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That fact provides more time for maneuvering at the height of the fighting. If you loose the first unit in SPQR, you are in serious trouble as that extra enemy unit can come and flank one of your other units and then you'll be down two units, and it only gets worse from there. The men in SPQR die very quickly when hit from behind usually on the first strike which is due to a game mechanic built into the battle engine. If there would be any criticism of the dynamics in SPQR, I would expect it to be that units fight too long thereby allowing other units to come from too far away. However, flanking was decisive in many ancient historical battles. SPQR mod is the first mod I've seen that actually allows a battle like Marathon or Cannae to be fought with success the way the historical battle was actually fought.
I got a few other issues with SPQR mod in MP; cavalry fails to clear skirmisher or light infantry the way it does it in vanilla; that somehow reminds me of pavese in VI on hold/ hold and cavalry getting stuck in them. Very high morale creates router chasing problems; for me battle last long because the ennemy keeps rallying and coming back...
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I know you don't advocate mods for online play even when the gameplay is clearly better: i.e. Samurai Wars for MTW/VI or any of the fine mods that CBR made for MTW. SPQR unit balance isn't perfect, but the gameplay in RTW v1.2 is the worst of the entire Total War series. Surely, you're not trying to tell me that RTW v1.2 MP gameplay is good are you? Although many players say they want more balanced gameplay online, very few will actually leave the "offical" gameplay in which CA refuses to fix even blatant balance issues.
Although I am sceptical of modding success, I have played a few mods, including Reconquista, MP Wars, STW (before it was rebalanced, barroca version)... I am playtesting 4 mods in RTW. If I don't play Samurai Wars, it's mainly because I don't play VI period.