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  1. #1

    Default Archers and Testudo

    I dont no if this is a bug as such but missile units (excluding seige weapons) do not fire on testudo, not even on its rear...

    Was this intended?? cos even when archers fire on legionaries they hardly kill any1 anyway so is there a point to using the testudo??

  2. #2

    Default Re: Archers and Testudo

    In 6.3 they should be firing on Testudo? Thats why I made the changes did you change anything in the mod, it was a fine balance to get them to work. They never fired before on testudo or on heavy infantry, that was the CA bug with Armour and Shields. I adjusted that, the ONLY time THEY May NOT fire on testudo is In HEAVY Rain. I cant help that because the units are Elite and heavily armoured and shielded and in Heavy Rain it lowers the Archers attack enough to activate the CA bug/feature where the Archers will not fire on the units. lol
    Lt_1956
    Creator of SPQR:Total War mod since 2004

  3. #3

    Default Re: Archers and Testudo

    it was a clear day on grassy custum battle 1 post-marian legion vs carthage, none of carthades skirmishers would fire on the testudo (it was their only target in range) this includes carthage peltasts slingers and archers NONE would fire on imperial legionaries in testudo it may have been a 1 off though but i havent fought post-marian since as i have started a new campaign

    Apart from that i loooooooove the mod even in the campaign it now seem s that Gaul actually uses that army in Nicaea (on M/M my experience is it just sits there until u attack it) which was a nice suprise


    edit- I hav not changes any files but i will try re-installing the whole game and mods lol

  4. #4

    Default Re: Archers and Testudo

    sorry for double post but now my game works as it should and archers fire on heavies causing damage and on testudos (however they managed to kill 2-3 legionaries every volley while my boes werein testudo i mean wtf but i like it because without it many more die....

    I think for my games im gonna make archers have about 10 arrows each because otherwise player and/or ai just sit and shoot eachother because archers are now so effective

    thanks for ur help Lt

  5. #5

    Default Re: Archers and Testudo

    Cheating already. lol I have balanced them pretty well. The archers arent as great as you think, They still have Flaws charge some cavalry into them or infantry and see what happens. ;-) The key is this will FORCE a player to use Cavalry and other resources to get around and STOP those archers before they do some real damage. It will also keep the Heavies back and let the Lights duke it out. This is what they did in real life and the reason why was exactly the same. Better to let light untrained units get killed than you Best units.

    Nocking the Arrows nown to 10 is too low, not even the vanilla did that if you want to cut them down maybe by half OK but 10 is just plain cheating because you dont like the challenge THE ARCHERS GIVE YOU NOW.

    Have you ever seen the AI use FULL archer armies in SPQR? I havent.. Its hard to get them to have 2-3 much less more! As for the player in SPQR we ALL are asked to CONTROL our cheating instinct and remember that the AI is stupid and to give ourselves a challenge.

    I see no real issue save the fact that AI archers can pelt you something fierce now, something they did in 1.2 but not since the 1.5 patch. ;-)

    P.S. Plus if you do what you said you were going to do you will screw up sieges as they use Archers alot and that is where the real siege challenge comes from.

    BTW sounds like you had a case of bad installed update, glad its fixed for you. ;-)
    Lt_1956
    Creator of SPQR:Total War mod since 2004

  6. #6

    Default Re: Archers and Testudo

    thanks alot Lt

    i was only considering cutting them down since in a seige a carthaginian garrison script army spawned with EIGHT archer units and i lost 1200 men in total retaking messana with a full inexperienced legion lol, thought it was a bit harsh... i think i just need to change my tactics tho

    thanks for the info

  7. #7

    Default Re: Archers and Testudo

    Exactly how I wanted to the Script. ;-)

    Key is NOT to siege with less than 2 legions because of the script. One of the BIG problems with 6.2 were the sieges because I couldnt use Archers because of the CA bug, so I used Javelinmen, but they have only 7-8 javelins. So NOW you are playing SPQR and sieges the way I designed it.

    I looked at the Ammo and let 1 carthage archer unit pummel my Chosen swords, they killed all but 3 before the ran out of Ammo. I dont think thats too bad? since who will LET them pummel you for that LONG? And a unit of Archers should be able to take out a unit if it just stands there and asks for it. lol

    Glad to hear the siege was costly, From now on have a small attachment of auxilia behind your legion, send them in first to Soften the walls and then HIT them with your Heavy Infantry, this is how it was done in ancient times, LAST should be the frontal assault with your heavies, Unlike the Game Elite units were HARD to come by and took time to make them elite. ;-)
    Lt_1956
    Creator of SPQR:Total War mod since 2004

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