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Re: Suggestions for v0.81
Is the Olympic Games trigger supposed to fire when the general is running around in the field or only in cities? Right now it gets everyone in cities that's applicable but most of my generals in the field get it too...
Also, would it be possible to make the 'supervisor' trait go away after the general leaves a city for while or an anti-trait for it?
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Re: Suggestions for v0.81
Any chance of a Hibernian faction? Cúchulainn and Na Fianna deserve a chance to wreak a bit of havok!
Love the game by the way, its amazing how far you've brought it from the original.
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Re: Suggestions for v0.81
Cúchulainn would be a great addition.
Registered just now to post a huge thanks, congratulations, and other assorted compliments because I know modding is a mostly thankless task, and one whose payment is solely in the love of the labor itself and the pleased user. I have modded a few other games outside of TW and used countless others, and have to say this is the most detailed, well written and all encompassing one I have used. Have formed this opinion after using BE for a mere week, but am astounded at the historical accurateness, not many people know of any Celtic tribes much less their role and placement in history, it is truly a delight seeing them here, and the understanding and detail of the various military units represented across the board. Also like the occasional variations in spellings of various groups which is reflective of actual variations during this era (and now).
I use this mod with BI patched to 1.6 with no issues thus far. Also, are there advantages (specific to region/unit limits and other game issues) to porting this to the MII engine? Know from personal modding of TW that each game since Medieval works in a similar fashion, but your team must clearly be getting into the true "nitty gritty". Anyway, will keep this short so as not to wear out my welcome, keep up the fantastic work.
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Re: Suggestions for v0.81
Played my first .81a game and noticed that the Illician Thorakitai size might have been overlooked when Thorakitai sizes were reset to 80(Large).
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Re: Suggestions for v0.81
Quote:
Originally Posted by Hiberno
Any chance of a Hibernian faction? Cúchulainn and Na Fianna deserve a chance to wreak a bit of havok!
Love the game by the way, its amazing how far you've brought it from the original.
The Goidilic were considered among other factions, but the Saka and Saba won the last two slots. But for EB 2 I'd expect the Goidilic tribes to be a faction.
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Re: Suggestions for v0.81
Thanks for the kind words Chef Fain. Hope you get a lot of enjoyment out of it not just with the Celtic factions but with the others too - they all have similar levels of detail or will by the end of this.
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Re: Suggestions for v0.81
hey for those asking about the Getai, we're working on some changes to the starting set-up, and I hope the changes will help the Getai expand, especially toward Kallatis.
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Re: Suggestions for v0.81
The army that is halfway between Kallatis and Olbia needs to be moved closer to Kallatis and maybe the army in Buridava sgould start out of the city closer to Naissos? And I am sure there are some tweaks in relations that can be used to get a boost to the starting Dacians...
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Re: Suggestions for v0.81
OK. It just looked on the EB worldmap posted on the gameplay guides subforum. It occured to me that the reason the Seleucids are allways pestering the Sabeans lies in the Arabian territories apparent vulnerability.
Also the AI tends to take the "shortest route" to it's target.
The Seleucids want to go to war with the Ptolies. OK. Let's go trekking across the desert. Same thing goes the other way around. Sure on the map it looks like the shortest route, but with any kind of basic roads going from Mesopotamia via Syria and Ioudaia should be faster than trekking across the desert.
Please make the Arabian province impassable and unconquarable. Make Nabataia province impassable for all parts except the immediate surroundings of Bostra and the southern coastline. Also restrict roadbuilding in Nabataia, Tadmor and Sinai provinces. If you have to allow roads in Nabataia restrict them to the surroundings of Bostra and the coast.
Sinai may have to keep the ability to construct roads, but should be restricted to the most basic level. No paved roads or highways.
Tadmor is clearly a desert province and it shouldn't have roads either.
I think these changes would help to balance the game considerably. And eliminate the unrealistic desert wars between the Ptolies and Seleucids. It would also help the Sabeans early game not to have to look over they're shoulder at Arabia province, all the while expecting the next Seleucid stack coming south along the hostile desert.
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Re: Suggestions for v0.81
Is it possible in the future the team add some cities?
Maybe Thebes,Argos,Nice,Naplese etc...
The game will be more better or will be a mess?
What is your opinion?
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Re: Suggestions for v0.81
Quote:
Originally Posted by Alkiviadis
Is it possible in the future the team add some cities?
Maybe Thebes,Argos,Nice,Naplese etc...
The game will be more better or will be a mess?
What is your opinion?
There will be no changes like that to the map. Our map has as many cities as RTW will allow us. Unfortunately MTW2 only allows us 198, so when we move to that engine, we'll have even less cities.
Foot
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Re: Suggestions for v0.81
Thanks Foot...
I remember before two years when i played RTR had more cities how's that?
Anyway...it has too much cities...
Thanks again...
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Re: Suggestions for v0.81
Quote:
Originally Posted by Alkiviadis
Thanks Foot...
I remember before two years when i played RTR had more cities how's that?
Anyway...it has too much cities...
Thanks again...
No they didn't, they just had areas such as greece packed with cities, but other areas with less. RTW allows no more than 199 provinces on the map, both RTR and EB can have no more than that.
Foot
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Re: Suggestions for v0.81
Gah, why do CA insist on putting caps on everything like amount of settlements or faction limit.
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Re: Suggestions for v0.81
Here are some of my personal suggestions for further improvement. The mod is great and I love it but I'd maybe change these things:
-as some people said before, I'd reduce traits. It's just too much. I have around 70 active family members and can't take care of all of them constantly and they end up fat, stupid and negative in the end.
- change the triumph trait. It's practically impossible to get. I have great generals who are victors over some people, subiugator athenae, a.s.o. and never get it.seems bugged.
- check generals bodyguards. while some like Sweboz, Roman, KH,... seem to be ok. Carthaginian generals seem way too overpowered and most of them get up to 100 guards. Those guys are superhuman, imho.
- change model of Marian legionaries. The braccae should be removed on all Marian troops, helmets of Antesignani and Cohors Evocata really need to be changed. Evocati wear a later Gallic, don't remember the Antesignani now but I think it looked Italic when I last time saw it (will check ingame again)
- reduce rebels spawning maybe.
- I don't know what could be done about Parthia. I would like to see them a bit stronger. In all my campaigns so far they were wiped out by Baktria.
- maybe a multiple temple addition would be nice. that would make other minor temples like the one to Vesta or Iuno or Mars more interesting as secondary temples.
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Re: Suggestions for v0.81
If the AI is somwhat moddable (or whatever part of it is) EB should focus on that (battlefield AI I mean).
I havent heard anyone from EB talk about what they're doing to the AI.
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Re: Suggestions for v0.81
I have two suggestions:
1. Give nomads major economic aid:help:
2. Create a full Punic war script script (traits, family member spawns, units being deployed over the alps, etc.):skull:
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Re: Suggestions for v0.81
Quote:
Originally Posted by K COSSACK
If the AI is somwhat moddable (or whatever part of it is) EB should focus on that (battlefield AI I mean).
I havent heard anyone from EB talk about what they're doing to the AI.
A.I. performance on the battlefield can be improved through optimizing the formation files, but that's about all you can do to influence the battle A.I. The EB team has made their own historical formations, but they aren't fully optimized yet. In the mean time, you could try one of Thorlof's formation modifications in the unofficial modding forum. I haven't tested them myself (will do so soon), but I am told they do improve the battle A.I.
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Re: Suggestions for v0.81
Quote:
Originally Posted by Alexander the Adequate
Create a full Punic war script script (traits, family member spawns, units being deployed over the alps, etc.):skull:
You ain't getting hannibal. EB has a policy that while we set up the historical conditions at 272BCE, we do not follow history (except for such things as reforms, and we try to have them as dynamic). Caesar, Marius, Sulla etc are not going to be spawned, we are allowing you to recreate history. The same thing stands for units being deployed over the alps - happened because Hannibal planned it so, and we will not force it.
Foot
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Re: Suggestions for v0.81
Another Pontos nitpick....Priest of Kybele ancillary gives a Farming bonus, but the temple itself has nothing to do with farming. Not that I mind having a bunch of good farming ancillaries...but, it doesn't seem right...just a heads-up. Gotta make sure you people don't forget my fave faction!:whip:
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Re: Suggestions for v0.81
Quote:
Originally Posted by Foot
No they didn't, they just had areas such as greece packed with cities, but other areas with less. RTW allows no more than 199 provinces on the map, both RTR and EB can have no more than that.
Foot
Thanks Foot...
So in one province had 2 or 3 cities right?
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Re: Suggestions for v0.81
Quote:
Originally Posted by Alkiviadis
Thanks Foot...
So in one province had 2 or 3 cities right?
No, you can only have one city in a province.
Foot
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Re: Suggestions for v0.81
I was just reading about that Jewish holy temple thing in the region of moderday Jeruesalem and I was wondering if I could be possible via scripting so every time you'd destroy it a few years later to a decade it would get rebuilt.
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Re: Suggestions for v0.81
I don't really think that is correct.
The Romans only destroyed it once - the second one rebuilt by Nehemiah and Ezra - , killed 2 million Jews, and banned Jewish return to the area because they were too annoying to deal with. The Babylonians destroyed the first Temple(Solomon's restored by Josiah).
Judaism then became decentralized and based around interpretation of a spoken law by certain Rabbis(the outgrowth of the old Pharesee sect seen in the Greek Scriptures) that (J/Y)H(V/W)H gave Moses via the Talmuds rather than the old Jewish law if my knowledge of Jewish History is correct.
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Re: Suggestions for v0.81
That will get fixed when we totally redo priests as ancillaries in the hopefully near future elminster. Our trait dept (bozos) knows about it.
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Re: Suggestions for v0.81
Quote:
Originally Posted by Teleklos Archelaou
That will get fixed when we totally redo priests as ancillaries in the hopefully near future elminster. Our trait dept (bozos) knows about it.
Referring to my post before:
Do you know if the Roman units will be redone as well in the future?
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Re: Suggestions for v0.81
Quote:
Originally Posted by L.C.Cinna
Referring to my post before:
Do you know if the Roman units will be redone as well in the future?
The current Roman FC is making a very large list of changes for current roman models. However these are obviously a low priority, so don't expect them for the next release.
Foot
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Re: Suggestions for v0.81
I don't know anything about Roman unit equipment. I can't answer questions on that. I will say that the number of traits will not be reduced and that parthia is undergoing major changes still, in response to some other questions you posed.
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Re: Suggestions for v0.81
Quote:
Originally Posted by L.C.Cinna
I have around 70 active family members and can't take care of all of them constantly and they end up fat, stupid and negative in the end.
Mine are all heading that way too ~:thumb:
...this ai is just like real life :)
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Re: Suggestions for v0.81
@Foot:ah thank you. I do understand that it's not a priority. the current models are great and I'm just asking.
@Teleklos thank you. Can't wait to see what you're going to make out of Parthia ~:)
Great mod. thank you all for the great work. :yes:
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Re: Suggestions for v0.81
Quote:
Originally Posted by Teleklos Archelaou
That will get fixed when we totally redo priests as ancillaries in the hopefully near future elminster. Our trait dept (bozos) knows about it.
Goodie! I religiously(hah! lame pun) build each different type of temple, according greater prominence to them based upon how the faction revered them(build lots of Temples of Men as Pontos, for example), but I have at least one of each at any given time, and part of the fun is seeing what all of them do and what the priests do(one my problems with BI was that nearly all of that variety was gone.) I often swap them around depending on what a given family member is going to be up to, so it bugs me to have three temples have priests with the same bonus a little....
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Re: Suggestions for v0.81
@cinna - Doesn't everyone end up a lecher, fat, ugly, drunk and stupid? or is it just my family...:wall:
i love all the traits i think they are great! don't get rid of any of them. cinna can just go and delete a bunch of them out of the sciprt as a mini-mod maybe.
on the topic of eb2. i have not played mtw2 so i have no idea on the mechanics of it but i'll paint you a picture of my question: let's say i have a great Sweboz general who has a son who picks up traits like scared of blood and other wussy traits. he may be a great administrator though. my great general understands the importance of a good education but barbarian factions cannot seem to build schools. so maybe, like in the civilisation series,my son could enter into an allied factions city, like rome or athens, and he could get educated and come back? that would be sweet!
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Re: Suggestions for v0.81
I don't think you can do that... Though it might be interest to have some sort of 'Former Foreign Hostage' trait that represents a child, formerly kept as a good will hostage in a foreign(allied) court.
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Re: Suggestions for v0.81
I have played the Total War series for many years now (starting with Shogun), and it has always irritated me that buildings have no requirement for upkeep. It seems to me that a major new building, with tangible benefits for your faction, should require a continuing investment to keep it functioning.
If your faction runs out of money, your buildings should start degrading - forcing you to sell buildings you cannot afford to maintain.
It seems to me that scripting may finally provide a way to change all that!
Idea 1. Scripting deducts upkeep for selected buildings and damages them if the money is not available.
Idea 2. Scripting automatically damages buildings at intervals - obliging you to spend money to repair them if you want their functionality back.
I like Idea 2 best, because it creates new strategic decisions for you to make. Also, you can effectively switch it off with Auto-manage.
I believe the AI can cope with damaged buildings - my sabotage results are always fixed on the next turn, but I don't know if scripting can identify which buildings you have in order to decide whether to damage them.
Any interest in this?
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Re: Suggestions for v0.81
Are you sure you don't have access to EB's Backstage? We were talking about that two days ago.
That's all I'm going to say for now. ~:)
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Re: Suggestions for v0.81
Now THAT is a really good way of depriving factions of some excess cash :laugh4:
This would place a 'limited' hand-brake on the "I've captured a few provinces so am now unstoppable" syndrome of TW games.
Great idea! Hopefully you EB'ers can do something with it.
Cheers,
Quilts
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Re: Suggestions for v0.81
Quote:
Originally Posted by Dumbass
I think epeirus are too strong; as the maks I kicked them out of Greece, they then manage to go from just taras to taking rome and capua. The seleucids may be a bit too strong too(or ptolemaioi too weak) because they've already taken alexandria and memphis (by 264) leaving ptolemaioi in the desert. Maybe you could make factions like pontos, pahlav, hayasdan stronger to increase the pressure for seleucids. However I love the knew ways the ai advances; rome now advance south taking rhegium, carthage take sicily which means there is a epic battle for rome (carthage + rome against the epeirotes).
This is so true. Seleucids become a unstoppable monster in few turns due to other small kingdoms weakness. In my few Pontos campaign experiments they crushed me to pieces while i was setting up my economy. I had only Amaseia and Sinope plus a small army because of financial limitations. I'm sure of that other fellas such Hayasdan, Pahlava etc is not so different. For a real challenge and oppurtunity you may give something to small eastern kingdoms.
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Re: Suggestions for v0.81
The Ptolemaioi, Seleukid thing seems quite ok imho. I read from several people here that AS is the uber-monster. Others said that the Ptolemaioi crush the AS. What I noticed is that it often seems to depend on Carthage. If Carthage attacks the Ptolies AS will become the strongest faction there, if the Ptolies are left alone they will crush AS.
I played 3 campaigns with the Romani now. In the first 2 I captured the islands from Carthage and went to Africa. In those games the Ptolies took Cyrene and then crushed the AS completely. this time I attacked Spain after taking the islands and left Carthage for some time until I had captured Gallia. They went east and took all of Egypt. The Ptolies were on the run and AS regained lots of territory until I attacked Carthage and the Ptolies could take back Egypt. then they went to exterminate the AS. Bactria helped in all my campaigns to kill the AS.
I think Ptolies and AS are actually pretty balanced. if AS is weakened more they will be crushed in every campaign. It all depends on where the player sits. If you're in the west and fight Carthage the Ptolies will nearly always win. So maybe the thing which would help is making Cyrene harder to access for Carthage, then the Ptolie/AS fight in the east is a pretty ballanced thing.
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Re: Suggestions for v0.81
Trait suggestion: what about making the 'very unsure troops' decrease the personal security of the general in charge? It's only natural that the troops would be more inclined to bump off a particular fellow who they believe will lead them to their deaths. It should also have an influence drop, and vice versa for 'very confident troops'.
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Re: Suggestions for v0.81
well i don't know if this is the right thread to post this but anyway..: in the hellenic speach the word phalangitai deuteroi is pronounsed
de-fte-ry and not de-u-te-ro-i the letter u is pronounced f and the letters deuteroi are pronounced together as one like this word normally..if you want any help with the pronouncing of the hellenic troops
speech i'm in your service.... i'm greek and the pronouncing in eb is a little funny to me !!!!!!
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Re: Suggestions for v0.81
I am not a greek speaker so I have never noticed, but I think the reason the pronunciations might sound funny to you is because the EB team is trying to recreate an ancient accent or something like that. There was a big huge argument about it a little while ago, if you do a search you might find it.
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Re: Suggestions for v0.81
Yeah, this is third century BC Attic Greek, not byzantine or modern greek. We are quite sure the pronunciation is correct there (certainly there may be an occasional vowel that sounds a little odd, but even those are essentially right).
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Re: Suggestions for v0.81
Quote:
Originally Posted by Teleklos Archelaou
Yeah, this is third century BC Attic Greek, not byzantine or modern greek. We are quite sure the pronunciation is correct there (certainly there may be an occasional vowel that sounds a little odd, but even those are essentially right).
IIRC the koine Greek souded more like the Byzantine one since the New Testament wa written in koine...
But as I remember there is a shortage in the koine pronounciation evidence from 3rd century BC...is that right?
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Re: Suggestions for v0.81
That is pretty much correct if I understand you correctly. The problem isn't that our Greek isn't sounding like koine did (it doesn't), it's that koine hasn't really come into its own yet. You name the sound and I'll be happy to look up when it did change into the later pronunciations though.
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Re: Suggestions for v0.81
Quote:
Originally Posted by Teleklos Archelaou
That is pretty much correct if I understand you correctly. The problem isn't that our Greek isn't sounding like koine did (it doesn't), it's that koine hasn't really come into its own yet. You name the sound and I'll be happy to look up when it did change into the later pronunciations though.
Our priests are chanting the New Testament in the same pronounciation as when it was first written...
And I must ensure you that we still dont understand 60% of it... :laugh4:
Anyway my position is that while the generals should shout in the Attic dialect the troopers of Macedonia/Diadochi would be more appropriate to use the koine pronounciation...
Now of course if we dont have ANY evidence of the koine pronounciation this whole debate is a moot point...
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Re: Suggestions for v0.81
Koine developed differently in different regions of the Greek speaking world over time.
In Lakonia it first appears evident in inscriptions in the 1st century BC, but even in the following two centuries the older pronunciations clearly dominate. By the 3rd century AD the percentage of purely koine inscriptions reaches 73% and the rest of them are of a mixed character. This is pretty much the same with both public and private inscriptions. It's gone by then.
In Messenia it progressed more quickly. Some elements started showing up at the end of the 4th century BC, with some form of koine showing up in almost half of the ones in the 3rd century BC, but it sort of halted its pace and met up with the Lakonian pace during the last two centuries BC.
In Kyrenaica it was quite slow. The first purely koine documents don't show up till the 2nd century AD.
Krete varied by regions. Some places had a 50/50 split of at least some elements of koine by the mid 3rd century BC. The use of koine in all regions gained momentum most in the 1st century AD when the increase in use shot up dramatically.
Throughout the Aegean, the use of koine was not very common until the 1st century AD - there are only a few koine inscriptions in the 3rd and 2nd centuries BC. The local dialects were spoken dominantly even in later times in some places like Rhodes.
The only purely koine inscriptions in the Argolid from pre christian centuries are statues of the ptolemaic king, a roman, and a 2nd century decree of artisans of dionysos. 2nd century BC is the time when it started finding its way into some of the cities, but it was not that common still. Older dialects still dominated even until the 2nd and 3rd centuries AD, but 2nd century AD shows the greatest increase in koine inscriptions there and shows the dialect was on the wane.
At Korinthos, only non koine inscriptions survive from 3rd century bc. THe first koine one appears in the 2nd century BC.
In NW Greece and Epeiros, there are no only-koine inscriptions in the 3rd c. BC, save one. Public and private ones show little koine influence till the 1st century BC, though it is creeping in in parts of inscriptions starting, especially in Aitolia, in the late 3rd c. BC. It's a little more common than that in Aitolia, but same timeline progression in percentages of public and private docs. It's really slow to get picked up in west and east Lokris though. With few inscriptions showing up in the BC period.
In Arkadia it's very uncommon to find it in 3rd century (only 1 pure koine document, none or even influence in private documents).
At Delphi, it doesn't show up at all in private inscriptions till 200-170's. It does show up in Delphic Amphictyonic inscriptions as early as 300 though, but it's generally a mix. In contrast Delphic Proxeny decrees have zero koine or koine influences till the AD period.
Very detailed stuff on Asia Minor exists. You can find out when specific sound changes occurred - like 'ai' turning to 'ae/e' (Magnesia in 1st c ad, Priene in 1st c. bc., etc.).
Kypros must have changed earlier than most anywhere else "greek" as the cypriot dialect of greek was in its final phases for the most part by the end of the 3rd century.
Bidialectal speaking must have been common also throughout much of Greece in places where koine starts to spread. But of course its development in the 3rd century BC 'diaspora' to the east is much more furious. Bidalectism of new immigrants and the use of koine in Seleukid and Baktrian lands among natives who were learning some greek and among the military certainly was common. I don't know how much effort should be invested in finding out exactly what the Seleukid, Baktrian and Ptolemaic changes in effect in the third century were though, as most Greeks would still be bidialectal at the least for a few more generations. But if we had limitless resources and time and actors, I'd be fine with working up something more closer to an separate language group for the "eastern greek" culture we have in the game. Does any of this mean someone who believes 3rd century greek was spoken just like it is today (even 3rd century developments of koine where they exist) will care? Probably not. But the people who are really interested in seeing how it changed and the clear evidence of when the changes took place (and what the changes were) are interested in it. That's the audience I guess I'm summarizing this for.
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Re: Suggestions for v0.81
Quote:
Originally Posted by Teleklos Archelaou
Yeah, this is third century BC Attic Greek, not byzantine or modern greek. We are quite sure the pronunciation is correct there (certainly there may be an occasional vowel that sounds a little odd, but even those are essentially right).
All the names are catchy to say to... Theres this voice for one unit thats like "Thorakitai Hoplitai" and I keep walking around muttering this the way its said ingame, constantly repeating this.... :laugh4:
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Re: Suggestions for v0.81
I believe you should make the pirate fleets less powerful at least the ones in the North Atlantic and the Channel, they clearly keep the Casse AI from expanding into the mainland after they conquer Britain they just stand idly, is this intended?
The fleets were giving way too much headaches until I edited them to make them less powerful using instructions in a post by Kull made on the TWC forums.
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Re: Suggestions for v0.81
Ok my suggestions, first off make it easier to gain command stars. I've gained one command star for my generals, and I've fought like 40battles. The first few command stars would be better if they came easier, and then the higher up you need to achieve heroic victories etc.
My biggest problem with the game so far outside of the buggy issues, and incomplete regional units for some factions is the way the rebel faction behaves.
I'm about 3/4 in the sweboz campaign and all I've done is killed these rebel bases which just basically do nothing but behave as lambs to the slaughter, and the way the map is set up there is a ton of them to be slaughtered. It doesn't really feel like i'm playing anyone.
I don't know what the solution is, I guess it'd be better if they were more agressive.
I personally don't really like the pop ups that happen of barbarian units, they just sit there and do nothing.
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Re: Suggestions for v0.81
If fighting rebels is the thing you least like, sweboz and casse are the worst two factions to pick. They have huge areas of rebels around them or that they must fight for a long time first. Why is this "broken" then? Just pick another faction - we just don't have any others next to the Sweboz. We also can't influence the way the rebel units act - it's outside of our control but is affected of course by how hard you chose to play the campaign on.
On command stars, we go much more for morale bonuses, which affect your soldiers a lot more appropriately than stars do (stars only affect soldiers near the general, while morale affects all of them under his command I believe). Stars appear more shocking when you see a stack of them, but the morale will help your guys a lot more. Always pay very close attention to your general to see if he should be doing what you are doing with him too - if he gets morale bonuses for attacking or for sieging or if he can't manage supply trains and his men run out of food - all these things are much more important in EB and should be closely considered before marching a stack off to war.
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Re: Suggestions for v0.81
Q. What are the dates from B.C. to A.D. on EB ?
thanks
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Re: Suggestions for v0.81
272 BC to 14 AD I believe.
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Re: Suggestions for v0.81
Well Telekos my suggestion would then be to put another faction in that area, or perhaps to increase the initially controlled towns by those factions.
You said that you can't change the way the rebel units act, so I would suggest not putting such a large chunk of the game in a system that reacts so poorly and is inflexible.
There is way fewer rebel towns in the vanilla game, so I would argue the way they were designed was not to be such a big part of the game as it is in this mod. They simply weren't designed to be that significant part of the game. Maybe for the other factions this isn't such a big deal, but my fav faction is the Sweboz so that's why i'm interested.
With regards to the command stars, if you can alter them so they affect morale that might be cool. You'd think the soldiers morale would be boosted to go to battle with such a strong general. And either way, even if Morale is a bigger force, i'd still like to see it easier to gain those command stars. I'm usually pretty good at keeping my general close to the bulk fighting so it does affect me quite a bit.
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Re: Suggestions for v0.81
Another suggestion I have regarding an exchange on the bugs thread when I mentioned that all my Governors are getting the uncomfortable supervisor trait.
Quote:
Originally Posted by bovi
They want to be governor in a larger settlement. They feel their skills are not properly challenged in a backwater tiny village.
Well if that's the case that's a little unfair to factions such as the Sweboz that pretty much only have tiny villages in there area.
I'm gonna put this suggestion on the suggestions thread, but I'd suggest that since the system as present, I'd have to imagine works that when a Governor reaches certain level of management he wants to manage a bigger city. Why not just have it so that he doesn't gain management points up to a certain point for smaller cities (which may already be the case) and leave out the trait penalties which IMO overcomplicates an already complicated trait system, with things that may work for certain factions but not for others as demonstrated here...
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Re: Suggestions for v0.81
Quote:
Originally Posted by Static
Well Telekos my suggestion would then be to put another faction in that area, or perhaps to increase the initially controlled towns by those factions.
You said that you can't change the way the rebel units act, so I would suggest not putting such a large chunk of the game in a system that reacts so poorly and is inflexible.
There is way fewer rebel towns in the vanilla game, so I would argue the way they were designed was not to be such a big part of the game as it is in this mod. They simply weren't designed to be that significant part of the game. Maybe for the other factions this isn't such a big deal, but my fav faction is the Sweboz so that's why i'm interested.
We can't put a new faction in that area, we have no faction slots left. It would be an even worse travesty if we were to either increase the starting provinces of the Sweboz or (heaven forbid) reduce the number of provinces around the sweboz. This isn't vanilla, but nor is it perfect. We like to think that it is a happy medium, but of course we are still not happy with it. What else would you (realistically) like us to do.
Quote:
With regards to the command stars, if you can alter them so they affect morale that might be cool. You'd think the soldiers morale would be boosted to go to battle with such a strong general. And either way, even if Morale is a bigger force, i'd still like to see it easier to gain those command stars. I'm usually pretty good at keeping my general close to the bulk fighting so it does affect me quite a bit.
Command stars do effect morale, unfortunately they aren't as flexible or suitable as traits (which effect the entire army). The reason we give few stars to people is because we have lots of traits that give good morale bonuses, to add stars as well would be unbalancing. I don't see what the big deal is except when you want to autoresolve big battles, but then just use the auto_win cheat. Forget about command stars, start worrying about how you are going to feed your troops in enemy territory.
Foot
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Re: Suggestions for v0.81
Quote:
Originally Posted by Static
Well Telekos my suggestion would then be to put another faction in that area, or perhaps to increase the initially controlled towns by those factions.
You said that you can't change the way the rebel units act, so I would suggest not putting such a large chunk of the game in a system that reacts so poorly and is inflexible.
There is way fewer rebel towns in the vanilla game, so I would argue the way they were designed was not to be such a big part of the game as it is in this mod. They simply weren't designed to be that significant part of the game. Maybe for the other factions this isn't such a big deal, but my fav faction is the Sweboz so that's why i'm interested.
The thing is Static, these "rebel towns" are actually independant nations. They are just like the Casse or the Sweboz except you can't control them and under the RTW system can't expand.
If the start date was just a few decades earlier Rome would have only one province and would have to fight "rebels" like the rest of the factions.
Adding more provinces to the smaller factions would be completely ahistoric, since the Lusitannan, Casse, and Sweboz are just single tribes that through the course of the timeframe expand to be a dominant power over it's neighbors, much like Rome.
I personally loved the fact that while playing as the Sweboz i united all the germanic tribes and then emerged from the northern forests to wreck havoc on the celts and romans.
If you would like more factions to go against early, try the getai. they are barbarian and have to deal with the greeks very early on.
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Re: Suggestions for v0.81
While everybody is talking about BI-Shieldwall-formation, I’ve noticed misuse of classic vanilla horde-formation in EB.
I suggest to give this attribute to several groups of units:
1. Gesatae – if these guys are under heavy drugs and don’t feel any pain, who’d expect them to keep square formation? Perhaps, horde formation can portrait them more accurately.
2. Elephants of all kinds – they were clever animals but I doubt they were that clever to keep square formation.
3. Primitive skirmishers of all kinds – since they are primitive and untrained unit, unable to engage, why bother running away in square formation order, running like a horde would be much easier.
And I think it could be great to slightly increase slingers reloading time and gaps between them in their square formation. After all their longest slings where about one meter long, so every longshooting slinger requires 2 meters of free space.
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Re: Suggestions for v0.81
We know that it is better for AI if his armies are commanded by family members(with many useful traits,including invisible ones).Can't we greatly increase their fertility via traits,so we could meet more of them in battles?Of course this fertility boost would be available for AI family members only.I know that the amount of births also depends on how many provincies you have,but to me this fertility boost may be useful.
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Re: Suggestions for v0.81
I would also like to ask if it is not possible to reduce the size of trees... I mean Yeasterday I fought a battle at ground level since trees wouldn't let me see the fight.
Cheers...
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Re: Suggestions for v0.81
Here's just a quick trait idea, if it's impossible, already implemented or ahistorical somehow feel free to shut me down:laugh4: . Here are some cool traits:
Disciplined Troops: This man keeps his troops in line and knows how to earn respect. +1 morale, +10% movement points
this could lead to...
Harsh Disciplinarian: The men under his command resent this man's heavy-handed leadership, but wouldn't dare say it out lout. +1 morale (?) +15% movement points
on the other side of the spectrum...
Lax troops: This man has trouble stirring his troops to action, and must often resort to entreaties rather than commands in camp or battle. -1 morale, -10% movement points
which goes to...
Idle Troops: The camp now resembles more a bazaar than anything else, and this poor man can't get a word in edgewise with his own troops. -2 morale, -15% movement
and for really bad generals:
Mutinous men: His men have had it with this general and are ready to mutiny. -2 morale, -3 to personal safety
Generals who are bookish, introverted or excessively compassionate will not do well with camp discipline (hard for a kindly scholar to give the order to beat a man to death for missing sentry duty, after all:whip: ) but social, strong, commanding generals will have no problem. I think troops should also become more disciplined if they are moving around a lot, but it they stay in a city or fort for too long, should become lazy. A general who is uncharismatic, dishonest or just loses a lot should be greeted by mutiny.
whad'ya think?:smash:
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Re: Suggestions for v0.81
Quote:
Originally Posted by Imperator
Here's just a quick trait idea, if it's impossible, already implemented or ahistorical somehow feel free to shut me down:laugh4: . Here are some cool traits:
Disciplined Troops: This man keeps his troops in line and knows how to earn respect. +1 morale, +10% movement points
this could lead to...
Harsh Disciplinarian: The men under his command resent this man's heavy-handed leadership, but wouldn't dare say it out lout. +1 morale (?) +15% movement points
on the other side of the spectrum...
Lax troops: This man has trouble stirring his troops to action, and must often resort to entreaties rather than commands in camp or battle. -1 morale, -10% movement points
which goes to...
Idle Troops: The camp now resembles more a bazaar than anything else, and this poor man can't get a word in edgewise with his own troops. -2 morale, -15% movement
and for really bad generals:
Mutinous men: His men have had it with this general and are ready to mutiny. -2 morale, -3 to personal safety
Generals who are bookish, introverted or excessively compassionate will not do well with camp discipline (hard for a kindly scholar to give the order to beat a man to death for missing sentry duty, after all:whip: ) but social, strong, commanding generals will have no problem. I think troops should also become more disciplined if they are moving around a lot, but it they stay in a city or fort for too long, should become lazy. A general who is uncharismatic, dishonest or just loses a lot should be greeted by mutiny.
whad'ya think?:smash:
You mean like:
https://img444.imageshack.us/img444/...ka21042nz3.jpg
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Re: Suggestions for v0.81
Can we tone down the personal security penalty on the Victor/Famous Victor/Conquering Hero trait? Cause seriously, the 2 Influence is nice, but the -5 to personal security absolutely nukes the guy's bodyguard.
I've got a character who has won about a million battles, has 3 Perigiesis (sp?) traits and 8 influence, is over 40, and my faction heir, and his maximum bodyguard is 21 guys because he is a "Conquering Hero".
(edit) Well, wrong guy, his max. bodyguard is 31 guys which is higher but still seems low for my best general.
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Re: Suggestions for v0.81
I didn't know personal security affects the amount of bodyguards. I thought it only affects his chances of getting assassinated. And doesn't influence increase the amount of bodyguards? Which unit size are you playing with?
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Re: Suggestions for v0.81
As far as I know, only Influence affects the number of bodyguards a general has.
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Re: Suggestions for v0.81
You should probably read this then:
https://forums.totalwar.org/vb/showthread.php?t=47146
edits below:
Quote:
On Large Unit size:
Base Bodyguard : 24
Leader: + 14
Heir: +8
Personal Security: +2 per point
Influence: +2 per 3 points (whole values only. So at 3, 6, and 9)
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Re: Suggestions for v0.81
Quote:
Originally Posted by Sheep
I didn't know that. Cool. So one can back calculate an exact personal security number given that you know the size of the bodyguard and everything else there. I don't think there is any other way to see that number is there? (in game I mean).
Hunter
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Nerfing Slingers
Can I officially add my request for a change in either the:
- Availability;
- Size of unit;
- Morale;
- Accuracy; or
- Cost
...of slingers, and to a lesser extent, other missile troops, in order to make them less devastating.
It is currently possible in the game to win battles that resemble WWI after the development of machine guns. It was never historically feasible to do this.
Cheers
Hunter
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Re: Nerfing Slingers
I was trying to remember what EB reminded me of! Post WWI machine gun battles! Right on! :grin:
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Re: Nerfing Slingers
Quote:
Originally Posted by Teleklos Archelaou
I was trying to remember what EB reminded me of! Post WWI machine gun battles! Right on! :grin:
It's a little exaggerated, but he's got a point. The worst slinger consentrations I've run into are when the Swebóz captured the celtic settlements north of the Alps. They were more fond of the celtic slingers than the militia. Those battles were not fun... But I can only speak on my behalf. Don't know if anyone else has experienced the same.
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Re: Suggestions for v0.81
Sabaens tend to produce lots of slingers in my campaign. It's not at all unusual to see 4-5 of them in an army of 10-15 units. I've countered them by using my own slingers.
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Re: Suggestions for v0.81
Quote:
Originally Posted by Conqueror
Sabaens tend to produce lots of slingers in my campaign. It's not at all unusual to see 4-5 of them in an army of 10-15 units. I've countered them by using my own slingers.
Could be cause the Sabaean units are relatively expensive. Most of them are a tad better than the standard cheap eastern levies so their unit expense is quite high. Since the slingers are a cheap base unit with low MIC requirement the AI keeps spawning them for the lack of funds to train the better ones.
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Re: Suggestions for v0.81
Wow, really stuck into my first real campaign. Really impressed as I said before. Started as the Romani and was not hugely expansionist until I was attacked by Koinon Hellonon who had become VERY strong. This led to a massive war which led to my control of all the Greek lands as far Olbia down to Byzantion and all of the main Greeek cities.
My knowledge of history is not on a par with most of the guys on this forum by the looks of things(thats why I expected to get the legions a lot earlier, and still haven't got them...), but I thought the Spartan Hoplites who I fought against would of had the Corinthian style helmet. I was kind of dissapointed, mainly because I think it looks class. Was this style of helmet outdated by the start of the game? Most of the hoplites in the game seem to have the Montefortino style helmet, which I presume was more practical?
But, if this is not the case I think it would be savage to have the classical hoplites and Spartans to have the Corinthian helmets in the next version.
Thanks.
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Re: Suggestions for v0.81
There are some corinthian helmets around still, but they aren't as common as the pilos. There is zero support on the mod team for giving the spartans, or any entire greek unit I'm aware of, the corinthian helm.
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Re: Suggestions for v0.81
Quote:
Originally Posted by Southern Hunter
I didn't know that. Cool. So one can back calculate an exact personal security number given that you know the size of the bodyguard and everything else there. I don't think there is any other way to see that number is there? (in game I mean).
Hunter
There are some bonuses for faction leaders and heirs, however for other characters it's all done by traits. So just go through the traits and count up all the personal security bonuses and penalties.
You can see how a -5 penalty from a single trait ("Conquering Hero") would nuke the bodyguard size (10 guys lost right there), especially if there are a few other penalty traits along with it. Kinda backwards considering you would think it would actually be easier for a famous general to attract men to fight with him. Currently, the more cities your general conquers, eventually the smaller his max. bodyguard size gets. His greater Influence would counteract it, but not totally, since you lose 2 bodyguards per negative point of personal security, but you have to gain THREE points of influence to get those 2 guys back.
I just don't see why Victor/Famous Victor/Conquering Hero should be negative traits at all, I guess. But I know it was in vanilla as well.
Quote:
Originally Posted by Southern Hunter
It is currently possible in the game to win battles that resemble WWI after the development of machine guns. It was never historically feasible to do this.
As a Baktrian player, I feel like I have an excuse to field lots of missile units, cause that's partly how "eastern" armies fought. I love the way 6 units of foot archers, 2 units of horse archers, and 2 units of slingers can just ERASE an enemy unit from the map. ~D
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Re: Nerfing Slingers
(double posted without thinking, sorry)
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Re: Suggestions for v0.81
Quote:
Originally Posted by Sheep
As a Baktrian player, I feel like I have an excuse to field lots of missile units, cause that's partly how "eastern" armies fought. I love the way 6 units of foot archers, 2 units of horse archers, and 2 units of slingers can just ERASE an enemy unit from the map. ~D
Im playing Baktrian as well. For the maintenance of 1 unit of Elephants, I can instead have 20 units of 160 slingers. They erase whole armies before they even get to the line.
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Re: Suggestions for v0.81
"Historically, the Sabaean urban population was, besides Arab levies, the only other major component of their cavalry divisions. Hailing from a highly urbanized society, these men hailed from both small and large settlements, many helping to work royal land grants, a few riding horses provided by stables owned by their local High Priesthood, and some even enrolled in the forces of semi-independent city commanders. They were skilled veterans, their service during Sabaean campaigns leading them into the rugged mountains North of their well watered and fertile lands, fighting raiders and marauding tribes almost as a way of life. For this service, their pay was good and their lives away from campaign were fairly comfortable, but their strong association with the High Priesthood from engrained childhood perceptions to livelong economic and social relationships, leave their loyalty and dedication beyond reproach."
The above description is from the Sabaean Medium Cavalry. Yet the Sabaeans can't build even the most basic "grant of land" let alone royal or temple estates.
Is this an oversight? If not then I suggest the Sabaeans get some level estates to build. Could be royal since that's what it says in the description.
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Re: Suggestions for v0.81
Before I go on the crux of my post, I feel the need to throw out the obligatory "EXCELLENT MOD!" comment and give my thanks to all of the hard working team members who made Europa Barbarorum possible. That being said, on to the question!
Would it be possible for each of the Koinon Hellenon cities to recieve a hit to their loyalty when Makedon is destroyed as a faction? I feel that this would help to partially represent the dissent that would spread among the city states once the common foe of all true and righteous Hellenes is crushed.
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Re: Suggestions for v0.81
That's logical Artificer, but I don't think we can do it. At least not from my standpoint dealing with building bonuses. Macedon manages to survive usually on Lesbos for very long periods of time also, so getting totally rid of them is usually pretty difficult.
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Re: Suggestions for v0.81
Quote:
Originally Posted by Teleklos Archelaou
That's logical Artificer, but I don't think we can do it. At least not from my standpoint dealing with building bonuses. Macedon manages to survive usually on Lesbos for very long periods of time also, so getting totally rid of them is usually pretty difficult.
Thanks for the reply, Teleklos. I wasn't really thinking of it from the AI angle, where the KH would certainly have trouble surviving the first few years, let alone making a successful foray across the sea. However, from the player's perspective this would open up all sorts of neat opportunities, role playing and otherwise.
Just imagine the possibilities! With the Makedonians pushed from Hellas proper, the KH finds itself in a rather precarious position. The old rivalries spring forth once more, bringing unrest both civil and military. Do the Hellenes push forth into the world, to reassert their power as a culture? Or does one overly ambitious Spartan or Athenian see the chance for their respective homes to claim hegenomy over all? Who knows?
The Glorious and Bountiful Rhodian Federation has a certain ring to it, don't you think? :2thumbsup:
Of course, this is all likely impossible and I've just wasted five minutes. Oh well. Sometimes dreaming about something can be just as fun as seeing it come to fruition. :beam: