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Thread: [Offiial Submod] Alternative Pike/Hoplite Phalanx/Shieldwall

  1. #21
    KAM 2150's Avatar Artifex
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    Default Re: [Offiial Submod] Alternative Pike/Hoplite Phalanx/Shieldwall

    Yes, you can turn it on/off as you please
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  2. #22
    KAM 2150's Avatar Artifex
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    Default Re: [Offiial Submod] Alternative Pike/Hoplite Phalanx/Shieldwall

    Alternative Hoplite Phalanx/Shieldwall is now updated for 1.2.6

    Alternative Pike phalanx is still under update.
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  3. #23

    Default Re: [Offiial Submod] Alternative Pike/Hoplite Phalanx/Shieldwall

    1. YEEEHAAA for the Hoplite Part!!!

    2. An ETA for the Pike Phalanx update? A friend and I wanted to Start an new head to head campain but we are waiting for the pike update.

  4. #24
    KAM 2150's Avatar Artifex
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    Default Re: [Offiial Submod] Alternative Pike/Hoplite Phalanx/Shieldwall

    I will try to get it updated today or tomorrow.
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  5. #25

    Default Re: [Offiial Submod] Alternative Pike/Hoplite Phalanx/Shieldwall

    Oh nice, thanks a lot KAM!

  6. #26
    KAM 2150's Avatar Artifex
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    Default Re: [Offiial Submod] Alternative Pike/Hoplite Phalanx/Shieldwall

    Alternative Pike Phalanx is now also updated.
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  7. #27
    valky's Avatar Ducenarius
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    Default Re: [Offiial Submod] Alternative Pike/Hoplite Phalanx/Shieldwall

    thank you!
    Encountered the same issues with mostly pikes, like ages ago (Vanilla behavior) - both sub-mods makes both types of units finally stick in combat (!) and getting kills like crazy. Hoplite Phalanx even more so...in that case Peltast Pikemen, probably also thanks to their higher AP damage. They feel also a bit tankier IMO.

    No animation issue on my end, but the dying animation lets them pull out their sword for a second, which is probably not changeable and absolutely no issue for me. Else they stick & stab & poke around, like they should do and keep the enemy at bay without them beelining thru the tiniest opening.
    At least with Egypt units (all tested) - now I can properly enjoy and redo some old campaigns, where exactly this was bothering and I often just use sword units instead. The "old" Royal Pikemen for example were a mere joke and just a wall of men, now I can really rely on them, without the need of additional hammer or at least until relieved.

    = must have mods for me! :> again, thanks +kudos
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  8. #28

    Default Re: [Offiial Submod] Alternative Pike/Hoplite Phalanx/Shieldwall

    Is this updated for 1.2.7?

  9. #29
    KAM 2150's Avatar Artifex
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    Default Re: [Offiial Submod] Alternative Pike/Hoplite Phalanx/Shieldwall

    Not yet, I will update this week.
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  10. #30

    Default Re: [Offiial Submod] Alternative Pike/Hoplite Phalanx/Shieldwall

    Quote Originally Posted by KAM 2150 View Post
    Not yet, I will update this week.
    Wunderbar, thank you Kam.

  11. #31
    KAM 2150's Avatar Artifex
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    Default Re: [Offiial Submod] Alternative Pike/Hoplite Phalanx/Shieldwall

    Both are updated!
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  12. #32
    valky's Avatar Ducenarius
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    Default Re: [Offiial Submod] Alternative Pike/Hoplite Phalanx/Shieldwall

    ty
    I'm Commander Shepard and this is my favourite store on the Citadel!
    I'm Garrus Vakarian and this is now my favourite spot on the Citadel!

    Better ingame Encyclopedia for Shogun 2 (reworked) - RotS - FotS (new map) + web-based version

  13. #33
    kapiszon10's Avatar Libertus
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    Default Re: [Offiial Submod] Alternative Pike/Hoplite Phalanx/Shieldwall

    Pike phalanx when ordered to attack, draws swords - is it a bug or is it intentional? If intentional how can they be used to attack?

  14. #34
    KAM 2150's Avatar Artifex
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    Default Re: [Offiial Submod] Alternative Pike/Hoplite Phalanx/Shieldwall

    Load submod above DeI or it wont work.
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  15. #35

    Default Re: [Offiial Submod] Alternative Pike/Hoplite Phalanx/Shieldwall

    I was looking through the commnets on the steam page and I found this unresponded bug:

    "Hi, thank so much you for the update! I just realized something though, when the cavalry charge against hoplites the hoplites take so many casualties, like 100 or more from 200. I think it may be some bug since it doesn't happen without this submod.
    Did some testing, it only happens with certain hoplites units, for example Pontikoi Epilektoi take a lot of casualties but Pontoikoi hoplitai don't. (I was testing using cartage sacred band cavalry)
    Just realized what is the problem: in the land_unit_tablet, the Pontos hoplites were listed as heavy_ heavy thats why they weren't affected. Other hoplites or spear units that are listed as other than heavy_heavy, they receive extra casualties from cavalry charge. took me 3 hours to find the problem..."

  16. #36

    Default Re: [Offiial Submod] Alternative Pike/Hoplite Phalanx/Shieldwall

    Hello KAM,

    Seeing that this submod needed updating with previous versions of DeI, does it also need updating for the 1.2.8 version?

    Thanks a lot for all your work.

  17. #37

    Default Re: [Offiial Submod] Alternative Pike/Hoplite Phalanx/Shieldwall

    I'm looking for update too

  18. #38

    Default Re: [Offiial Submod] Alternative Pike/Hoplite Phalanx/Shieldwall

    Hello. Is this compatible with 1.3 Beta and/or 1.3 full release?

  19. #39
    KAM 2150's Avatar Artifex
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    Default Re: [Offiial Submod] Alternative Pike/Hoplite Phalanx/Shieldwall

    Not yet compatible.
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  20. #40

    Default Re: [Offiial Submod] Alternative Pike/Hoplite Phalanx/Shieldwall

    Quote Originally Posted by KAM 2150 View Post
    Not yet compatible.
    Ok thanks.

    Look forward to giving it a try as my Pergamon long Pike Phalanx seem a tad underwhelming. I mean they're good in defense and holding the line but take years to kill anything.

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