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Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul, CAI Overhaul and New Traits System (Updated Oct 27)
Quote:
Originally Posted by
Dardo21
That sounds promising, you could forward that to Dresden if you haven't already.
I basically use a suggestion ticket system with him at the moment to give him some breathing room and refrain from bombarding our chat thread. Currently there’s a waiting list that’s recently built up, but it’s turn in the proposal line will be up shortly
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Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul, CAI Overhaul and New Traits System (Updated Oct 27)
Quote:
Originally Posted by
ScipioTheGreat
What can be done is lower the transition point costs between land and sea, and vice-versa. I was able to nail down some very balanced and lower cost values a couple weeks ago, and been playing with it ever since. This is also coming from a guy who generally likes slower movement
Transition points? What and where are they?
I've tried in a lot of ways to solve this (scripted and not) but was never able to.
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Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul, CAI Overhaul and New Traits System (Updated Oct 27)
Quote:
Originally Posted by
Jake Armitage
Transition points? What and where are they?
I've tried in a lot of ways to solve this (scripted and not) but was never able to.
Campaign variables
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Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul, CAI Overhaul and New Traits System (Updated Oct 27)
I don't think I've had a single general increase or decrease traits, despite tons of battles won and general kills of 200-500 per battle. I'm assuming a mod conflict or something on my end, but all I'm using is GEM and the official Hardcore submod. Also, when they do happen, is there a notification that pops up, or do you have to check your general's profile each turn?
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Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul, CAI Overhaul and New Traits System (Updated Oct 27)
Well Hardcore submod most likely uses same tables as beta pack.
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Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul, CAI Overhaul and New Traits System (Updated Oct 27)
Galatian infantry that pergamon can recruit are classed as super heavy while only having 20 armour
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Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul, CAI Overhaul and New Traits System (Updated Oct 27)
That one actually has 0 impact on anything as it is only display thing.
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Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul and New Traits System (Updated Oct 20)
Anyone else notice that Households are missing? As in they appear in the event messages, but when I look at the corresponding general, they're missing. "Quicklimed Head" is one example. There are a few others too. I'm using the October 27th beta.
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Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul and New Traits System (Updated Oct 20)
Quote:
Originally Posted by
Oberbefehlshaber
Anyone else notice that Households are missing? As in they appear in the event messages, but when I look at the corresponding general, they're missing. "Quicklimed Head" is one example. There are a few others too. I'm using the October 27th beta.
I guess you are aware considering what you wrotr in the bug report thread. But Dresden has already answered this.
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Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul, CAI Overhaul and New Traits System (Updated Oct 27)
Quote:
Originally Posted by
ScipioTheGreat
Campaign variables
The pathfinding ones?
I've already tried to use them, but they don't work for the "flying" from sea issue.
Fact is that when you return on land through a city, there is no disembark event, it will simply give a boost to army's action point, not considering that they are effectively disembaring.
I've noticed that when I scripted an effect to be triggered on a disembarking event. And it didn't work.
The only work around would have been to change values (and rebalance movement consequently) into campaign_grounds_types, but any value you put here won't change anything in-game (dunno why, but dresden confirmed it too).
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Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul, CAI Overhaul and New Traits System (Updated Oct 27)
Quote:
Originally Posted by
Jake Armitage
The pathfinding ones?
I've already tried to use them, but they don't work for the "flying" from sea issue.
Fact is that when you return on land through a city, there is no disembark event, it will simply give a boost to army's action point, not considering that they are effectively disembaring.
I've noticed that when I scripted an effect to be triggered on a disembarking event. And it didn't work.
The only work around would have been to change values (and rebalance movement consequently) into campaign_grounds_types, but any value you put here won't change anything in-game (dunno why, but dresden confirmed it too).
Maybe it was my campaign ground type changes, but you don’t think they change anything? They possibly might only work on new campaigns but I’m pretty sure I’ve gotten some results with them, or the pathfinding edits helped at least with land transitions
When are you going to get a discord Jake?! There is so many things I would to discuss over chat [emoji29]
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Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul, CAI Overhaul and New Traits System (Updated Oct 27)
"Maybe it was my campaign ground type changes, but you don’t think they change anything? They possibly might only work on new campaigns but I’m pretty sure I’ve gotten some results with them, or the pathfinding edits helped at least with land transitions"
Think they only change when you're disembarking from/to a beach, not through a city, I've tried them again with the same results.
"When are you going to get a discord Jake?! There is so many things I would to discuss over chat"
:laughter: Never I think, I'm always going around with my old nokia boy and the smartphone is always in the office, so I can use whatsapp from the pc monitor, not bothering my life with job/not job people this way.
Use the devs threads, so other devs can discuss too. If you write on discord you can write on any site, or am I wrong? :hmm:
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Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul, CAI Overhaul and New Traits System (Updated Oct 27)
Quote:
Originally Posted by
Jake Armitage
"Maybe it was my campaign ground type changes, but you don’t think they change anything? They possibly might only work on new campaigns but I’m pretty sure I’ve gotten some results with them, or the pathfinding edits helped at least with land transitions"
Think they only change when you're disembarking from/to a beach, not through a city, I've tried them again with the same results.
"When are you going to get a discord Jake?! There is so many things I would to discuss over chat"
:laughter: Never I think, I'm always going around with my old nokia boy and the smartphone is always in the office, so I can use whatsapp from the pc monitor, not bothering my life with job/not job people this way.
Use the devs threads, so other devs can discuss too. If you write on discord you can write on any site, or am I wrong? :hmm:
If you can use whatsapp on the pc, you can use discord there too [emoji57] And communicating quickly and in larger quantities is much more efficient on a chat platform compared to using forum posts
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Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul, CAI Overhaul and New Traits System (Updated Oct 27)
How on earth are you supposed to use Iceni chariots in this beta please? I've tried loads and they just seem a bit worthless compared to cavalry, would someone please test it and see if it's not just in my head
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Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul, CAI Overhaul and New Traits System (Updated Oct 27)
@scipio
I don't really think that real time when modding a videogame is so necessary and I just like the way TWC is, but I'll have a look to that discord anyway.
Consider also that we have 7/8 hours of gmt delay, so when you're having lunch, I'm digesting dinner.
And my modding time is always (weekends excluded) after dinner, which would be in the middle of your afternoons. :happyroll
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Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul, CAI Overhaul and New Traits System (Updated Oct 27)
Charge into the enemy and plow through the formation. If you are able to keep them on the move, they wreck anything, although not as good as scythed chariots.
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Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul, CAI Overhaul and New Traits System (Updated Oct 27)
Chariots was useless from the beginning. Its how they were made by CA. Weak and useless unless you constantly give them orders to attack and move
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Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul, CAI Overhaul and New Traits System (Updated Oct 27)
Quote:
Originally Posted by
KAM 2150
That one actually has 0 impact on anything as it is only display thing.
My bad, I figured unit speed was tied to that. I will double check if unit speeds are correct instead for the units I come across.
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Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul, CAI Overhaul and New Traits System (Updated Oct 27)
Quote:
Originally Posted by
KAM 2150
Charge into the enemy and plow through the formation. If you are able to keep them on the move, they wreck anything, although not as good as scythed chariots.
I've been trying to use them for like the past hour, they cost 1,500 and tend to get almost no kills when i have them moving, they rout super quickly as well. The only thing i've been half successful with is moving through the back of one of my own units and an enemy's unit, but even then they take lots of casualties
They lose to other cavalry similarly priced
Their javelins are basically useless
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Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul, CAI Overhaul and New Traits System (Updated Oct 27)
To be fair, chariots were already considered obsolete by Alexander's time, and that takes place before this game. Maybe you're better off just using the chariot to mop up ranged and routed units?