There is an option for a defender to sally forth (into a field): at times, the AI uses that. Probably, the likelihood of such sallies should be increased especially if the AI has a decent army in the town.
Yep, and AI defenders use this option quite often. I haven't kept tabs per se, but I'd say roughly 50% of the time, perhaps a little more. IIRC, this was an added tweak in Patch 3. For my current Pontus campaign for I'm keeping up an AAR thread (which has turned into a bit of a Frankenstein's monster, lol), so I've AR'd far fewer battles than before. I've been a bit surprised by how frequently settlement defenders sally out, even against extremely heavy odds.
10-11-2013, 17:26
TargetSlayer
Re: Patches, Hotfixes, Betas and Such
[Bramborough your earlier comments about seiges]
While I do not object to the concept of VP, both the AI and human cannot properly defend against a seige when the attacker has range units. Personally, if Rome showed up with range equipment, I would likely retreat back and behind buildings or better topography and let them exhaust their ammo, then attack segments of their army as they entered the settlement. But with VP one cannot afford to be too far away from these strategic points, even with the delayed time introduced in one of the latest patches. That or the AI still doesn't want to.
As Rome my conquests have really been too easy. I have routinely expended all my ammo from my range units before entering, and sometimes I do not even need to enter as the Victory has already been awarded to me.
I realize that if I show up with a superior force I will win. However, there has to be something better for the AI than just standing at a pre-determined spot while being slaughtered by my range units, though I do enjoy all the taunting the AI soldiers say while under fire. :)
In Shogun 2 they charged - well most of the time they just slowly walked up to my frontline (if they survived that long). I cannot remember any TW title where the AI hide itself inside their settlement, though the range for these Roman "giant" units seem excessive to me (but I use them so I can't complain). I keep going back to Empire and Napoleon where AI armies almost always fielded range equipment against me. This seems to have been lost in the programming since that time.
Sigh, the campaign AI may be more proactive now with patch IV, but it is still hopeless as far as army coordination is concerned. In my fresh Epirus campaign, I arrived at the gates of Rome with an army filled with levy pikemen and hoplites + 1 ballista. Guess what army Rome sent to intercept me? None! Zero! Nada!... They had 3 full stacks (each of those would be able to crush my army in autoresolve) roaming around the sea, but no one in Rome... Bah!...
10-12-2013, 02:02
Bramborough
Re: Patches, Hotfixes, Betas and Such
Quote:
Originally Posted by Slaists
Sigh, the campaign AI may be more proactive now with patch IV, but it is still hopeless as far as army coordination is concerned. In my fresh Epirus campaign, I arrived at the gates of Rome with an army filled with levy pikemen and hoplites + 1 ballista. Guess what army Rome sent to intercept me? None! Zero! Nada!... They had 3 full stacks (each of those would be able to crush my army in autoresolve) roaming around the sea, but no one in Rome... Bah!...
Gotta agree...more than once I've approached an AI capital with 2 or 3 substantial stacks nearby, and think "Cool! Get to fight some decent-sized battles next turn!". Then they promptly all run away, leaving the garrison to its fate. WTF?
10-12-2013, 12:28
Alcibiade
Re: Patches, Hotfixes, Betas and Such
Yeq, it seems some pre-patch 3 troubles came back with patch 4.
I'm sarting to wonder if those amphibious armies are not confusingg the CAI in an unfixable way. As soon as I'm at war with too much factions and every AI factions jumps in the bandwagon to declare war on me, even the one on the other extremities of the map declare war to me as well. Just because the amphibious armies and their access to the sea make them consider me as a neighbour.
It's also stupid that the fact a faction is at war with many is such a decisive factor for other factions to declare war on it. GGRRR, I love this game (and it's the only computer game I play) but god, this fixing patch stage is going to be long !
10-12-2013, 14:23
Slaists
Re: Patches, Hotfixes, Betas and Such
Quote:
Originally Posted by Alcibiade
Yeq, it seems some pre-patch 3 troubles came back with patch 4.
I'm sarting to wonder if those amphibious armies are not confusingg the CAI in an unfixable way. As soon as I'm at war with too much factions and every AI factions jumps in the bandwagon to declare war on me, even the one on the other extremities of the map declare war to me as well. Just because the amphibious armies and their access to the sea make them consider me as a neighbour.
It's also stupid that the fact a faction is at war with many is such a decisive factor for other factions to declare war on it. GGRRR, I love this game (and it's the only computer game I play) but god, this fixing patch stage is going to be long !
LOL, not sure what game you playing. I am playing a legendary Pontus campaign started post patch IV official release, around turn 35 now. No one has declared a thing on me. The AI's throw NAP agreements at me and pay cash for them.
10-12-2013, 15:04
Alcibiade
Re: Patches, Hotfixes, Betas and Such
Quote:
Originally Posted by Slaists
LOL, not sure what game you playing. I am playing a legendary Pontus campaign started post patch IV official release, around turn 35 now. No one has declared a thing on me. The AI's throw NAP agreements at me and pay cash for them.
It's a campaign I started with patch 3. Don't know if all those war declarations are conditionned by it but they happened just 3,4 turns after I activated patch 4, that is turn 65 or something like that.
10-14-2013, 11:31
Ituralde
Re: Patches, Hotfixes, Betas and Such
Has anyone found out which units can now go into Loose Formation? The patch notes say it has been introduced to a few units. Curios to see which ones it will be!
10-14-2013, 13:59
Lord of the Isles
Re: Patches, Hotfixes, Betas and Such
Quote:
Originally Posted by Slaists
LOL, not sure what game you playing. I am playing a legendary Pontus campaign started post patch IV official release, around turn 35 now. No one has declared a thing on me. The AI's throw NAP agreements at me and pay cash for them.
I started unpatched TWRII with Rome on Hard but abandoned it at about 70 regions. Then played patch 2 with Athens (H) and Iceni (VH) to a (more-or-less) economic victory. Then Parthia (VH) on patch 3 to about 60 regions. I abandoned the latter to try out patch 4 (I have learned over the years that a new patch for a TW game is best played with a new campaign; too many potential issues even if the release notes say it is compatible).
In all those games I've noticed what people have mentioned here: sometimes the starting position means an anxious early few dozen turns but after that (and sometimes not even with that) it gets easy. No one DoW's you so you can just pick off regions that go rebel with no penalty and gradually gobble up small neighbours without too many allies. Treasury grows, research expands and eventually you have enough to take on anyone you wish. Civil war provides a nice challenge but it is over too soon and then nothing stands in your way. All that is still fun for me but I can see a day when I'll get bored and uninstall.
However, I found one exception to this rule. I tried patch 4 initially with Carthage on VH. Twice. First time I tried to hold on to all 4 starting provinces. Clearly a big mistake. So I restarted and tried to hold on to just Karalis and Carthage, withdrawing my Iberian troops back to Africa so I would have 2 proto-armies to concentrate on 1 theater of war. Seemed like a promising plan as I lost Qart Hadasht & Lilybaeum around turns 10-15 when I only had 3 or 4 nations at war with me. I hoped that not having a border with many others would keep me under their radar, so I could concentrate on Africa & Mauritania when the inland nations inevitably declared war on my clients, Libya & Nova Carthago.
So much for that plan. By turn 30 (IIRC), I was at war with (not in order): Gaetuli, Masaesyli, Garamantia, Nasamones, Turditani, Syracuse, Rome, Edetani, Cantabri, Knossos, Athens, Sparta, Delmetae, Veneti, Liguria. I may have forgotten a few but you get the point. And these weren't just the normal DoW-and-forget things: when a full stack of Veneti transports appeared outside my last region, Carthage, to join the Knossos, Syracuse and one other full stack in the blockaded harbour, I gave up.
Not sure if I can moan about that, having found the game too easy. Perhaps having the challenges spread a little between the factions rather than making just one almost-impossible one would be good for CA to do. Anyone else found any other faction a challenge like Carthage?
Mind you, I'll do it eventually. Next time I'll try abandoning everything except Iberia - that might work.
10-14-2013, 18:57
Kamakazi
Re: Patches, Hotfixes, Betas and Such
See I want a campaign like that ^^^
AI in all my campaigns no matter the patch have been my whipping boys.... no aggression or spunk
10-14-2013, 22:45
Bramborough
Re: Patches, Hotfixes, Betas and Such
I've had factions DW and move on me early in the game...appears to me that AI is aggressive enough when the player's faction is equal or weaker in strength. So aggression/passivity may not be the root problem.
It doesn't take very many turns for the player to build up where neighboring AI factions are significantly weaker. Perhaps AI passivity is really a different manifestation of another fundamental problem...the AI doesn't build or expand well and quickly gets economically outstripped.
10-15-2013, 07:51
Kamakazi
Re: Patches, Hotfixes, Betas and Such
Even factions across the map from me never grow bigger. You would think that they would infight and expand with all the declarations of war I see but I only ever see 3-5 provinces owned by a single AI and if they get bigger than that they implode into several rebel holds
10-15-2013, 13:16
Hooahguy
Re: Patches, Hotfixes, Betas and Such
Quote:
Originally Posted by Ituralde
Has anyone found out which units can now go into Loose Formation? The patch notes say it has been introduced to a few units. Curios to see which ones it will be!
A number of infantry units can do it now, notably most Roman infantry units. Not sure about everyone else, though it seems as if barbarian faction units cannot go into loose formation.
10-15-2013, 13:51
Slaists
Re: Patches, Hotfixes, Betas and Such
Patch IV, legendary Pontus, turn 75 or so: an AI finally managed to take a town from me. I had forgotten about a pesky faction since two of my vassals were beating up on them. The faction was one of the steppe roamers: the ones from the North-East. Then, they sneaked a stack right into my rear and grabbed a settlement before I could march my armies to intercept. Of course, the very next turn I retook the town. Funny, my vassal had two stacks sitting not far from the settlement taken from me: they did not move a finger to intercept the intruders. I later checked the affairs near the steppe folks home-town: my vassals had 4 stacks there, all in raiding stance, doing nothing. Meanwhile, the town in the province they were raiding was completely empty (that's where the stack that grabbed my town [4 turns march distance] came from).
10-15-2013, 14:58
Myth
Re: Patches, Hotfixes, Betas and Such
I never use vassals myself. I preffer to pain the map my colour.
10-15-2013, 15:07
Slaists
Re: Patches, Hotfixes, Betas and Such
Someone on the main forum suggested that CA has confirmed somewhere that the difficulty settings currently are "not working as intended" and will be fixed at some point in the future... Duh...
I did not get the exact reference yet though.
As to vassals: a habit from S2. I used vassals extensively there to have someone to trade with post RD and secure borders in areas where I did not want to expand. Here, in R2, vassals also add a bit of challenge since they tend to drag you into unintended wars ;)
Anyone else notice a new siege crash-bug that has appeared with patch IV? Usually happens when selecting several of your units and asking them to go inside a walled settlement (through a breach). The game freezes. This was not present (in my games) before patch IV, but now I've seen it already 5 times. The bug appears persistent too: a battle replay results just in another crash so have to use autoresolve to get through.
10-15-2013, 16:04
Jacque Schtrapp
Re: Patches, Hotfixes, Betas and Such
I started a new VH Parthia campaign after the release of patch 4. The Dahae are my only ally and seal off my northern border east of the Caspian Sea all the way to the edge of the map. Consequently, I've been busying myself with dealing with the Parthava-Sagartia-Arachosia confederation to the south and west. I have no troops in the north and rarely even look at that area. The Dahae have sent all of their troops down into Mesopotamia in support of my campaign.
Recently, while scrolling through my cities looking for buildings to upgrade, I noticed that a unit of Baktrian rebels had spawned in one of the Dahae provinces bordering mine in the far north. I had no troops available to deal with them, so I figured if they managed to take the province, I'd send an army to destroy them and add it to my empire. About a 5 or 6 turns later, I took a look at that province again to see if the rebels were still there or had been defeated. There were now 6 Baktrian rebel armies, each with 4 units, standing there using the same animation an army does when recruiting. On a hunch, I started checking the province every turn and counting the number of armies. Sure enough, each turn, a new Baktrian rebel army with 4 units would appear and begin the recruiting animation. None of the armies every recruited any units beyond the four they spawned with.
I decided to send an army north and destroy all of the Baktrian rebels, there were 13 four unit armies by the time I could get there, to see if they would stop spawning once the last one was gone. It took a while to chase each one of them down and destroy them all, and new ones spawned until the last one was destroyed. I realized after I did this that I should have taken screen shots. I can't seem to find any mention of a similar issue on the main forums, so I'm guessing it was just a really odd sequence of events that led to this occurring. I think I may have a save game from around that time. If so, I'll have to post a screen shot of the infinite Baktrian rebellion of 224 BC.
10-15-2013, 17:50
Sp4
Re: Patches, Hotfixes, Betas and Such
Quote:
Originally Posted by Slaists
Someone on the main forum suggested that CA has confirmed somewhere that the difficulty settings currently are "not working as intended" and will be fixed at some point in the future... Duh...
I did not get the exact reference yet though.
That's actually great f*cking news lol.
10-15-2013, 18:24
Bramborough
Re: Patches, Hotfixes, Betas and Such
Quote:
Originally Posted by Jacque Schtrapp
... Sure enough, each turn, a new Baktrian rebel army with 4 units would appear and begin the recruiting animation. None of the armies every recruited any units beyond the four they spawned with.
I decided to send an army north and destroy all of the Baktrian rebels, there were 13 four unit armies by the time I could get there....
I saw this happen in my last Rome campaign (Patch 3), in Libya. Paraitonion was held by Pergamon at the time, so they happened to be Hellenic rebels. Same thing...about a dozen 4-unit rebel armies in that region.
It smells like some sort of bug. What's supposed to happen (and usually does) is that one rebel army spawns, and then gains an additional 4 units each turn.
I wonder if it's terrain-related. I haven't played in the far eastern regions like Baktria. Is it open terrain? Most of the European-mainland provinces have large inaccessible mountain/forest areas, the available space to place an army can be limited. By contrast, desert/steppe provinces are wide open, an army can move or plop down pretty much anywhwere (albeit with attrition in desert).
10-15-2013, 18:30
Jacque Schtrapp
Re: Patches, Hotfixes, Betas and Such
Quote:
Originally Posted by Bramborough
It smells like some sort of bug. What's supposed to happen (and usually does) is that one rebel army spawns, and then gains an additional 4 units each turn.
I wonder if it's terrain-related. I haven't played in the far eastern regions like Baktria. Is it open terrain?
The province in question is about 70% grassland and 30% forest. I also forgot to mention that I auto resolved all of the fights and, whenever engaging one of the Baktrian armies with reinforcements, the reinforcements would show the Roman Julii insignia behind the portrait of their general on the auto resolve screen.
Maybe I should see if I can dig up a save game and submit it to CA.
10-15-2013, 18:49
Bramborough
Re: Patches, Hotfixes, Betas and Such
Quote:
Originally Posted by Jacque Schtrapp
whenever engaging one of the Baktrian armies with reinforcements, the reinforcements would show the Roman Julii insignia behind the portrait of their general on the auto resolve screen.
Your comment jogs my memory...saw the same thing. At first I was wondering "What are the Romans doing here....I'M the Romans, dammit!", but they were labelled Hellenic.
10-16-2013, 04:17
Seyavash
Re: Patches, Hotfixes, Betas and Such
Just started a new campaign with Carthage patch 4 and I am getting wars declared on me by practically every faction that has even remote contact. I sent a spy and fleet around to make contact so I could make trade contacts, but nope, apparently I need 5+ Dow per turn.
Playing on normal and didn't see this with either of my prior games, one unpatched at the start and the other patch 3. Anyone else getting DOW spammed?
10-16-2013, 07:18
nearchos
Re: Patches, Hotfixes, Betas and Such
QUOTE]Someone on the main forum suggested that CA has confirmed somewhere that the difficulty settings currently are "not working as intended" and will be fixed at some point in the future... Duh...[/QUOTE]
Thanks CA for confirming the obvious.
The only difficulty level, was legendary and only with patch 3, not now with p4.
10-16-2013, 07:32
nearchos
Re: Patches, Hotfixes, Betas and Such
Quote:
Originally Posted by Slaists
Sigh, the campaign AI may be more proactive now with patch IV, but it is still hopeless as far as army coordination is concerned. In my fresh Epirus campaign, I arrived at the gates of Rome with an army filled with levy pikemen and hoplites + 1 ballista. Guess what army Rome sent to intercept me? None! Zero! Nada!... They had 3 full stacks (each of those would be able to crush my army in autoresolve) roaming around the sea, but no one in Rome... Bah!...
I started an Epirus campaign on legendary after patch 4, the same thing, very passive AI, twice i had to defend agains invasions at Apollonia, from Rome and from Syracuse, but thats all the exitement.everybody ofered NAP, many trade agreements and just picking my targets as i like.
Im in second imperium, and i operate with 4/6 armies and 1 10ships navy.
Also an other thing needs fixing, Rome, Egypt, Seleucid empire have been destroyed already, Carthage is about to die and the other now powerful factions are, Blemyes, Caramandia, some iberian factions and Armenia.
10-16-2013, 12:56
Alcibiade
Re: Patches, Hotfixes, Betas and Such
Quote:
Originally Posted by Seyavash
Just started a new campaign with Carthage patch 4 and I am getting wars declared on me by practically every faction that has even remote contact. I sent a spy and fleet around to make contact so I could make trade contacts, but nope, apparently I need 5+ Dow per turn.
Playing on normal and didn't see this with either of my prior games, one unpatched at the start and the other patch 3. Anyone else getting DOW spammed?
I never played with Carthage. Did you have any wars right at the beginning of the campaign ? Cause I start to think those DOW spams happens when you already have more than 3,4 wars going on. With Egypt, it's automatic since you're at war with the seleucids from the beginning which means their numerous strapies are also at war with you. Then, the DOW spam starts.
And yes, ths CAI is not very reactive, in general. I also wonder what Athenians, Aierdi and Dalmatians fleet are doing in between Karalis and Lyllybeum, they just stands there since 10 turns at minimum and none of those factions are at war nor allied with any of the factions around. It looks like they are just here to enjoy the view, as a war is going on in between Syracuse,Rome and Carthage. Maybe the CAI is getting bored too.
10-16-2013, 15:16
gedingradski
Re: Patches, Hotfixes, Betas and Such
Not sure if this is bug or not, so thoughts are welcome - but either there is a way around the diplomatic reaction with client states/defensive allies to declare war if you engage their parent state or ally, or the penalty is not high enough...
I installed patch 4 and started a new VH Rome campaign, and was happy enough that trade agreements were much easier make (though, perhaps a little too easily as hardly anyone resisted in the first couple of turns, even with the Cultural Aversion penalty from being house of Junia...). Among them, I had agreements (no non-agression pacts) with Libya and Nova Carthago (Cathage's clients). Eventually I had to declare war on Carthage, so usually in this situation I find someone else who they're at war with (Syracuse in this case) and see if I can get a bit of cash from them for declaring even though I was going to anyway... After I did that, I suffered a minor (<10 negative diplo points) with Carthage's clients but they continued trading with me. I thought that was unusually fortunate, until it happened again with Sparta but this time their defensive allies (Makedon, and by this time Athens) didn't declare war on me and continued to trade (except Makedon, with whom I had no previous agreement).
Has this happened to anyone else? It appears to me that: 1) declaring war in this manner seems to by-pass the trigger whereby allies or clients can join the war as opposed to when it is a direct declaration; and 2) the penalty doesn't seem to be appropriately large enough with their allies or clients for them to join the war in their next turn(s).
Anyone else noticed anything similar? I reckon it might be scripting glitch for that diplomatic action, or something the AI is recognising (or programmed to recognise) as a trigger for war... I don't think it used to do this though...
10-16-2013, 15:43
Kamakazi
Re: Patches, Hotfixes, Betas and Such
Ive gone to the point of declaring on everyone to get a challenge. My only allies are Knossos and Pergamon. But im at war with pretty much everyone else and will be declaring on cimmera soon
10-16-2013, 23:30
Seyavash
Re: Patches, Hotfixes, Betas and Such
Quote:
Originally Posted by Alcibiade
I never played with Carthage. Did you have any wars right at the beginning of the campaign ? Cause I start to think those DOW spams happens when you already have more than 3,4 wars going on. With Egypt, it's automatic since you're at war with the seleucids from the beginning which means their numerous strapies are also at war with you. Then, the DOW spam starts.
And yes, ths CAI is not very reactive, in general. I also wonder what Athenians, Aierdi and Dalmatians fleet are doing in between Karalis and Lyllybeum, they just stands there since 10 turns at minimum and none of those factions are at war nor allied with any of the factions around. It looks like they are just here to enjoy the view, as a war is going on in between Syracuse,Rome and Carthage. Maybe the CAI is getting bored too.
Yes they start with a war against the Turdetani but this faction has no client states at the beginning. I have no issue with DOW from factions near me but when various German factions and land locked Galatians in Anatolia declare war without reason that seems a bit ridiculous. Basically there seems to be an imbalance between passive and aggressive AI that still needs to be sorted out better. Based on other posts here and on TWC it does seem Carthage is more prone to this issue but I do hope future patches improve this feature to be challenging without being silly.
Thank you for playing our patches and reporting issues you find on the forum. Without that help we wouldn’t be able to turn around the patches as fast as we have been doing. We’re achieving in weeks what, on previous projects, took months.
Over the next few weeks there’s going to be a shift from dealing with stability and config to working on gameplay and features, while performance and AI remain high priorities. I expect the pace of patching to slow a little as gameplay and deeper AI changes need longer to test and tune. It’ll still be weeks rather than months between patches though, and we're going to continue to patch the game regularly for the foreseeable future.
Gameplay and AI fixes take a long time to test, and we have to play a lot of 200+ turn games to be sure a change has worked as intended. To make the regular patches possible we have to overlap them, so while patch 5 will go live tomorrow, we've already started work on patch 7. This does mean it takes a while for your feedback to manifest as changes in the game, so please don’t be too disappointed if your top issue isn’t fixed in the latest patch. We are listening to you, and we will get there.
Our long-term plan from here is to get as fast as possible to a point where everyone is broadly happy with the state of the gameplay and AI. After that we’ll shift modes again to long-term support – something which is new for TW and was very much our plan for the title all along. Our games already have a long lifetime, but by releasing occasional DLC packs and free content updates we keep working on them for much longer. This means upgrades in a number of areas which help the game evolve, and stop it becoming obsolete.
I’m not going make any detailed claims about what we’re going to do in the short term. The best way – the only really credible way - we can let you know what we’re doing is by delivering it in the game. But rest assured that we’re constantly reading the TW forums and a variety of others, and the feedback you’re giving helps us to prioritise the issues we deal with, as well as getting a sense of which features work well, which are not liked, and which features from previous Total War games which weren’t designed into Rome II are missed. This is an interesting topic actually, as a lot of people think that we’ve ‘cut’ features to make Rome II and it isn’t as simplistic as that assumption.
A lot of the game is designed from the ground up. We develop many features in parallel, some of which work differently to how they did in previous games: we aim to create a different experience every time, and that’s very important to us. New features are added, and certain features from previous games are therefore not included as they must naturally make way for different features. What’s been interesting – and very useful for us – is listening to you telling us about which features you like and don’t like, and what you miss from previous titles. We take your views seriously, and we’ll take them with us in the future.
For now, we’re about to roll out our largest patch yet, which contains a number of key fixes and changes. The next update will also bring you new, free game content which we’ve been talking about for a while… we hope you like it. Alongside this, you’ll see our next major step towards mod support for ROME II.
Enjoy the update, enjoy the game, and thanks again for your ongoing feedback.
Mike Simpson
I am cautiously optimistic, cant wait to see what is coming! If I had to guess the Selucids will be released tomorrow, maybe a blood pack? I would be so happy if so. We need more blood in the game. :sneaky:
10-17-2013, 17:31
Bramborough
Re: Patches, Hotfixes, Betas and Such
Good news indeed, also optimistically anticipating.
Quote:
"A lot of the game is designed from the ground up. We develop many features in parallel, some of which work differently to how they did in previous games: we aim to create a different experience every time, and that’s very important to us. New features are added, and certain features from previous games are therefore not included as they must naturally make way for different features. What’s been interesting – and very useful for us – is listening to you telling us about which features you like and don’t like, and what you miss from previous titles. We take your views seriously, and we’ll take them with us in the future."
I hope Simpson and the CA crew are picking up the general trends among the vast sea of feedback:
1) We want large epic battles against strong enemies, with loads of opportunity for tactics and maneuver. Beating up on starving remnants or restrained by geographically fixed contact points (whether "VP flag" or "city gate") gets a little old.
2) We want the campaign and battle AI to play as smart as possible. This may not mean complex strategies of which only a human player is really capable...but at least have them act rationally in a given strategic/tactical situation.
3) We want to really care about our individual characters; no such thing as "too much" background/context for these guys. We also want them to hang around for a while.
I'm not saying that they haven't started addressing these in patches (with varying degrees of success). But I think 90+% of gameplay-related complaints fall into one of these three general themes. I know I'm just stating the obvious here amongst the regulars of this and other related forums. My point is that I hope it has registered now as obvious for the CA folks, and that they understand the fundamental themes. If not, then they're mired in a reactive process, playing whack-a-mole on specific items...and potentially making some of the same conceptual mistakes again in their next title. On the other hand, if they can see the forest instead of individual trees, and can evaluate game design and features against such a framework, then the rocky start of TW:R2 will not have been in vain.
For now, we’re about to roll out our largest patch yet, which contains a number of key fixes and changes. The next update will also bring you new, free game content which we’ve been talking about for a while
Good news - family tree perhaps or is that too optimistic?
10-17-2013, 18:18
Hooahguy
Re: Patches, Hotfixes, Betas and Such
We will see tomorrow I guess.
10-17-2013, 19:13
Sp4
Re: Patches, Hotfixes, Betas and Such
Seleucids as a playable faction.
10-17-2013, 20:13
Bramborough
Re: Patches, Hotfixes, Betas and Such
I'd be interested to see how Seleucid would be implemented as playable. The current version has some pretty decent starting territory of its own, plus something like 6-8 satrapies covering from Mesopotamia to the eastern edge of the map.
This seems like a rather OP start, even for an "Easy initial challenge" like Rome or Egypt. They must have some sort of huge drawback that is not apparent to me...or one would have to be added when it goes playable. All just idle conjecture on my part...anyone out there have more insight?
10-17-2013, 20:38
Hooahguy
Re: Patches, Hotfixes, Betas and Such
If I had to guess it will be something like how it was in Rome 1: Lots of unrest, lots of enemies, not enough starting units. All three of which, combined, do not bode well.
10-17-2013, 21:01
Jacque Schtrapp
Re: Patches, Hotfixes, Betas and Such
Quote:
Originally Posted by Bramborough
I'd be interested to see how Seleucid would be implemented as playable. All just idle conjecture on my part...anyone out there have more insight?
The Seleucids are usually one of the first factions to be wiped out in my campaign experience. I've rarely come in contact with them. In my new Patch 4 Parthia campaign, most of the Seleucid satrapies declared their independence in the first few turns. In fact, the Parthia intro dialogue specifically tells you to wait before attacking Parthava as they may rebel against the Seleucids thereby alleviating any need to deal with additional foes.
Quote:
3) We want to really care about our individual characters; no such thing as "too much" background/context for these guys. We also want them to hang around for a while.
This is the big one for me. As it stands now, I don't even know which of my generals/admirals are actually members of my family and which are "other families." I simply can't be bothered to keep track. They have no impact in the game beyond their individual traits and, with year long turns, they die so quickly I can never get attached to any of them. This is a stark difference between Rome II and STW II. In the latter, a single general could last 150+ turns. I took pride in reaching max level and assigning their skills just so. Now, it seems a general dies every other turn and the replacement screen doesn't even let me see who it was that perished before I have to assign their replacement. Meh.
10-17-2013, 23:40
Bramborough
Re: Patches, Hotfixes, Betas and Such
Quote:
Originally Posted by Jacque Schtrapp
the replacement screen doesn't even let me see who it was that perished before I have to assign their replacement.
Yep, this is pretty annoying...as is the fact that you can't look at all the various stats for the candidates. You can if replacing a live general or forming an army, but not on the "Dead General! Replace NOW!!" window.
10-17-2013, 23:57
Sp4
Re: Patches, Hotfixes, Betas and Such
Quote:
Originally Posted by Bramborough
I'd be interested to see how Seleucid would be implemented as playable. The current version has some pretty decent starting territory of its own, plus something like 6-8 satrapies covering from Mesopotamia to the eastern edge of the map.
This seems like a rather OP start, even for an "Easy initial challenge" like Rome or Egypt. They must have some sort of huge drawback that is not apparent to me...or one would have to be added when it goes playable. All just idle conjecture on my part...anyone out there have more insight?
All the satrapies declare war eventually?
10-18-2013, 07:12
nearchos
Re: Patches, Hotfixes, Betas and Such
Quote:
Originally Posted by Bramborough
I'd be interested to see how Seleucid would be implemented as playable. The current version has some pretty decent starting territory of its own, plus something like 6-8 satrapies covering from Mesopotamia to the eastern edge of the map.
This seems like a rather OP start, even for an "Easy initial challenge" like Rome or Egypt. They must have some sort of huge drawback that is not apparent to me...or one would have to be added when it goes playable. All just idle conjecture on my part...anyone out there have more insight?
Normaly, they must have a real hard starting, with public order problems, because of the many settlements they control, not very good relations with their satrapies and being at war in the begining with Ptolemies of Egypt.
Also many satrapies mean more potential unwanted wars, in different fronts.
It will be interesting to see, its one of my favourite factions, almost sorry if they will be playable before the AI behaviour is better ballanced.
10-18-2013, 13:31
Hooahguy
Re: Patches, Hotfixes, Betas and Such
So Supposedly three new DLC packs are coming out next week, at least according to this page, though Im not sure what from that page gives people reason to think that there will be new DLC next week.
Listed on that page are 3 new DLC: A nomadic pack, a blood pack (:2thumbsup:) and something called "veteran_group."
10-18-2013, 13:57
Myth
Re: Patches, Hotfixes, Betas and Such
I hope most of these are free or priced at around 1.99 euro
10-18-2013, 14:06
Hooahguy
Re: Patches, Hotfixes, Betas and Such
The blood pack has to cost something because if so the game would lose its rating.
Improved Campaign AI decision-making speed when considering local forces prior to settlement attack
Fix to problem the AI interface received stances that were not up to date, when called to accepting a war declaration help request, or deciding whether to invite allies to a war.
Improved responsiveness of tabs in the Trade and Finance panel in Campaign mode.
Fixed a crash when loading an auto-save game.
Various campaign optimisations including: Fog-of-war update (improves frame rate when moving units, improves end turn times in games where the player has many allies) and Improved frame rate when lots of units are on screen.
Fix for rare crash when loading a Campaign save game.
Fixed various rare crashes during battles caused by unit card sorting.
Battle
The video memory footprint of battles has been reduced by up to 250MB.
Left-click and dragging units during battles is now more responsive.
Fix for slow down / performance hit when selecting AI siege equipment in the battle setup menu.
Gameplay Improvements
Campaign
Campaign AI now encourages factions to form allegiances more over time based on personality, perceived threat and existing balance of relationships the faction holds.
A new function has been added to the diplomacy screen, which allows the user to select AI factions, and then mouse over other faction icons on the map to display their relationships.
The chances of the AI betraying their allies has been increased, since it used to help them too often when a betrayal was a more appropriate action.
Allies that have made a decision to join a war, have that decision enforced at the Campaign AI to ensure consistency. E.g. To prevent Satrapies from joining a war and betraying their overlord at the same time.
Improved the AI’s consideration and use of payments in diplomacy
Garrisoned armed citizenry now reinforcing their army standing just next to the settlement they are Garrisoned in.
Fixed satrapies not recognising that they no longer have an overlord in some cases when they cease to be a satrapy.
Fixed a pathfinding data error that allowed paths to cross directly from beach to river on the Campaign map.
When a settlement is blockaded on the campaign map, a fix has been made to prevent the player from queuing more siege equipment in the construction queue than you are allowed.
Reduced the chance of AI armies standing close to the players army on the Campaign map in Forced March stance, allowing the player to ambush them.
Armies can no longer be garrisoned in a settlement and in Forced March stance at the same time, which led to an ambush battle outside of the settlement when it was attacked, and the winner not capturing the settlement.
When handing over a region in civil war, the armed citizenry in that region are now refreshed immediately, to prevent the player from recapture the settlement with no resistance from within.
During a multiplayer coop campaign, the client and host could both make decisions when attacked by the AI. However the user interface did not always display the correct choice. This is now fixed.
Rebels, Greeks and Gauls are now unable to capture the Bovianum settlement from the Samnites during the Prologue Campaign.
Objectives are now listed in The Invasion of Samnium chapter of the Prologue Campaign.
Converting an army in a port settlement to the port docks will no longer break it out of muster stance allowing it to recruit while moving .
Fix for Lode Stone technology not applying correct speed bonus to ships.
Battle
Improved gates so they don't open so prematurely for routers during battles.
Fix for Cavalry units not able to perform flaming arrow attacks on buildings.
Autonomous siege engines now have an ammunition limit during battles.
Fixed bug where routers appeared to walk in battles.
Added display of phase timers to Ability buttons in battles.
A unit tooltip will now display to indicate when units are withdrawing during battles.
Added a new Persian minor city battle map variation to the game.
Improved the in-battle AI's interactions with a Greek City battlefield.
Improved AI interactions with the walls in Hecatompylos (small) battle map.
Adjusted deployment zones in Greek Port (Antioch) map, to stop the defender from being able to deploy outside of the city.
Fixed a bug in the Antioch (large) battle map, that made traversable areas of the map untraversable to units.
Adjusted deployment zones in Carthago city map to stop the defender from being able to deploy outside of the city.
In Multiplayer, spectators can now see both the attackers and defenders units regardless of whether they're within line of sight (both in the battle itself and on the battle radar.)
Improvement for the timing in when pike men switch between pikes and swords during combat.
Re-jigged pike attacks slightly so that they don't end when the enemy run away, but instead, re-intercept.
Fixed bug in Ambush visibility which made unleashing war dogs invisible while the handler unit is hidden, causing the dogs not to be seen by the enemy.
Fixed certain capture points that were not assigned to the correct buildings in various siege maps
Smoothed out the deployment zones across all siege maps.
Fixed disembarking points in minor Barbarian port battle map, allowing units to disembark from ships correctly.
A wall piece that is partially underground in the small Barbarian City battle map has now been made to be un-dockable for siege equipment.
Fixed the collision on some large rocks in the Carthage battle map to prevent units from passing through them.
Balancing Changes
Campaign
Barbarians and Easterners can now also build military ports in minor settlements.
Increased campaign cap for the limited naval units, so more of them can be recruited.
Battle
Added new missile block chance for shields, and some new shield types added to enable better balancing.
Adjustments made to the Carthage chapter 6 difficulty.
Rebalanced the ranged damage effects for the Numidian Technology Tree.
Usability Improvements
Campaign
Agent success changes now reflects the fact that some actions (for example Assasination) require critical success to eliminate the character. A tooltip has been added to showing the sucees/failure precentage breakdown.
Fixed a bug in Multiplayer Campaign mode, where the player couldn't move their camera on the campaign map after spectating in another players' battle, if the player had the Overview Map opened before the battle.
Added faction icons to attitude / factors tooltip in Diplomacy to make it clearer whose relationship is being shown.
Added message events when a satrapy declares war on its overlord in Campaign modes.
Fix for Legendary difficulty auto-save occurring before dilemmas are decided in Campaign mode.
Fixed the cancel vassal diplomatic action which was not working correctly.
Fix for menus "sticking" when moving the mouse from a submenu button to the Encyclopaedia.
Fixed a number of formatting issues in the Multiplayer Campaign faction list user interface.
Durations are now displayed on effects in regions / factions where applicable.
Added experience and bonus icons to queued unit cards, so they are more consistent with recruitment and recruited units.
Fixed hull upgrade bonus icon not showing on recruitment cards.
When ordering an agent to perform an action against the enemy, if the player left clicks and holds on one of the action boxes, and then moves the cursor the action box will no longer disappear.
In Campaign modes, if the keyboard shortcut to end the turn is replaced by any other key, other than then default [ENTER], the new key will now end turn as expected.
Passive abilities are now coloured differently on the Unit Info Panel in Campaign modes to make them clearer.
Fixed duplicate faction icons appearing in Diplomacy, when war declared with satrapies.
Solved an issue that prevented the settlement looting panel from appearing, when Campaign Overview / Tactical Map was open.
The Forces tab in Campaign modes is now refreshed / updated faster in response to different actions taking place.
When returning to the campaign from a battle, besieging army's action points bar no longer doubles in length and extends beyond it's limit.
When an ally attacks a provincial capital in coop Campaign the other player will no longer be able to add and subtract siege equipment to the construction list during battle deployment.
Removed spaces between building upgrade icons in the Building Information panel to avoid info panel flickering in Campaign modes.
Improved the yellow selection highlighting on selected factions in the Campaign Faction Selection screen.
Added the option to delete key configuration files form the load key configuration dialog in the settings menu.
The "Battle Realism Mode" checkbox now greys out correctly when Legendary difficulty is selected in Campaign mode.
Consecrated Ground buildings in Campaign now show which culture they belongs to.
The "No Equipment Available" message on the pre-battle user interface in Campaign Mode is no longer displayed, if the player is the defender in a siege assault.
Added functionality to post-battle espionage icon so user can now see details about the conquered settlement.
Added missing tooltips to character skills on faction screen.
Fixes to the Campaign user interface to make objectives status text fit correctly within the available space.
When on the Campaign Map, if an Agent has no more action points and tries to perform an action on an enemy settlement, that action will become queued. If on the next turn the player captures that settlement that, upon ending turn the agent will no longer play the animation for the action on that now owned settlement.
When building Construction is paused in Campaign modes, a pause icon is now displayed to represent this.
Additional army names added for Germanic, Nomadic, Greek, Pontic, and Gaulish factions for more variety.
Fixed issue in the Prologue Campaign where the player couldn't declare war on the Greek States via move options and had to do it via diplomacy.
There is now a chance for Campaign characters to spawn with a wife in their household.
In Campaign, when selecting an opponent's settlement, then hovering the mouse over buildings in an owned settlement in the same province, the building information panel is now correctly displayed instead of being hidden.
Added an arrow icons to the Public Order entry in province dropdown, to indicate when Public Order is going up or down.
Solved issue that prevented the settlement button from being updated, when the province details panel is shown in the Campaign user interface.
The Conversion option is no longer displayed when the building is damaged on the Campaign map.
Fixed irrelevant attrition immunities being shown for ships in campaign on the Unit Info panel.
Remove misleading tooltips from unit cards in the unit exchange panel if they cannot be exchanged in Campaign modes.
Female character portrait / heads are shown when a "Subject Gains Notoriety" event occurs in Campaign, and the event involves a female character (e.g. the Vicious Words event).
Fixed a bug, where some Campaign Event Messages were automatically marked as read.
Dragging the mouse from a province owned by a certain faction, for instance Rhodes, into a sea region which they do not use, will no longer display their faction icon next to the contested status for the sea region.
Fixed un-openable event messages which sometimes appeared in Campaign modes.
Successful bribe attempt now shows correct family name on the message.
Mission event titles are now consistent between event messages and the event message list panel.
The correct cursor icon is now displayed when an Army at sea is selected and order to attack a garrisoned army in a port settlement.
The "opportune failure" part of agent action event messages will now only display for the faction that the agent belongs to.
After progressing through the Prologue from Chapter 1 to Chapter 3, exiting out of Chapter 3 at the start will no longer cause Chapter 3 to appear locked on the main menu.
Character Rank Up events now display the Character Type and new rank.
Fixed the window size of the games Launcher in certain desktop resolutions.
Fixed bug where placing the mouse over areas of attrition on the campaign map, would make the tooltip look like the area was an enemy.
Tooltips don't show ambush chance for fleets anymore.
Fixed tooltip height, when tooltips don't have any text in them.
Tooltip on Campaign map no longer stops showing ambush chance when placing the mouse over an attrition area.
Fix for number of available units is not displaying on mercenary recruitment cards.
Fixed an inconsistency with Silanus' name between Prologue Chapters. Throughout Prologue 2, Silanus was identified as 'Gaius Fulvius Silanus'. However during Prologue 3, he was identified as 'Gaius Silanus'.
Various minor text fixes in Campaign mode.
When the player doesn't have enough money to perform an agent action, and orders an agent to perform a certain action on an enemy, the list of options to perform will now be greyed out immediately, instead of only when the cursor is moved over the options.
Fix for incorrect hyperlink in the faction panel and incorrect tooltip on damaged buildings.
Battle
Added unit numbers to Unit Cards. These can now be enabled in battle interface options ("Unit Card Man Count" check box).
Added option to game settings menu to enable/disable aide de camp (Battlefield Advisor), so the player can now disable this panel from ever appearing.
Naval units are now grouped together depending on their unit type more often in deployment. This prevents them from colliding into each other so much at the start of a battle with large armies and large varieties of ships.
Fixing for invisible elephants making it appear like elephant riders were floating in the air during battles.
Fixed issue where dragging out units on the battlefield could get stuck on screen after deselecting the unit.
Chat toggle button is no longer greyed out in frontend when players set their state to "Ready" in a Multiplayer Battle or Campaign lobby.
Updated the Carthago radar image to better represent the terrain in the battle.
In a Multiplayer Lobby, when a team leader with one AI army on their team switches to the other side, the players Steam avatar no longer remains attached to AI army.
Fixed checkbox for "Battle Realism Mode", so it's no longer greyed out and un-ticked when the player has just quit a Legendary difficulty Campaign.
Fix for “Unit Size” option being reset to last saved setting when going hosting multiplayer battles.
Fixed the "Select All" functionality in battle setup screen ([CTRL]+[A] keyboard shortcut)
Various fixes for the Change Team button being in incorrect state in the battle setup menu.
The Battle HUD with double line Unit Cards will shrink to single line as units are removed.
The Spectator slot in a Multiplayer Lobby can be taken out of team 2 now if there is space there, and not on team 1.
Updated buildings on the radar map during battle for the "Armavir" battle map.
Improved boarding user interface in battles.
Added some user interface to remind player to use deployables during deployment, when they still have deployables un-deployed.
Reduced chance of siege towers moving away and leaving men behind if the user clicks to drop equipment, and orders it to be re-manned as troops are disembarking.
Added tooltips for ability effect icons on Unit Banners in battle, and made these icons larger.
Fixed transport ship icons not disappearing from their Unit Cards once the units disembarks
Fixed a large number of floating objects and clipping issues across a variety of siege maps.
Fixed floating buildings and battlefield props in an Egyptian Port battlefield.
Visually improved Greek Port battle map.
Removed some rocks from a port in the Antioch battle map to prevent ships passing through them when disembarking.
Changes made to the disembarkation areas in the large Carthago battle map to prevent ships from passing through the naval port buildings.
Adjusted beach landing / disembarkation areas in the Athenia battle map, to prevent ships going too far onto the land.
Adjusted beach landing / disembarkation areas in the Greek minor port battle map, to prevent ships going too far onto the land.
Known Issues
Changing the game's Texture Quality option during a campaign or a battle may cause the terrain to appear black. This can be avoided by changing this option with the Game Settings in the main menu, and will usually stop happening after starting the next battle or re-loading your campaign. This will be hotfixed in the near future.
The Mod Manager is currently only partially localised, so most compatible with English. We aim to localise this fully in the near future.
10-18-2013, 17:00
Spoonska
Re: Patches, Hotfixes, Betas and Such
If they're going to release a veteran pack I hope that it's something I can acquire relatively early in game. I can't stand these packs that come out with units, and their usability is only there for 20 or so turns.
10-18-2013, 20:25
Beskar
Re: Patches, Hotfixes, Betas and Such
So Patch 5 is now out. Is the game worth playing yet, or should I wait for a couple of months?
My biggest gripes were the complete lack of Campaign AI, the Riverdancing Enemies and massive time-taking turns.
10-18-2013, 21:28
Hooahguy
Re: Patches, Hotfixes, Betas and Such
I think the CAI is very good. Its the BAI which needs a lot more work. Id say its worth playing, maybe wait another few weeks until the more substantial patches can be released.
10-18-2013, 22:20
Hooahguy
Re: Patches, Hotfixes, Betas and Such
So I keep crashing after the splash screen. I removed all mods, nothing is working. Darn.
EDIT: If you delete your Roaming/CA/Rome 2 folder in your &appdata& folder things will be fixed. Now everything works for me.
10-18-2013, 23:04
Bramborough
Re: Patches, Hotfixes, Betas and Such
Really liking the expanded tooltip percentages for agent actions. If these previously invisible numbers were the same before (and presumably they were), then I was picking the wrong action...a lot.
10-18-2013, 23:19
Hooahguy
Re: Patches, Hotfixes, Betas and Such
Also apparently the siege AI is a lot better, according to reports from Reddit.
Quote:
In my current seleucid campaign one of my newly conquered and poorly defended cities was besieged.
After sitting there for a few turns, the AI finally decided to attack (I guess waiting one more turn wasn't honorable) and I figured it was worth a try to defend since I had boiling oil and a hoplite general.
That plan didn't work out since the AI decided it would be much more fun to use 12 siege ladders instead.
While my slingers did some damage before they reached the walls they were quickly overwhelmed. My eastern spearmen managed to hold them off at some places but my entire right flank collapsed.
Then the enemy decided to start burning down the gate as well, most likely to get his cavalry inside.
In the end my general was running around killing spearmen on the wall while my levy pikemen sat in the gate and repelled all the horses since the rest of my forces where dead, gone or just generally useless.
9/10, would have desperate last stand again.
EDIT: I also found out how apparently now when besieging a provincial settlement you automatically get some ladders off the bat. Which is good I guess because torches are pretty dumb.
10-19-2013, 06:21
hoom
Re: Patches, Hotfixes, Betas and Such
Quote:
Added unit numbers to Unit Cards. These can now be enabled in battle interface options ("Unit Card Man Count" check box).
Added option to game settings menu to enable/disable aide de camp (Battlefield Advisor), so the player can now disable this panel from ever appearing.
These are really great :)
10-19-2013, 15:10
Barkhorn1x
Re: Patches, Hotfixes, Betas and Such
Quote:
Originally Posted by hoom
These are really great :)
Indeed.
10-19-2013, 16:32
Forward Observer
Re: Patches, Hotfixes, Betas and Such
Quote:
Originally Posted by Bramborough
Really liking the expanded tooltip percentages for agent actions. If these previously invisible numbers were the same before (and presumably they were), then I was picking the wrong action...a lot.
For me and at least one other poster at the other forum, this tool tip is a bit buggy. I've had two issues so far. When I first bring up the panel, I don't see the total positive percentage, but instead only see the top positive percentage. Then the tool tip will show the missing positive that makes up the total. If I exit the panel and activate it again by right clicking on the target, it reads like it used to with the total positive and the tool tip breaking that down.
Then last night the tool tip quit working all together. All I could see in the initial panel was the very small percentage for the best result with no clue what my total positive chances were.
The only way I could fix it was to go back to the previous auto-save and re-run the end turn. That got it working again for now, but still with the different percentages in the initial panel on successive attempts.
I'm still kind of surprised that they didn't do another beta for this patch like they did for all the others.
Cheers
10-20-2013, 06:18
antisocialmunky
Re: Patches, Hotfixes, Betas and Such
You know, I'll be pretty happy with what I paid for Rome 2 so long as this continues.
10-20-2013, 16:46
Alcibiade
Re: Patches, Hotfixes, Betas and Such
Quote:
Originally Posted by Barkhorn1x
Good news - family tree perhaps or is that too optimistic?
And maybe seasons and more turns per year ! Cause I start to realise how absurd it is to simulate ancient warfare camapign strategies without seasons ! Plus the armies's movement points make the campaign map much too small !
10-20-2013, 19:00
Hooahguy
Re: Patches, Hotfixes, Betas and Such
I dont think that they are ever going to change the turns per year, I think thats up to the modders to change, which they have. Mostly. Seasons are still in the works.
10-21-2013, 00:22
BroskiDerpman
Re: Patches, Hotfixes, Betas and Such
I'm wondering, even w/ tpy mods do they count in actual seasons and give bonus' or penalties?
10-21-2013, 07:46
Wilbo
Re: Patches, Hotfixes, Betas and Such
Hooahguy, thanks for keeping us all up to date on the patches. It's much appreciated.
(which is interesting btw) a guy (Morgothic) wrote that the yearly turn is essential to render the attrition effects of the campaign map. I really don't understand the logic of it... I mean, it doesn't change anything, with 4 turns per year you just have the attrition losses divided but I don't see the point.... Maybe he suggests errors are more fatal with 1 TPY ?
(which is interesting btw) a guy (Morgothic) wrote that the yearly turn is essential to render the attrition effects of the campaign map. I really don't understand the logic of it... I mean, it doesn't change anything, with 4 turns per year you just have the attrition losses divided but I don't see the point.... Maybe he suggests errors are more fatal with 1 TPY ?
I think you might be reading into his remarks too deeply. I don't think he was suggesting that it was some essential game mechanic for attrition to work, I think he was just stating that he prefers it the way it is, with players incurring attrition penalties for things like moving through deserts rather than being penalized for having your army outside a settlement during the winter season.
10-22-2013, 12:57
Nelson
Re: Patches, Hotfixes, Betas and Such
Smaller light transports have been added. Mounted generals and artillery units get them.
10-22-2013, 17:52
Lord of the Isles
post patch 5 Diplomacy
I've played a couple of games till about turn 60 since the latest patch (both VH as Rome: Julia and Junia). The biggest differences I've noticed seem to have been caused by changes to the CAI and diplomatic relations.
Of course, may just be random luck in my 2 games. However, I find:
AI Factions much more ready to ally with each other
AI Factions slightly more likely to DoW human faction (not sure about this)
Money a little tighter - for one thing, buffing legionaries from scratch to Armour III and Weapons III costs 1350 per unit
The former means that after the initial period, there are very few no-friends small factions around for the human to bully. By the time I was ready to push into TransAlpina, the Veneti owned all 3 regions and had defensive or military alliances with 5 other factions. There's going to be a lot of battles and my cash flow isn't really enough to be confident I can field sufficient armies. There is also a 'Greek' block of allies that I have joined and an African one and the start of another block in Iberia. Quite a change from the slow eating up of isolated 1 or 2 region factions in previous patches.
The second point may just be my imagination, coupled with playing for the first time as the Junia family. They take what is described as a 'moderate' hit to diplomatic relations with all other factions but it isn't that modest when it tips you into multiple wars as AI factions DoW you. And the snowball effect where once you are in 4 or so wars, other factions like to join in for the fun, means I had 9 or 10 enemies as Junia by about turn 40-50. Not as impossible as Carthage was (is?) since the CAI doesn't seem to be attacking Italy with the same frenzied assaults that it likes to attack Carthage with, but still a big challenge.
The Julia family is proving easier, at least at first. Only Carthage joined in the war on the side of the Etruscan League, which mechanism meant that neither of their allies (Libya, Nova Carthago) joined as well. Once I got a peace v Carthage things were easier.
So, early days, but some signs that the campaigns might prove more interesting.
10-22-2013, 17:57
Sp4
Re: post patch 5 Diplomacy
Upgrading units can be expensive if you want to get them from level 1 to 3. I think that is kind of normal. AI declaring war on you more than on each other has something to do with the difficulty.
10-22-2013, 19:15
Jacque Schtrapp
Re: post patch 5 Diplomacy
Quote:
Originally Posted by Lord of the Isles
[*]AI Factions much more ready to ally with each other
I'm playing a 5.0 Seleucid campaign on VH. About a dozen turns in, all of my satrapies excepting Media and Sardes declared war on me. They also began forming an alliance block. I wasn't too worried at first, because of the buffer Media provides. Once Media was eliminated, I was in serious trouble because the Seleucid economy does not support enough armies to repel the hordes of troops from Arachosia, Parthia, Parthava, Drangiana, Aria, Dahae and Sagartia. Fortunately for me, I was able to ally with Athens early on and that boosted my street cred enough that I eventually ended up allied with ALL of the Hellenic factions.
After setting a War Target somewhere in Parthavan territory, my allies began to declare war on my enemies one by one. Not only did they DOW, but they all sent troops. What followed was an uncoordinated mess, but it ended up working to my advantage. My complaint with my allies is this: initially, their troops entered the lands of my enemies and even conquered a few provinces. Eventually they lost the land they conquered and now, their troops either march around without doing anything (Macedon, Knossos, Pergamon), or they congregate in these large groups in the desert (Athens, Sparta, Bithynia, Rhodos) losing troops to desert attrition turn after turn.
I'm curious what will happen once I've conquered my corner of the map. The huge Hellenic alliance has expanded to cover Rome and some of the northern African tribes, as well as the northern Black Sea barbarians, I'll probably have to travel to Iberia to find anyone to fight and likely end up touching off World War .5
I think the willingness to ally will eventually have to be toned down. Bithynia was part of the Hellenic alliance, and when Armenia declared war on them, I had to break our alliance because I had no troops left to face Armenia and they bordered 4 of my unprotected provinces. I hate to break an alliance, but I could not afford to have the heart of my empire gutted. Bithynia offered me a non aggression pact the next turn, which I accepted. The turn after that, they offered me a military alliance and 7800.
10-23-2013, 01:01
Hooahguy
Re: post patch 5 Diplomacy
DLC-related posts moved to their own thread.
10-23-2013, 17:06
CaptainCrunch
Re: post patch 5 Diplomacy
Quote:
Originally Posted by Jacque Schtrapp
... Bithynia offered me a non aggression pact the next turn, which I accepted. The turn after that, they offered me a military alliance and 7800.
:laugh3:
I find this hilarious...
10-23-2013, 20:11
Alcibiade
Re: post patch 5 Diplomacy
Of course it still needs some tweaks but the new diplomatic features and the post patch 5 CAI really improved the strategic side of the game ! Maybe it's the Seleucid campaign that starts off to wheel but finally, Persepolis seems closer than my fridge ! The one more turn effect is slowly coming back.
The Ui is still capricious, I sometimes have troubles to open the public order/food panel on the left.
10-23-2013, 20:39
AntiDamascus
Re: post patch 5 Diplomacy
What diplomatic changes were there?
10-23-2013, 20:40
Slaists
Re: post patch 5 Diplomacy
Playing as Macedon, started fresh from patch V (VH since there is no way to get out of the rain bug on legendary): things are really looking up in terms of AI diplomatic interaction at least during the first 50 turns. Despite having Macedonic faction's anti-hellenic diplomatic handicap, I am allied with most of the Hellenic world as I am making my way North-East through the barbarians. My allies stick with me and actually send troops too. As I grow bigger, more and more factions come with alliance offers offering their first-borns for it. On the enemy side, as I attacked them, Getae formed a Celtic confederation with their neighbors: that one actually managed to stall me for a few turns. On the campaign map, AI's coordination of military forces has improved too: they actually managed to sneak-snatch a couple settlements from me.
On the major AI faction side: AI Rome seems to be doing alright. They own all of Italia, all of Magna Graecia, all of Sardinia and now are expanding in Africa. This was unseen before patch V. Seleucids are doing very well too: they're about the only Hellenic faction I am not allied to. I guess, war is brewing (or so I hope).
Not so good: the AI still has a very poor grasp of stances. For example, why would horse archer armies adopt fortification stance [yummy...]?
10-23-2013, 23:50
Hooahguy
Re: post patch 5 Diplomacy
I wish I saw more AI armies raiding. Would make for an interesting cat-and-mouse game as the enemy army must use it to survive without attrition and you must stop them.
10-24-2013, 00:35
easytarget
Re: post patch 5 Diplomacy
Quote:
Originally Posted by Hooahguy
DLC-related posts moved to their own thread.
Nice job guys throwing that up on the home page, I bet for sure some folks catch the update because of this that would have missed it otherwise.
10-24-2013, 01:14
Jarmam
Re: post patch 5 Diplomacy
Quote:
Originally Posted by Hooahguy
I wish I saw more AI armies raiding. Would make for an interesting cat-and-mouse game as the enemy army must use it to survive without attrition and you must stop them.
Something amazing happened while I was taking out the remaining small factions east of my Seleucid Empire. Persia sent 2 stacks to take a smaller settlement I had recently conquered, but with low missile (non-slinger) units they stood little chance of breaking through my stack of mainly phalanxes and hillmen in a town. So they both went into raiding! I have never experienced that before, but it destroyed my public order and pretty much forced my hand. This is exactly what I was hoping raiding was intended to do all along, and I hope the AI continues to use it wisely as it did there. The two stacks combined gave a whopping -40 public order from their raiding, and this type of indirect damage is an excellent addition to the TW strategy map.
10-24-2013, 01:28
Hooahguy
Re: post patch 5 Diplomacy
Quote:
Originally Posted by Jarmam
Something amazing happened while I was taking out the remaining small factions east of my Seleucid Empire. Persia sent 2 stacks to take a smaller settlement I had recently conquered, but with low missile (non-slinger) units they stood little chance of breaking through my stack of mainly phalanxes and hillmen in a town. So they both went into raiding! I have never experienced that before, but it destroyed my public order and pretty much forced my hand. This is exactly what I was hoping raiding was intended to do all along, and I hope the AI continues to use it wisely as it did there. The two stacks combined gave a whopping -40 public order from their raiding, and this type of indirect damage is an excellent addition to the TW strategy map.
Interesting. Ive had very little time with patch 5, so Im hoping for better CAI all around, so Im glad things like this were improved on!
10-24-2013, 02:00
Sp4
Re: post patch 5 Diplomacy
Yes, I like how raiding has a serious impact on public order now and the AI does it too! It adds a bit more strategic depth to the whole thing. You can force a garrisoned army to come after you by raiding their province or sometimes the AI will do that to you! It's a little annoying that the public order debuff from raiding is a set amount... so a single general is going to wreak as much havoc as a whole army... I can see that becoming annoying quickly if the AI spams it, or you end up with armies at home through slave uprisings or something.
10-24-2013, 02:40
Kamakazi
Re: post patch 5 Diplomacy
I like the new patch... my pontus game on VH is actually giving me a decent challenge.... Its a big cat and mouse game with a lot of trading territory
10-24-2013, 02:53
Hooahguy
Re: post patch 5 Diplomacy
So Im just going to guess that the next patch will be on Friday? Anyone else think that? As I recall, patch 5 was released on Friday so Im hoping for another Friday with good news!
10-24-2013, 07:30
nearchos
Re: post patch 5 Diplomacy
Quote:
Originally Posted by Hooahguy
So Im just going to guess that the next patch will be on Friday? Anyone else think that? As I recall, patch 5 was released on Friday so Im hoping for another Friday with good news!
I hope so, with every patch the game is more and more interesting.
Are the patches working for autosaved games also?
I dont want to quit my current campaign.
10-24-2013, 07:52
nearchos
Re: post patch 5 Diplomacy
The same with me, eventhough i was at a time at war in all my borders, i was able to make peacein the north, with Bythinia and Pergamon finaly with Galatia and now i have aliance with the first two plus Pontus which is a trusted friend from the begining.
I have aliances with the north Africa factions, Carramandia, Nassamones, Cyrinaica and curently i fight at the east with all my ex satrapies plus Media Apopatene.
I just destroyed Gerrthrea south in the vast Arabian Deserts, a war which was very hard because of the big disstances betueen the settlements and the armies and agents of the former inflitrating from everywere, capturing settlements and sambotaging my armies.
Now i can concetrate east, where during the last turns, i had to give 5 battles 4 against Parthava something and 1 against Media Apopatene, in all of them, before they attack, a swarm of their agents were attacking my armies, so in 4 of the 5 battles i didnt have a general due to assasination and 2 of the battles the reinforcing army was sabotaged.
The result was, very hard battles, 1 of the Seleucids armies destroyed, 3 generals assasinated, heavy casuallties, 3 of the enemy armies destroyed, 3 more decimated, and Seleucia, the capital of Messopotamia at last capture.
I was sweting last night and enjoy it.
10-24-2013, 08:34
Myth
Re: post patch 5 Diplomacy
The Seleucids on Legendary are no cakewalk. You can make it work but you have to fight constatnly on two or even three fronts. Maybe that's me, because I don't really like allying with too many factions (makes them harder to conquer later on) but still.