Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
There seems to be something wrong with the animations that CA couldn't/wouldn't fix that make units in formation perform worse. Give them a ton of stat boosts and they will perform worse than light infantry without formed attack charging at a unit in any enabled formation.
What's worse, the AI gives the charge order and 10 m before impact decides to impose a formation at units that have it - resulting in a long staring contest from 2 opposing units in formation with the occasional attack animation being thrown. I've had situations where shield walls had no kills and no casualties for ~5 min. in batle even though they clearly have engaged.
Makes me think whether formations without the fix work as intended at all. Maybe the survivability of units in formation is due to the wonkiness of the animations, and not the inherent buffs that said formations claim to bring to the units.
check it out
1) mod the phalanx animation somehow (I haven't studied it) or
2) Use the correct method of attacking with phalanxes of forcing the unit to collide if the right click doesn't work.
You can also mod the formations which hasn't been done here so as not to overwrite battle mods that people like.
At least you can rest and shift your focus around the battlefield confident that your units won't lose formation and break.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1437717852&searchtext=
This wasn't part of the mod I was using so it might have something to do with the launcher and steam cloud vs steam local. Keep up the good testing!
I know sieges are bugged as hell on vanilla lol and nothing we can do about it but just want to leave this feedback incase is something u can work about it.
"The only way to stay in a formation and "attack" is to not issue an order in the first place but simply move your unit to where the enemy unit is."
That's the purpose of the mod. You can select your unit and right click on the enemy target without them going into charge mode. The stay in formation for you and the AI, fully using the available formation stats.
I really miss formations in the Warhammer series. It adds a significant tactical consideration and makes battles more challenging and also more winnable.
I was going to make a video on how the AI can be "dragged" into suiciding their units because of the debuff that CA increased. I couldn't find a value in Rome 2's database but in Attila its about 20-30 seconds.
I'll give the mod a try because Attila's dead anyway and it can't hurt.
Yes, you come out of a formation by issuing an attack order; historically, this is logical. I guess your mod changes this so you don't have to. Charges simply happen when you're in "charging distance" (the database isn't very clear in any game but I assume its about 40 meters). Even a single click can issue a charge, not an attack order. The only way to stay in a formation and "attack" is to not issue an order in the first place but simply move your unit to where the enemy unit is.
No, CA didn't get rid of the option to stay in a formation in Attila; before Emperor Edition, that's just how it was. Its just like with Empire and Napoleon where you could get into square even if you were in combat but in the next game that was removed. Why? Balancing, most likely.
" Unlike the Legio, these guys are balanced; they work fairly well stationary but can push up where they are needed, in shieldwall or out of it."
They actually can't "push up" with any kind of click and retain the wall. Skilled players can figure out ways to accidentally have them get pushed into by dragging. This is much more tedious than right clicking so why bother with the painful maneuvering when we can just mod it away?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1385069240&searchtext=ancient+empires+part
You attack by right clicking a unit on another unit.
If you do this with any of the mobile formations in this mod, the formation dissolves and the unit charges, losing its formation and unable to reform it. Charges are supposed to occur on a double right click.
In Rome 2 and earlier games, one could right click and retain the formation. It has been lost in Attila due to CA.
"Once you're in shieldwall, you're in a formation and you can't charge."
It breaks if you try to engage the enemy without a charge.
"It won't break if you're in combat and right click unless the unit routs/retreats.'
Attacking Testudo breaks even if you just stand there without engaging intentionally.
The statement does not make much sense to me.
Let's hear from others.
I like your write up for Attila.
When you right click on an enemy, you're issuing an attack order. Naturally, that's an order to either (1) charge the unit or (2) attack them if your unit is already in combat. Obviously (2) is bad in Attila but they have it there for a reason. Once you're in shieldwall, you're in a formation and you can't charge. It won't break if you're in combat and right click unless the unit routs/retreats.
No hoplites in Attila, just pikes.