Red Harvest
08-11-2004, 07:23
Wow! This mod is some incredible work! The detail is fantastic and the units look great. The maps are amazing. My hat is off to you.
Ok, now I would like to make a few suggestions/comments towards improving the gamplay experience based on my limited testing so far:
1. Reduce revenue. Seems to be way too much money available. I've never had to "tighten my belt" so far. Economics have been a non-issue in the campaign. There is quite a bit of ag revenue in some provinces, and trade can be incredible with just a few ships in the water.
2. Tone down the number of command stars given for governerships. I'm finding it too easy to make six star generals with only one combat victory. I think this also contributes to something else I've noticed (see item 3)
3. Units are too good. (I've noticed this often happens with various game mods.) Mine almost never rout until they are down to about 5% of their original strength, and I only play on Expert. I could see that being true for some Spartan units...but most others should be more prone to run away when things get bad. Not sure if this is because base morale is too high, or upgrades are too much, or if it is base combat stats.
4. Phalanx units don't seem to suffer much from being hit from the side or rear. Shouldn't they be shredded easily by flank or rear attack? Instead they seem to be more like super melee units. From what I recall, historically phalanxes were difficult to maneuver well, especially on anything but smooth/gently rolling plain. I think part of the problem is morale effects being too high. Perhaps instead of overall strength being high, they should get large rank bonuses for deep formation and be wimpy when they are only two or three ranks deep. Shouldn't they be about worthless in the forest?
5. Cavalry units seem too weak. Cavalry can't even run down fleeing phalanx units well and they are hopeless at running off skirmishers (the skirmishers cut them down in melee.) I know that back in the days before stirrups, cavalry was weak, but they still should be able to cut down skirmish units. A horse and rider alone (without weapons) would be enough to knock down skirmishers once they had closed.
6. Shouldn't the high end units cost a lot more to maintain? There doesn't seem to be much penalty to building tremendous numbers of them.
7. Using default unit size, if you have 16 units on the field the initial formations are a complete mess, one big mosh pit of interspersed units that must be sorted. I realize it is an AI placement issue but, is there any way to fix this?
8. Website page width is a bit too wide, the text stretches off screen even at 1280x960, making it difficult to read the last few words in each line.
Ok, now I would like to make a few suggestions/comments towards improving the gamplay experience based on my limited testing so far:
1. Reduce revenue. Seems to be way too much money available. I've never had to "tighten my belt" so far. Economics have been a non-issue in the campaign. There is quite a bit of ag revenue in some provinces, and trade can be incredible with just a few ships in the water.
2. Tone down the number of command stars given for governerships. I'm finding it too easy to make six star generals with only one combat victory. I think this also contributes to something else I've noticed (see item 3)
3. Units are too good. (I've noticed this often happens with various game mods.) Mine almost never rout until they are down to about 5% of their original strength, and I only play on Expert. I could see that being true for some Spartan units...but most others should be more prone to run away when things get bad. Not sure if this is because base morale is too high, or upgrades are too much, or if it is base combat stats.
4. Phalanx units don't seem to suffer much from being hit from the side or rear. Shouldn't they be shredded easily by flank or rear attack? Instead they seem to be more like super melee units. From what I recall, historically phalanxes were difficult to maneuver well, especially on anything but smooth/gently rolling plain. I think part of the problem is morale effects being too high. Perhaps instead of overall strength being high, they should get large rank bonuses for deep formation and be wimpy when they are only two or three ranks deep. Shouldn't they be about worthless in the forest?
5. Cavalry units seem too weak. Cavalry can't even run down fleeing phalanx units well and they are hopeless at running off skirmishers (the skirmishers cut them down in melee.) I know that back in the days before stirrups, cavalry was weak, but they still should be able to cut down skirmish units. A horse and rider alone (without weapons) would be enough to knock down skirmishers once they had closed.
6. Shouldn't the high end units cost a lot more to maintain? There doesn't seem to be much penalty to building tremendous numbers of them.
7. Using default unit size, if you have 16 units on the field the initial formations are a complete mess, one big mosh pit of interspersed units that must be sorted. I realize it is an AI placement issue but, is there any way to fix this?
8. Website page width is a bit too wide, the text stretches off screen even at 1280x960, making it difficult to read the last few words in each line.