Hello everybody,
Long awaited experimental packs are comingSome will be a bit controversial for many, some will be a true gift, but only one or two of them will make it into 1.2 release, rest will function as flavour submods.
There will be 4 packs, maybe increased to more later on, depending on ideas from our community.
PACK no. 1 - unit speed overhaul
This pack is be all about unit speed, but it gives the best effects with Pack no. 3.
Only units that are able to run are light infantry and cavalry. Initially I also wanted some light melee infantry units to be much faster, but it caused other problems like AI sending units to their death one by one, as heavy and medium infantry were left behind. The way infantry charges is also different as charge distance got reduced a lot, so melee infantry will start running only on last 10-20 meters before reaching enemy line. Light infantry will also walk at a bit faster pace then melee infantry. Thanks to those changes, missile unit work better for the AI, since with normal unit speed, AI infantry meets with player infantry much faster and AI missile units do not do much after it as they won't have clear line of sight. With no running for melee infantry, initial skirmish phase lasts a lot longer. Reserves also play much more important role, since if your unit in the center gets routed, you won't be able to send unit from one of the flanks to fill the breach.
Download:
http://www.mediafire.com/download/ac...xperiment.pack
PACK no. 2 - increased disband ratio
One of the most wanted features of previous experimental pack. For those who are new to DeI and Experimental Packs, it increased minimum unit strength for units after battle. Ratio is 45% men left for losing side and 35% for victorious side. It works both ways and it increased difficulty and helps AI. Even if you are victorious, you can still lose units and your army might not be strong enough for next battle or you will lose some units that are hard to get. It helps the AI in a way to, since AI does not disband its units so AI armies might still be full of only levies around 100th turn, if AI losses more units, it will replace them with more up to date units.
Why this pack is not in regular DeI? For some reason it started to generate CTD after 1.1 release, not at all times, but it did. If you use this pack, there is a chance that CTD will happen, but you can just deactivate the pack for the time of CTD and enable it again later on as it is save game compatible.
Download:
http://www.mediafire.com/download/2d...eddisband.pack
Put the file in your Rome2 data folder, enable out of date mods in Steam Mod Manager, it will auto load before DeI.
PACK no. 3 - experimental deployment zones
This part is the most controversial, but it won't be in DeI 1.2 anyway, so no need for butthurt here![]()
This deployment zone is about making pre battle deployment much mroe important and increase role of manouvering. Deployment zone is closer to the enemy, only a little bit more then max missile unit range. The biggest benefits would show when used together with Pack no. 1. One of the arguments against closer deployment zones is that it makes manouvering and skirmish less important which is actually completly other way around. When both armies start further away, there is few minuts of nothing happening, no manouvering, no skirmish as AI won't send his missile units before main army plus skirmishers would be simply taken out by cavalry. It also makes initial deployment not important at all, since you will have all the time in the world to just send your units from one flank to another without any danger for AI, while AI will not change anything and its troops will only start the combat tired due to longer march. If used with Pack no. 1, player will have to put his units more carefully as he won't be able to change his battle line before combat and won't be able to reinforce endagered places so reservers will be more important then just having a huge line of troops from one end to the other.
Download:
Patch note - 25.02.2016
This is very rough first draft, all battles are treated as if defender is in the north, no matter which setting you pickYou may notice that width of deployment zones is not enough to form full line with your troops but that is intentional for this version, it forces both player and AI to have more then single line and you need to do some manouvering from the start of battle to get advantage. Cool thing with close deployment zones is that AI cav immediately tries to flank players line or stays far away from players infantry to avoid being caught by the player right of the beggining.
IMPORTANT! It does not give that exact experience without experimental unit speed overhaul, so for now treat it as a curiosity, rather then fully fleshed feature.
http://www.mediafire.com/download/gc...%40deploy.pack
Put the file in your Rome2 data folder, enable out of date mods in Steam Mod Manager, it will auto load before DeI.
PACK no. 4 - pike combat overhaul
This pack will make pikes work as they should both for the player and the AI. I won't go into much detail about it yet, as it will be released in a month or two, since it will require changes to every single aspect of combat because it required new scale of armour values.
Pikes will be both able to hold enemies at a distance, while not be OP and will work the same for player and AI
Download:
(No ETA yet, around a month or two).






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