Re: Problem Factions/Rebels... A Solution??
Quote:
Originally Posted by
ahowl11
explain?
So, we make the Mod now as for normal RTW. If I add the Shieldwall, and Can_Swim Attributes in the edu, in normal RTW doesn´t happen a thing, but if you use it on BI.exe, those Features are implented. It´s just that I want to Have RTW as a base, because everyone here must have RTW, but not everyone BI.
Re: Problem Factions/Rebels... A Solution??
1 Attachment(s)
Re: Problem Factions/Rebels... A Solution??
Attachment 1959
I have just let the ai play 40 turns in the game, using the -ai modline switch. Note: Macedon is destroyed. Scythia is almost destroyed, and will definitly won´t conquer anything anymore. The scipii are destroyed, Germany got a quarter of greece (yay, Germans rule!!!) What you can´t see on the map: Thrace is attacked by lots of stacks of the Senate, more lots of stacks of the greek cities, and tons of stacks of germany - It is wonder they have survived 40 rounds. Dacia too is destroyed. Parthia got just 1 settlement left.
Britannia does nothing.
I used my unit files, so the Units used by the factions are done, even if some miss a nice Texture/UI Card.
I propose we do something about the balancing. :yes:
Re: Problem Factions/Rebels... A Solution??
Oh nooooooooo !!!!! My country is destroyed !!!! :bigcry::bigcry::bigcry:
Sword in hand men ! Its time for a rebellion !!! :charge::charge:
Re: Problem Factions/Rebels... A Solution??
Quote:
Originally Posted by
Macedon1an
Oh nooooooooo !!!!! My country is destroyed !!!! :bigcry::bigcry::bigcry:
Sword in hand men ! Its time for a rebellion !!! :charge::charge:
Yes. By my Country! Your Rebellion will be crushed! :yes:
Re: Problem Factions/Rebels... A Solution??
Quote:
Originally Posted by
Magneto
Attachment 1959
I have just let the ai play 40 turns in the game, using the -ai modline switch. Note: Macedon is destroyed. Scythia is almost destroyed, and will definitly won´t conquer anything anymore. The scipii are destroyed, Germany got a quarter of greece (yay, Germans rule!!!) What you can´t see on the map: Thrace is attacked by lots of stacks of the Senate, more lots of stacks of the greek cities, and tons of stacks of germany - It is wonder they have survived 40 rounds. Dacia too is destroyed. Parthia got just 1 settlement left.
Britannia does nothing.
I used my unit files, so the Units used by the factions are done, even if some miss a nice Texture/UI Card.
I propose we do something about the balancing. :yes:
LONG LIVE TRACE
They survive,eaven if they get constantly attacked by ther more powerful enemyes :knight:
I will do some thracian units...we can't let these evil Germans take all,they MUST DIE :evil3::leer::evil3::
HEAVY CAVALRY CHARGEEEEE :turtle:
PHALANKSES,HOLD THE LINE :boink:
INFANTRY,CHARGGEEEEEE :pirate2:
CATAPULTS,FIREEEEE :viking::wall::soapbox: :surrender: :flame: :horn:
CAVALRY,CHARGEEEEEEEE :charge:
And finaly:The searce{t/d} Thracian wepon - THE G{R}EEK FIRETHROWER :creep::scared: :flame::flame::flame::flame::flame::hmg:
Re: Problem Factions/Rebels... A Solution??
Quote:
Originally Posted by
Skull
we can't let these evil Germans take all,they MUST DIE :evil3::leer::evil3::
You do know that I´m german, do you?
Re: Problem Factions/Rebels... A Solution??
Quote:
Originally Posted by
Magneto
You do know that I´m german, do you?
I ment germanics.:P
No offense realy.
Re: Problem Factions/Rebels... A Solution??
Quote:
Originally Posted by
Skull
I ment germanics.:P
No offense realy.
None taken. Just wanted to see how you´d react. :yes:
Re: Problem Factions/Rebels... A Solution??
Quote:
Originally Posted by
Magneto
None taken. Just wanted to see how you´d react. :yes:
Okay.:S
Re: Problem Factions/Rebels... A Solution??
yeah we need to change the faction attitudes to make the game more balanced
Re: Problem Factions/Rebels... A Solution??
This thought just crossed my mind:
If we are going to implent AOR in the beta, we could implent it for rebels, too - It would be worth a try, and then the Rebels would use sub-faction-correct troops all the time. If we then give them Heavy Starting Forces, our problem might be solved:
In descr_strat assign rebels the cities with correct overworked subfactions.
Overworking descr_rebel_factions in order to have them spawn correctly.
AI recruits automatically the right troops through AOR.
Not that complicated.
Scripting is also always a possibility - Apart from attacking each other everythings doable.
Re: Problem Factions/Rebels... A Solution??
Quote:
Originally Posted by
Magneto
This thought just crossed my mind:
If we are going to implent AOR in the beta, we could implent it for rebels, too - It would be worth a try, and then the Rebels would use sub-faction-correct troops all the time. If we then give them Heavy Starting Forces, our problem might be solved:
In descr_strat assign rebels the cities with correct overworked subfactions.
Overworking descr_rebel_factions in order to have them spawn correctly.
AI recruits automatically the right troops through AOR.
Not that complicated.
Scripting is also always a possibility - Apart from attacking each other everythings doable.
Nice Idea,I like it! :yes:
Re: Problem Factions/Rebels... A Solution??