Possibly add the melee option to Pilum. Seems realistic to be honest.
Also add the ability to pick up Pilums and some other weapons that currently can't be picked up.
An Official server
I feel with you man.An Official server
I agree. Me and my guys are fed up having all of these argumentative kids on our server trying to cause problems. We honestly would ban them, but we aren't because we are the only server and it's unfair to stop people from trying out the mod, even if they are rude.
Russell Crowe as a General unit.
Floating white horses.What are these floating horses? The shield should block stabs except maybe at the feet i think.
Feels like people stab trough my shield sometimes?
Suggestion meh just more content to play around with I guess :P
Well for server runners. The Class limits is still like NW, with Skirmishers, Lancers, and all the other class types. Maybe that should be changed so we can admin the server better and stop the Archer spam! :DThe first things we already know but thanks. What Galadhion said about the pilum.
There seems to be a problem with the shovel mesh, a lot of people are noticing it.
Numidian and a few other classes in Commander Battle aren't working.
Possibly add the melee option to Pilum. Seems realistic to be honest.
Also add the ability to pick up Pilums and some other weapons that currently can't be picked up.
Maby want to add Velites?
Velites are light skirmishing troops who screen the main battle line of an early-pattern legion as it advances. They are armed with javelins and a stabbing sword and carry a small round shield but no other protection it sthere task to harras the enemy before the main combat begins velites are recruited from younger citizen, who lack the experience (or the money for their own gear) to fight as hastati or other heavy infantry.Picture(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.factsforprojects.com%2FEntryImages%2FAncientRome%2Fvelites_1m.jpg&hash=25fd952f537968cb8c023ee57ee02e88fcb04849)[close]Picture(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.romanum.historicus.pl%2FZdj%2FWelita%2520czasu%2520Republiki%2520Rzymskiej.JPG&hash=f84a56e152e87aae72cb7fccc0dc8f9083dc2f04)[close]
Is there any way to zoom, arty is so hard to use without my spyglass.
One thing I noticed was testing custom battle mode the legatus troops cannot remount their horses once you dismount in battle.Yes, it's the same in the others modes, already told Willhelm about it.
IMO slingers are way too OP. they have so many shots and can just run away from melee. I hope their accuracy is reduced a lot and their ammo is less. Also theres this bamboo spear that is extremely fast
Possibly add the melee option to Pilum. Seems realistic to be honest.
Also add the ability to pick up Pilums and some other weapons that currently can't be picked up.
The tip of a Pilum is designed to bend and anchor itself into anything it impales on impact. This makes it unsuitable for melee combat as it the tip would bend and hook itself into anything you attacked, attaching you to your enemy's shield or the enemy himself. This bending also causes the Pilum to hook itself into the ground upon missing the target, making it impossible to pick it up and throw it back. The Romans designed the Pilum to do just this.
"The iron shank was the key to the function of the pilum. The weapon had a hard pyramidal tip but the shank itself was usually not hardened. The softness of the shank would cause it to bend after impact, thus rendering the weapon useless to the enemy. Though there are many cases where the whole shank was hardened. This made is more suitable as a melee weapon. More importantly, If the pilum struck the shield of an enemy it would embed itself into the shield's fabric, and this along with the bending of the shank would cause the shield to become unwieldy, forcing the enemy to discard it or waste time trying to pull it out." - Wikipedia (http://en.wikipedia.org/wiki/Pilum)
It's annoying when Slingers Kite you across the whole map though.
Not really relevant but does anyone plan on hosting an NA event?
It's annoying when Slingers Kite you across the whole map though.
The advantage of slings has always been the range so thats kind of the point :P
- The lack of spears for the cohort infantry? They ruled the day at this point, and if you're going to insist on refusing to make the pila capable of melee, we should be able to at least choose some kind of spear.
There already is a dedicated spearmen unit. Classis (naval infantry/Marines), and they're in all the maps so far. I believe one of the auxilia units also has a spear.
I'm sure the armour doesn't help that, but the main issue is people getting closer than you are able to use a spear.. and not being able to respond to their attacks.
- The spears seem to have a lot of ghost reach, and thus bounce when they shouldn't.
There already is a dedicated spearmen unit. Classis (naval infantry/Marines), and they're in all the maps so far. I believe one of the auxilia units also has a spear.
Indeed. However, leaving the 'normal' infantry without mid-range defense (Aside from their pila), and the 'dedicated' spear-men without close range defense causes a shitton of issues.
See;I'm sure the armour doesn't help that, but the main issue is people getting closer than you are able to use a spear.. and not being able to respond to their attacks.
- The spears seem to have a lot of ghost reach, and thus bounce when they shouldn't.
Spears shouldn't ghost i tested it a lot, if anything the reach is slightly less than the mesh.
Roman cohorts didn't use Spears at this time, the pila was completely ineffective as a spear and we have the spear infantry auxillia and marines, plus the germans and numidians have spears, not to mention cav.
we must depart from history for the sake of playability. I mean, cavalry already kills everything if there's more than two or three of them. (What do the mercenary cavalry fall under, by the way? They aren't effected by the cavalry limit, and entire 'legions' will just jump onto the class and steamroll everything. Except spearmen. :P)
Spears shouldn't ghost i tested it a lot, if anything the reach is slightly less than the mesh.
They do, though.Roman cohorts didn't use Spears at this time, the pila was completely ineffective as a spear and we have the spear infantry auxillia and marines, plus the germans and numidians have spears, not to mention cav.
Aye, they didn't use spears.. but the pila is able to be used as a last-ditch melee weapon, especially against cavalry. My main issue is with the fact that the cavalry can out-range the average infantryman, and he can't respond if he's thrown his pila already. Sometimes we must depart from history for the sake of playability. I mean, cavalry already kills everything if there's more than two or three of them. (What do the mercenary cavalry fall under, by the way? They aren't effected by the cavalry limit, and entire 'legions' will just jump onto the class and steamroll everything. Except spearmen. :P)
So my list, might be partly the same as what others said but the hell with it!Some good points, some units can accidentally ride horses like slingers, the reason the axe is so powerful is because it only has 2 swing directions but i will look into whether it is OP. The giant area effect damage on the ballista was an attempt to make the catapult more damaging, it will be fixed in the upcoming patch, where the bolt only kills what the bolt actually hits. Hopefully the catapult will have a wider explosive radius too.
- Fix the skill sets of all classes, some classes can do things they shouldn't be enable to do, or the otherway around. - General units/Ballista units.
- Reduce the damage of the Axe, or change the speed or something to reduce the OP'ness of it. It's incredible. It one hit breaks a shield, and it can one hit kill other players.
- Make the Catapult more usefull, as on this point I barely saw any kills being made by the catapult. While it should be the siege weapon that gets the most kills. (Also because they are rare as you can't spawn with them)
- Otherway around with the Ballista's. Reduce the hit area. Like many said, it shouldn't be enable to break entire formations. And kill 20 people at once.
Will get some others on soon...
After seeing premium classes such as Elephant rider and many people want to play it, how about you make these premium classes gainable by donation? It shuts people up but also generates some money which can be used to improve the mod?
After seeing premium classes such as Elephant rider and many people want to play it, how about you make these premium classes gainable by donation? It shuts people up but also generates some money which can be used to improve the mod?
They're dev only because they don't really work, as cool as it seems, the elephant has horse animations, and makes horse noises, and the hitbox is messed up, it wouldn't work as a proper unit, and even if we got it properly working, without limiting it they would completely own the battlefield. So while elephants would be very cool, ultimately they would ruin everyone's day. We also don't need donations.
The Baleares Funditores sling would just keep on slinging, as in, I couldn't shoot, was just constantly spinning and broken.
As to the point raised with slingers earlier. I don't mind the range and accuracy, but the fact that slingers can reload on the move whilst still going faster is bollocks. The same goes with archers. There's just a lot of people who run like Kenyans whilst rapid firing into you.
Right... went through this thread and I didn't find anyone sharing the arrow glitch or w/e I should call it.
Basically, archers get their 14 arrows (fire arrows). Once you run out of them you pickup a different type of arrow, (Normal one or the Creetian or w/e they're called again). This drops a whole set of new fire arrows under you which you pickup and you have 14 new arrows to fire.
I haven't tried this with the normal arrows & those I don't know the name of but hell it works with fire arrows.
Short summary:
1# Short amount of arrows (Fire arrows)
2# Find a different type of arrow and pick it up
3# Fire arrow bag dropped under you (Carrying 14 fire arrows)
4# Pickup the fire arrow bag and you will lose this normal arrow but you gained 14 fire arrows.
Alright, so i really want this mod but im having trouble installing.
I bought M&B with, The Gamestop App and when it asks what folder i want to install it to in the installer i can find which file to install it into, Any help?
Yeah i installed it into C:\Program Files ((x86)\Paradox Interactive\Mount and Blade Warband\Modules) which is my modules folder, and when i open up warband and try to find the Bello Civili add on its not there along with my other modsRight... went through this thread and I didn't find anyone sharing the arrow glitch or w/e I should call it.
Basically, archers get their 14 arrows (fire arrows). Once you run out of them you pickup a different type of arrow, (Normal one or the Creetian or w/e they're called again). This drops a whole set of new fire arrows under you which you pickup and you have 14 new arrows to fire.
I haven't tried this with the normal arrows & those I don't know the name of but hell it works with fire arrows.
Short summary:
1# Short amount of arrows (Fire arrows)
2# Find a different type of arrow and pick it up
3# Fire arrow bag dropped under you (Carrying 14 fire arrows)
4# Pickup the fire arrow bag and you will lose this normal arrow but you gained 14 fire arrows.
I really have no idea on how to fix that so thank you for sharing the bug with everybody :/, but i'll look into it.Alright, so i really want this mod but im having trouble installing.
I bought M&B with, The Gamestop App and when it asks what folder i want to install it to in the installer i can find which file to install it into, Any help?
You need to install the mod into the modules folder in Warband.
Go to the folder and check it isn't inside a second Bello Civili folder.Which folder, because when i install it to my modules folder nothing shows up in my modules folder or anywhere, it just disapears
- Fire arrows: Stupidly over-powered. There is no reason for them to do high immediate damage, then a bunch of damage over time.I agree and they are being nerfed, to less main damage, less fire damage, and 5 less arrows.
- Change the fire arrows damage to very minimal immediate damage, and leave the damage over time. Fire arrows were used to take down buildings and siege engines, not used against infantry effectively.
- Pilums: Nerf them. No reason for them to be doing high damage through a shield.I have to completely disagree on this. You're missing a key point in the pilum design. It was designed to do damage through a shield, so that is how we have made the pilum work. The pilum in game work in 3 ways.
- Pilums can damage shield, but make it on a realistic level, or bust up a shield good. Pilums made shield useless when it was stuck with one. - Missile damage through shields: This just needs to be removed entirely. That's all I have to say about this.
The pyramidal tip being wider than the rest of the shank meant that once it penetrated a shield it could keep moving through often stabbing the soldier bearing the shield. As once the tip was through the shield there was a hole larger than the rest if the shank itself and it could move through with no friction slowing it down. This was a problem for other javelins, they couldn't go through the whole shield.
- Marines: Give them a pilum. Just one. Marines did use pilums, and even had hasta's and gladius's.We're going to give them a pila but we don't want them to have a gladius to increase the amount of spear infantry.
- Ghost reach: Spears have ridiculous ghost reach, and because of that, they also glance where they shouldn't.After significant testing i still have no reason to believe there is a ghost reach, i have even made a video, the spear hits when the mesh hits. The glancing is caused by stabbing too close, which happens with all spears and even swords when you attempt to stab at less than half range i believe, plus the chance is increased by the enemy armour value.
- Testudo: Doesn't work. Pointless animation. It's easier to just block and aim up. You have a higher chance of protection from missiles.During testing we proved it works against missiles from above and is helpful during sieges. Plus it looks cool.
- Ballista: Too fast, too accurate, too powerful.Agreed, in the patch it's kill radius is the size of the bolt. You will need a direct hit to kill, not a meter each side.
- Lower all of these stats. The ballista shouldn't be able to kill 8 men, maybe two at most.
Quote- Marines: Give them a pilum. Just one. Marines did use pilums, and even had hasta's and gladius's.We're going to give them a pila but we don't want them to have a gladius to increase the amount of spear infantry.
Quote- Ghost reach: Spears have ridiculous ghost reach, and because of that, they also glance where they shouldn't.After significant testing i still have no reason to believe there is a ghost reach, i have even made a video, the spear hits when the mesh hits. The glancing is caused by stabbing too close, which happens with all spears and even swords when you attempt to stab at less than half range i believe, plus the chance is increased by the enemy armour value.
Quote- Marines: Give them a pilum. Just one. Marines did use pilums, and even had hasta's and gladius's.We're going to give them a pila but we don't want them to have a gladius to increase the amount of spear infantry.
This is why I suggested to have an option for it. If people want to play Marines, but not use a spear, have the option to choose between the hasta or gladius, or add a pugio on the back up with a hasta.Quote- Ghost reach: Spears have ridiculous ghost reach, and because of that, they also glance where they shouldn't.After significant testing i still have no reason to believe there is a ghost reach, i have even made a video, the spear hits when the mesh hits. The glancing is caused by stabbing too close, which happens with all spears and even swords when you attempt to stab at less than half range i believe, plus the chance is increased by the enemy armour value.
I don't know how you don't see the ghost reach. And, a lot of people were complaining about it too. It's not just on spears, but the gladius and pugio as well. The Pugio has the reach of the gladius, the gladius has the reach of the NW infantry officer sword, and the spear seems to hit about a foot farther than its actual reach (for the hasta, that is).
In regard to the marines, Idk why you guys are taking away from them what they used. Marines were given a hasta, pila, and a pugio. The officers had a gladius and a scutum. Some marines were not even given shield, they were given axes, similar to the rumiges unit in the mod. Again, I suggest just making an option of a hasta, pugio, or gladius for all the marine units, excluding the rumiges.
Also apparently one single non.fire arrow can kill you if it hits your feet.
Lovely mod, here is some of my constructive criticism/ideas/suggestions or whatever you want to call it;
BallistaInfantry
- The hitbox of the Ballista missile is way too big. For the ballista crewmember this is both a curse and a blessing, a blessing because it's so damn easy to hit people. A curse because you can team kill someone who is just standing next to the Ballista.
- The ballista missile can go through a large variety of scene props, and I don't think that that should be the case.
- It is really hard to see where the ballista missile is at long range. Sure you can see if you got a kill or not, but one cannot see at all where it landed which makes it hard to adjust.
- Ballistas are killing formations quite easily and quite efficiently, whilst I understand that that was their purpose I don't think it should be this powerful for gameplay purposes. I would rather have several ballistas being this powerful (especially since they only need 1 crew member) than a single OP ballista. I think it would be better if the ballista had a hard cap on the amount of people or objects it could hit. Say if it hit an entire formation, it shouldn't be able to kill the entire formation but instead say only about 3 people. This way, a team can use more ballistas without it being OP and another added bonus is that they can then use more teamwork to try and annihilate an enemy formation.
Archers
- Shields break way too fast in my opinion, just a few arrows and it goes down. Fire arrows are not even remotely needed at the moment, since the shields don't protect that much anyway.
Fire Arrows
- All archers can run faster than infantry which makes most of them just skirmish you till you die. Given the previous issue, that your shield doesn't keep up for long, that skirmishing is rather successful and thus doesn't really take a lot of time and is hardly a hassle for them.
- Cretan Archers seem to be a downgrade, they have less armour, a melee weapon that usually only glances and from what I have seen almost no other difference from the standard archer unit. They don't particular seem faster and even if they are that doesn't really matter that much since the normal archers are also faster than other classes. No need to be even faster, unless you want to run from other archers which would be silly. I think that they should gain either an increase in accuracy or an increase in damage / range.
- Arrows just turn invisible or something after a short range, I can't see where they land. Which makes them not very useful at range, they are more of a close combat support weapon right now.
Assassin
- They are insanely OP. They have only two downsides, one is that they have 50 percent less ammo the other is that you also hurt teammates if you shoot an enemy engaged in close melee. 15 arrows is more than enough to get at least 3 kills by just hitting people on their shield and there is not much they can do against it. Pilla's aren't very accurate to throw and the archers are fast enough to easily dodge in and out of combat. Enemy cavalry? No sweat, one or two arrows and the horse is dead a third when he is down on the floor and voila you got another kill.
- My suggestion would be to completely remove the AOE effect and instead make them more powerful against shields, so that they break faster. Alternatively, limit the fire arrows to a specific spot. For instance, the Engineer needs to build a brazier and the archers have to stand near it in order to get the fire effect on their arrows.
In my opinion The assassin class suffers from three primary problems; (Also, 1st person looks horrible :P)Horses
- 1)~ It's weapon. It is completely useless, does almost no damage and is incredibly short. It's only good thing is that it's very fast. But that doesn't really help if you only glance at most people. Against unarmoured people I still need to hit them between 3 to 4 times. (That is presuming one gets to surprise backstab)
- 2)~ Speed, it has the same speed as a slinger. I think an assassin should be the fastest class on foot, since he has to constantly flank, hide, and try to backstab people. If someone can just run away from him it's a bit silly.
- 3)~ His clothes. The colours of his clothes just stands out waaay too much. Can't be very sneaky with those colours.
- I think that the Assassin should get a unique dagger that cannot be picked up after dropped (too high STR requirement) with some actual damage behind it. Having a short range on the weapon should be one of it's intended weaknesses, so it shouldn't be encouraged to loot better weapons on the battlefield.
- Having green, grey or brown colour clothing would be much better, with maybe a head, shoulder or arm band with the color blue or red to see which team he is on.
- I think that it It should either gain more speed, or a small amount of thowing daggers that it can use to kill those that run away.
- Horses seem to die really fast with either 1 or 2 hits of almost anything. I think a very slight increase in either their health or armor should be good. Increasing it too much though would unbalance the situation when there is too many cavalry at one place.
PS: Elephants suck, they have no damage!
Cretan Archers seem to be a downgrade, they have less armour, a melee weapon that usually only glances and from what I have seen almost no other difference from the standard archer unit. They don't particular seem faster and even if they are that doesn't really matter that much since the normal archers are also faster than other classes. No need to be even faster, unless you want to run from other archers which would be silly. I think that they should gain either an increase in accuracy or an increase in damage / range.I am not implying that they are weak, rather I am implying that they are weaker than a standard archer (Who does the same things but better and even has the option to take fire arrows)
It will now be an assassin in the next patch.
Every time i join any sever my game crashes, Any idea why ?
No offense but if people though the Numidians were OP then these greeks are the numidians 10 fold, their spears have ridiculous range and do such much damage.
Those spears are only effective in certain situations the upstab does almost no damage and it is definitely not useful in most melees especially 1v1's
Certain claasses are all mising a certain limb.GodsonGuys, I had that exact problem when the server had updated to the latest patch but I hadn't.
Can't join a team, and when I can, I don't spawn.
Certain claasses are all mising a certain limb.GodsonGuys, I had that exact problem when the server had updated to the latest patch but I hadn't.
Can't join a team, and when I can, I don't spawn.
Is your client up to date?
Those spears are only effective in certain situations the upstab does almost no damage and it is definitely not useful in most melees especially 1v1's
+1
The combined force, about 20,000 strong, met the Egyptians in February 47 BC at the Battle of the Nile. The Egyptian army, equipped in the Greek manner, was probably about the same size.
Caesar attacked the Egyptians in the traditional Roman manner, under a shower of pila (plural of the Roman spear, pilum). The pike-armed Egyptians were overwhelmed once the Romans used their shields and got past the pike's point, when they began laying about with their short swords (gladii).
The Priest of Mars is even worse now. It cannot block and can only stab. So basically, it cannot defend himself at all and thus it cannot get in range at all.
It's weapon is so short you cant even hit people on the ground.
Also, if you run after someone and try to backstab him, it more than often just bounces.
Please make the Kopis up attack be a chop. it being a stab right now is completely defeating the design of the weapon. I really hope you are able to do this.
Hello,
I'm experiencing some weird issues at the moment and I don't know if this is already solved but whenever I try to enter a server, my game crashes to desktop once I'm in the map. This happens all the time whenever I try to join the BC_Official_Battle_EU server.
My M&B version is 1.158 and I downloaded the mod and patch from this site using mediafire external link. All my hardware and software is up-to-date by the way.
Any way how to fix this issue?
Thanks in advance,
Balto aka Legio_VI_Ferrata_Balto
Is not it possible to add physical collisions for boats? ::)
My issue with the spear is that it isn't even effective at long ranges half of the time minus the downstab I understand the close range ineffectiveness but please fix the long range so its somewhat linear and players can get a grip on when it will do damage and when it won't I have practiced on quite a few dummies and still am not exactly sure how to get a decent upstab damage even at optimal range.Those spears are only effective in certain situations the upstab does almost no damage and it is definitely not useful in most melees especially 1v1's
+1
From Wikipiedia in regards to the Battle of the Nile,QuoteThe combined force, about 20,000 strong, met the Egyptians in February 47 BC at the Battle of the Nile. The Egyptian army, equipped in the Greek manner, was probably about the same size.
Caesar attacked the Egyptians in the traditional Roman manner, under a shower of pila (plural of the Roman spear, pilum). The pike-armed Egyptians were overwhelmed once the Romans used their shields and got past the pike's point, when they began laying about with their short swords (gladii).
Please make the Kopis up attack be a chop. it being a stab right now is completely defeating the design of the weapon. I really hope you are able to do this.
The upper chop is gone from the game unfortunately.
Please make the Kopis up attack be a chop. it being a stab right now is completely defeating the design of the weapon. I really hope you are able to do this.
The upper chop is gone from the game unfortunately.
what do you mean its gone from the game? im sure you could find a way to have the Kopis chop and the gladius stab (which honestly i wouldnt mind that its up attack was still a chop.) It would probably take some work but it cannot be impossible to fix this issue. The main issue with the Kopis behaving in this fashion is that is completely defeats all purpose in using it. its advantage is that it is a mid way point between a sword and an axe. you get harder chopping power than a sword without the complete unwieldy feeling of an axe. When it is like it is in the game now you have only 2 direction to chop (side to side) which is actually really a slash would would be far more ineffective than the vertical chop. Another thing would be to give it a bonus against shields similar to axes, but not quite as high as the axe bonus (if at all possible)
I keep crashing once i join the serverGet the patch then. ;D
Seems like nobody has any problems with the pace everyone's walking/running in. It's a bit too quick right now, IMO, and slowing it down a little wouldn't hurt. The combat feels a bit bland and regular, and I think it would be better if it became a bit more heavy, with more feel to it.
Erhmm... Suggestions |^| ;)
Seems like nobody has any problems with the pace everyone's walking/running in. It's a bit too quick right now, IMO, and slowing it down a little wouldn't hurt. The combat feels a bit bland and regular, and I think it would be better if it became a bit more heavy, with more feel to it.
Erhmm... Suggestions |^| ;)
Great update, with just one minor thing that irks. The Greek mercenaries having scuta seems a little strange (not that I'm an expert in late Republic era Greeks). A hoplon might make them a little more vulnerable and make it more of a challenge to play, plus be more accurate historically (I think, don't quote me on this).They didn't use Hoplins by this time, most greek soldiers used the thorakitai style by now which mimicked the romans.
Great update, with just one minor thing that irks. The Greek mercenaries having scuta seems a little strange (not that I'm an expert in late Republic era Greeks). A hoplon might make them a little more vulnerable and make it more of a challenge to play, plus be more accurate historically (I think, don't quote me on this).They didn't use Hoplins by this time, most greek soldiers used the thorakitai style by now which mimicked the romans.
I'd like to suggest making the Gladius a stabbing-only weapon (Or at least only when a shield is wielded), that way we could actually fight in formation during battles, and it would definitely add a lot of realism to the tactics the soldiers used.I think its coded. If you make the gladius only stabbing, you can only stab with the Spatha etc too.
No, attack directions can vary per weapon.
However, making it stab only would be very bad.
Why? Because you could just downblock without a shield and never die.
No, attack directions can vary per weapon.if this is true why am I being told they cannot make the Kopis chop?
However, making it stab only would be very bad.
Why? Because you could just downblock without a shield and never die.
it would be nice to have some more small maps. Its a mod that makes fun in Shieldbattles, but also public gaming. Unfortunatly the playerbase isnt that high so it would be helpful
it would be nice to have some more small maps. Its a mod that makes fun in Shieldbattles, but also public gaming. Unfortunatly the playerbase isnt that high so it would be helpful
Trying to play as Centurio causes an auto kick for cheating on any server I am on
Trying to play as Centurio causes an auto kick for cheating on any server I am on
Download the patch and install it correctly. Then try to play on the BC_official_EU server
Alright I got some reports as well from what I was able to notice of bugs.
First I don't know what was causing this maybe Load Textures on Demand being off or something but yeah this was unexpected.Textures...oh god why.(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-3.steampowered.com%2Fugc%2F595891928379726894%2F4D339F639C51FC747229BC93EB18DB015011E553%2F&hash=12ad28a9d02d0f0b5658b7b05c86d56135f84886)[close]OK...now this is getting ridiculous to even see with.(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-2.steampowered.com%2Fugc%2F595891928379730299%2F2798BF486AAA9BC12D7D660DE75D697A5CA1933F%2F&hash=3e87ea271ca52003b90abb0ac035498545823dbd)[close]
And then the wooden roof please make it easier to slip to the ground if possible as I jumped at that position...and was stuck for the round. Could not jump attack or anything nearly I was frozen. This was on Will's map with the temple.(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-2.steampowered.com%2Fugc%2F595891928379736847%2F42B51699BB9361EE382221066AC59AE236D56D34%2F&hash=09e196519e68c354c8416228e01f26fd287b1e5e)[close]
That's all I got for now, will keep an eye out for anything generally buggy.
Nubian Archer 65 Arrows...
WTF?
Nubian Archer 65 Arrows...Their bows are a lot weaker so its only fair.
WTF?
What about deleting all the (native) props with the "snow" texture? They're just keeping space but will never be used (or just for the fun :P ).
village_snowy_house_a
village_snowy_house_b
village_snowy_house_c
village_snowy_house_d
village_snowy_house_e
village_snowy_house_f
village_snowy_stable_a
full_stable_d
salt_a
snowy_barrel_a
snowy_wood_heap
snowy_heap_a
snowy_stand
snowy_trunks_a
snowy_wall_a
snowy_fence
What about deleting all the (native) props with the "snow" texture? They're just keeping space but will never be used (or just for the fun :P ).
village_snowy_house_a
village_snowy_house_b
village_snowy_house_c
village_snowy_house_d
village_snowy_house_e
village_snowy_house_f
village_snowy_stable_a
full_stable_d
salt_a
snowy_barrel_a
snowy_wood_heap
snowy_heap_a
snowy_stand
snowy_trunks_a
snowy_wall_a
snowy_fence
Good idea, probably will reduce the download by about 5mb
There is another bug which has to do with the new faction.
I was playing as a phalangist and someone tried to hit me with a javelin and he missed. But while I was carrying the sarissa and my hoplon i tried to pick the javelin which was just one but I had 3 which I threw. Eccept from that my sarissa fall down and when I picked it up there were 2 more javelins awaiting from me to pick them up, and so it continued and I had infinite javelins to throw!
I don't know if they are already included, but what about gladiators? I think it would be neat to see them running around like the ones from RTW :)
Historically accurate or not (I don't know) it'd be neat to run around with a trident and helmet 8)
I don't know if they are already included, but what about gladiators? I think it would be neat to see them running around like the ones from RTW :)
Historically accurate or not (I don't know) it'd be neat to run around with a trident and helmet 8)
We wanted to include them in the last patch but couldn't do to the fact that a lot of the OSP stuff floating around the net looked terrible in-game. It was rather old and showed it; it would have looked fine for 1999 but not in 2013.