Didn't try it myself yet but the people who tested it seemed happy.
Quote:
I can confirm this works well, just had a 2500 vs 2700 seige and it lasted 30 minutes. Battles are interesting again, just needs a mod to add holding ground and keeping formation more. On a side note I can see why CA wanted fights over quickly to hide the fact your FPS drops to a crawl with prolonged melee fights.
twcenter , the slowest website in the whole wide web
Yeah, I'll just copy the whole thread.
Quote:
Hello everyone. Managed to get into certain game files so i can finaly bring some very needed modification. No more chicken armies!
Unit stats are still not moddable, but certain moral effects finally are. Therefore i lowered tons of crazy effects which resulted in soldiers retreating when they still had 60% or more units and whole army run away after loosing like 50% men. This should be fixed and armies should fight to about 80% casulties. Common units usually retreat with last 20-30 men and elite units with 10-20. Its first version, i may and most probably will tweak it further.
And what else do you reckon it would be but his opinion in his post?
Just the letters IMO.. I don't agree is all it means, I know you know this
Why should he have to conform to your preferences? Nevermind, that's not a question. He doesn't have to, and it's blatantly obvious that anyone writing anyhing in terms of preference or taste is writing their opinion.
If you can't get that without the "IMO", then that's your problem, not his.
I didn't play shogun 2, but were sieges this easy there? That troops can burn down gates? What's the point of siege equipment if you can just burn the gates down?
Sadly no, it won´t help you at all. The results doesn´t represent the actual fps ingame. There are worlds between the benchmark results and the actual ingame fps...
Hello everyone. Managed to get into certain game files so i can finaly bring some very needed modification. No more chicken armies!
Changes:
Moral effects edited. Therefore i lowered tons of crazy effects which resulted in soldiers retreating when they still had 60% or more units and whole army run away after loosing like 50% men. This should be fixed and armies should fight to about 70% casulties. Common units usually retreat with last 25-35 men and elite units with 15-25. Its second version, i may and most probably will tweak it further.
General aura radious increased from 75 to 100.
Units speeds reduced - running speed, acceleration and charge speed reduced about 20-30% depends on the unit type. Higher differences between very light, light, medium, heavy and very heavy units.
Sounds very good but I´ll wait for the patch that´ll be released today. Maybe they are smart enough to modify the obvious flaws like unit speed and morale
Btw, these mods make me sad when I look at CA's changelog for the amazing patch that comes out today
I have higher hopes for this guy about fixing the game
1. open field. They run into me with everything they have and more often then not utterly destroy me (those are fghts in which the enemy has a superior force, numbers wise anyway). They run into me with will and determination. Especially the barbarian tribes with their OP ass slingers (seriously, those shits are op).
2. AI defends "x". AI stays inside defender zone, no matter what. YOu can bombard them with ballistas etc. and they wouldn't move an inch. No matter if they are numerical superior or not. Even armies who fortified in the field gladly let themselve be nuked to dust.
AI in attacking a fortified position i've only seen once or twice and they totally bugged out there , so ...
add: or this, what i just did now :
use a group of cavalery and pull the enemy all over the place, having them run after it like its the holy grail or something. While in the meanwhile my ballistas destroy them from safety and my other cavalery picks the slower ones from behind ...
Ye and they supposedly hired ~4 more guys to do AI programming and all they could come up with is the shitty AI and open battle map flags which AI just tries to zerg rush into.
Patch 1 is live... nothing to compared to the beta version
Here are the patch notes for Total War: ROME II- Patch 1 (06.09.13):
Spoiler:
Higher average frame rates with out-of-the-box settings (more conservative settings)
Fix for DirectX 10.0 Lighting issue reported - environment map wasn't being created leading to black reflections.
Fixed a sunken Samothrace temple complex world wonder on the Campaign map.
Fixed defender being able to create encampments when involved in a combined battle.
Added some localisation fixes to audio packs in French, Russian, Italian, German and Spanish.
Fixed lock up in Multiplayer Campaign battles when a desynchronisation occurs. Players are now notified of the desynchronisation, and the battle ends.
Fixed Multiplayer Campaign battle "overrun" prompt, which was not being shown to a player if they were a reinforcement and the other player was spectating.
Fixed corrupt loading screen when changing to fullscreen / windowed mode after a battle, and then going into another battle.
Fix for Multiplayer Campaign host being unable to move the camera in campaign, after reloading a save game on some rare occasions.
Safe guards added to prevent a very rare crash in coastal assault battles.
Fix for game lock up during end turn sequence / Celtic AI faction turn in single player campaign.
Improved AI use of walls on Athens large settlement battle map.
Improvements to Auto-resolve balancing in Single Player and Multiplayer Campaign modes.
Aligned ship unit upkeep costs with land units - made mercenary ships more expensive and non-mercenary ships cheaper.
Fixed slow turning rates for transport ships.
Improved civil war balancing in relation to campaign difficulty.
Fixed vehicle ground pipes, to prevent Siege Towers becoming immovable when they are left empty during the Deployment Phase of a Siege Battle, then units were moved into the Siege Tower when the battle has started.
Fixed bug when ramming sideways into moving ship, which caused the ramming ship stick to target and strafe along with it in battles.
Reduced the chance of Naval units sometimes clipping through the ground or harbours / ports during Port Assault battles when attempting to disembark.
Fixed issue where armies would be stuck in Muster stance and could not exit that stance in Campaign modes.
Fixed case where spies could get stuck on top of fleets in Campaign modes.
Fixed rare post battle lockup in Campaign modes.
Improved unit pathfinding in Barbarian village battle maps (fixed no go zones).
Fix for Multiplayer Campaign lock up when the player was reinforcing an AI ally who was victorious in battle, causing the player to become stuck with no victory / continue / exit battle user interface functionality.
Fix for cultural influence bonus from the Shrine of Neptune building
Fix for “Zone of Controls” of hidden armies being visible to both players in head to head Multiplayer Campaign mode on mouse-over.
Assorted minor fixes to city battle maps.
Fix for "Rome Wasn't Built in a Day" achievement failing to unlock when its requirements were met in some situations.
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