Okay - I just hired factional mounted mercenaries with Carthage, and I encountered the same problem - the normal mercs have their mounts, and the factional ones do not. In this case it was Galatian light horse, Numidian Cavalry, and Iberian cavalry.... This is obviously an issue with AE. Hopefully it is easy to sort out...
OPn the other hand - Nice work on the Carthaginian mercenary roster! They look awesome! You could really field a diverse mercenary army with Carthage now, and I really look forward to playing them!
@TFCAliarrcy - thanks for reporting the issue with other factions, I don't expect to do any other testing on the issue, since it seems to affect multiple factions and be focused only on factional mercenary units that are mounted.
There are many problems with every factional mercenary unit (any unit starting with "mer_" in the db files) and I wouldn't use them for now:
Mounted units have an incorrect number of mounts in land_units (which is causing the missing horses/elephants). Most cavalry for example have 120 men and 200 mounts.
Many units have totally wrong audio, such as Thracian units with ballista crew audio (how did this happen??)
They use vanilla equipment in land_units rather than DeI's implementation (cloth instead of arm0)--although it appears the vanilla equipment tables have been updated to match DeI's.
They lack a proper DeI fatigue passive (a_mp_test_1, etc) and other abilities. Many units such as the factional mercenary hoplites are missing phalanx formation (killing_spree) and/or are still using a vanilla attribute_group, which means units like skirmisher cav will not have shoot-while-moving or parthian shot.
Does this work with 1.05e and is it save game compatible?
Looking forward to the update! I check back every day.![]()
"You hurt me long ago; my wounds bled for years. Now you are back, but I am not the same."
Keeping my eye on this... A lot of really cool features in A.E. - with a few bugged mercenaries.
Any updates?
That's great to hear! Thank you!
"You hurt me long ago; my wounds bled for years. Now you are back, but I am not the same."
Cool! I will enjoy this, however I noticed that all projectiles have DEI damage values, except for the crossbowmen and dart slingers which has 1 damage.
Also cav units when dismounted receive an insame bonus to melee attack and charge
Last edited by eferos93; November 27, 2015 at 03:02 AM.
This is grand
Thx for the update AE team.
Great guys!
Macedonian Wars, AC steam version.
Found a garrison unit called "Archers" (not local archers) which has more than 20 morale, 6 HP and pretty high melee attack and defence, they ae a little OP
The problem is that i scrolled all the land units table and I can't find where is the mistake. does anyone can help?
Attached screenshot
Spoiler Alert, click show to read:
Stupid Question, this should be ABOVE DeI in my Mod Order correct so that it loads in preference?
Right now I have
Dresden 4TPY Hardcore
Dresden 4TPY Build/Research(this is here just for the Research costs. For some reason he's disabled the increase in Hardcore.)
Ancient Empire DeI
DeI Pack 1
DeI Pack 2
It loads, and everything LOOKS right..but I'm always worried I'll get half-way in and find out I broke something.
Any 4TPY year mod should include a startpos file which would make it incompatible with AE. AE should run first.
Eferos - thanks for telling us about the unit. I'll take a look when I get a chance. All units should be in our tables somewhere as we have all vanilla (in z_land_units) plus DeI's tables.
I tried to search but I can't find any unit that has 6 HP by sorting the entity Hit Points. Hope this helps.
What to do to not reduce the level of culture?