Re: increase casualties recovered
Quote:
Originally Posted by
Aulus Caecina Severus
:italy:
Excuse me, modder to EB, if I wanted to modify their great masterpiece.
Is he being rude or is this just geniuenly bad english?
Re: increase casualties recovered
Quote:
Originally Posted by
Blxz
Is he being rude or is this just geniuenly bad english?
Scusate amici inglesi, purtroppo parlo un pessimo inglese, cercate di intendere nel bene quello che dico.
Sono persona che raramente tende ad essere scortese.
Se dico qualcosa di male perdonatemi, sicuramente non l'ho fatto intenzionalmente... ciao
Re: increase casualties recovered
Quote:
Excused friendly English, unfortunately I speak a very bad English, tried to mean in the good which I say. They are person who very rarely stretches to being discourteous. If I say something badly you pardon to me, sure not l' I have made intentionally… hello
I think the smilies in the original post indicate a friendly context.
Re: increase casualties recovered
As foretold, I tested the game with the following modifications:
I added in exp_descr_character_traits on all family-trait (example gens Cornelia) I add battleSurgery 50
in exp_descr_unit I plus 1 / 3 the cost of maintenance of all units
:smash:
The result was this:
-I lifted the fog of war to monitor the effects
-I started a campaign with the Romans
-I quickly found difficult to capture the rebel provinces
-after 18 turns I had taken only Tarentum
-I noticed that after 40 turns the geography of the other factions remained unchanged
-after 50 turns I got the sicilia
-after 74 turns I came to Spain and now I'm facing the Carthaginians and Iberians
note:
*more troops battlesurgery buying experience easier
*the expansion of the factions is slow and there is never the "snowball effect"
*in the Balkan and Greek area survive all factions (at least up to where I arrived 88 rounds)
*I was able to bring my full army from Rome to Sucum Murgi: 6 battles facing and having an army yet discreet, very good!
*There are few armies around but solid and seasoned
*after a great battle won there are no more enemies for 10-15 turns
*production is very slow
*I note with pleasure that Seleucid does not succumb to the Ptolemaioi
*the game is generally much more realistic
advice at all to try a similar game experience I'm enjoying a world:rtwyes:
Re: increase casualties recovered
Quote:
Originally Posted by
Aulus Caecina Severus
As foretold, I tested the game with the following modifications:
I added in exp_descr_character_traits on all family-trait (example gens Cornelia) I add battleSurgery 50
in exp_descr_unit I plus 1 / 3 the cost of maintenance of all units
:smash:
The result was this:
-I lifted the fog of war to monitor the effects
-I started a campaign with the Romans
-I quickly found difficult to capture the rebel provinces
-after 18 turns I had taken only Tarentum
-I noticed that after 40 turns the geography of the other factions remained unchanged
-after 50 turns I got the sicilia
-after 74 turns I came to Spain and now I'm facing the Carthaginians and Iberians
note:
*more troops battlesurgery buying experience easier
*the expansion of the factions is slow and there is never the "snowball effect"
*in the Balkan and Greek area survive all factions (at least up to where I arrived 88 rounds)
*I was able to bring my full army from Rome to Sucum Murgi: 6 battles facing and having an army yet discreet, very good!
*There are few armies around but solid and seasoned
*after a great battle won there are no more enemies for 10-15 turns
*production is very slow
*I note with pleasure that Seleucid does not succumb to the Ptolemaioi
*the game is generally much more realistic
advice at all to try a similar game experience I'm enjoying a world:rtwyes:
I'll se for meself on this one:yes:
I will also try your spagetti out...
Re: increase casualties recovered
Quote:
Originally Posted by
Aulus Caecina Severus
As foretold, I tested the game with the following modifications:
I added in exp_descr_character_traits on all family-trait (example gens Cornelia) I add battleSurgery 50
in exp_descr_unit I plus 1 / 3 the cost of maintenance of all units
:smash:
The result was this:
-I lifted the fog of war to monitor the effects
-I started a campaign with the Romans
-I quickly found difficult to capture the rebel provinces
-after 18 turns I had taken only Tarentum
-I noticed that after 40 turns the geography of the other factions remained unchanged
-after 50 turns I got the sicilia
-after 74 turns I came to Spain and now I'm facing the Carthaginians and Iberians
note:
*more troops battlesurgery buying experience easier
*the expansion of the factions is slow and there is never the "snowball effect"
*in the Balkan and Greek area survive all factions (at least up to where I arrived 88 rounds)
*I was able to bring my full army from Rome to Sucum Murgi: 6 battles facing and having an army yet discreet, very good!
*There are few armies around but solid and seasoned
*after a great battle won there are no more enemies for 10-15 turns
*production is very slow
*I note with pleasure that Seleucid does not succumb to the Ptolemaioi
*the game is generally much more realistic
advice at all to try a similar game experience I'm enjoying a world:rtwyes:
:yes: Thank you kindly for posting this, I'm definitely going to try this out :beam:
Re: increase casualties recovered
Hi Aulus Caecina Severus, these are very interesting results of the test of yours, thanks for trying this out.:bow:
However, I have a question - how did it happened that the increased recovery rate impleded your expansion so much? I have presumed that battle surgery affects only the victor of a battle and therefore if you would keep on winning, you will be the one who profits from this change (i.e. AI army would by crushed as usual, whereas your army will recover to almost full-strenth). Or is my reasoning wrong?
Could you please elaborate a little bit on your observation how and in what ways this modification affects the gameplay?
Thank you once more, respectfully
V.T.Marvin
Re: increase casualties recovered
Quote:
Originally Posted by
V.T. Marvin
Hi Aulus Caecina Severus, these are very interesting results of the test of yours, thanks for trying this out.:bow:
However, I have a question - how did it happened that the increased recovery rate impleded your expansion so much? I have presumed that battle surgery affects only the victor of a battle and therefore if you would keep on winning, you will be the one who profits from this change (i.e. AI army would by crushed as usual, whereas your army will recover to almost full-strenth). Or is my reasoning wrong?
Could you please elaborate a little bit on your observation how and in what ways this modification affects the gameplay?
it's true that the winners are much favored by this system.
that is why I was able to expand (but with difficulty).
But I played with medium difficulty. If I played with utmost difficulty would be difficult to replicate this expansion.
In fact I create full armies in order to not lose battles. If you go around with a small army will be destroyed and you'll certainly is detrimental to your country.
If you lose a battle, your empire is in serious danger. This occurs because the AI has a highest casualties recovered and therefore can penetrate deeply into your territory after a possible victory.
This game is not only difficult if you are well organized.:yes:
It's also very realistic.
Attention: but I have yet to come into contact with Germani, their incursions from the north could be devastating with this system that I set. Think about this.
For now I think that I was gone all too well in my campaign:tongue:
Re: increase casualties recovered
you can download exp descr unit this:
http://files.filefront.com/export+de.../fileinfo.html
Warning: In EB/sp game backup
also i'm going to add exp descr character traits...:2thumbsup:
Re: increase casualties recovered
From a gameplay standpoint, I don't think EB1 has too many casualties. I still have many of my original units in my Getai campaign in 210 BC and I'm far from an expert player.
From a realism standpoint, I have no idea. Just remember that casualties would also include those wounded so that they can't fight anymore, not just deaths.
Re: increase casualties recovered
Quote:
Originally Posted by
Elukka
From a gameplay standpoint, I don't think EB1 has too many casualties. I still have many of my original units in my Getai campaign in 210 BC and I'm far from an expert player.
From a realism standpoint, I have no idea. Just remember that casualties would also include those wounded so that they can't fight anymore, not just deaths.
is true that many more survivors could not fight. :stars:
But it is also true that certain units, such as auxiliary or veliti were reinforced by mercenaries or native people of the place.
The winner had a way to conquer the field, and could receive reinforcements from the homeland or recruit people.
In other cases, the soldiers badly equipped and poor stole their weapons high armor to the dead: this allowed them to be well equipped and to be part of the elite troops.
I do not say after a painful victory, but after a clear victory winners almost returned to initial numbers.
certain units should be allowed to regenerate as the generals unit at every turn that passes.
I am referring to units like the peasants, the auxiliaries, the barbaric bad equipped, etc.
Re: increase casualties recovered
But... how do the units of the generals to regenerate after each turn?
what is the mechanism?
is a hardcode or not?
:shocked2:
Answer me if anyone knows ...:tongue:
Re: increase casualties recovered
Quote:
Originally Posted by
Aulus Caecina Severus
But... how do the units of the generals to regenerate after each turn?
what is the mechanism?
is a hardcode or not?
:shocked2:
Answer me if anyone knows ...:tongue:
FM's will regenerate guard strength automatically, so I guess it would be hardcoded. not sure though.
so how? if it is hardcoded, then there is something in the .exe
Re: increase casualties recovered