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Rapporter et oversættelsesproblem
Yeah, it definitely does.
@Acelga Letal
The passive isn't meant to buff the unit, as it definitely doesn't need it. I think the extra scalar_bracing prevents the units from being pushed too much out of formation.
Animations are really nice, so maybe you could change that +200% charche defend with maybe melee defense bonus, more melee attack or icrease unit mass bonus.
It is, but there's only a single distance for in-formation and out--of-formation.
Now to pass on some feedback, it seems that the phalanx formation itself and the removal of the passive Push of Pikes is severely crippling the pike's combat abilities. While on formation, they rarely even get any kills (when any kill at all); only the front row strikes, what makes sense animation-wise with pikemen from previous games (Rome 2, Attila) but has it's effectiveness crippled due to the shorter weapon length of pikemen in Cataph's mod and game in general, allowing only the front rank and at best the second rank to reach up to enemies with their pointy nasty sticks, instead of 3+ that longer pike lenght and overlap allow. They also lack enough mass to keep the pike block even when charged by infantry.
You might try fiddling with the load order.
Yes, Guns of the Empire compatibility was fixed.
Unit Formations, that should be good too. The formation-enable ability they add might overwrite the one added in this mod, but the units themselves should still use the new pike animations, which is what this is all about.
Why would you have that Unit Formation-compatibility mod enabled without the actual Unit Formation mod?
I've also checked compatibility with the Unit Formations, there's no problem.
I had same issue, when I was clicking on phalanx ability icon it wasn't getting active. In my case it was issue with compatibility with following mods: Snek's Empire Asset Pack, Guns of the Empire - Asset Edited Edition, Guns Of the Empire Unit Formations Compatibility.
I just tested this combo: This mod/Southern Realms/SFO/SFO Compatibility/Reloading, and it works perfectly. I combed through the rest, guns of the empire, kraka drak, there's nothing weird in those that would affect the pike formation.
You are using the SFO/Southern Realms compatibility submod, right?
Are you certain you haven't turned off Steam updates or something like that?
Are you certain the pike formation isn't working? Like, it's an ability you activate to enable/disable, on the left side. It doesn't activate automatically.
Throw me a bone here, what other mods are you using? Which mod manager are you using? Does this happen in custom battles?
I don't play with the CTT mod. I thought the problem was only with Estalia but then I tried the other Southern Realm factions and it turns out the problem also affects the rest. Also, thank you for helping work this out with us, its much appreciated :)
@thisguyisprettycooligeuss
I'm gonna guess you guys are using CTT. I think I found something missing related to that.
"Place this mod above Southern Realms in your Mod Manager!"
It's in the description: "Place this mod above Southern Realms in your Mod Manager!"
same issue as nom0113 had. Only front line troops try attack and not using swords when phalanx is off.
Fixed
and no longer using sword when off formation T-T
Sounds like a peskybees problem, no?
that allows Pikes with sword in close combat :/
https://cdn.discordapp.com/attachments/811376716094242816/855950642119835699/Warhammer2_2021-06-20_01-21-21.png
But you gotta make sure you put this mod above TEB in the Mod Manager.
The Phalanx formation no longer suport sword fight in the front line?
@Crisord
Fixed in latest update.
I tested the new version of Catapths and you mod cause that the new helmets from tilea transform in empty faces.
For my Catapths TEB dont have any sense without Real Pikemen. I hope the problem will be fixed soon.
I have done a bit more testing (pikemen 26 base damage and 0 AP damage vs chosen with 200 armour) by adding to phalanx formation effects multiplying by zero both base and AP damage. Each successful hit by pikemen dealt exactly a single point of damage (same result vs . After setting base damage to 100 % chosen were qiuckly killed. Setting base damage to 25 % slowed death of the chosen abit, but ultimate outcome was the same. To conclude this I may presume that engine converts base damage of units in phalanx formation into AP damage that cannot be further affected by unit abilities.
It seems that balancing of pikemen in phalanx would require significant decrease to their base damage, otherwise they defeat any other melee infantry unit.
Previously I have tested Reiksguard with 200 points of armour against Empire spearmen possessing 0 AP damage, 26 base damage, and no bonus vs. large and fighting not in formation without attacking flanks and rear. Spearen dealt zero damage to Reiksguard, until the latter became tired, hence their armour lowered. So armour most likely works just as described in the wiki, blocking a random percentage of damage between half and full value of armour.
That's pretty interesting. Did you consider that armour works non-linearly? Might explain how some hits were getting through 350 armour.
Taking two hits for each to die is, yeah, clearly some type of hardcoded thing.