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Thread: [Experimental Battle Pack] - New stat and combat system (09.03.2018)

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  1. #1

    Default Re: [Experimental Battle Pack] - New stat and combat system (06.24.2018)

    I’m sorry for being under inform
    so can we use this sub mod with current DEI beta?

  2. #2

    Default Re: [Experimental Battle Pack] - New stat and combat system (06.24.2018)

    yes, works like a charm. Btw as a first impression it feels very nice KAM

  3. #3

    Default Re: [Experimental Battle Pack] - New stat and combat system (06.24.2018)

    What I actually noticed is that their performance in melee depends on...melee defence. When soldiers tried to attack the elephant, he will be immune to elephant AOE attack as long as it hits a strike on the animal.
    Didn't know this KAM. Very nice finding.

    In my early Rome 2 modding, I attempted to give units 0 hp and 0 damage and reached the same conclusion regarding the AI. Moreover, 0hp makes soft collisions with animals (wolves, lions etc) on the battle map result in casualties. Pretty useless information, but interesting nonetheless.
    Campaign modder for Ancient Empires


  4. #4
    KAM 2150's Avatar Artifex
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    Default Re: [Experimental Battle Pack] - New stat and combat system (06.24.2018)

    This just contains stats so yes, it should be fine When it will be closer to DLC/patch release date, I will add new update.

    Sheridan, I didn't know that collision part either ;P Although I found some funny AI stuff when you for example change ranged attack to 0, which makes AI to awkardly walk into your line or deploy allover the place.
    Last edited by KAM 2150; July 24, 2018 at 05:52 PM.
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  5. #5

    Default Re: [Experimental Battle Pack] - New stat and combat system (06.24.2018)

    This works with the ancestral beta? Sweet, I missed this!

  6. #6
    KAM 2150's Avatar Artifex
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    Default Re: [Experimental Battle Pack] - New stat and combat system (06.24.2018)

    I have already internally switched Roman aux cav to skirmish more before closing into melee, so far works good I hope to have an update around this weekend with that and some more stuff.
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  7. #7

    Default Re: [Experimental Battle Pack] - New stat and combat system (06.24.2018)

    Quote Originally Posted by KAM 2150 View Post
    Oww boy, after 3 years this thread comes back!


    4. Speed overhaul:

    -heavy and medium infantry is unable to sprint
    -light infantry moves at noticeably faster pace than medium and heavy infantry

    Didn't check them, but i am worried about medium peltasts, ex. agrianian peltast - they are medium (with a very little armor), so they are unable to sprint now?
    Also, since hp doesnt showed, which hp value have scythian hoplites, they had wrong hp number (100) for some time and i dont know were they fixed, or not.

  8. #8
    KAM 2150's Avatar Artifex
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    Default Re: [Experimental Battle Pack] - New stat and combat system (06.24.2018)

    All ranged units are able to run.

    I think hoplites have same HP as all else now, that is why I turned it from UI to have more space for speed.
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  9. #9
    Libertus
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    Default Re: [Experimental Battle Pack] - New stat and combat system (06.24.2018)

    I'm hyped for an update. This is gonna be goooood.

    Thanks for always putting in the extra effort Kam!

  10. #10

    Default Re: [Experimental Battle Pack] - New stat and combat system (06.24.2018)

    KAM may already be aware of this but just thought I'd add in case: Was playing Hannibal at the Gates campaign and during a battle with the Boii a unit of Corio Gaseum (veteran spears) seemed super OP. They were the last unit left in their army and were surrounded and engaged by 6 of my units at once but held out and racked up 371 kills for the loss of only 24 men. I had principes and hastati (both roman and allied) units on them so I don't think they had that much of an advantage. Anyway, I eventually quit the battle to the desktop because I thought that was ludicrous as they were causing my entire army to rout.. but yeah.. there ya go I really like the feel of the mod. There's something I just can't describe. It just feels right.
    Last edited by ltsweeting; July 27, 2018 at 03:18 AM.

  11. #11
    Crappy's Avatar Civis
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    Default Re: [Experimental Battle Pack] - New stat and combat system (06.24.2018)

    Hi KAM! Will this combat overhaul affect how impactful battle difficulty is?

  12. #12

    Default Re: [Experimental Battle Pack] - New stat and combat system (06.24.2018)

    since this is an experimental beta test, you're advised to test it on Normal as anything else could inflate the stats and yield unintended results.

  13. #13

    Default Re: [Experimental Battle Pack] - New stat and combat system (06.24.2018)

    Currently, I'm playing as Bactria and am going up against a lot of armored horse archers. It's made me start to wonder how some of the mechanics work, as the armored horse archers have 63 armor, but my archers' arrows do only 23 damage, with no armor piercing. It takes a lot of arrows, and they eventually die, but I wanted to ask, how is damage calculated in this case?

  14. #14

    Default Re: [Experimental Battle Pack] - New stat and combat system (06.24.2018)

    Quote Originally Posted by CadetNewb View Post
    Currently, I'm playing as Bactria and am going up against a lot of armored horse archers. It's made me start to wonder how some of the mechanics work, as the armored horse archers have 63 armor, but my archers' arrows do only 23 damage, with no armor piercing. It takes a lot of arrows, and they eventually die, but I wanted to ask, how is damage calculated in this case?
    Arrows should have some AP damage, but not displayed. Also armor does not work 100% value every time, somewhere was discussion how armor works, but i don't remember exact % of armor working in most situation.

    Early jav cav. makes possible to counter most of the enemies cav.

    Recently played as Bactria with this test patch and 20 beta. Very difficult start. Nearby cities belong to different provinces. PO problem, culture conversion problem, bad political parties, government type -4 PO, inept lider...
    Neighbours faction have very strong armies with big % of mercenaries, especially i was wondered by 4 mercenary elephants in 1 army.

  15. #15

    Default Re: [Experimental Battle Pack] - New stat and combat system (06.24.2018)

    Ah, that helps explain some of it. I wish all the AP damage was displayed though, it'd make things a bit easier to understand. I'm also grateful that armor doesn't work 100% all the time as well, since, well, armor has chinks, even the best.

    Off topic, I admit I haven't played too many factions and just focus on the ones I liked, but, Bactria is now definitely one of my all time favorites. It's got a powerful roster, and yet, is surrounded by enemies. Worse, ones that sometimes get along. A real challenge. I've been beating back their constant stream of armies as they all take turns attacking, but my armies are starting to get worn out. Yet, I've just realized liberating nearby settlements creates a handy buffer zone, and I've saved up enough that I can now go into the red with raising another army to break the enemy's back and secure my borders. And if I'm desperate enough, I can even embezzle.

    I'm loving this experimental battle pack - wish me luck!

  16. #16

    Default Re: [Experimental Battle Pack] - New stat and combat system (06.24.2018)

    I'm really excited to try this out. With today's Rise of the Republic/Ancestral Update and associated DEI patch, will this pack be compatible? I think KAM said it should be, but also that he'd wait until closer to release to update so I'm not sure where we stand right now. Is this on steam, or just through the download link at the top? Lastly, if some or all of these changes are going to be incorporated into the next update, would it be better to just wait for that vs. starting a new campaign on this experimental pack?

    I only just picked up Rome 2 this year, and I'm simply blown away by the amazing work from KAM, Dresden, and the rest of the DEI team. I thought I was going to be playing an outdated and neglected game, but I feel like this is a blockbuster hot off the shelf with all of the work you're still pouring into it. Thank you!

  17. #17
    KAM 2150's Avatar Artifex
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    Default Re: [Experimental Battle Pack] - New stat and combat system (06.24.2018)

    Due to real life matter I don't have time to mod at all and I won't have for at least another week.

    Currently none of the changes will be added to base DeI as more testing is needed before we move in with larger stuff. And if we will add anything, I doubt that it will happen in next month or two.

    Current pack should be compatible though, just does not have my tweaks from last weeks.
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  18. #18

    Default Re: [Experimental Battle Pack] - New stat and combat system (06.24.2018)

    Any plans to use the new, surprisingly functional hoplite wall formation from vanilla? It actually works almost like DEI's does, although without some of the pike aspects. I feel like it could help with a lot of the problems people see with them.

    Click image for larger version. 

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    It actually works without formation attack! And you can give attack orders and they won't break formation, too. Even has the double-click "forward shuffle". I honestly thought I'd forgotten to disable DEI when I tried it out!

  19. #19

    Default Re: [Experimental Battle Pack] - New stat and combat system (06.24.2018)

    It works well for the player but unfortunately the AI doesn't use it properly still from what we were able to determine. We may end up using it in place of formation attack in the future, but it will be up to KAM to see how viable it is for hoplites. I would love it if we could remove pike behavior from a lot of units.
    Last edited by Dresden; August 09, 2018 at 06:08 PM.

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  20. #20

    Default Re: [Experimental Battle Pack] - New stat and combat system (06.24.2018)

    Oh... I didn't even notice that the AI doesn't seem to use it at all, assuming that's what you meant, but I'm seeing it now. That's disappointing. Maybe they'll fix it? Or... Maybe there's a way to poke the AI to use it 100%, like the AI always uses pikewalls?

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