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  1. #1

    Default RTRVII: Fate of Empires - Feedback

    Please post any feedback in this thread.

    "Triarius" Tones - effective against armour!
    RTR Communications Dude & Tea Boy

  2. #2
    Member Member hoom's Avatar
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    Default Re: RTRVII: Fate of Empires - Feedback

    Unit movement seems much faster than TIC, I don't like it.
    TIC movement speed was perfect for me.

    Custom Battle faction unit rosters need to get trimmed down, way too many units in there.
    maybe those guys should be doing something more useful...

  3. #3

    Default Re: RTRVII: Fate of Empires - Feedback

    Quote Originally Posted by hoom View Post
    Unit movement seems much faster than TIC, I don't like it.
    TIC movement speed was perfect for me.

    Custom Battle faction unit rosters need to get trimmed down, way too many units in there.
    FOE is a much larger map than vanilla and we did experiment with a number of settings, what you have now is one that we think offers the best balance. The Custom Battle line ups only offer you the Faction's troops and the AoR and mercenary units that would be available to that faction, in different areas of the map,

    "Triarius" Tones - effective against armour!
    RTR Communications Dude & Tea Boy

  4. #4
    Member Member hoom's Avatar
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    Default Re: RTRVII: Fate of Empires - Feedback

    I meant the in-battle speeds. Too fast.
    TIC in-battle speed is perfect in my opinion.
    I played a TIC battle straight after a FOE battle & TIC was much better.

    For the Custom Battle, the AOR units should be restricted to those historically/typically used by that faction.
    This was done for other mods eg RTR6 (maybe only actually done in PE?)
    Having so many AOR units there makes it hard to work out which troops are even faction units & enables fully balanced armies without any faction units.

    I really like the free recruitment of levy type units for Cisalpine Gauls (is it same for other factions?) should enable short notice recruitment of big armies to fend off attacks or perform invasions.
    Proper heavy troops costing normal amounts & the high upkeep keeps it in check.

    Epirus Bodyguard & Basilikon cavalry should be using the 2handed animation.

    I'm not sure I like the Carthaginian hoplite units losing Shieldwall, I thought it worked nicely in TIC.
    Hoplites just shouldn't be fighting in loose order & units on hold formation tend to turn back to the enemy when you tell them to attack instead of letting the enemy come to them.

    I tested Shieldwall & it does look a bit funny with the larger shields but perhaps the shields are a tad too large? Definitely were too small before but they seem just a little too big now.

    Carthaginian chariots are pretty cool, I never really found chariots useful before but these work a lot like horse archers when in skirmish mode
    Could Carthaginian Towered Elephants use the same crew instead of the one they have currently?

    I'm confused about some of the economic buildings, why are they so cheap to build?
    What is the Social & Economic Development building?
    maybe those guys should be doing something more useful...

  5. #5

    Default Re: RTRVII: Fate of Empires - Feedback

    I didn't enjoy TIC, not a bit.

    But FOE, it's totally different story. I will give more feedback after I play some more turns.
    - REVENGE!!!
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  6. #6
    Member Member Skott's Avatar
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    Default Re: RTRVII: Fate of Empires - Feedback

    I been playing around with it for a little while now and two main gripes are the economics and stability. Mainly what to build and what not to build on the economics and city building. Its not easy to figure out and some of the choices don't make much sense. There is not much info either on how best to build up your cities. Its certainly not very intuitive. Frankly I dis-like it a lot. I hear there are plans to address this so hopefully they can improve it. My biggest gripe? This mod is extremely unstable. Its plagued with CTD issues. I have to constantly save before a turn, after a turn, before a battle and after a battle because I never know when its going to crash and it happens quite often. CTD occur during a movement turn and they also happen at the start of a battle, during, and sometimes right after. Not to sound mean but this is the worse RTW mod I have ever played when it comes to stability. I've read a lot of other people making similar complaints so I know its not just me or my PC. Something in the mod itself apparently. When the new RTR7 mod comes out I plan to delete FoE forever from my PC its that bad. RTR 2.5 and RTR6 were my favorites and I hope the new RTR 7 is just as good. I hope they go to a different building structure though. I don't like the one in FoE. I really want to enjoy FoE but unfortunately I can't due to some serious stability bugs.

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