Post all reports and bugs in this thread. Some specific things to test (sent in the PM, but reposting it here):
There are some specific things we'd like feedback on:
Morale. We are still trying to get this right and a lot of changes have been made. How long are units holding up, how many casualties before breaking and routing completely, how many times do they return to battle, and how is the balance between units?
3D battle UI changes.
Collision impacts
The new Roman animations
Arab units - how are they balanced and how do the play? Keep in mind here - the first tier units are the ones most important balance wise and the ones we'd like you to focus on testing.
Numidian cavalry - we've created a new entity here that should be a bit more mobile and responsive. How does it play?
In general, report any bugs. Definitely report any crashes. The more detail you give us, the better.
Please can you all keep in mind the animations are very much WIP and still being worked on. The combat animations aren't working as intended quite yet and will be showcased properly later on in the testing process as well as better animations for barbarians so that they will be screaming warcries and working themselves into a fury before charging into the fray. They will use leaping attacks and wild fighting techniques like men possessed.
Please can you all keep in mind the animations are very much WIP and still being worked on. The combat animations aren't working as intended quite yet and will be showcased properly later on in the testing process as well as better animations for barbarians so that they will be screaming warcries and working themselves into a fury before charging into the fray. They will use leaping attacks and wild fighting techniques like men possessed.
ALL barbarians? It seems this would be better suited for the bezerker units/low armour units. Noble units would be more battle hardened/organised?
Elephants are a difficult beast to tackle, literally. The only method I know of that might reduce their killing power enough is to reduce their mass, stats and basically everything else. But then they can't push through infantry or anything, it kind of defeats the purpose of the unit. I hope you find them easy enough to kill, at least?
Ipwnu - pyrrhic victory! Sounds like it was something of a challenge
Elephants are a difficult beast to tackle, literally. The only method I know of that might reduce their killing power enough is to reduce their mass, stats and basically everything else. But then they can't push through infantry or anything, it kind of defeats the purpose of the unit. I hope you find them easy enough to kill, at least?
Well........
Spoiler Alert, click show to read:
Managed to get 1855 kills with them against 2550 romans, and only losing 10 elephants (2 men per elephant), so yea.
Also tried going 5 velites against 1 unit of elephants and only managed to kill 2
Last edited by Spadde; August 18, 2015 at 06:48 AM.
Ipwnu - pyrrhic victory! Sounds like it was something of a challenge
It was one of those rare perfectly balanced battles that was won by the very edge of a sword - or rather Gladius
My newest battle (post hotfix) between rome and carthage was good imo because I won. I tried to use only tier 1 units with the carthaginians, so I may have had them a little weaker than my own usual force.
As mentioned, the walking animation is nice, and as also mentioned again, the running version isn't great and the every charge I witnessed turned into them doing so sorta crab dance, walking sideways, until they meet the enemy. The battle was decided as soon as I had a spare cav unit chasing down their routing units and the fact that their left flank fell.
screenies:
I'll separate them out - important ones first, cinematic or... "other" second.
Spoiler Alert, click show to read:
I was thinking maybe the floating dead cavalrymen is due to an animation? Some gauls are on the floor where they belong, others are flying.
Overall this new iteration of the mod is much better than the first release in terms of battle mechanics - the routing system all works and I love it
Except for one problem.
...Far too many escape my grasp!
Still, my cav got around 1,500 kills, though a few farmers stole kills from the equites while Scipio was unhindered on a hill.
Anyways here's the general formation of the battle
Spoiler Alert, click show to read:
Here's my favourite - the Gaul looks as though he is being taken captive! (It's for science..)
Routers being chased by cav are confronted by an angry farmer and his daughter - the woman runs but the farmer lives with 3 kills - 2 of which had their heads explode.. Super Dad maybe?
Here are the remnants of the Carthaginian left flank..
The Carthaginian's at least tried to reinforce the left, though they came too late.
I was going to comment on the slow motion, also if cav gets caught in a fight with infantry, theyre gone man - say bye to them.
the Clan Leaders unit is a little OP being both archer and melee - the combination is nice, I just think less volleys. I also saw no new combat animations. But in terms of the balancing with the arab units, the units i used seem well balanced - the match was 50/50 on the balance of power bar the whole time
- Cav slow motion from previous version seems to be fixed
- no movement line, arc of fire etc.
- I really miss the red and yellow "flags" above the units. I can't identify friend and foe! Bug or feature?
- I noticed that the gaetulians cataphracts I killed "hang" in the air.
- sometimes slow motion when triarii charge. Haven't figured out a pattern though.
Maybe I can run another battle later today and tomorrow. I'll be on holidays the next two weeks though...
Maybe I can run another battle later today and tomorrow. I'll be on holidays the next two weeks though...
The question here would be, do you like it this way? Is it too little information, would you like to see any of it return, or does the more authentic feel to it make it worth it?
About the flags, they might make a return. The issue is, it's the same UI component as on the unit cards if I remember correctly, and that yellow colour doesn't make itself very fancy there. It's strange that only some cavalry units appear to have this bug, while others don't, also. Hopefully there is a workable solution here.
The question here would be, do you like it this way? Is it too little information, would you like to see any of it return, or does the more authentic feel to it make it worth it?
About the flags, they might make a return. The issue is, it's the same UI component as on the unit cards if I remember correctly, and that yellow colour doesn't make itself very fancy there. It's strange that only some cavalry units appear to have this bug, while others don't, also. Hopefully there is a workable solution here.
Finally a mod that removes things like range arc and stuff and goes for authentic and so battles are harder and need to relay on tactic's and thinking like how to setup units and to get a feeling for the fire distance's . I love it and player need to play alot more battles to give concrete info about the remove of arcade player info, But i hope you guys keep it that way and give a sub-mod for those that don't like it.
The less player info the better but thats just me.
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The question here would be, do you like it this way? Is it too little information, would you like to see any of it return, or does the more authentic feel to it make it worth it?
About the flags, they might make a return. The issue is, it's the same UI component as on the unit cards if I remember correctly, and that yellow colour doesn't make itself very fancy there. It's strange that only some cavalry units appear to have this bug, while others don't, also. Hopefully there is a workable solution here.
Yes, I want those informations in the game.
And I don't mind, if there is an official submod I have to install. No problem.
About the flags. If there are no flags, it is pretty hard to identify your units and the enemy ones. Also it makes the tactical few useless.
I believe it makes the game more realistic but also a lot of people might not like it. This could be done with another submod though...
Yea a submod for it would be nice, I need to know where my men are going and differentiating friend from foe is a must for me, otherwise huge battles will be a cluster****
Idle animations seems unchanged, walking animations are cool, they sort of march in unison with the gladius ready at their hip
Spoiler Alert, click show to read:
When the unit is running its the same, but it seems sort of an awkward stance to be running in, doesent seem very fast.
Spoiler Alert, click show to read:
When the unit charges it sort of gets weird, they "run" like in the pics with their sword at their hip, then they stop(!!) and throw their pila, then they sort of either stay and take the charge OR they kind of scurreys toward the enemy, no real impact.
IMO the walking animation is great (would be sweet if it were a bit more tight like this: http://puu.sh/jGaoj/fb994332f6.png ), when running it looks sort of slow and awkward, when charging it gets real weird.