View Full Version : Multi-recruitment
Illian the Mediocre
05-12-2008, 09:31
Is it possible to mod EB so that you can recruit more than one unit at once, like on Med 2:TW. Even better if it could be related to the size of your MICs or City. It's the only thing about Rome which really irritates me after being on Med2. Although it is a bit more realistic now that there are 4 turns to a year. Still think multi-recruitment would be a good idea though.
QuintusSertorius
05-12-2008, 09:55
I think that business is hard-coded, and the only way around it is 0-turn recruitment.
Illian the Mediocre
05-12-2008, 10:14
Thought that might be the case. I suppose if you had good self control and only choose a few units at a time, then 0-turns could do pretty much the same thing. I'll probably just leave it as it is for the moment. No self control you see!:charge:
Fish-got-a-Sniper
05-12-2008, 23:40
Well EB isn't built for zero turn and you would probably be overran by the AI due to the money scripts.
I wouldn't do the 0 turn recruitment idea, either the AI will be too dumb to use it and even more disadvantaged than it already is, or like the guy above me said will recruit massive hordes every turn and your game will be reduced to fighting never-ending way too easy defensive siege battles.
V.T. Marvin
05-15-2008, 08:40
Or the outcome might well be the exact opposite: AI would not know of such possibility, so it would recruit its armies as usual, while the player would not need to keep standing armies for homeland defense (raising them easiy only on imminent invasion), thus saving huge money on upkeep and it would in turn allow him/her to undertake unexpected massive invasion against the AI.
I have played a campaign on EB 1.0 for a while with a mod allowing for 0-turn recruitment and it turned out as a huge and unfair advantage for the human player :2cents:
Or the outcome might well be the exact opposite: AI would not know of such possibility, so it would recruit its armies as usual, while the player would not need to keep standing armies for homeland defense (raising them easiy only on imminent invasion), thus saving huge money on upkeep and it would in turn allow him/her to undertake unexpected massive invasion against the AI.
I have played a campaign on EB 1.0 for a while with a mod allowing for 0-turn recruitment and it turned out as a huge and unfair advantage for the human player :2cents:
That's what I meant by "either the AI will be too dumb to use it and even more disadvantaged than it already is" ;)
I honestly think CA hardcoded the RTW AI to be as stupid as possible, to help draw the "Graphics and Action!" crowd in- the battle AI is such a massive downgrade from the original MTW's it almost seems like it HAS to have been deliberate.
Edit: I'm referring only to the battle AI here- the 3D map that the AI has always been too dumb to use effectively ruined all of the strategic fun of the Total War games IMO- needless to say, I wasn't a big fan of RTW until EB came out (and I sing the praises of EB!).
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