And we already got that one in: he's called the Poweful Advisor IIRC. Or was it Powerful Supervisor ? :inquisitive: Anyway, there's no need to include a similar hanger on anymore, is there?
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And we already got that one in: he's called the Poweful Advisor IIRC. Or was it Powerful Supervisor ? :inquisitive: Anyway, there's no need to include a similar hanger on anymore, is there?
Didn't know that...
Cheers...
Does anyone like my idea? :beam:
We cannot limit building availability to a certain year or tie it to a certain event like a victory or destruction of another faction. Sorry.
Will you reduce the effectiveness of phalanx units when fighting with secondary weapons? Currently, they cause very big casualties even when surrounded and not fighting with sarissas at all. I like the fact that they don't rout so easily as in RTW Vanilla (and that they are deadly in frontal attack), but they are far too effective in really close combat IMO.
I think anything better than Deuteroi should fare pretty well with a sword as well. Most of them are heavily armored as well, which obviously lets them last a ton of punishment, usually enough to sent medium units running.
These are the guys who took Persia, heh, I think they should be tough.
It depends on what units you mean. Really.
Pantodapoi Phalangitai don't hurt to bad except from the front. Kelourchikoi aren't that badass either - these are regulars, don't forget that. Phalangitai Deuteroi are practically the same soldiers - only their social position is a tad different, but even though any differences their gear amounts to pretty much the same.
Pezhetairoi, now, they are a different class. You could compare them to Principes with very large pointy sticks - and that's precisely the type of soldier they represent, a Greek middle or higher class property owner who's got voting rights. Then you've got Argyraspidai: but now we're onto highly experienced veterans who've seen their share of action, and who could afford Thorakitai style equipment - but simply prefer the cheaper way of reinforcing their old Pezhetairos/ Kleruchikos gear.
EDIT: Oh, and not to forget that Phalangitai are in our time frame the nucleus of an army, designed not to rout but to withstand anything - till the support troops have broken the spent enemy. And to do that, you'd need to be quite an adept close combat fighter not just an able pikeman.
But in what class should the mercenary phalangites fit in? Strength-wise right now they seem closer to pezhetairoi. Correct me if I'm wrong but they do seem a bit too much (in relation to their abundance I mean).
If you listen to what they shout back when you select the unit... it turns out they are Misthophoroi Pezhetairoi. So yeah, I suppose they've got the same stats as the Factional Pezhetairoi...
I was thinking of the difficulty in close combat fighting in phalanx formation (not much room there...) and the representation of the fact that once there are wholes in the "wall of spears" or the formation is surrounded, it's much easier to break them. No, they shouldn't be totally useless with secondary weapons, but maybe a little bit worse than the other units with comparable equipment?
Oh, and BTW, it's realistic, fun and challenging to face phalanx-based armies and search for ways to beat them with Hayasdan. Hellenic unit superiority is well represented (although I really admire Kavakaza Sparabara - so cheap and so easy to get, and yet so useful and versatile). Good job~:) .
I don't know if this has been suggested before, so my apologies if it has.
I suggest creating another character trait for Roman generals called "Spolia Opima", acquired when a Roman general's unit kills the enemy general in combat.
Historically, the Spolia Opima, or Rich Spoils/Spoils from the General, were claimed by one General who killed the other, usually in single combat. They were traditionally dedicated in the temple of Jupiter Feretrius at Rome. Winning this honour made the man legendary, and so I think the character trait should read as follows:
Spolia Opima - This man has killed an enemy general in combat, and despoiled him. It makes him famous. (+2 Influence, +1 Troop morale on the battlefield, +1 Hitpoints your general can take before dying)
I really hope to see you guys use this one, as it will add to the historical accuracy you've tried so hard to maintain.
That was only awarded when one general killed another in single combat though, and as such only awarded three times in the history of Rome. But, it's rather hard to make two general's actually trade blows with their hundreds of guardsmen running around, I myself have only seen it maybe twice.
As such, you couldn't script something like that. You could maybe make it so that killing the general with the general's bodyguard unit in general could count. But I doubt it's possible to go into as much detail as would be needed, Andersao.
Exactly.
Here are some suggestions inspired by your absolutely gob-smackingly amazing July preview ...
1. Edge of the map suggestions:
I *Love* the new trade buildings that simulate 'edge of the map' interactions. Maybe even more can be done in this area, particularly around the borders with India and the steppes. For example, (a) scripted incursions from the Mauryas or appropriate steppe factions either tied to triggers or at a certain low but random frequency, (b) Special 'embassies' from the Mauryas or other 'off-the-map' kingdoms that offer gifts (elephants??) or marital alliances that boost trade (c) Some events which are just for pure 'flavour' (e.g. an emassy from the Pandya kingdoms in South India which was a key player in the spice route ... i've seen the results of excavations at Arikamedu in S.India which turned up huge amounts of Roman coins dating to the BCE/CE divide). (d) Another idea is to grant trading bonsuses with off-the-map Buddhist kingdoms if Baktrian kings signficiantly patronise Buddhism. This would be modeled after Menander who was immortalised in the Buddhist pali/prakrit canon through the Milinda Panha (Conversations of Menander), and whose remains were buried in a Stupa.
2. Unrest as a 'disaster'
I've posted already on unrest in the 'succession' thread, but a slightly different take would be to model waves of unrest and rebellion as a 'disaster' that was either tied to events (e.g. faction leader death) or at random intervals of a generation or two in provinces that were unrest prone (historically, many provinces did tend to rebel a generation or two after conquest). The effects of the disaster could be simulated by placement of Eleutheroi spies/diplomats/assasins in the province.
3. Carthaginian flavour
I'm a big fan of this faction. Is there a way messages/events can be triggered when (a) Carthage recaptures its home city of Tyre/Tsor, and (b) Carthage conducts 'great journeys of exploration' to Africa, the North Sea or beyond. This could be implemented by (i) tying messages to capture of certain provinces in Africa or Britain, or (ii) implementing an 'exploration' mission for Carthaginian family members in a way similar to the Olympics for the Greeks.
I'm not sure if any of this is possible, or will catch the interest of the team, or meet standards of historical accuracy. However, I will go one better than just throwing suggestions out by offering my help to implement any of these. I'm convalescing, and have a couple of months off from work, and am already trying to help the team with the Pahlav voice mod (working with 'Persian Cataphract'). I would be certainly willing to do more (including any voice-mod work on Baktria!).
Cheers.
I would also love to see more messages when regions are conquered, such as the 'Subiugator Athenarum' trait, for instance. I'm fond of these things.
There's something in game already which - essentially - covers the suggestion already. :grin: It will be extended. I am not going to say what it is, but if you think you've thought it out - and you feel certain about it - then please don't say a thing either. (I believe it has been announced already, but I'm not sure of this and others have the 'privilege' of doing official announcements & previews anyway.) All Betatesters, let's keep it a surprise no? :wink:Quote:
Originally Posted by Spurius Brontosaurus
Well, let's say disastrous flares of unrest are being looked into... ~;) Especially the field of "how to make it work".Quote:
Originally Posted by Spurius Brontosaurus
Hmm I must say that method (ii) doesn't appeal to me: a real exploration mission just doesn't convince if characters only receive a one time trait (without much consequences really). However, there's something with bringing the burials of Alexander the Great back to the royal tombs in Makedonia. Perhaps something along the lines could be done - though I wouldn't know for sure, since I am no coder.Quote:
3. Carthaginian flavour
I'm a big fan of this faction. Is there a way messages/events can be triggered when (a) Carthage recaptures its home city of Tyre/Tsor, and (b) Carthage conducts 'great journeys of exploration' to Africa, the North Sea or beyond. This could be implemented by (i) tying messages to capture of certain provinces in Africa or Britain, or (ii) implementing an 'exploration' mission for Carthaginian family members in a way similar to the Olympics for the Greeks.
That's always good to hear! :2thumbsup:Quote:
Originally Posted by Spurius Brontosaurus
Well, in the meanwhile between now and EB X, I suggest you try some Hellenic factions. They've got plenty of said traits. (Thanks to Strabo.)Quote:
Originally Posted by Swordmaster
About the exploration missions, could you do an Agoge-type thing (or, at least, from what I can tell from the previews) where a family member in a ship docked in a player-owned port in North Africa gets the chance to, say, sail round the horn of Africa or to India or something. They'd have to sail to the right square on the edge of the map and then would be moved off the map for a reasonable number of turns, and then be moved back onto the map with a suitable trait. There would always be the chance they would never come back, of course.
Incidentally, I thought this might be similar to the Agoge because of all the precise moving around you'd have to do.
Not possible as far as I can tell. There's no way to remove a character and to come up with said character again after a turn or 20 or so...
is there any posibility of including the Cantabrian Axe warriors who were quoted by the romans writters?
thx a lot for this awesome mod :yes:
Hehe. :grin:Quote:
Originally Posted by caetrati
Just a quick couple of ideas, I would imagine what you'd need to change would be hardcoded but worth a try I suppose :beam:
Firstly, is there anyway to choose which unit in a general-less army the captain is assigned to? It's a pain having your army's commander ploughing in with the assault infantry and getting hacked to pieces :wall:
Secondly, is there any chance of making units "upgradable"? I don't mean in terms of experience, weapons etc, but in actual loadout. After fighting off the romani over several years I've got several units of silver+ chevron units of levy hoplites, wouldn't it be nice for all those hardened veterans to be sent back to Sparta and reequipped as proper hoplites? :D
As I said definitely a long shot but y'know, don't ask don't get :2thumbsup:
Yes, there is a possibility. You'll just have to hang on to get any more information than a confirmation that there is a possibility though. :jarswim:Quote:
Originally Posted by caetrati
Suggestions:
1. The recommended difficulty. I suggest you make it to H/M. The AI diplomacy is ridicules at VH-settnings, much worse then on H in my opinion. And on H-settings the AI dont go after the human player at such a ridicules degree. You can actually have peace once in a while.
Why VH? Whats the point btw? Just because the repels attack more often? Its no fun to have your cities sieged by random placed repel stacks from tin air every second turn anyway.
Better AI diplomacy > Aggresive repels
What do you think?
2. Balanced AI stacks. Its a game breaker. Its called Total War, every battle should be a blast. I would rather have you go nuts with the unit costs then having all these slinger-, merc- or elite armies. I dont care about the unit cost as long as the AI stacks is balanced and (kinda) HISTORICAL. (I recommend the Principes to be little cheaper, the Hasati much cheaper, the triarii more expensive and all the italian troops should also be much more expensive. This I think would make the AI roman faction more balanced)
One way to help this would maybe be to have a script place one lvl barrack upgrade at every AI city. This way the AI have a bigger roster of units to select from, and maybe (together with the altered unit cost) she will start building more mixed and balanced armies.
I dont know if you ever thought about this but maybe you could make the Casse faction, with help of the BI engine, an "appearing faction". If I remember correctly you could chose the date they would appear and the game would play on "autopilot" until you, the casse faction, appears. This would easily and quickly let you "travel in time" and look at the AI progress, with just the klick of a botton! When you are happy with the Ai progress, you simply take the "appear-thingy" from the casse faction. Do you follow me?!? :clown: :smash: :wall: :wall:
Please at least consider my suggestions.
Hope I didnt come out harsh against the mod. You know I love it. :sweatdrop: :beam:
(Uhm sry about the spelling, grammer. I blame it on the wine!)
First- The game autochooses the best unit or the first unit if they are all similar. Put the unit you want to lead in the first slot and there is a greater chance that the Captain will be in that group. Of course the EB stat system seems to confuse this whole thing. Just have your armies lead by a General.Quote:
Originally Posted by overweightninja
Second- Impossible. Hardcoded. :skull:
1- On VH the AI also gets a larger monitary bonus. And the rebels are usually invading nations too small for a faction slot. They should be a problem. The guys that just pop up are people angered by they way you are ruling them and wish to overthrow your rule, so it is good they cause you problems. Lower taxes and they will be less frequent. If you wish to play on M/H feel free to do so. I usually don't play M/VH, unless I'm a powerhouse like the Romans.Quote:
Originally Posted by Lovejoy
2- The AI buys the cheap units because they are having money problems. If a faction becomes rich, they will start training elites. It is just something that the game annoyingly does for poor factions. Balancing cost/effect is a constant process and not always perfect.
3?- I'm pretty sure that the autopilot thing is a M2TW feature and still requires some programming. If you want to see if it works for testing purposes, try it out and tell us if it works in RTW:BI...
Agh I was afraid of that, nvm, thanks for the tips anyway.
Oh and btw, i feel all ashamed i didnt say in my first post, great work EB people love it! :laugh4:
Would it be possible to add a fifth government type, "Independent State", that is not buildable and will be set in Eleutheroi starting settlements only? It would work like regular governments, but wouldn't allow much building options. That way independent settlements wouldn't build their infrastructure faster than "real" factions and eleutheroi won't spend all their money on building.
Doesn't work. We can't place many buildings in rebel settlements because it just comes up looking like a roman barracks. Nothing to be done. Anyway, we made it so that almost all buildings can only be built with a government in place, so places without governments will need to invest in them first before they can build most other things.Quote:
Originally Posted by Thaatu
Foot
But don't all the eleutheroi settlements have governments in place already? If those governments would be replaced with a new type, which restricts some buildings (roads, walls, high tier buildings, etc.) the way type IV does..? Wouldn't need more building slots or anything, just the one new government.Quote:
Originally Posted by Foot
I don't think so.Quote:
Originally Posted by Thaatu
Eleutheroi cities like Syracuse and Pergamon would hardly qualify for such restrictions I would think. Not to mention the cities in India.
As the Eleutheroi could (as an alternative history) have developed differently than in history, such a government may even further limit the capability of (a subgroup of) the Eleutheroi to develop their own independent civilization. The latter is of course a bit of a roleplaying issue, and not a real threat to an established faction.
Is it actually possible to set the amount of Mnai a faction has, by means of the background script (not just adding or substracting, but setting it at a certain specific value)?