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orgit
03-19-2009, 12:48
First of all many many thanks to all of you for the really great job.
However I am still playing v.1.0 I would you like to make some questions regarding your mod:
1) I have noticed (even with the original) that there is not a lot of enemy assassins activity against my faction. Is it something that can be improved?.
2) It seems to me that spies, from the beginning, are very vulnerable.
3) When you look at the characteristic of a family member, on the right hand side there is a huge list of traits, maybe a bit too much?
4) When I under besiege, I click on the units inside the settlement but I can not try to fight for relieve the siege. Why?

Furthermore I would like to make some suggestions even if they are technically or from a game play view impossible, or even not interesting:

1) It could be possible to represent a unit (not combat unit) as a food transportation, tha an army must have if they want to leave their own territory. Unit that goes to disappeared after a certain amount of turns and if not replaced, the army starts loosing mens due to famine. Could be strategically interesting?
2) It could be possible to add forced movement to an army. I mean, sometimes, happens that I would like to reach an enemy or location quickly. For ex. i I want to reach it I could do it (forcing the march allowing further movement to my units) but if I do not leaves the troops resting for a turn, I will pay in terms of fatigue. So, if I am going to be attacked or going to attack an enemy unit, the army will enter the battlefield already very tired (for ex.) and keeping that states for long. A sort of penalty.

Thanks a lot for any reply.

athanaric
03-19-2009, 13:05
ad 1)

I think it depends on the situation. In my ongoing Baktrian campaign (H/M) Pahlava suddenly decided to send scores of assassins against my city governors. After I killed 10 of them within a few turns, I eventually stopped counting.
Also, there are quite enough assassins around IMO. Agent spam just sucks.


2)

Well, spies emerge freshly trained. If you train them in a settlement with a Megiste Agora, they can be quite decent from the start. Generally you should recruit them in your settlement which sports the biggest market. A university doesn't hurt as well.
If you let them remain in one settlement for some turns (doesn't matter to whom the city belongs) they can acquire nice traits, gather some followers and become "spy guild master".


3)

There cannot be enough traits if you ask me. And sometimes you find Easter eggs among these.


edit: damn I wrote "Paklava":wall:

Lysimachos
03-19-2009, 13:21
1) It could be possible to represent a unit (not combat unit) as a food transportation, tha an army must have if they want to leave their own territory. Unit that goes to disappeared after a certain amount of turns and if not replaced, the army starts loosing mens due to famine. Could be strategically interesting?
2) It could be possible to add forced movement to an army. I mean, sometimes, happens that I would like to reach an enemy or location quickly. For ex. i I want to reach it I could do it (forcing the march allowing further movement to my units) but if I do not leaves the troops resting for a turn, I will pay in terms of fatigue. So, if I am going to be attacked or going to attack an enemy unit, the army will enter the battlefield already very tired (for ex.) and keeping that states for long. A sort of penalty.

1) I think that is not possible in RTW. I believe there is a mod for M2TW, where you need to have supply waggons with you or your morale will go down, but I think it's still not possible to reduce the number of soldiers by scripting.
2) Actually that's already in the game, kind of. Using all movement points (or above a certain percentage, I don't know) is considered as being forced marching and might result in traits like "tired" and similar, which are reducing the movement of the family member and in higher levels I think the morale, too.

Poppis
03-19-2009, 13:24
1) I think that is not possible in RTW. I believe there is a mod for M2TW, where you need to have supply waggons with you or your morale will go down, but I think it's still not possible to reduce the number of soldiers by scripting.


I guess the rationing line of traits is the closest we can get.

anubis88
03-19-2009, 17:08
4)

i think this was a bug with the client rulers in EB 1.0

You should really install EB1.2 since it's practically bug-free

SwissBarbar
03-20-2009, 08:08
Welcome to the Forum :2thumbsup:

To your Questions:


1) I have noticed (even with the original) that there is not a lot of enemy assassins activity against my faction. Is it something that can be improved?.
I very much hope not, for this game is about conquering and not assassinating each other. Wouldn't it be boring if your FM died like flies to an army of assassins? In my campaigns enough great men fall to the blades of murderers.


2) It seems to me that spies, from the beginning, are very vulnerable.
That's right. To be a spy is not as easy as it seems to be, it requires training and a sharp mind. Therefore you either have to "train" your spy by letting him fullfill easy tasks, or as mentionned before, training him in a city with a great market. I'm not sure if certain temples also have en effect on spies...


3) When you look at the characteristic of a family member, on the right hand side there is a huge list of traits, maybe a bit too much?
You'll get used to it. It's very interesting how these traits influence the abilities of your character and his descendants, and they give you great Roleplay-Opportunities. Most traits can be avoid/enforced by certain circumstances, you can affect.


4) When I under besiege, I click on the units inside the settlement but I can not try to fight for relieve the siege. Why?
I don't understand, what exactly does not happen? Is it possible that there are more than one army round your settlement and you just did not attack the one that is actually besieging you? :inquisitive:


To your suggestions:



1) It could be possible to represent a unit (not combat unit) as a food transportation, tha an army must have if they want to leave their own territory. Unit that goes to disappeared after a certain amount of turns and if not replaced, the army starts loosing mens due to famine. Could be strategically interesting?
This already is implemented in the game with the supply traits. If you are on foreign lands you can be cut off from supply from "tightening belts" to "starving". You don't lose men, but your morale is becoming lousy, which in the end results in losing more men. Cetrain traits of your character can affect this in a positive or negative way.


2) It could be possible to add forced movement to an army. I mean, sometimes, happens that I would like to reach an enemy or location quickly. For ex. i I want to reach it I could do it (forcing the march allowing further movement to my units) but if I do not leaves the troops resting for a turn, I will pay in terms of fatigue. So, if I am going to be attacked or going to attack an enemy unit, the army will enter the battlefield already very tired (for ex.) and keeping that states for long. A sort of penalty.
Forced movement also is a character-trait. If I remember correctly, it occurs when you have marched large distances and your men now are tired. If it could be implemented in the game IDK.