I am voting for leaving it as it is. Armour Penetration sounds more appealing to meArmour pen feels quite odd even though I would know what it means.
http://www.google.cz/search?q=armour...L9CcjwflqwtfM:
I am voting for leaving it as it is. Armour Penetration sounds more appealing to meArmour pen feels quite odd even though I would know what it means.
http://www.google.cz/search?q=armour...L9CcjwflqwtfM:
You know, I am getting a lot of casualties in my legionnaire units. How can I use light troops to limit the loss of Roman lives? I've usually used Rome's medium auxillary skirmisher units on the flanks to javellin and rear charge to fold up the line, should I increase the number of skirmishers? I'm using the slower battles version.
If your light troops are roman units, then I am afraid you will always loose "roman lives"But rather loosing skirmishers than expensive infantry. If you do not insist on historical accuracy, you might think of using 4 peltast-like units (2 on each flank) and 3-4 archers/slingers. The specificity of Rome is that you win battles with your infantry and in infantry fight, there will always be casualties on both sides as you can not hope for some quick decisive blow with shock cav while your pikemen keep enemy on the other side of their sharp sticks, nor for winning the battle with an army of horse archers killing enemy on distance.
Light troops are to be used against enemy light troops so that enemy ranged infantry can't just pepper your troops without any real danger.
Of course if I would go for super realism, legionary shields and armour would be enough to frontally stop most of missiles BUT gameplay wise it would mean that you just park your infantry in long line and wait until enemy goes out of ammo and charges forward. Also, historically, enemy light troops would try to circle around and find gaps instead of wasting ammo frontally and once they would be out of ammo, they would just disengage from battle rather than charging.
Of course you can always have more legio and less light troops and just put your infantry in testudo, hoping AI cav will not smash them apart![]()
Official DeI Instagram Account! https://www.instagram.com/divideetimperamod/
Official DeI Facebook Page! https://www.facebook.com/divideetimperamod
I note that with the release DeI campaign, battle mechanics seemed to have kills be low at first and slowly pick up as the fight drags on. As a result, we could get away with taking a town with very little casualties if we maneuvered and ended it quickly with an envelopment or something. With this experimental battle pack however, it looks like kills are happening earlier in the fight, and more consistently throughout. As a result, I'm finding that I have to manage unit replenishment more. The battles and their logistics feels more natural this time around, and the added challenge of having to manage replenishment more is a welcome one. I also note that elephants are actually something I worry about now, even if I'm sending spears against them, as the damage they cause is more substantial feeling. The removal of formation attack is also a change that I find welcome, as it makes the units move more naturally. Speaking of, the differences between heavy and light units are more substantial feeling, and something I appreciate.
Overall, the changes are very welcome. I haven't noted any bugs or the like yet, though I am contending with Syracusan ballista, which may need some work from what I understand. They haven't made an impact in battle yet, but I'll be sure to let you know if I notice something.
Does "Formed Attack deleted once again" means no phalanx animations, shield wall and whatnot?
No, just not formed attack ability on some units like Thorakitai. It has nothing to do with pikes, hoplites and barb shield walls.
Official DeI Instagram Account! https://www.instagram.com/divideetimperamod/
Official DeI Facebook Page! https://www.facebook.com/divideetimperamod
In kv rules.
Official DeI Instagram Account! https://www.instagram.com/divideetimperamod/
Official DeI Facebook Page! https://www.facebook.com/divideetimperamod
I am thinking the formed attack removal is a good thing now as it also fixes animation bugs. Gonna use this mod when I play game again. New system sounds very interesting so far.
Have ranged units received changes, or are they still in need of work? I was having some Sicilian or Italian slingers fire onto the right side of some hoplites in a fort, but they seemed less effective than I expected. I'm well aware that they are bottom of the barrel levies and were shooting over a wall, but the projectiles were definitely landing in the masses of men. I'm either spoiled by good archers, or range units haven't had a proper look over. I've no clue which though.
Well, I isolated a Massalian Veteran Hoplite general unit that was just sitting there, and placed four of those Sicilian slingers on its left flank. It took almost all of their ammunition to whittle them down to around 80 men in the unit. If the projectile block chance wasn't altered in any way, they likely just need their damage values re-evaluated.
Hey Kam, I was just in a fight involving Naked Spearmen from Celts. I was playing as Polybian Rome.
Those spearmen are honestly quite ridiculous. In a front fight, they beat Principes and Hastati handily. Both units were somewhat depleted (~70%), but the raw stats of that unit just don't make any sense man. 7 attack and 12 defense? They could spam those guys all day and destroy my heavily armored and much more expensive legions.
I've been enjoying this experimental pack immensely, but I'm getting the feeling that high armor doesn't actually give a decisive advantage in melee fights. I'm losing too many Romans in too many battles, and I don't get my men into bad situations. I think the Romans are missing that quality that makes them worthy of fear and respect.
Also, cavalry are substantially weaker compared to the base mod. They can get wiped out in seconds, whereas in 1.2.3 I can withdraw them and chasing enemies just wouldn't mow them down...but then again, I find the cavalry of 1.2.3 to be really OP.
Either way, I would love to see you update this further! I'm loving the combat despite its expected quirks as something experimental.
Naked Spearmen are teh shizznick. My favourite unit when playing Arverni (their version is named differently I believe, but it`s the same.)
But I don`t remember beating Principes with them.
P.S. I was just playing Ardiaei, and wondering why they don`t get a unit like that (as the way that unit works seems just like how Illyrians were described fighting...)
I just double checked what Tiny said here about the Naked Spearmen, and he's right. So far, I've seen the Principes either cut even or lose, with losing being the more common result. This is without throwing any pilums though. But even then, it's way out of line. It's probably their melee defense being too high. It's particularly troubling since the Principes are twice as expensive, yet only half as effective. If anyone else could check, that'd be great though.
Last edited by CadetNewb; July 09, 2018 at 07:12 PM.
Man I was hoping I was just salty or something. Can anyone else confirm?
There are ways to defeat the spearmen (maneuvers and missile concentrations), so it's not so bad that it's hopeless, but I can imagine this is against the vision of what the balance is supposed to simulate.
The closer we get to the truth on the matter, the more we can help Kam on fine-tuning this fantastic pack!!![]()
Does this mean units will rout less quickly? Because that's the only thing that bugs me. Units routing while having a lot of troops.
Well, historically units routed at about 5 - 10% losses, after which the slaughter of the fleeing went on, bringing losses to about 15 - 20% if there were no other factors like surroundings etc..
If you just think about it, at 5% losses that means 1 in 20 men is dead.
But concentrate this onto the front rank and everything changes.
If we have a 5 men depth that means in the front rank, 1 in 4 men is dead.
Morale is a finicky thing. If you see two or three men in front of you dying in quick succession, you would be less then eager to take their place.
So IMO combat ought to have even less losses than now, with it being slower as a whole, but routing happening faster.
But KAM has told me time and again that this isnŽt possible, so IŽll shut up about it^^
"Ceterum censeo Carthaginem delendam esse!"
Marcus Porcius Cato Censorius
"I concur!"
Me