Page 3 of 6 FirstFirst 123456 LastLast
Results 41 to 60 of 116

Thread: Experimental Pack Reborn - patch 09.04.2016

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Rusty2016's Avatar Tiro
    Join Date
    Jan 2016
    Location
    Melbourne,Australia
    Posts
    287

    Default Re: Experimental Pack Reborn - patch 04.04.2016

    Quote Originally Posted by Babajan View Post
    Thanks. Where do I put the files?
    In the rome 2 game directory look for "data" folder place .pack file in there.

  2. #2
    KAM 2150's Avatar Artifex
    Patrician

    Join Date
    Jul 2013
    Location
    Gdańsk, Poland
    Posts
    11,096

    Default Re: Experimental Pack Reborn - patch 04.04.2016

    Yes, I work on them but I am also an idiot at the same time and when I do changes that at first should work, the result is different xD That is why I got only one version to work, but to be honest I never really worked a lot on it. Have you tried it?
    Official DeI Instagram Account! https://www.instagram.com/divideetimperamod/
    Official DeI Facebook Page! https://www.facebook.com/divideetimperamod

  3. #3
    FlashHeart07's Avatar Praepositus
    Join Date
    Nov 2013
    Location
    Copenhagen
    Posts
    5,869

    Default Experimental Pack Reborn - patch 04.04.2016

    I worked with the deployment zones that is present in DeI atm. The only problem I had was to figure out how much the borders move when you increase the numbers by a certain amount.
    Note that I havent looked at the ones you made, but as you know the easiest is to create a simple square but if you added more points you could give it some nice rounded edges


    Sent from my iPhone using Tapatalk

  4. #4

    Default Re: Experimental Pack Reborn - patch 04.04.2016

    So I gave the speed and deployment zone a quick test to get the feeling of it. And while I really like the results in normal battles, in sieges it's really frustrating watching your hoplite or citizen militia taking ages to reposition to meet an enemy reinforcing army, or to retreat from a lost outer wall,...

  5. #5
    FlashHeart07's Avatar Praepositus
    Join Date
    Nov 2013
    Location
    Copenhagen
    Posts
    5,869

    Default Re: Experimental Pack Reborn - patch 04.04.2016

    I guess a quick solution to that would be a speed increase to units under siege.

  6. #6

    Default Re: Experimental Pack Reborn - patch 04.04.2016

    I tried the unfortified town and ambush battles, and everything is OK with them. Especially ambushes, in contrary to statement above, does not look like being affected by deployment zones at all. Thats good.

  7. #7
    FlashHeart07's Avatar Praepositus
    Join Date
    Nov 2013
    Location
    Copenhagen
    Posts
    5,869

    Default Re: Experimental Pack Reborn - patch 04.04.2016

    Quote Originally Posted by philler View Post
    I tried the unfortified town and ambush battles, and everything is OK with them. Especially ambushes, in contrary to statement above, does not look like being affected by deployment zones at all. Thats good.
    It would surprise me if (and this is without having looked at the pack KAM uploaded) that they would have an influence on the deployment zones of ambush battles. Unless ofc KAM modded these. But when I did it for the regular battles, ambush battles was not influenced by these changes.

  8. #8

    Default Re: Experimental Pack Reborn - patch 04.04.2016

    Quote Originally Posted by philler View Post
    Especially ambushes, in contrary to statement above, does not look like being affected by deployment zones at all. Thats good.

    Seems like you are right! My bad, I must have gotten a very odd ambush battle then!

  9. #9
    KAM 2150's Avatar Artifex
    Patrician

    Join Date
    Jul 2013
    Location
    Gdańsk, Poland
    Posts
    11,096

    Default Re: Experimental Pack Reborn - patch 04.04.2016

    First link updated with fix for phalanx speed.
    Official DeI Instagram Account! https://www.instagram.com/divideetimperamod/
    Official DeI Facebook Page! https://www.facebook.com/divideetimperamod

  10. #10

    Default Re: Experimental Pack Reborn - patch 04.04.2016

    Well that was a fast response
    Gonna try it right away

  11. #11

    Default Re: Experimental Pack Reborn - patch 09.04.2016

    Here's a thought;
    since all heavy and medium troops are now "walking", they're always fresh. this makes any terrain positioning and maneuvering aimed to tire the enemy totally useless. Any thought of how to incorporate fatigue if at all?

    Also today when I was playing a naval landing, and apparently roman medium and light marines are counted as heavy troops since they can't run anywhere :/
    and dismounted cav (regardless of type) also can't run.

  12. #12
    KAM 2150's Avatar Artifex
    Patrician

    Join Date
    Jul 2013
    Location
    Gdańsk, Poland
    Posts
    11,096

    Default Re: Experimental Pack Reborn - patch 09.04.2016

    They can still run and get tired from it just like light infantry. Running penalty is same for all infantry unit types as the game only makes a difference between infantry and cavalry. Also manouvering on purpose of tireing AI is unneeded as AI always runs towards the players so if those values would be high, AI would be always already tired or exhausted before combat would even begin. AI does not understand that unit has to rest.

    Well, dismounted cavalry is often more heavily armoured then infantry so it would not run that much. Light cavalry should run as fast as any other light unit.
    Official DeI Instagram Account! https://www.instagram.com/divideetimperamod/
    Official DeI Facebook Page! https://www.facebook.com/divideetimperamod

  13. #13

    Default Re: Experimental Pack Reborn - patch 09.04.2016

    1. Pack 2 seems like an underdog compared to others. Does all the talk about ctd mean it's discontinued? If not I would suggest to add forced quit battle after a break point in battle. I think I've seen it in some mod. It always seemed somehow wrong to me that losing army is doomed to be annihilated. When in history it was the other way around most of the time. This way all units who got a bad beating in the fight will disband and those who simply lost their spirit have the chance to withdraw and regroup away from the battlefield. This will also remove the excessive experience units get for chasing and increase the value of builidings, ancillaries and generals' traits which buff new recruits.

    2. KAM, do you have plans for range of vision overhaul? Actual settings don't make hiding worthwhile at all. Sometimes you can see an ambush from more than arrow away. Sometimes it's less, but not less than a javelin distance, when in my opinion in the wood you must nearly bump into a careful trap to notice something. Makes the existence of such abilities like stalk and snipe really questionable.
    Last edited by Furgon; April 10, 2016 at 07:48 AM. Reason: update

  14. #14
    KAM 2150's Avatar Artifex
    Patrician

    Join Date
    Jul 2013
    Location
    Gdańsk, Poland
    Posts
    11,096

    Default Re: Experimental Pack Reborn - patch 09.04.2016

    Vision in increased on purpose since it is the biggest BAI improvement on Rome 2.

    With pack 2 it means that it can't be in base mod because it can cause CTD for some after 1.1 relese for unknown reason. I made that pack for people who want it even if 8t can bring you CTD.
    Official DeI Instagram Account! https://www.instagram.com/divideetimperamod/
    Official DeI Facebook Page! https://www.facebook.com/divideetimperamod

  15. #15
    Salvo's Avatar Maréchal de l'Empire
    Join Date
    Mar 2008
    Location
    Poland
    Posts
    2,160

    Default Re: Experimental Pack Reborn - patch 09.04.2016

    After reading Your new changes I discovered a strange feeling of me wanting to play Rome 2! Something I haven't experienced for a very long time, thanks KAM

  16. #16
    KAM 2150's Avatar Artifex
    Patrician

    Join Date
    Jul 2013
    Location
    Gdańsk, Poland
    Posts
    11,096

    Default Re: Experimental Pack Reborn - patch 09.04.2016

    Well that is good old friend

    Bierz pod uwagę, że obecne pliki są w mega wczesnych wersjach, bo nie mam w ogóle czasu na testowanie ;P
    Official DeI Instagram Account! https://www.instagram.com/divideetimperamod/
    Official DeI Facebook Page! https://www.facebook.com/divideetimperamod

  17. #17

    Default Re: Experimental Pack Reborn - patch 09.04.2016

    Writing to report on pack 1. Just finished an epic Ephesus siege with heroic victory (5000 killls, 40 losses). That was one of the most amazing and satisfying battles in my experience. Units were forced to fight over a number of tactically important spots around the map, move around and reposition to meet counter attacks from enemy reinforcements.
    The difference in speed was really visible when reinforcing army stormed to hit me in the back from the far side of the map. Light hoplites were just a little slower than missiles, and light infantry were almost on par with them. The only thing I will comment about is that looks like you nerfed super heavy troops a little too much: enemy general with picked hoplites didn't manage to get into the action at all. As well as my hypaspistai, who haven't reached the end of the big plaza (this is Apollonia battle map) from the coast to the left of the default army position in 40 (!) or something like that minutes. I'll learn from that mistake.

  18. #18
    KAM 2150's Avatar Artifex
    Patrician

    Join Date
    Jul 2013
    Location
    Gdańsk, Poland
    Posts
    11,096

    Default Re: Experimental Pack Reborn - patch 09.04.2016

    Yes, I think I will have to toy a bit with unit speed differences so for example running speed will be the advantage of light infantry but walk speed will be the same and a bit higher then now

    Glad that you liked it!
    Official DeI Instagram Account! https://www.instagram.com/divideetimperamod/
    Official DeI Facebook Page! https://www.facebook.com/divideetimperamod

  19. #19

    Default Re: Experimental Pack Reborn - patch 09.04.2016

    I like the changes in deployment and unit speed. Well done.

  20. #20
    KAM 2150's Avatar Artifex
    Patrician

    Join Date
    Jul 2013
    Location
    Gdańsk, Poland
    Posts
    11,096

    Default Re: Experimental Pack Reborn - patch 09.04.2016

    Thank you, I hope to improve it a lot in the future.
    Official DeI Instagram Account! https://www.instagram.com/divideetimperamod/
    Official DeI Facebook Page! https://www.facebook.com/divideetimperamod

Page 3 of 6 FirstFirst 123456 LastLast

Posting Permissions

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