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Re: Suggestions for v0.81
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Originally Posted by MiniMe
2.3. Thorakitai (0.80) 80 => Thorakitai (0.81) 100
Torakitae are my favourite infantry, but 100 is too much, I'm afraid.
Agreed, I'd say, increase Thureopholoi numbers to 100 and decrease Thorakitai to 80. Thureopholoi should be the standard, not the Thorakitai. They definately seem somewhat neglected to me. Also, Thorakitai can beat Imperial Legionaires which seems a little off balance.
Also, since you took off hoplite swords, what about hypaspistai?
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Re: Suggestions for v0.81
Gallic Light Cavalry and Gallic Mercenary Light Cavarly both have a Charge Bonus of 1
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Re: Suggestions for v0.81
That charge bonus is probably for their missile weapons, not their melee. There's some bug in the display.
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Re: Suggestions for v0.81
The charge bonus the info card shows is for the unit's primary weapon - in the case of the Epos, a javelin.
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Re: Suggestions for v0.81
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Originally Posted by MarcusAureliusAntoninus
But here is my suggestion:
Change the population bonuses on grainaries to happiness bonuses. The people are happy that they have food. Something like 5%Happiness for the first one, and 10%Happiness, and 5%Health for the second one. The health would both give a little population growth and represent that people eating well are less likely to get sick than the malnurished. This would primarily alleviate some of the population explosions.
We are taking a hard look at all the pop growth stuff for the next major release of EB. QwertyMIDX has already downgraded many cities' base farm levels to fix the population explosion in 0.80. We are hoping to get some feedback on 0.81's growth from the community.
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Re: Suggestions for v0.81
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Originally Posted by antisocialmunky
Agreed, I'd say, increase Thureopholoi numbers to 100 and decrease Thorakitai to 80. Thureopholoi should be the standard, not the Thorakitai. They definately seem somewhat neglected to me. Also, Thorakitai can beat Imperial Legionaires which seems a little off balance.
Also, since you took off hoplite swords, what about hypaspistai?
1) Classical Hoplites, slightly lower defense, but same size as Thureophoroi and considerably cheaper. Thus, balancement would be messed up. To raise the Thureophoroi unit size would be a good thing, perhaps both can be set to 90?
2) I asked about it once, and an EB member told me that the hypaspistai use both swords & spears, and because of that the game insists on displaying the sword when the unit is iddle, of if a man stands up again after being hit.
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Re: Suggestions for v0.81
This may sound like a crazy idea, but...
Is it possible to add a trait file that each family member gets when a new faction leader takes the trone, wich causes a +1 or +2 unrest penalty? The trait would represent the difficulties associated with a new monarch/princeps/whatever being accepted as the new king. The trait would be temporary, of course. Say, 4-6 seasons.
Something like:
Restless people
The new Basileus isn't hailed equally by all his subjects. Some of the more discontent members of the upper strata are probing the water for a chance to rebel. It will be some time before the Basileus' authority is truly consolidated.
Game effects: +2 unrest
EDIT: decrease in cost of bribe would also make sense, I think.
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Re: Suggestions for v0.81
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Re: Suggestions for v0.81
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Re: Suggestions for v0.81
Quote:
Originally Posted by Tellos Athenaios
1) Classical Hoplites, slightly lower defense, but same size as Thureophoroi and considerably cheaper. Thus, balancement would be messed up. To raise the Thureophoroi unit size would be a good thing, perhaps both can be set to 90?
2) I asked about it once, and an EB member told me that the hypaspistai use both swords & spears, and because of that the game insists on displaying the sword when the unit is iddle, of if a man stands up again after being hit.
When I tried the Hypaspistai against some of the upper tier hoplite units, they got shredded horrifically despite their Royal Infantry counterparts doing fairly well. That's the only reason I ask.
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Re: Suggestions for v0.81
After our discussion about the Megas Alexandros mission, I thought it would be nice to add more such missions to the game. I was thinking of a mission for Makedon to destroy the Collosus of Rhodos. Would it be possible to implement such a thing? After all, it was a symbol of defiance against Makedonian rule.
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Re: Suggestions for v0.81
To me, the biggest problem would be finding event messages we could use for these missions. Right now, we're having trouble getting ones that work with the missions we already have (like Alex's tomb, Roman Triumphs and the Seleukid Anabasis)
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Re: Suggestions for v0.81
But would such missions even need an image or event card? I rather enjoyed the missions involving "uniting the German tribes" or suchlike, adding character to the family members acquiring such traits. Perhaps, if an image is needed, it could be through ancillary portraits?
Quote:
Originally Posted by Fenring
This may sound like a crazy idea, but...
Is it possible to add a trait file that each family member gets when a new faction leader takes the trone, wich causes a +1 or +2 unrest penalty? The trait would represent the difficulties associated with a new monarch/princeps/whatever being accepted as the new king. The trait would be temporary, of course. Say, 4-6 seasons.
Something like:
Restless people
The new Basileus isn't hailed equally by all his subjects. Some of the more discontent members of the upper strata are probing the water for a chance to rebel. It will be some time before the Basileus' authority is truly consolidated.
Game effects: +2 unrest
EDIT: decrease in cost of bribe would also make sense, I think.
Nice idea, I hope something like that can be implemented. It would force players to be cautious when a new faction leader is appointed.
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Re: Suggestions for v0.81
I would also think that it might be interesting to have the opposite of that like 'Celebrating People' if a inept(crazy, perverted, completely retarded, military failure) faction leader died and was replaced by someone not inept or a faction that you were at war with was crushed.
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Re: Suggestions for v0.81
I have a script suggestion to fix a RTW 'bug'. First some questions:
Is it possible to set standings to "neutral" using the script?
Is it possible to add a time delay to a scripted even?
Is it possible to add the destruction of a faction as a trigger?
Have you ever noticed that you can't make an alliance with somebody because you were at war with one of their allies when their ally died a century prior? This seems retarded. My suggestion is that apon the death of any faction, all other factions have their standings toward the now dead faction switch to neutral so that diplomacy can continue amoung the surviving factions. Maybe add a timer to represent that their former allies are mad and unwilling to be the friend of their old friend's killer.
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Re: Suggestions for v0.81
I think the Saka's economy need some serious looking into. I took Bin-kath and Gava-Saka within the first two turns of the game, disbanded my forces and have been trying to build my economy since then. 20 turns later I'm not getting anywhere. I know nomads are supposed to be poor but it's kind of ridiculous. Also the nomadic system seems kind of messed up. All three of my provinces are nomadic yet I can recruit foot archers in all of them.
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Re: Suggestions for v0.81
All factions, including nomads, must have a foot unit buildable, or they cannot expand as the AI.
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Re: Suggestions for v0.81
Quote:
Originally Posted by BozosLiveHere
To me, the biggest problem would be finding event messages we could use for these missions. Right now, we're having trouble getting ones that work with the missions we already have (like Alex's tomb, Roman Triumphs and the Seleukid Anabasis)
What about the... historical events that used to pop up RTW from time to time, being displayed on the side bar when faction announcements and that sort of stuff come down? Or is that what your refering to?
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Re: Suggestions for v0.81
It has probably been considered already, but just wanted to suggest here the change Foot proposed for the KH General and replace the Epilektoi Phalanx for the Spartiates Hoplitai or some other non phalanx unit that you guys consider appropiate. It's just that the General in permanent phalanx formation is a lil bit of a pain.
Thanks all!:bow:
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Re: Suggestions for v0.81
Quote:
Originally Posted by BozosLiveHere
To me, the biggest problem would be finding event messages we could use for these missions. Right now, we're having trouble getting ones that work with the missions we already have (like Alex's tomb, Roman Triumphs and the Seleukid Anabasis)
Pity. Although the Collosus mission should be easy if you can get Alexander to work.
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Re: Suggestions for v0.81
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Originally Posted by Gazius
What about the... historical events that used to pop up RTW from time to time, being displayed on the side bar when faction announcements and that sort of stuff come down? Or is that what your refering to?
Correct me if I'm wrong, but I think those are triggered by turn number alone and can't be dynamically triggered. :wall:
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Re: Suggestions for v0.81
Suggestions to Roman AI expansion:
Could it be possible to restrict eleutheroi recruitment in Rhegion and Messana? This would help Rome to take southern Italy a little earlier and would encourage Carthage to siege Messana. Second would be to strenghten the eleutheroi garrisons of Segesta and Bononia, for they were Rome's expansion route only after the first punic wars.
Plus, didn't the first punic wars trigger when Carthage sieged Messana and Rome declared war, not the other way around? There should at least be a second trigger for the historical way.
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Re: Suggestions for v0.81
Could some trait text cleaning be possible for Carthage?
Sardinian related things should refer to Nuragic (the civilization) and not Nuraghi (the stone towers)...
Also, is Carthage supposed to recruit libians and liby-phoenicians outside africa?
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Re: Suggestions for v0.81
My suggestion: reassign the creator/founder/culture of Persia so that the Seleucid territories that rebel go to Parthia, no matter the upgrade level of the settlement.
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Re: Suggestions for v0.81
How about some traits for governers when they govern a city for awhile that would show some history about that City+province.
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Re: Suggestions for v0.81
Suggest (respectfully) nerfing the triggers for the "Supervisor" trait. Once the empire (and the imperial family) gets to a certain size, having to worry about each and every family member sitting too long in one place gets a little . . . tedious. This can ruin an experienced general sent into (temporary) garrison to produce offspring.
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Re: Suggestions for v0.81
Can I request that the prevalence of traits and retainers be reduced please?
While greatly appreciating the work that has gone into traits, and the wide variety of interesting things going on, it seems that the likelihood of acquiring traits and additional retainers is so high that it becomes a bit of a blur.
I have generals with long, long lists of traits, which, rather than giving them character, make them almost inpenetrable and hard to know what their character is. It would be sweeter if each new trait was 'hard won' and they had only enough that I could actually remember and use each one.
Similarly with retainers, it seems easy to get a whole retinue, such that swapping them between generals is scarcely necessary, just wait and get a new lot.
Thanks,
Hunter
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Re: Suggestions for v0.81
I like plenty of traits, I love nurturing and watching my generals become glorious, wrecks or insane. I don't know if you or I are alone in our views though.
However, traits are awarded based on a percentile chance, given that some other conditions are fulfilled. If you want to reduce the likelihood, you can rather easily reduce all chances to half or whatever you'd like (I'd leave 100% chances alone though). The relevant file is eb/data/export_descr_character_traits.txt.
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Re: Suggestions for v0.81
I love the traits as well, I hope they'll be expanded even further, one of the real selling points to me for EB is that you guy is no longer a man in service of his people, but a real character who you can watch over as he becomes insane from the slaughter of millions, a bloodthirsty warmonger out to conquer all, or a peaceful governor who brings joy to his city.
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Re: Suggestions for v0.81
Can you guys arrange more scripted wars or whatever it is you call them
I mean in the case of when Rome attacks Messana or when Pontus attacks Sinope...
I was thinking maybe having war declared upon the faction who attacks Pergamum (sp?) by Rome since they had a treaty at some point - and I also think the last king gave his kingdom to rome didnt he?
On very hard Rebels are supposed to be more aggressive up to the point of attacking undermanned cities and armies. Is there anyway to make the AI rebel faction so aggressive as to make its own armies and attack nearby towns? I was thinking maybe something along the lines of all the barbarian tribes of the north which constantly raided eachother. It could help AI expansion since an assault could drastically weaken a nearby rebel settlement and make it easier to take over