuck in the water. When the AI makes its docking selection (the other unit is prone to getting stuck) there are a ton of things that can go wrong.

    1. Increase unit size, get floating men in the water
    2. Add 2 ships per unit to quell that and the AI is unable to dock ships

    Floating men is the lesser evil. The same problem persists. Don't know if this is moddable with the tools, guess we will find out?
    Okay,

    I have my own proof. Am converting the replay as we speak.
    I will give the link for the replay on YT in a short while.

    It seems the second ship will scupper as the first lands. The troops on the second one instantly disembark en form up on land.

    The first ship that lands succesfully, the units form together with their second ship counterparts. This you will see in my replay.

    EDIT:

    I did this with only Marine units, so no Land units. Did you mean the AI could not handle with Marine ships or with Transports?


    The youtube replay:

    https://www.youtube.com/watch?v=U8gA...ature=youtu.be
    Last edited by Poniatowski1991; February 17, 2015 at 09:23 PM.
    He uses statistics as a drunken man uses lamp-posts...for support rather than illumination.

  5. #5

    Default Re: Multiple ships per unit! A green light for multiple ships, NOW you CAN disembark a unit consisting of 2 transports.

    Quote Originally Posted by Poniatowski1991 View Post
    Okay,

    I have my own proof. Am converting the replay as we speak.
    I will give the link for the replay on YT in a short while.

    It seems the second ship will scupper as the first lands. The troops on the second one instantly disembark en form up on land.

    The first ship that lands succesfully, the units form together with their second ship counterparts. This you will see in my replay.

    The second ship scuppers yes, that has been beneficial. But the problem remains. It only took one test in Constantinople, port assault, 10 ships per side, after battle -AI ships won- they got stuck every where. There were 7 or 8 AI ships stuck in the harbor. I wish it was fixed too.

    EDIT:

    I did this with only Marine units, so no Land units. Did you mean the AI could not handle with Marine ships or with Transports?
    The second ship scuppers yes, that has been beneficial. But the problem remains. It only took one test in Constantinople, 20 stack land army plus+ port assault, 10 ships per side, after battle -AI ships won- they got stuck every where when they tried to land to assist the city. There were 7 or 8 AI ships stuck in the harbor. I wish it was fixed too. I had all kinds of ships in the battle mostly marine, it doesn't matter; point being that if you came across this battle in a campaign it would ruin it. I think you got lucky....
    Last edited by stevehoos; February 17, 2015 at 09:26 PM.
    Shogun 2, no thanks I will stick with Kingdoms SS.

  6. #6

    Default Re: Multiple ships per unit! A green light for multiple ships, NOW you CAN disembark a unit consisting of 2 transports.

    I am testing Constantinople now.
    He uses statistics as a drunken man uses lamp-posts...for support rather than illumination.

  7. #7

    Default Re: Multiple ships per unit! A green light for multiple ships, NOW you CAN disembark a unit consisting of 2 transports.

    Strange. The AI in my game managed to fully disembark 40 ships!

    Perhaps some maps have less space for disembarking. Nevertheless, I am playing on 2x Ultra size from now on. Based on the findings.
    He uses statistics as a drunken man uses lamp-posts...for support rather than illumination.

  8. #8

    Default Re: Multiple ships per unit! A green light for multiple ships, NOW you CAN disembark a unit consisting of 2 transports.

    Quote Originally Posted by Poniatowski1991 View Post
    Strange. The AI in my game managed to fully disembark 40 ships!

    Perhaps some maps have less space for disembarking. Nevertheless, I am playing on 2x Ultra size from now on. Based on the findings.
    I wish there was something we could do. This is one of the main problems with mods that increased unit size in Rome 2. Anyone know if the mod tools will present a solution?
    Shogun 2, no thanks I will stick with Kingdoms SS.

  9. #9

    Default Re: Multiple ships per unit! A green light for multiple ships, NOW you CAN disembark a unit consisting of 2 transports.

    Quote Originally Posted by stevehoos View Post
    I wish there was something we could do. This is one of the main problems with mods that increased unit size in Rome 2. Anyone know if the mod tools will present a solution?

    With Constantinople combined battle with many ships you could not choose worse.
    There is no room whatsoever to disembark your ships, there are no beachheads to land on.

    In the case of a Constantinople battle. You only can do it with 2 land armies against you, the Huns for example who cannot even have ships.

    With testing Constantinople you in fact chose a land battle with ships. Ships you cannot land anywhere in the vicinity.

    But I know no one will attack my Constantinopolis from the sea. I will hammer them on Ionian or Medittereanan Sea itself, therefore this issue does not bug me. Atilla total war focuses more on land battle/ sieges so a possibility of having a Hunnic or Sassanid army from the sea attacking the Capital of Eastern Rome? 1% possibility or so. 100% Guarantee it will come from the land!
    Last edited by Poniatowski1991; February 17, 2015 at 09:42 PM.
    He uses statistics as a drunken man uses lamp-posts...for support rather than illumination.

  10. #10

    Default Re: Multiple ships per unit! A green light for multiple ships, NOW you CAN disembark a unit consisting of 2 transports.

    Quote Originally Posted by Poniatowski1991 View Post
    Strange. The AI in my game managed to fully disembark 40 ships!

    Perhaps some maps have less space for disembarking. Nevertheless, I am playing on 2x Ultra size from now on. Based on the findings.
    I wish there was something we could do. This is one of the main problems with mods that increased unit size in Rome 2. Anyone know if the mod tools will present a solution?

    Tested again, here is what's happening.....

    When the AI sends a couple of its ships (meaning four) to dock in the those port places where there is only 3 spots, the other ship units are getting stuck on each other. Anywhere in the game where ports like this are present this is a possibility.
    Shogun 2, no thanks I will stick with Kingdoms SS.

  11. #11

    Default Re: Multiple ships per unit! A green light for multiple ships, NOW you CAN disembark a unit consisting of 2 transports.

    I dont understand why it's so hard for these men to be "hidden" on board the ship.

    I.E have one ship full of all these troops. They don't need to be displayed ON the ship, they just need to appear from the black door going in to the cabin when the ship docks?

  12. #12

    Default Re: Multiple ships per unit! A green light for multiple ships, NOW you CAN disembark a unit consisting of 2 transports.

    Even in Vanilla Attila:TW I've read a few post complaining about ships getting stuck in an invisible sea wall in Constantinople, maybe the map it self is bugged to begin with.

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