Page 13 of 13 FirstFirst ... 345678910111213
Results 241 to 250 of 250

Thread: Ab Urbe Condita "VI" Information & Download Thread

  1. #241

    Default Re: Ab Urbe Condita "VI" Information & Download Thread

    will the be an update for this mod?

  2. #242

    Default Re: Ab Urbe Condita "VI" Information & Download Thread

    Hello guys, good job for this mod.
    Is it possible to do something to have longer battles ?

  3. #243

    Default Re: Ab Urbe Condita "VI" Information & Download Thread

    Marian units seem insanely strong. 1v1, Carthaginian sacred band can't stand toe to toe with them.
    "The only thing I'm afraid of is fear." Sir Arthur Wellesley, 1st Duke of Wellington.

  4. #244
    Zipzopdippidybopbop's Avatar Barred from the Local
    Join Date
    Mar 2006
    Location
    Northern Ireland
    Posts
    2,244

    Default Re: Ab Urbe Condita "VI" Information & Download Thread

    Hi guys; sorry I've been inactive on this for a while (focusing on Imperator Rome mods of late!).

    The Marian units are supposed to be steamrollers. What units in particular are you having difficulties with? Normally Carthages' infantry is ok, but their strength is in their cavalry and elephants. Nonetheless the Sacred Band should be able to fight a legionary unit and win, depending on their stamina, terrain and numbers etc.

  5. #245
    Zipzopdippidybopbop's Avatar Barred from the Local
    Join Date
    Mar 2006
    Location
    Northern Ireland
    Posts
    2,244

    Default Re: Ab Urbe Condita "VI" Information & Download Thread

    @DaddyPanda - I don't think so; I finished work on the mod with the final release there, as I felt that most bugs had been quashed and unit balances were to my satisfaction.

    Are there any updates in particular that you'd like to see?

  6. #246
    Zipzopdippidybopbop's Avatar Barred from the Local
    Join Date
    Mar 2006
    Location
    Northern Ireland
    Posts
    2,244

    Default Re: Ab Urbe Condita "VI" Information & Download Thread

    Quote Originally Posted by mathieu57700 View Post
    Hello guys, good job for this mod.
    Is it possible to do something to have longer battles ?
    Hi Mathieu; that's possible - all that needs done is tweaking the unit damage stats in export_descr_unit.txt; alternatively, doubling the hitpoints of each unit.

    Why not try it yourself? Go into my mod at AUC/data/export_descr_unit.txt and find the "stat_health" section for each military unit - let's take the Galatian Swordsmen as an example (the health part i've marked in bold);

    type galatian swordsmen
    dictionary galatian_swordsmen
    category infantry
    class heavy
    voice_type Heavy_1
    soldier aor_galatia_infantry, 40, 0, 2.0, 0.575
    officer barb_standard
    attributes sea_faring, very_hardy, can_sap, hide_forest, mercenary_unit
    formation 1.2, 1.2, 2.4, 2.4, 3, square
    stat_health 1, 0
    stat_pri 16, 4, no, 0, 0, melee, blade, piercing, sword, 0, 0.5
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, no, no, none, 0, 1
    stat_sec_attr no
    stat_pri_armour 8, 6, 4, metal
    stat_sec_armour 0, 1, flesh
    stat_heat 4
    stat_ground 0, 0, -3, -4
    stat_mental 16, impetuous, untrained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 1791, 297, 179, 179, 1791
    ownership slave, pontus, seleucid


    Now, simply change the stat_health number from 1 to 2 (so that it reads: stat_health 2, 0), and that's it! Change the numbers for all the military units you want and it will effectively double their hitpoints, resulting in much longer battles.

    Hope that helps bud. Sorry for the very late reply!
    Last edited by Zipzopdippidybopbop; March 25, 2021 at 09:20 AM.

  7. #247

    Default Re: Ab Urbe Condita "VI" Information & Download Thread

    Quote Originally Posted by Zipzopdippidybopbop View Post
    Hi Mathieu; that's possible - all that needs done is tweaking the unit damage stats in export_descr_unit.txt; alternatively, doubling the hitpoints of each unit.

    Why not try it yourself? Go into my mod at AUC/data/export_descr_unit.txt and find the "stat_health" section for each military unit - let's take the Galatian Swordsmen as an example (the health part i've marked in bold);

    type galatian swordsmen
    dictionary galatian_swordsmen
    category infantry
    class heavy
    voice_type Heavy_1
    soldier aor_galatia_infantry, 40, 0, 2.0, 0.575
    officer barb_standard
    attributes sea_faring, very_hardy, can_sap, hide_forest, mercenary_unit
    formation 1.2, 1.2, 2.4, 2.4, 3, square
    stat_health 1, 0
    stat_pri 16, 4, no, 0, 0, melee, blade, piercing, sword, 0, 0.5
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, no, no, none, 0, 1
    stat_sec_attr no
    stat_pri_armour 8, 6, 4, metal
    stat_sec_armour 0, 1, flesh
    stat_heat 4
    stat_ground 0, 0, -3, -4
    stat_mental 16, impetuous, untrained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 1791, 297, 179, 179, 1791
    ownership slave, pontus, seleucid


    Now, simply change the stat_health number from 1 to 2 (so that it reads: stat_health 2, 0), and that's it! Change the numbers for all the military units you want and it will effectively double their hitpoints, resulting in much longer battles.

    Hope that helps bud. Sorry for the very late reply!




    Hello, thank you for your answer, « mieux vaut tard que jamais » as we say in french.
    If I change the hit points for all the units, will the battle time be double?

  8. #248

    Default Re: Ab Urbe Condita "VI" Information & Download Thread

    Does this mod allow you to name armies?
    A rout was prevented by Hopton's stalwart Cornish foot regiments posted to support the flanks of the cavalry as they withdrew. The Cornishmen held their ground and succeeded in holding off the Parliamentarian attack.
    By mid-afternoon, the Royalist infantry had gained a foothold on the hilltop. The Cornish pikemen formed into a defensive line and succeeded in holding off counter-attacks by the Parliamentarian cavalry
    Lansdown 1643

  9. #249
    Emperor Aurelianus's Avatar Laetus
    Join Date
    Apr 2021
    Location
    Sirmium, Pannonia Inferior
    Posts
    1

    Default Re: Ab Urbe Condita "VI" Information & Download Thread

    I registered just so I could say that I'm incredibly thankful for your mod. I've spent countless hours playing it (definitely over a thousand) and it clicks with me in a way other mods don't.

    My question would be if you are planning on updating it for the new release of Rome Remastered? I know it's a long shot, especially since you're working on Imperator now, but it would be a waste not to bring this amazing mod on the refreshed Rome with its enhanced stability and expanded utilisation of the engine.

  10. #250
    Laetus
    Join Date
    Jan 2014
    Location
    Croatia, Zagreb
    Posts
    10

    Default Re: Ab Urbe Condita "VI" Information & Download Thread

    Hello, will you do this mod for Rome Remastered?

Page 13 of 13 FirstFirst ... 345678910111213

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •