Excellent, I think that if EB 1.1 does not beat us.. in a week for sure - there will be a download link added.. Alexandros - charge!:pirate2:Quote:
Originally Posted by MiniMe
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Excellent, I think that if EB 1.1 does not beat us.. in a week for sure - there will be a download link added.. Alexandros - charge!:pirate2:Quote:
Originally Posted by MiniMe
Certainly not. I like interessting games with a lot of challanges, but nothing that is difficult beyond frustration.Quote:
Originally Posted by Maksimus
The idea is like the following:
Every faction has assigned Victory Conditions. These are some towns they allready posses and much more they have to conquer. Some or all of these can be "cashcows": the AI gets money help as long as it has not conquered them, assuming that it has run in some kind of problems.
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Example: Aedui and Arverni have both the same VC towns in Gaul as tragets. They get money help for every of these towns they don't own. At the start of the game they both get the same (much) money, what is desperatly needed to get beyond the debth created by the starting army and to give them the money to develop their lands and go around conquering.
As soon as, for example, the Aedui start conquering Gaul and/or take lands from the Arverni, they get lesser money help because they now own more VC towns than before. Up to the point when the Aedui controll all of Gaul and they don't get any more money help at all.
Then again, when an invader comes along, for example a human controlled Rome, and starts stealing provinces from them, the money help again pops up and gives the Aedui money for VC provinces they lose; allowing for strong resistance even when reduced by provinces.
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Now, that's the point when frustration might come up, because you are making the AI even stronger by beating it. To prevent from this and to aviod the "Mytilene-Effect", when a faction is reduced to one remote province from where it hardly can re-conquer its homelands but is getting tons of scripted money every turn, most of the factions have a "capital province", that they need to hold to get any money help at all.
In our example that would be Bibracte for the Aedui. So, you can breake the Aedui (i.e. stop any money help for them) by taking Bibracte. I think that will add to the motivation, not the frustration, of the player?
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You see that this can only be done together with assigned VCs. Otherwise we would give the Romans money to conquer Rhegion and they would use that money to take the Alps, ignoring our wishes.
I haven't yet decided on the amount of the money help per town. That will most likely differ from town to town and will be about or a little less the profit the AI will make when controlling that town.
I haven't also decided for the "unbreakable" factions (i.e. without capital province to hold). That will certainly be the two nomads, probably Parthia because the VCs should make them somehow "horde" south, and may be the Sweboz.
Bibracte example is nice, that should also be Pella (or maybe Corintos) but for the AS that should be 2 towns, like, Seleucidia and Antioh, for Aegypt I belive Alexandria is ok, Baktria, Athenai, Rome.. other..
I am testing the 'share' system, in wich Hellenes/Barbs would be able to use other - hellenes/barb barracks (just tu use - not 'build over it') because Army and Royal barracks should be really rare - like in the Historic notes,
But when you take Antioch with Macedon or Baktria or Epeiros, you will be able to train anything in their Royal barracks (according to recruitment viewer)... And due to the new barracks test system that would make any factions have army at the start (but with a few and less options to have many - unless they take other factions barracks)
(based on the same conditions even if you take Royal Barracks in Sparta - you will have what you have.. no more according to recruitment viewer and that is 4 types o units, but Athens is something else, do Athenai should have city_b)
Here is what I am thinking... The big barracks will be rare, so in the Army/City/Royal types of them factions that should be able to 'use' eash other's barracks are:: Macedon, Epiros, KH, AS, Aegypt, Baktria...
And Pontos, Armenia and Parthia should have their chances when they take lands form BIG factions, like AS or Aegypt. This system should apply for barb's too, so they could share the 'use' of barracks but they should not have options to overbulid army ontop of some city barracks (if they want to to that - they start from 0)
So, in that respect, anyone can hardly belive that one or ANY! faction could reach as far as Babylon and/or Alexandria and then seek their army to be reinfored by the homland in Britain of Gaul.. So, I belive that ANY! barb faction should have use of ANY! royal barracks if it reaches that land (but, according to the recruitment viewer - in case of celt's there would be almost no advantage even it they take Alexandria).. Even if that means adding the Regional or Mercenary unit's to be able to be build there...
But.. AS or Aegypt are big- they would have no probs in using just their own barracks.. So, Pontos/Armenia/Parthia should have some use of AS or Aegypt barracks and each others, but to some extend, myabe the whole system should be based on City to Royal types of barracks rather than from muster_field...
So in this way, barracks we keep EB teams ideas (like share system) and 'support' the one outmost realistic outcome that would follow one's faction permanent holdings of the enemies regions that have city/army/royal barracks - wich means - Big Cities.. (so you see, ALL factions should have benefits of using each other's city/army/royal bs, but offcourse that should not go in all directions - because ''uncivilised'' factions could use ''civilised'' factions barracks - but ''civilised'' should not use ''uncivilised'' barracks at all..
I'm not so sure on of what you're trying to achieve with this mass sharing of barracks.
So if I were to play the Getai and conquered Pella I'd be able to train all my elites from the hellenic barracks built there by the Maks?
First see if the money script coupled with more expensive and longer to build army/city/royal barracks doesn't do the trick. Trying to revamp the system of sharing put in place is quite hard to do not to mention it could create errors and what not. But I guess when 1.1 comes out I'll implement in my build whatever features I like from your endeavor.
If you look closely to recruitment viewer - you can see that the only factional units you will have in Pella with Getai using Macedonian Army or Royal barracks - are just Dacian Medium Cav. and Thrakian Medium Cav. so this system is no big deal really - it would just enable you to train 'some' units and use Pellas infrastructure (like maybe som bonusses) a bit - or Destroy it and gain money! But, destoroying buildings especially barracks in times of war was not ever a politic's of ancient states or factions (that wanted to occupy one region)...Quote:
Originally Posted by Redmeth
And because ''IF'' condition's for building can not be added - even if you add any level of your goverment - you will be able to use just those two unit's - so.. you don't need to spend the money of reaching Royal or Army factional barracks in Pella just to ger two factional unit's and use some moral bonuses.
The regional barracks are up you to develop... do, one solution may be to make all faction's share the USE of barracks - that means that you can use AS city regional barracks as Dacia but you can not upgrade it to Army regional, Also Civilised Faction can't use 'barb's' barracks - so Dacia would have bonus for Pella, while Macedon would have none in Dacia.
Anyway's I was thinking playing with Dacia one campaign right now:laugh4:
Quote:
Originally Posted by Redmeth
As I mentioned, revamping the system of sharing is not in case here.. The simple optional 'use' of other High-eng barracks is in case of history quite right and that is only for the biggest ones. You don't suppose that Getai would destory Macedonian Army barracks and then build their own for years just to have 2 available unit's? - while tha war is on? I am sure they would use them and develop one military revolution fo their own kind
+ Don't wory.. copy paste buisiness is the only thing here - and I don't make mistakes in ''export_descr_buildings.txt'' .)
note: this 'tweak' is in development.. so it might not be in after all .)
To add,
If any finall mark would be done by the script - I belive it would not be under some great or major impact of any 'use' buildings or barracks system tweak.. Because it is all based on RViewer and 'default' 'source' unit triggers..
To go simple..
If you one can IMAGINE that ALL provinces have royal barracks (from the start) that are free for any faction to use full time - and even then - due to the 'RESOURCE' that is ''and hidden_resource's'' you would not benefit from all those Barracks as much as it complies with ''resource'' - because in in about 50% of provinces factions can't raise not one factional troop..
SO, no matter what! Epeiros will be able to recruit Epirot Elite Phalanx only in 3 regions, that is Epeir, Thermon and the Illyrian town above Epeir.. And Medium Phalanx only in Pella, Demetrias, Alexandria, Antioch, Babylon, Seleucidia and Baktria! And can train Epeiros Heavy cavalry only in Epeir... so you got the picture?
The point is that if Epeir takes Pella - he would have those units that are in construction viewer - and we all remmember that When A Gonatas came to confront Pyrrus - his 'MACEDONIAN' army just went on Pyrr's side - that is why Pyrrus has Hellenic Medium Phalanx at the start - but can't recruit any until he reaches Alexandria or Media - that is not nice at all - he should have an option as 'he had' to recruit Medium Phalanx in Pella region (and that should be considered as Makedonia - not just 'sacked' Pella)..
This is just an example so the same would go for all factions - it's just that in Gaul, they should use (better have!) two Army barracks top's + in Germania.. and that should be eniough untill 80-150 turns pass..:juggle2:
I don't like idea of sharing barracks between different cultures (honestly, i don't like any idea which intentionally makes life easier for human players). And remember, that using/building barracks is an abstraction, no way real-life conquerors can recruit their core troops immediately upon conquest of predominately different culture territory, it takes years to migrate enough military settlers in (or convert loyal locals to conqueror's customs). I believe long building times represent these difficulties well.Quote:
Originally Posted by Maksimus
I would rather make the recruitement of the local militia easyer. We had that topic before, assuming that a conquerer who is moving far beyond his homelands would immediatly grap what armed men he could find on the spot to have a garrison and fill up his ranks.
And i would rather make it harder. Anything is good that slow down expansion to historical rate. Unfortunately, RTW engine has no such thing as "troop loyalty", nor the city loyalty level is associated with possibilities for troop recruitment. How can we tell if region populace likes conqueror (and/or his people) enough to fight for him? Do they see him as liberator, as useful ally, or as another opressor? RTW can't represent this.Quote:
Originally Posted by konny
Quote:
Originally Posted by konny
My posts are too long.. I know.. one does not read it whole maybe :curtain:
Konny.. do you have a recruitment viewer?
If you do - you can see my intentions.. but anyway.. we can talk about it a bit..
In the case you mentioned, one general far from homeland would only be able to fill up his ranks according to UNIT - according to the 'resource' - that means he could fill up 'some' low-end unit's ranks in the best and most case those are peltasts - but NOT elites or medium units that we are so afraid of..
The example I have added to the Epeiros is clear really.. They can reach INDIA and can only retrain their low-end troops (some of them) - that means troops that can't win battles for India or Media or the Stepe's .. but can't use elites - unless they take Successor's capital's in wich case they could only profit some units.. see?
And getai could reach Sparta but could only have ragionall units they would have to develop first
Just look at the recruitment viewer? I really think that is clear
I agree for militia do.. That could be done easilly in adding making all share 'use' of regional barracks or connecting it to other structure - like town_hall's or palace's..
personally I would like any faction to use any other faction's regional barrack's wich is alot more troop btw then using your barracks for the core - factional troops..
It is just a matter of resources... so we can add recruitment to any building :smash: or change anything...
note for konny.. and you see that I and Lgk have the same signatures.. you could just add one.. :san_grin:
No.. no.. greeks-greeks barbs-barbs it's just that Getai were an example.. anyway's - they have only possibility of usin 2 Unit's no matter what! And the point is that Celt's for example don't have a bonus of Royal Barracks in Seleucidia at all or in Pella or Athenai - the celt's just don't even have an option to raise any army in greece - exept regional - and that needs to be buildQuote:
Originally Posted by Lgk
And cultures don't share as such.. they just 'use' ones barracks and can't upgrade them .. like in the cases in history when Nikator killed Thracian King and took Thracian army - and then Ptolomy son kiled Seleucid in a tent and then took the same thracian army and made himself a king of Macedon.. just after he came from Asia Minor into Greece and that army was still fighting after that for Pyrros I think.. :shrug:
And Gonatas had problems when his army left him just before the finall fight agains Pyrros - the whole Macedonian army just swiched sides! And made Pyrros their king.. and after Pyrros was dead they went back to Gonatas..:yes:
There are proofs for this..
Anyway.. the game is even harder for the player with this army system.. when AI could use some enemies barracks - but see, the point is to make Less Army and Royal barracks as a result - that way the chances for retraining options by human would be 0 or +1
YOU SHOULD LOOK on the Recruitment Viewer
https://forums.totalwar.org/vb/showthread.php?t=93502
I would rather make it harder too but the "troop loyalty" issue was discussed more time's over.. And we can't tell if region populace likes conqueror (and/or his people) enough to fight for him - but what we may say is that it this case - those are REGIONAL troops - not factional :no: so you and I and anyone can consider them to fight for money - like in the war's of the Successor's states..Quote:
Originally Posted by Lgk
But - yes, You are right 100% if we are talking about factional troops.. But if you think that Hellenic native phalanx officer's had a hard time of filling the ranks of their units - I would say no.. really.. I would say yes if Macedons are in Germania or North-East Africa or India - but not in the places that are MARKED in Recruitment Viewer for Native Phalanx.. :shrug:
The point is that you can't retrain units in AREAS that are not mented for that unit to be trained - like in Germania or the Stepes.. And one more thing is here at hand... you know.. When Napoleon at Russia he took about 650 000 men of wich about 180 000 were from the Germanic states of wich about 50 000 of Serbs for Austro-Hungarian Empire .. see, those Serbs even had to go or loose their famillies, and that goes too for many german's...
And.. in those Ancient times the most important were the CULTURES not the rulers by my opinion - all ruler's were tyrants mostly that forced the population to fight to some extend - that extend is wery well done in the Ecruitment Viewer - the '' another opressor '' issues are already implemented by the resources that 'give' an option to train certan units..
please look at the Recruitment Viewr.. anyways - we don't have to implement whole barracks system or any part of it ... it's just that this way WE MOTIVATE players to realy take Alexandria with another Greek culture..
And пријатељу PLEASE HELP more in the BI features.. get some sleep and then type :san_grin:
be well my friend!
It was allready said, but just to ensure: The AI is retraining, but not everything, everytime, everywhere. It also seems to merge, leave the units as they are and build new ones instead of retraining. I have no idea what influence that decision.Quote:
Oh, okay. I'm probably not that interested in an EB mini-mod that's geared for VH/VH, and am pretty concerned about letting the AI develop golden stacks of anything, since although the human player might capture such a city, the AI definitely wouldn't.
I had so far two occasions in which the AI was constantly retraining: the one was Pella, with its "monster army" and the other occasion is Taras. But the AI is also moving these forces away when the town is not constantly threatened. That happened to the retrained Baktrian "militia force" of what I had posted a screenshot in the other thread, and that had now also happened to the garrison in Pella, where I only could find one full unit of 2x gold Petzhetairoi of the old garrion while the rest were all 'fresh' levy-class units.
Well, I am to apologize if I had brought up something that was allready discussed. It's getting close to Christmas and the customers are running amok, so I had not so much time today to read the entire thread.Quote:
Originally Posted by Maksimus
I launch that tool more often than EB itself, planning my next army in every spare minute. :yes:Quote:
Konny.. do you have a recruitment viewer?
OK, let me step in here the first time: I am not afraid of the elites. In fact I am happy when they are offering me anything better than Pantodapoi or Lugoae. And since I often outnumber the AI, not so often with the ALX.exe, I must admit, I don't mind when the overall quality of the AI units is better than that of my army.Quote:
In the case you mentioned, one general far from homeland would only be able to fill up his ranks according to UNIT - according to the 'resource' - that means he could fill up 'some' low-end unit's ranks in the best and most case those are peltasts - but NOT elites or medium units that we are so afraid of..
That's the fate of the Epeirotes living on the Adriatic shores, I would say. They have no businness to hang around in India. And yes, they get Phalanxes and Thureophoroi from the Succesor major towns because there the needed number of Hellenics is living used to fight in that manner.Quote:
The example I have added to the Epeiros is clear really.. They can reach INDIA and can only retrain their low-end troops (some of them) - that means troops that can't win battles for India or Media or the Stepe's .. but can't use elites - unless they take Successor's capital's in wich case they could only profit some units.. see?
May be that example is not so obvious because the Epeirote are somewhat Alexandrish and he was in India. But send them the other way. What means does a top level Casse MIC have for Epeiros? No one there has ever heard of Linothorax, long pikes, fighting in formations, heavy cavalry and the like what makes the Epeirote military machine.
Yes, that "develop" in EB gives me a little headache, because I don't see what the Getai must develop in Sparta to make the Spartans fight as Hoplites. But there must be a way to distinguish the boni of the different governements, and the only way I can think of is spliting the army into "locals" and "factionals".Quote:
And getai could reach Sparta but could only have ragionall units they would have to develop first
But, is that really needed?Quote:
It is just a matter of resources... so we can add recruitment to any building :smash: or change anything...
[COLOR="RoyalBlue"]Konny.. My english is much worse than your's so I have probs in explaining what I think..
The point of my post's that is based on 'tweaking' the ''exp_descr_units.txt'' was already tested by myself in various occasions in my modds for RTW.. I call it Army-system.. Now..My mod is very popular ones in my country just due to that system.. so..but.. ufff..
I am getting sleepy..Ok.. Just trust me on this.. We will test it.. ok?
I will finish those tweaks in two day's and upload it here so we can discuss it .. I am sure it will be fine.. This is what I will mod so it can be tested a bit..
1- Making Faction's capitols start with Army Barrack's (or Royal in case of Seleucid's and Aegypt).. + na army barrack's in Seleucidia maybe ? but we shoud sure make Spartans a royl one so one can use them as they were used against Pyrros:shrug:
2- Make factions share 'use' of barracks but not 'upgrading' them (so the EB share system persist's)
On one side: Hellenes shold share 'use' (epir,mak,kh,bak,as,aegypt) and on the other side barb's (celt's,germania,dacia,spain), the nomads (sar,saka,parthia) and the last - the easterns (pont,armenia,parthia).. Now, Saba, Pontos and Armenia can 'use' hellenic and carthaginina faction's barrack's (as one small faction would have had to use!). Parthia should use only AS's, Baktrian and Aegypt's barrack's, And All barb's could use ''civilised'' factional barracks in the City/Army/Royal level - and that would help them with almost NO UNIT's AT all..
Also, there are some +1 or in royal +2 bonuses (for law and trade) that could be altered
3- This is most important, I will make this test version adding the construction times for barrack's nad Palace's + 4 to + 6 times ..
4- I will add the system for regionall barrack's so anyone can 'use' anyone's regional barrack's (so, here too, the EB share system persist's:curtain: )
I wiil make this in one-two days and post here for tes't - JUST test's .. Ok?
note: Lgk.. for you I will add the manual so you can - copy paste it -- or 7z~:yin-yang: ?
Ok... Of I go!:flybye:
Quote:
Originally Posted by Maksimus
Please, no! I don't like shared "auxiliary barracks" in XGM, and definitely don't wish to see such things in EB. Neither with factional MICs. As i said, rebuilding "barracks" is rather an abstraction representing period of stabilization in recently conquered region. In that context, any hindrance to fast expansion is good imo. Come to think, greeks/macedons/epirotes/etc squabbled each other for centuries, and never one "faction" emerged as total victor, crushing all opposition permanently - that is, until very roman conquest. Because of RTW limitations, small patch of ground like Greece can be blitzed in just one year. This is even more aggravated by the lack of regions there in EB (XGM has a much better map in most respects... but that's another story). Maybe only post-marian Rome deserves such bonus as ability to use other factions MICs.Quote:
Originally Posted by Maksimus
I mean, first and foremost we should think how to delay human player (while not getting him killed early, except that rush should be punishable by death imo - hard to implement, but worth trying) and provide more interesting mid-to-late game experience rather than speed up the AI expansion.
Any way you like.Quote:
Originally Posted by Maksimus
Ok.. ok...ok... I will stop working on it this instance :gah:Quote:
Originally Posted by Lgk
my god :thinking2: But you must give me proof that you have had a look at Recruitment Viewer - so I know that you are not thinkig that sharing maens what it ment in vanilla?:whip:
...No matter.. ok. I am stoping my work on barrack system right now and I am back to vanilla *txt... What now?
What do you propose?? How do we delay human player so that it would be ok??
(note: We should add those changes to Horse Archer's that would give them 1,2 or 1,5 hit points that should reflect auto-calculations among CPU faction's)
What else? Do you want unit tweak's or some *txt_files changes?
ok
::WE HAVE::
Changes in the EBBS script so we can control money inflows.. and AI expansion's with all features that could be tested Lgk, see with ]Konny that we have ONE way.. for testing.. you know ; I am waithing for you two to go out with something so I can test it:shrug: like upload your done EBBS files here... ok?
Thing's that should be in EBBS script are the added Army barracks for all factions in the capitol's (exept AS that would have one more in Seleucidia) and Royal barrack's for Alexandria and Antiochus and Sparta (so that Spartan's can be used right away)... and building's for Nomad's that would have level ''royalh'' or ''highkingc'' while I think the Saka should be the strongest there...
In export_descr_building's I will add bonuses of law and trade (like +1) for Army and Royal barracks, I also think that Walls shoud have a small bonus, then the Academy.. Here The Academic building's have had one major importance for all in one city - MA Antonius saw that and added it to City Mod.. that is very nice..
Also adding a wall to Pella or Pergam and Armenian and Baktrian and Pontos capital - would be good, also mine's in Pergamum, And Sidon and the Western Province of Armenia - so we can support small faction's players more..
And Palaces should have + 5 or + 8 times longer to build.. so we don't end with super Imperial Cities after 100 turn's - there should not be alot of Huge Cities ...
And Mercenaries should have atleast +1 expirience that would bring realism..
Now... I want comments on these issues please (note: all comment's are welcome but Konny and Lkg are the ones that are needed here:boxing: )
And one more thing - Anything you want to be added or modded - just say..
Recruitment viewer and AOR system don't matter here. I mean, conqueror shouldn't be able to recruit anybody (even cheap/low quality troops) immediately upon conquest of alien region... even more, he must spend extra time and money to install proper government and build new barracks, thus making his expansion slower.
Adding law and trade bonuses to upper tier barracks doesn't seem like a good idea, you already have the city garrison buildings for the law bonus and the trade bonus doesn't feel right, although you could argue that at the highest level they'd produce more weapons than they need thus trade...
Be careful with placing mines, placing them near small factions in rebel settlements could work but don't give them to factions like Maks (be careful of the balance in Greece) doing something might make one of the factions there win in Greece all the time.
You can mod your files as every you like, but you should always keep in mind that everything you do to slow down or help the humand player will even more slow down or help the AI; unless you use scripts that include a "not faction is local" line.Quote:
Originally Posted by Maksimus
That is in particular true for raising build times for structures. When you make barracks 4x or 5x slower to build you won't stop the AI from building them anyways. Even more, the AI will build them even when it does not benefit from it. Set your towns to "automanage" and you'll see poping up of local barracks in your very heartlands, even though you will never be able to raise any units from them.
When you have 12 turns (i.e. 3 years) build time for a top level barracks you can be sure that the AI will build them ASAP and whereever possible, blocking the respective towns for three years. The human player is much smarter and would build top level barracks only were desperatly needed. He would (or at least, I would) rather build mines or a harbour before, because having elite barracks is pointless when you don't have the money to pay for the elites.
Now imagine the build time would 12 or 15 years(!). You won't stop the AI from building these structures (barracks and town halls are the first one it builds), but would prevent him from building anything else there in all these years. Most likely, it would lose the town to rebellion meanwhile.
We simply don't. It is up to every player to use or not use houserules and to roleplay his characters to set the speed of his advandce. He might or might not blitz the map. I don't do so, but I won't spend any time in preventing other players from doing it.Quote:
What do you propose?? How do we delay human player so that it would be ok??
In fact, I think that EB has allready gone a step to far with the respawning stacks. For the human player these provinces might as well belong to Arabia Deserta - but the AI is butchered there.
Under absolute no circumstances should any regular units get more hitpoints. Deleting the 2 hitpoints from the Naked Fanatics was about the first things I did with EB 1.0. It is completly unbalacing the game, especially when the AI starts spamming those units.Quote:
(note: We should add those changes to Horse Archer's that would give them 1,2 or 1,5 hit points that should reflect auto-calculations among CPU faction's)
What do barracks have to do with trade? :confused:Quote:
In export_descr_building's I will add bonuses of law and trade (like +1) for Army and Royal barracks
The AI will stop spamming Gaesatae or at least will do so in the late game due to changes in their AOR they will be mostly available around the Alps in the area contested by Gauls, Romans and Sweboz although each of the Aedui and Arvernii might get a chance to recruit them...
is there any chance that simply using the city mod will solve the balance problem?
Well, all I stand for is because I would like to find more balance betwean the game and historic note's - this under show's that EB did not found one;
https://img98.imageshack.us/img98/90...0711190lv6.jpg
https://img140.imageshack.us/img140/...0711251cr9.jpg
https://img140.imageshack.us/img140/...0711251jv9.jpg
Now. Everyone can see and know that you too would like that 'NOT ALL' cities go to Huge or Large - that can be worked out by adding negative population bonuses so the cites that were never big - become big only in the case Human invest's time and money
Well, not for me :shrug: I play on VH/VH and extensive campaigns so I have risks and Heroic victories that are allowing me to Sack enemy town's and raise elites that I need to expand! Look at this, it's my early Epeiros campaign on VH/VH based on Alex.exeQuote:
Originally Posted by konny
This one is based on Alex.exe and on VH/VH and huge armies
https://img266.imageshack.us/img266/1504/rome1lm3.jpg
This is the finall battle against Romans.. I had one Heroic infront of Rome :boxing:
https://img260.imageshack.us/img260/...eofromecz6.jpg
https://img151.imageshack.us/img151/...finall2ot2.jpg
And the end of the battle (fought without time limit fo 1 hour)
https://img266.imageshack.us/img266/...0686106na3.jpg
and some against KH in the same camapign
At Kypros fighting Rebel-ends of KHellenon that have been destroyed a battle before after I took Rhodos
https://img134.imageshack.us/img134/6743/kyproswi9.jpg
I ended very good for me on VH/VH.. the rest is history!
https://img146.imageshack.us/img146/3149/kypros1ef0.jpg
And then I was campaigning in North Italy with elites!
https://img518.imageshack.us/img518/368/segesta1mi4.jpg
https://img518.imageshack.us/img518/...7bb9ac3daa.jpg
https://img148.imageshack.us/img148/2241/segestaid7.jpg
And Massalia !
https://img518.imageshack.us/img518/...assaliasy0.jpg
https://img518.imageshack.us/img518/...b106bae5fb.jpg
https://img250.imageshack.us/img250/...ssalia1dh5.jpg
So I think we have different views on EB after all, It's just that I can not Imagine to win agains't Rome without Elites - that is not history! And about money thing - it is not history that Pyrros or Any faction's of that time had to waith for 50! turns so it can afford them :wall:
BUT! Making the Army barrack's at the start will enable ME (for example) to use SOME small number of elites because I play extensive campaign and anyone that does not - so you can have them - but work for them:stwshame:
Making the 'core' buildings (for me those are structures that AI is hardcoded to build) construction times last 5 or 10 times more (like we have 30-60 turns for some In EB!) would make AI not develop as fast and furious as it is now and eventually lead that town's don't become Large or Huge (unless you like all those super-mega-cities as early as 150bc). So either implementing a more wider version of City Mod or giving the - high-end Palaces + 3-4 times to construction - would have solve this too..:shrug: I really hate to see Huge and Large cities all around me until a reach Asia with my army from Greece:wall:Quote:
Originally Posted by konny
That's fine.. the game setting's are hard as they are:curtain:Quote:
Originally Posted by konny
Konny.. I think you did not get the point (because I did not explained).. EB 1.1 will come with these HP tweaks - only because anything betwean 1 and 2 HP (like 1,2 or 1,6 or 1,9) is just 1 HP for battle's - but is 1,2 for Auto-calculations that AI uses, in that way even when you play against Horse Archers you will have 50% losses with Infantry and most likely loose - but on Auto-calculations you will have 10% looses and win - That is a bug from vanilla.. (the same was for elephant's or chariot's that were owerpowerd in autoresolve but not in played battles) and EB 1.1 will tweak that anyway ..Quote:
Originally Posted by konny
When Army is eqiuped - that takes money and 'Imports' and if you have big army and Armoury - that means more imports and/or even exports if the armoury start's to make arms for export's - Trade Market's can be in this buissines but and can have + 1 to trade when there is an city/army/royal barrack's but due to the 1.5 engine it can not be used in EB for RTW, and I am not sure if that could be used in ALex engine - So the barracks it self give the trade and law boost - even today, armies and their barracks keep economic growth and boost trade and income for local's in more region's of the world than we can imagine. Some times just because for the army state create trade and economic growth :smash:Quote:
Originally Posted by konny
I know that I am Master of Economy :curtain:
That may be one solution with some tweak's that would enable more town's to be huge or large - in this case capitol's of all faction's ... but not all cities in Asia and Greece :whip:Quote:
Originally Posted by Leviathan DarklyCute
They point is not production - but import's and export's of weapon's and arm material's.. Just one example, the pikes of the phalanx, are made after wood is imported from outside the city - so, when a trader come's and sell's the wood to the army he will gain profit's but he would do that in the market or in the direct conntac't with the army - but then there is competition to that trader that want's a part of the share state is giving to the army.. so you see, the trader's pay a share on their goods when they enter a city.. some part of that can finish in barracks or on the market - BUT the first cause trader's would come to the city is becasuse the State has it's army (that has money given by the state) in the city.. + the army keeps peace and protect's the trade and boost's the trade... Even armoury boost's trade..Quote:
Originally Posted by Redmeth
And Academy due because it makes smart and rich traders that finish school and that make new markets and banking or investment's system's:curtain:
The Stone Wall's also have nice effect to the trade and and population growth, look at Corintos or Athenai, or Constantinopolis.. No big trade would be in motion in cities without good defences and army.. nor would big population live and boost in 'big' cities without Stone Wall's... There are no big cities without stone walls... that's why CityMod solve's much
But the point is that due to the 1.5 patch engine - EB team can not add bonuses to building's if other building's are constructed:shrug:
So the bonuses must come to the building itself..
I think that there are no mines that should be added to greece - unless.. those epic mines of Pelle (but if that would bring down the balance - then no):san_wink:Quote:
Originally Posted by Redmeth
That is in EB already, only thing we can't break is the ''resource'' system of EB, because the EB team made it work by the historic populaiton standard's so you can't have elite phalanx trained in Germania.. Or you can... but after a long time that could take to construct a barrack's.. That long time for Army or Royal barrack's (that would enable elites in Germania should be like 30-40 turn's not less)..:shrug:Quote:
Originally Posted by Lgk
But then again, that is without resource system that makes one essence... of EB... and that would take week's to implement.. like - we don't want elephants to be built in Gaul? No? Well then we have to keep '' and resources '' for some units and maybe not for some..
Still , you do understand that if Alexandros went to Germania, he would need like 40-60 years to make local population fight in Macedonian way (like phalanx) for Makedon, unless there are Military settlers
Now.. Militery Settler's could be a solution to that - so We can make that that building also gives option's of training phalanx .. But what about, Celt's in Athenai?? The could not use their naked warriors in Athenai?? No way that that kind of barb population would live the barb way in Athen's and then produce barb warior's. It is more likely that civilised faction's would use their factional troops even in Gaul, but Gaul would not do the same in Greece - becasue they would surrely come through one renaissance and become more Greek that Gaul..
Even Greek's were once barrbarian's.. unitl they came to meat civilisation of Crete and Thera:laugh4:
What would you do?
If they conquered Athens the Celts would probably not use Naked Fanatics nor would they have fought in a phalanx in time a sort of Massilian Hoplite would have probably developed but that's fantasy and even if you could argue it's a probable what-if unit the amount of combinations is too large to go down that road. IMO the MIC system in place now does a very good job, if you as the Celts want to conquer the steppes do it but don't expect to be able to train your troops there...
And as royal barracks taking 40-50 turns to build... your really can't block a city for that long whether you're human or AI, I can understand to increase it to 20-25 turns for the royal ones but not more, to limit the AI building royal barracks like crazy everywhere limit their cash flow go down the road of the city mod and money script first. And even if they build those royal barracks it's not like they can retrain their elites everywhere only in the center of their empires...
Playing VH/VH must leave you drained and pretty frustrated take it slower... konny and Lgk seem to be disagreeing with you on some of these points and you should try to all work together and organize this better. I know how it is, you get flooded with what seem like very good ideas and you want to do a lot of things but the thing is (don't be offended) many of them have been probably already tried and proved not be as effective either by the team or by other modders...
EDIT: Phalanxes should under no circumstance be available in Germania they'd have to deforest the place to properly use them, it's not only the population it's the area, in another discussion it was pointed out the Roman Imperial Cavalry Auxilia were light because of the environment in Europe where the geography prevented the effective use of Cataphracts for example...
You are right about the system:stwshame: , it's really a fantasy to know what could have happend, that is why I am for the use of EB 1 or EB 1.1 solution's in means of resources and even share system - as it is :whip: ..Quote:
Originally Posted by Redmeth
We all agree that Editing the EBBS is one step forward, Konny is working on it as well as Lgk.. but it seems that I am waithing for them to upload their files here so I can see it.. Konny needs to address the remarks on EBBS that Lgk made - in terms of solution's.. :shrug:
And me, well I am for changes it's just that I can not stand the fact that all cities are Large or Huge untill 150bc :wall: - and that alone is to much for me.. to much in all respect's
I also belive that all capitol's should have Army barracks at the start so their factions can use unit's they really had in that time.. and then add the 20-25 turn's c_bonus for Royal and Army Brcs. , and that faction's should make more money in general.. The bonuses for various buildings are not that important..
One more thing, Is or can CITY MOD be a solution for this gap's?.. We can make more town's to be huge or large - all faction's capital's should be huge by definition.. What do you think?:viking:
I am waithing :curtain:
Factions making more money... some maybe but as Epeiros I had all of Greece and Krete + Serdike I believe (abandoned Taras at the start to let Romans expand) and I had a million by 250 so you can do very well if you're not completely surrounded by enemies.
Access to elites at the start... you could do that capitol thing it won't influence the game much giving every capital a L4 MIC
City Mod.. didn't use it too much can't say it could help. Limiting the huge cities could be more historical but it will not solve your army problems because MICs aren't tied to city size so having huge cities by 250 is not bad for the conqueror (they ensure a lot of loot) it might weird having all those huge cities but huge is relative it's a term in the game it's population over 16000...
The main problem is AI retraining and in order to cope with that you'd probably be better off with a money script that's not so generous to the AI. The balance is really hard to find going from hyperactive to stagnating will make you go :wall: . And stagnating is worse than hyperactive IMO.
Human players using steppe factions will probably be in for a crazy ride but I believe playing a Greek or Roman faction on M diff battles and bringing 2 stacks at least for invasion, striking hard and reinforcing with mercs etc will probably be enough to topple even a powerful AS or Ptolies, even if they're retraining if not go raiding take out their recruitment centers in the empire's heart, raze their barracks and the rest of the buildings and they will take a lot of time to regroup.
I was thinking of adding the Army/Royal barrack's hidden resource.. and expanding the City mod option's to more huge and more large town's to be enabled... Also, all faction's Capitol's should have an option enabled to to run Huge or Royal/Army barrack's..Quote:
Originally Posted by Redmeth
I agree about ''striking hard'' strategy it's just you have to be mean to do that :boxing:
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You are searching for solutions of problems that do not exist. In EB you do not need high experinced Agema Phalanx and artillery to win against Lugoae, Gaeroas and the like half naked savages. When I go for Segesta in all my many Roman campaigns my army is composed of inexperinced Camillans, supported by some Greek allies from Taras (Hoplites and Peltasts); and I usually win this battle without serious problems. And that's ok, because my lads are better armoured and armed than this Celtic mob.
But when you insist in playing on VH/VH, everything is seriously messed up, beginning with the overaggressive behaviour of the AI (did you know that they get a hardcoded 10,000 mne bonus every turn on top of everything that the script is granting them?) and ending with barbarian levy spearmen that cut your professional Greeks to pieces.
So, it's quite easy: change the settings back to default (M/M), play some campaigns and after that decide if there is a misbalance in EB or if there is not. As long as you use some houserules to not exploit the AI stupidity (both on the strategical and on the tactical screen), you'll should come up with the sollution that EB itself is well balanced.
----------------------
BTW, you have again nearly no medium infantry in your amry.
These campaign's in North Italy are with Elites just because I was gaining expirience for Asia (and I wanted to take towns in one turn - that is why I used siege:square: ). - But when I reached Asia Minor.. And When ALL CITIES HAD ARMY BARRACK'S :wall: - (I don't have a picture of it because I deleted my save - maybe later)..Quote:
Originally Posted by konny
I was starting to loose because AS were retraining their medium and elite infantry in: Sardis, Galatia, Ipsos, even in Halikarnasoos. Eventually I even had my phalanx elites with level 7 expirience when they crossed to Asia Minor.
But AS had RETRAINED ELITES too! from Sardis and Ipsos.. see?? I wont use Medium for Campaign, meybe for Battle in future:shrug:
In battle of Sardis (during my siege) I had 8 elite phalanx level 5-7 exp, and Pyrros and stepe archers and siege eq. BUT Seleucid's HAD TWO ARMIES WITH 9 phalanx medium and 7 phalanx elite... So? Now? What? Even on Medium it is to hard to win:ballchain: ?!
I wanted to pull back first but than I wanted to test it - so I won loosing 80% of my army..:gah: .. And two turns away were another full stack's of AS army..
So you are right about the EBBS (please upload ti to me:san_wink: ) and what is more important :: NO.. I belive EB is not balanced well - NOT for Alex engine...:shrug:
Hope you are not mad at me for forcing this :curtain: but just try to test with EBBS that gives Army barracks to capitol's and then see..
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This is just an example of modded City Mod.. with hidden resources added for testing
in ''descr_regions.txt''
Baktria
Baktra
romans_brutii
Baktrioi
20 155 2
silk, gold, textiles, camels, river, persia, EA, D, n1, n2, n4, y8, city, large, baktriaarmy
5
2
Makedonia
Pella
macedon
Makedones
177 58 145
gold, timber, tradeport, navyport, smallfleet, SW, C, n1, n2, n4, y8, city, large, makedoniaarmy
5
2
and in ''export_descr_buildings.txt''
;Helix 4 build
;This file is generated from a spreadsheet
;Please do not modify by hand barracks and core building
hidden_resources rome sparta italy desert tradeport navyport bigport not_here nomad mixed river gallicport smallfleet variantro variantgr variantba variantno variantca varianteg variantea EA SW NW A B C D E y1 y2 y4 y8 n1 n2 n4 n8 homeland pahlavahome noroads nopavedroads persia city large huge makedoniaarmy baktriaarmy
...
royal_barracks_K1
}
}
royal_barracks_K1 requires factions { romans_brutii, macedon, } and building_present_min_level government gov1 and not hidden_resource not_here and hidden_resource makedoniaarmy or hidden_resource baktriaarmy
{
....
That can control Army/Royal barrack's constructions as an example for any faction by just adding the hidden_resource to the ''descr_regions.txt''... so.. that can be done for any building.. Like dock's.. or Walls or Academies.. or really big temples.. or ... Trade bonuses..
In those two cases up I have tested in the MAK/BAK share system and then tested the City Mod.. we can all see that the development is fair even for Demetrias and Markanda even if they could grow up to just City size:square:
And even do Pella and Baktria should be able to be Huge in size - the example is good for Army issue:san_grin:
This can keep AI strong still, but without elites all across the map .. Besides this is more historic than anything..
what do you think??
No it isn't - not exactly anyway, only some barracks are shared, and sometimes in weird combos like Saba and Lusotana (i guess EB team tried to limit overall number of buildings). But you proposed to share all regional barracks which is very bad thing imo.Quote:
Originally Posted by Maksimus
Also, long (though not ridiculously long!) building times for hi-level MICs isn't such a bad idea since AI has hard time expanding anyway, and will eventually build them in accordance to his expansion pace, but human player will be of course hindered. It may work that way, and has to be thoroughly tested in any case. Also, maybe it's possible to make MIC building like Port building - ie speed depending on hidden resource. Maybe it's better way.
In proposed barrack's system to make faction's share the 'use' of barrack's not upgrade option's.. And that was first for Hellenes among Hellenes and barb's among barb's,Quote:
Originally Posted by Lgk
They could share use only in Army/Royal level:shrug: , If the advanced hidden resource system for high-end building's works well, Then the use of rare army/royal barrack's in Hellenis world would not be such a problem
That idea is very dynamic.. :thinking2: .. we can also add :
IF AND hidden_resource conditions for Makedonian use Seleucid's Army barrack's in Antioh IF there is A resource GOV, level
like in SELECID's barrack's
::::::::::::::::::::::::::::::::::::
recruit "hellenistic cavalry prodromoi" 0 requires factions { romans_brutii, macedon, } and hidden_resource SW and hidden_resource D and hidden_resource n1 and hidden_resource n2 and hidden_resource y4 and hidden_resource n8 and building_present_min_level government gov3
::::::::::::::::::::::::::::::::::::
By that we are solving the problem of ''adoption'' of enemy region (but remember that those are hellenes/barb's that adopt hellenes/barb's and only in some Cosmopolitan town's).. the transition period in wich you can recruit local population (or even consider it to be ''recruited'' population that comes from the rest of the empire ):shrug:
hold on now...Quote:
Originally Posted by Maksimus
Maksimus with the AOR, I agree with you 100% on the shared barracks because the buildings should not be upgradeable in most cases anyway right (I don't know where to look in the code to 100% certain though).
also the build times for the barracks are fine, more then 12 turns is what +3 years? The ancients were not primitive, just ancient...
A hidden resource with Ports wouldn't be a bad idea to try for units that need certain imports for equipment, but someone with better knowledge of the script could say more on how it could workout. :rtwyes:
Also, could another hidden resource be added to gov't buildings for the aor, if there are still concerns about recruiting (like adding something that a city must be held 10 turns to recruit from there)? :book:
besides the loyalty issue should be thought about in context of the cities, where factions (inside the city) would support different sides, so somebody in the city could be willing to fight for the conquerors, and they get paid for their service, and maybe they could be scripted to cost more? :book:
and if cheap or "mercenary" type units are recruitable then it should be fine anyway, because they are being paid to be fight,
weren't the Italian allies of the Romans asked for troops once Rome ruled over them?
please don't take what I saying as an attack, I'm just trying to help elaborate some good ideas, that others have made :ahh:
cheers
Repeat: bad thing about shared "barracks" is not sharing per se, but conqueror's ability to use conquered MICs immediately upon conquest (even damaged buildings are repaired in one turn). Is it so hard to understand? I mean, hi-quality assault army has to be pinned in recently taken region for some time... while things like shared barracks encourage rush - it's to easy to raise cheap garrison of presumably "local" troops, while main army rolls over the rest of enemy territory.
I think even close cultues MICs should be made different only for that reason.
-----
P.S. MIC-sharing is acceptable if made like one-way street - that is, beneficial to the victim and useless for agressor. Imagine we have some sort of hidden resource "saba_supporters", roughly corresponding to regions with substantial arabic/semitic population. Then come the evil Ptolemies and conquer one such region. Now, they can't use any MICs that happen to be here - they have to build their own. And after some time, they do (btw any existing MICs probably will be sold, at least if human controls these Ptolies). Meanwhile, noble Sabaeans march their mighty armies in and liberate the city from macegyptian yoke! And guess what - now they can use ptolemean MIC built here, because it's much easier for Sabaens to gain support here.
I had na idea of enabling faction's to be able to use anyone's barrack's in neighbor region's (exept AS and Aegypt) that could be done by adding the hidden_resource's neighbor region's (so that Armenia can benefit of it in region's arround their capital):shrug:Quote:
Originally Posted by Lgk
And Felix Constantus Alexander your ideas are nice - we must see what to do... it's just that you need to give more concrete example:san_grin:
Anyway, i don't even see if these changes exclusively mean Alexander... :) Let us stick now to minor (but essential) edits like revising rebel garrison strenths and rebel generals ages. Eg some settlements meant for initial expansion like Gava-Saka after a couple of turns always end up having monster garrisons.
The mod we make can be used for any EB *exe based game.. What is more important for Alex is that we can add more unit's due to the high-end limit's in descr_models_battle.txt so EB team can mybe even give us data to implement some unit's they just can't 'push' in because of the RTW engine...Quote:
Originally Posted by Lgk
:san_grin:
You can delete the recruitement entries for the provinces you don't want a specific faction/the rebels to train/retrain anything.Quote:
Originally Posted by Lgk
The rebel generals prevent the garrison from leaving the town. You can use that for a couple of things: once the garrison leaves the town it usually moves to the next border. That often provokes an attack by an AI faction, followed very often by an invasion of the province. That one is in most of the times successfull because the AI had sent an army that was able to defeat the moving major part of the garrison and has therefore no problems to deal with the remaining defenders.
You can make the generals in rebel towns that you want the AI to take quite early very old and those that they should take late very young. You can also, taking into account the ALX.exe, give the immortal trait to those you don't want the AI to conquer without serious problems.
I am not for use of 'immortal' trait's or change's to one's age that are not supported by historic note's - unless EB team made up some of those rebel general's. We can add more of them if that could be one solution (or add figures that are not mentioned at all:shrug: ).Quote:
Originally Posted by konny
:dizzy2:Quote:
Originally Posted by Maksimus
Yes, the immortal trait would be ahistoric (as long as we don't have the Count de Saint Germain in). And no, no one would ever say that the EB had made up rebell generals - as long as no one would ask for the proof for the garrisons commanders in all steppe and jungle settlements, or how it comes that Thermon is defended by a body that is allready cold for some 80 years.
the immortal trait would be good for garrison commanders of the rebel faction for gameplay purposes.
I have updated the main post!
https://img467.imageshack.us/img467/3567/alex1ln3.jpg
:san_wink:
Then ok, we can add as many as we want :shrug:Quote:
Originally Posted by konny
I have updated the main post - Konny, Lgk - read it please:san_wink:
People.. Speek your mind!:curtain:
Huh, i meant some rebel generals to die faster, so AI can expand earlier. Well, maybe immortal generals in border regions is a good idea. Or those near a player faction (checked in campaign script).
Btw, does anybody know if traits like "fears/loathes somefaction" make any difference in autocalc, esp AI vs AI?
I think they do! Lgk - Did you add + 0.2 hit point's to HArchers in your unit.txt file? How does it work for C_Game?:thinking2:
I hadn't tested my EB campaigns for too long, initial stages only. And EB is damn slow on my comp, so i can't tell yet.
But in XGM it worked well.
Saw those featurs on the main post - any ideas? Also, there are some solution's I saw on the main XGM post that are calling for options ''supress'' population's not exterminate it.. see this post
https://forums.totalwar.org/vb/showthread.php?t=90798
What do you think?
May not be the exact place to post this however it is relevant.
Playing EB 1.0 on Alex.. have noticed that the Ptolies are considerably stronger than in BI. I was thinking of changes such as money scripts and so on, however had another thought:
At present when the Ptolies expand into Seleucia, when they capture a town immediate training (and retraining) of troops is possible as they both use the same faction MIC's. If this were not the case expansion may be more realistic.. i.e. even if Ptolies/Selucids have a massive financial advantage over their enemies, they still need to slow down and produce barracks prior to recruiting, and for a while the troops will be very low in quality.
If pushed back into their own lands they will have immediate access to top quality troops and so easier defence.
Now a way to do this might be if the Ptolemaic Empire (sp) uses the same MIC as the Baktrians, and Selucia uses the same MIC as the Karthies...
I realise this may not be quite as realistic as the EB team planned (and there are likely to be other problems with it that I am not aware of), however it should greatly slow down the Ptolie/Selucid instant domination which, quite frankly, is game ruining at present.
I usually end up playing 'Global Policeman' rather than enjoying myself the way it is at present, and trying to prevent faction extermination. The game just doesn't seem right with 3-4 super factions squabbling over the planet, and as a result usually I end up starting another game by 220BC or so, if not earlier as it gets too frustrating.
Please discuss :idea2:
Please - follow thi thread for mod talk's https://forums.totalwar.org/vb/showthread.php?t=96135
Because we might get closed:san_wink:
This thred is only for announcement's that have no mod's in:no:
I will answer there!:san_wink:
For Perturabo!I understand what you mean:yes:Quote:
Originally Posted by Perturabo
The share system EB team created has alot of weak spot's, - the AS - Aegypt barrack's share is just one of them, but one of the most important (especially on Alex.exe). At the other side - It is clear that Makedonia does not share with Epeiros (and there are proof's they did) just because some EB member's think that one faction might win in Greace to quick - that is the same case in Global picture it's just that no one wanted to look that far (basicly Aegypt always wins) - especially with Alex.exe!
So, If you are to come to Asia Minor as Roman or Celt - in some time when Aegypt already has Antioh or Sardis and Royal - Army barrack's in EVERY TOWN (wich is another - to EB system), then, you willl never win or you would have to cheat! And we don't want that :san_wink:
So, first you can alter your EBBS like Konny did or like Lgk made one clear example in this thread, and second, you might waith for our mod that will be done for EB 1.1:shrug:
The changes to EBBS script are in progress, however, the Alexander EB team will need to test more untill one clear solution's would come.
And further more - The AI expansion is not all about the EBBS script, there are City Mod option's for High End Barrack's or Palaces so the AI does not have the money and the Huge-Mega-City-Empire as early as 160bc.. If you read the thread you will learn more.)
So, I understand you - but you will need to either alter the EBBS manually or use some already made - just for the first aide:san_grin:
Yes ... , even better, If there are really serious prob's with rebel region's loosing easy after Rebel Character dies maybe all of rebel Character's should have immortal trait...:shrug: If not, ... then a trigger in EBBS could add more Rebel FMember's in the game??Quote:
Originally Posted by Spoofa
Konny? Lgk? Can this be done - can we trigger new Rebel FMember's in rebel region's after 20 year's or so??
That way we make some interesting battles for player's that take it slow :chucks:
Thanks Maksimus, I wasn't aware the new thread existed.
I like the way LGK et al are thinking.
In my opinion there is no problem with the way the game goes for a Human Player, but the AI really needs a major revamp to prevent insane expansion. Historically Alexander the Great/the Romans were highly unusual in the speed they expanded at, generally it was not unusual for two cities to fight each other for hundreds of years with no concrete outcome (refer Greek Cities in particular).
I would also like to reiterate the idea of rebel city based generals being immortal, or replaced upon death. Otherwise the stack ups and wanders on death of said family member leaving the city open to easy conquest. This is particularly a problem in the east with the Indian cities being easy picking for AS or Baktria at that time.
I am also no great fan of having all factions being able to recruit all troops everywhere with time. Hats off to the EB team for doing a great and realistic job on where troop types are located in the world. Main problems imho, in no particular order:
1/Shoddy AI that backstabs Allies with no provocation or reason (coded to attack human players whenever possible or if said player has not been at war for a certain amount of time). I realise modders have little ability to control it however we can only dream :wall:
2/ AI ability to recruit Elite troops instantly upon conquest of new territories i.e. Ptoly/Selucia in particular, leading to unstoppable superpowers.
3/ Crashes. I seem to get more crashes under Alex than RTW or BI, generally after a heroic battle. Needless to say that is frustrating after a 2 hour fight.
Those are the glaring weaknesses that I can see immediately, compared with the vanilla game shows just what a brilliant job the whole EB team have done. They certainly can be proud of this game :applause:
Please don't see any of this as being criticism.. if I didn't like the ideas or this game I wouldn't take the effort to post (I am at best a lazy git) :beam:
The Ptolemaioi are always stronger than AS. The reason is that both start with a very weak army, but Egypt is faster in developing her (fewer) towns and bring forces to the front. AS might need decades, when controlled by the AI, to get a strong field army into Syria.Quote:
Originally Posted by Perturabo
Nevertheless, any changes to AS must be carefully tested because everything you do to strengthen them against Ptolemaioi might, and will, be used by the AI to go against the fragile starting position of Pontos and Armenia.
No, not all. There are regions where the AI should expand to and take them easy and early. For example Pontos, Getai and Armenia should not face any difficulties in taking the towns around. The same is for Sicily, what is often neglecetd by the AI Romans and Poeni. So, as soon as the AI decides to get it, we should make sure it will succeed.Quote:
Originally Posted by Maksimus
Sure. You can trigger new FM everywhere and everytime you wish. The recent "Central European Defense Script" of the EB has shown us that it is also to possible to check if the old FM is alive and spawn the new one afterwards. I was thinking of a new "Unrest Script" that replaces the old random mini rebell armies with triggered real armies. But that would be tons of lines of scripting in a script that is allready very hughe; the same would be for the spawning rebell FM.Quote:
Konny? Lgk? Can this be done - can we trigger new Rebel FMember's in rebel region's after 20 year's or so??
I think making some of them immortal would be cheaper and faster sollution.
The features:
We can use that for short campaigns, if that feature works in Alexander (I am certain it does), for characters like Pyrrhos to survive. In any other campaign we can't because of the time span of EB.Quote:
Originally Posted by Maksimus
That is very good and can be used for numerous changes.Quote:
c) Mercenaries can be designated as ''faction-specified'' in the campaign merc pool file. In ALX.exe, you can specify regional mercenaries to be recruitable only by certain factions.
Any skinners, modelers? If you please.Quote:
d) ''Descr_Model_Battle.txt'' model's entries are increaseded from RTW/BI's 250 max (to at least 330+)
That one is most interessting. We can for example forbid AS to attack Pontos, Armenia and Baktria and focus on Ptolemaioi. We can also forbid Makedonia and Epeiros to attack the slaves and so concentrate on the Greek theatre. We can then change their diplomatic stance to the slaves by script later when they have achieved their targets down there.Quote:
e) AI can be instructed in the ''Descr_Start'' file not to attack certain factions (unless at war already). There is ''ai_do_not_attack_faction'' in ''descr_strat'', which prohibits the AI to attack certain factions, except when they're at war!
Unfortuantly we can only use this for the starting characters. There is no way to mod characters that might appear later in the game, like a Caesar or a Hannibal.Quote:
j) The next big thing is, of course, the unique general models. You can have battle and strat model and portraits that cannot be used by any other general in the game.
------------------------------------------
I think the ALX.exe allows for a couple of fine "provincial campaigns" on the EB map, starting at some different points in history and focusing on specific characters and factions.
I can start campaigns and everything seems to be working, nevertheless I get the following error report when I quit the game. Does somebody know what's wrong? It can't be the map.rwm, I have already deleted it.
https://img61.imageshack.us/img61/2596/image1ei6.th.jpg
EDIT: I think I've found it... it must have been a wrong entry in the descr_win_conditions.
Exactly, I really don't think the problem is so much money as advantagous procession through Ptolemai land by the Selucids and vica versa, due to MICs being shared. I will post any further observations along this line in the 'mod' section though, as requested above.Quote:
Originally Posted by konny
Edit: Its only in Alex that the Ptolies seem to have an advantage, in every (there may have been one exception) game of RTW/BI I have played with EB the Selucids walk over them, very quickly. Last game (and it was in Alex) the Selucids had driven the Ptolies back to Alexandria and then the Karthies decided to invade, getting as far as Thebes.. fortunately for the Ptolies I am a good ally and pushed both forces back into their homelands with 1 general.. it was a bit.... hectic
What are you using? (mod's, features?)
That would be nice.. Still I know 0 people that use short campaign's :shrug:Quote:
Originally Posted by konny
I can ''add'' any unit or 'skinn-it' but I don't make my own unit's in 3Dmax, what I was thinking is to ask EB team for hele in a way they upload their work that just can not fit in RTW engine, I had some dab signals at the start but who know's:shrug:Quote:
Originally Posted by konny
Quote:
Originally Posted by konny
Those are good solution's - scout a bit in Alex-vanilla descr_start.txt and we may see more of those...:san_wink:
But we may take it on Pyrros, Gonatas ....etc,Quote:
Originally Posted by konny
Quote:
Originally Posted by konny
I would, given there are some that make sense. In fact I am usually playing "short campaigns", achieving the goals that are at hand, and than I am not in the mood to attack neutral factions just because they are there or to manage the Empire I have just conquered.Quote:
Originally Posted by Maksimus
I can't help with this one either.Quote:
I can ''add'' any unit or 'skinn-it' but I don't make my own unit's in 3Dmax, what I was thinking is to ask EB team for hele in a way they upload their work that just can not fit in RTW engine, I had some dab signals at the start but who know's:shrug:
Yes, some of the Hellenic characters are certainly worth to be "unique" at the start, Pyrrhos in particular.Quote:
But we may take it on Pyrros, Gonatas ....etc,
Quote:
Originally Posted by Perturabo
The EBBS alteration's might not be the best and only solution for this - one solution (that will be used) is to add ''hidden_resource'' to region's for ''barracks'' level's - so, that way, we dont break the EB share system, instead we 'limit' Aegypt or AS vice versa use of elites and retraining capability of elites (note: in most of the cases in Aegypt or AS expansinon's, the problem is in autocalculation's that CPU uses when fighting against CPU), In that case - the army with most of the elites win's:whip: So by making Royal/Army/City barrack's available in 50-40% of all reigon's instead of 100% -
we make better balance and more historic game :square:
Quote:
Originally Posted by Perturabo
That is going to be IN Alex-EB mod.. still, I support Konny's idea that 'some' region's that 'should' be taken by smaller faction's 'should-not' have immortal or spawned Fmember's :shrug:
And personally - I am really for More Spawn's in India and China province.. also, as I have researched - all of those 4 province's (3 in India and one in China) were very powerfull and BIG - in scales of city and army.. In EB they are made as strong as.. Thermon for example, but that was not so - Indian province's should be absolute and hardest to take! As much as one China province there...
Quote:
Originally Posted by Perturabo
That wont happend I am sure - the EB ''unit resource's'' are very well balanced - they are made for the perspective of next 1000 year's. Still, there is one big question of :
::WHY can't Getai use Makedonian factional Army barrack's in Pella right after conquest even if they can only recruit Thracian and Dacian Cavalry that can be considered to be drawn from the population that comes in Pella AFTER it is in Dacian hand's, also, Thracian cavalry that Macedon's are using can be considered to be more Dacian then Macedonian anyways:shrug: ::
:Quote:
Originally Posted by Perturabo
We CAN control that in ALex engine. There is ''ai_do_not_attack_faction'' in ''descr_strat'', which prohibits the AI to attack certain factions, except when they're at war!
Quote:
Originally Posted by Perturabo
That will be solved either by changing the whole EB share system or adding ''hidden-resource'' for Royal-Army barrack's to just some region's in AS - Aegypt reach - that way, even if the Aegypt takes Antioh or AS takes Alexandreia - those town's will be one of the only that would even be able to train elites:san_wink:
Quote:
Originally Posted by Perturabo
I know what you mean - still, there us NO WAY you get more CTD's on ALX.exe. Belive me, I two play generally heroic battle for 2 hour's and I got the CTD's on RTW.exe like 80% of the time - on ALX.exe just 20% :san_grin:
Hey! If you have a heroic screen - post it here !!https://forums.totalwar.org/vb/showthread.php?t=94993
Quote:
Originally Posted by Perturabo
We would like to hear more from you and other gamer's + screen-shot's of AI expansion on Alex.exe with vanilla EB *txt is needed very much (so we can see what to alter:san_wink: )
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:hijacked:
Maksimus, will you please increase your font size or switch your font face? :help:
:focus:
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Sorry :san_grin:
It's just that I really like "Palatino Linotype'' font and various of colours...
I just can't help myself :no:
I have one (well two .) more solution that will add to gameplay
Originally posted by ''Barbarossa82'' in his ''Gold Mod Collection''. The term “extermination” sounds too cruel, and that was not the case in history
https://forums.totalwar.org/vb/showthread.php?t=90798
''EXTERMINATION AND PUBLIC ORDER
The problem: In pure vanilla, you have the option to "exterminate" a settlement you conquer, and the game tells you how many people will be killed. Because of squalor, culture penalty and distance to capital, extermination can quickly become the rule rather than the exception as your empire grows. This not only makes it hard to roleplay a faction with any degree of humanity, but is quite unhistorical. Organised mass slaughter of the majority of a settlement's population was historically rare. More likely was a situation where a commander would allow his troops to basically run riot, looting, raping, pillaging and generally brutalising the settlement. The difference here is that a lot of the locals would just flee or be turned out of their homes rather than being rounded up, executed and buried in a mass grave as RTW's text and graphics imply.
The solution: Text, the "exterminator" line of traits and graphics have been changed to make it a bit more ambiguous what exactly is happening in the settlement you decide to exterminate. Instead of the option to "exterminate populace", you are now given the option to "suppress populace". The text descriptions, graphics and sounds are now more consistent with the spontaneous depredations of a victorious army set loose by their commander, rather than the 20th-century-style industrialised genocide implied by the original text. Of course if you're a complete git who loves the idea that your troops go around wiping out entire populations, the new text is ambiguous enough to allow you to believe that.''
https://img144.imageshack.us/img144/...tionkb4sz7.jpg
https://img218.imageshack.us/img218/...siondz7md8.jpg
Should we use this feature as on far more real and better solution for the game:shrug:
AND ONE MORE THING!
I have already posted the BALLISTA solution's here - like add to exp_descr_units.txt 2 times more soldier's and an Officer and SBear and 2 times more ballistas in the unit - then lower the ballista attack by 2 times - and you have unit that LOOK's like a unit and make's sence to COST like HELL!:san_angry:
Yes, so that it would look like this..
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;EB Siege;;;;;;;;;;;;;
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
;343
type generic siege 3span
dictionary generic_siege_3span ; Triaspanai Katapeltai
category siege
class missile
voice_type General_1
soldier greek_artillery_crew, 48, 16, 0.85
officer ebofficer_hellenic_officer
officer ebofficer_hellenic_standardbearer
engine scorpion
attributes sea_faring
formation 1.5, 1.5, 3, 3, 3, square
stat_health 1, 0
stat_pri 8, 2, no, 0, 0, melee, simple, piercing, knife, 0 ,0.04
stat_pri_attr no
stat_sec 12, 2, scorpion, 350, 30, siege_missile, blade, piercing, none, 25 ,1
stat_sec_attr ap, bp
stat_pri_armour 1, 7, 0, flesh
stat_sec_armour 0, 0, flesh
stat_heat 0
stat_ground 0, 0, 0, 0
stat_mental 7, normal, untrained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 5000, 1900, 30, 40, 5000
ownership romans_brutii, romans_julii, numidia, macedon, saba, thrace, greek_cities, egypt, carthage, romans_scipii, parthia, seleucid, slave, pontus, armenia, gauls, britons, scythia, germans, dacia, spain
;344
type generic siege 3cubit
dictionary generic_siege_3cubit ; Triakubitai Katapeltai
category siege
class missile
voice_type General_1
soldier greek_artillery_crew, 32, 8, 0.85
officer ebofficer_hellenic_officer
officer ebofficer_hellenic_standardbearer
engine catapulta
attributes sea_faring
formation 1.5, 1.5, 3, 3, 3, square
stat_health 1, 0
stat_pri 8, 2, no, 0, 0, melee, simple, piercing, knife, 0 ,0.04
stat_pri_attr no
stat_sec 20, 2, ballista, 280, 30, siege_missile, blade, piercing, none, 25 ,1
stat_sec_attr ap, bp, launching
stat_pri_armour 1, 7, 0, flesh
stat_sec_armour 0, 0, flesh
stat_heat 0
stat_ground 0, 0, 0, 0
stat_mental 7, normal, untrained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 9000, 2500, 30, 40, 9000
ownership thrace, greek_cities, macedon, romans_julii, numidia, egypt, spain, romans_brutii, seleucid, saba, slave, carthage
;345
type generic siege 30mina
dictionary generic_siege_30mina ; Triakontaiminai Lithoboloi
category siege
class missile
voice_type General_1
soldier greek_artillery_crew, 60, 8, 0.85
officer ebofficer_hellenic_officer
officer ebofficer_hellenic_standardbearer
engine 30Mballista
attributes sea_faring
formation 1.5, 1.5, 3, 3, 3, square
stat_health 1, 0
stat_pri 8, 2, no, 0, 0, melee, simple, piercing, knife, 0 ,0.04
stat_pri_attr no
stat_sec 20, 2, boulder, 300, 30, siege_missile, blade, blunt, none, 25 ,1
stat_sec_attr ap, bp, area,
stat_pri_armour 1, 7, 0, flesh
stat_sec_armour 0, 0, flesh
stat_heat 0
stat_ground 0, 0, 0, 0
stat_mental 7, normal, untrained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 15000, 3200, 30, 40, 15000
ownership thrace, greek_cities, macedon, romans_julii, numidia, egypt, spain, romans_brutii, seleucid, saba, slave, carthage
;346
type generic siege 1talent
dictionary generic_siege_1talent ; Monotalanta Lithoboloi
category siege
class missile
voice_type General_1
soldier greek_artillery_crew, 60, 4, 0.85
officer ebofficer_hellenic_officer
officer ebofficer_hellenic_standardbearer
engine 1Tballista
attributes sea_faring
formation 1.5, 1.5, 3, 3, 3, square
stat_health 1, 0
stat_pri 8, 2, no, 0, 0, melee, simple, piercing, knife, 0 ,0.04
stat_pri_attr no
stat_sec 38, 2, big_boulder, 240, 30, siege_missile, blade, blunt, none, 25 ,1
stat_sec_attr ap, bp, area, launching
stat_pri_armour 1, 7, 0, flesh
stat_sec_armour 0, 0, flesh
stat_heat 0
stat_ground 0, 0, 0, 0
stat_mental 7, normal, untrained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 30000, 4500, 30, 40, 30000
ownership thrace, greek_cities, macedon, romans_julii, numidia, egypt, spain, romans_brutii, seleucid, saba, slave, carthage
;347
type roman artillery scorpio
dictionary roman_artillery_scorpio ; Vitruvian Scorpions
category siege
class missile
voice_type General_1
soldier greek_artillery_crew, 48, 16, 0.85
officer ebofficer_roman_centurion
officer ebofficer_roman_early_standard
engine scorpion
attributes sea_faring
formation 1.5, 1.5, 3, 3, 3, square
stat_health 1, 0
stat_pri 8, 1, no, 0, 0, melee, simple, piercing, knife, 0 ,0.04
stat_pri_attr no
stat_sec 14, 2, scorpion, 380, 30, siege_missile, blade, piercing, none, 25 ,1
stat_sec_attr ap, bp
stat_pri_armour 1, 6, 0, flesh
stat_sec_armour 0, 0, flesh
stat_heat 0
stat_ground 0, 0, 0, 0
stat_mental 7, disciplined, highly_trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 5000, 1900, 30, 40, 5000
ownership seleucid, slave
;348
type roman artillery catapulta
dictionary roman_artillery_catapulta ; Vitruvian catapulta
category siege
class missile
voice_type General_1
soldier greek_artillery_crew, 60, 16, 0.85
officer ebofficer_roman_centurion
officer ebofficer_roman_early_standard
engine catapulta
attributes sea_faring
formation 1.5, 1.5, 3, 3, 3, square
stat_health 1, 0
stat_pri 8, 1, no, 0, 0, melee, simple, piercing, knife, 0 ,0.04
stat_pri_attr no
stat_sec 12, 2, ballista, 303, 30, siege_missile, blade, piercing, none, 25 ,1
stat_sec_attr ap, bp, launching
stat_pri_armour 1, 7, 0, flesh
stat_sec_armour 0, 0, flesh
stat_heat 0
stat_ground 0, 0, 0, 0
stat_mental 7, disciplined, highly_trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 9000, 2500, 30, 40, 9000
ownership seleucid, slave
;349
type roman artillery 30mina
dictionary roman_artillery_30mina ; Vitruvian 30 mina stone thrower
category siege
class missile
voice_type General_1
soldier greek_artillery_crew, 60, 8, 0.85
officer ebofficer_roman_centurion
officer ebofficer_roman_early_standard
engine 30Mballista
attributes sea_faring
formation 1.5, 1.5, 3, 3, 3, square
stat_health 1, 0
stat_pri 8, 2, no, 0, 0, melee, simple, piercing, knife, 0 ,0.04
stat_pri_attr no
stat_sec 32, 2, boulder, 303, 30, siege_missile, blade, blunt, none, 25 ,1
stat_sec_attr ap, bp, area,
stat_pri_armour 1, 7, 0, flesh
stat_sec_armour 0, 0, flesh
stat_heat 0
stat_ground 0, 0, 0, 0
stat_mental 7, disciplined, highly_trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 15000, 3200, 30, 40, 15000
ownership seleucid, slave
;350
type roman artillery 1talent
dictionary roman_artillery_1talent ; Vitruvian 1 talent stone thrower
category siege
class missile
voice_type General_1
soldier greek_artillery_crew, 60, 4, 0.85
officer ebofficer_roman_centurion
officer ebofficer_roman_early_standard
engine 1Tballista
attributes sea_faring
formation 1.5, 1.5, 3, 3, 3, square
stat_health 1, 0
stat_pri 8, 2, no, 0, 0, melee, simple, piercing, knife, 0 ,0.04
stat_pri_attr no
stat_sec 42, 2, big_boulder, 270, 30, siege_missile, blade, blunt, none, 25 ,1
stat_sec_attr ap, bp, area, launching
stat_pri_armour 1, 7, 0, flesh
stat_sec_armour 0, 0, flesh
stat_heat 0
stat_ground 0, 0, 0, 0
stat_mental 7, disciplined, highly_trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 30000, 4500, 30, 40, 30000
ownership seleucid, slave
This is one solution for better look's of siege equipment and for the worth of Money you spend on it, This is one suggestion that add's officer's, more man power and more siege pieces for ballista unit's.. Do, In vice versa method - you are lowering the attack value verses the more amoun't of siege pieces added in EDU. In ancient times, numbers of units very much greater in siege unit's and they had officer's - or you can consider them to be enginerires.. And it would solve prob I have when I have to give 4500 per turn just for couple of peasant's with two siege gun's:gah:
https://img149.imageshack.us/img149/...4758992fz0.jpg
https://img266.imageshack.us/img266/...1093320sy2.jpg
https://img90.imageshack.us/img90/797/77120654zx1.jpg
https://img149.imageshack.us/img149/...4222943ao2.jpg
Now, this looks like one siege :D
.
Can't you increase the size then?
gives:Code:[font=Palatino Linotype][size=3][color=navy]text here[/color][/size][/font]
text here
As it is, I just skip your posts and I'm sure I'm missing a lot. ~:mecry:
.
Ill compromise to size=2:san_angry: and I will re-size my post's in this thread :square:Quote:
Originally Posted by Mouzafphaerre
ok?:san_grin:
.
I can't force you to do anything mate; just thought I could talk you into... Well, size 2 is the standard and just too small with Palatino Linotype. Even size 3 is barely adequate but 4 gets too big. :dizzy2:
I can't read what you post in size 2 Palatino Linotype. Not only because of visual impairment of any sort but...it's pathetic to try to focus and decipher that stuff. :shrug:
.
I just resized my every post to size 2, I can't do it again to 3, ok, for future post's I'll see to it ...
Still.. you can fold Ctrl+Mouse scroll down to see it :shrug:
3 is really to big..
I have to agree with Mouzafphaerre, I have skipped many of your posts because don't want to struggle trying to read it.
.
It's all your preference but I'd rather you use size 3 from now on, if you wish to stick to Palatino Linotype, so that we can read what you say. No need to edit old posts, they're past now...
Thanks. :bow:
.
~:mecry: This is because you don't read my post's..
But I will use coloured font's no matter what :chucks:
Anyway's, we need more screen shots of advanced Alex AI engine in battle and Campaign - so please post here or in the Alexander EB thread so I can use them and add them as an example on TWC and here - that way we encourage to use Alex.exe:curtain:
Thank you!
note: I had no time for long move's so I have no more screen's by now:no:
And Antonius, Mouzafphaerre, you made me change my font size - you better be using ALX.exe:san_wink:
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:laugh4: I'll try it once I'm done with my current campaign. :yes:
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Unfortunately I tend to mess with other factions a lot during my games.. i.e. bribes and military intervention to keep factions in check when required, AS, Ptolies and Rome usually lose a few citeis to keep them under control.
Spreading plague is also quite an acceptable form of population control for enemies :laugh4:
As such the results do not really show any AI behaviour, more my view on how the world should be.
Might run a Casse campaign over Xmas and see what happens.
I have been testing with advance Alex features and I have screenshots
I used Casse for 'end-turn' test campaign on VH campaign and Medium battle difficulty on vanilla EB 10 script's (as well as the new EBBS) with NO changes to ANY *txt, file
The advance AI feature I used are 'tweaked' in descr_start.txt :: as :: ''ai_do_not_attack_faction'' - that makes a clear order to one faction - not to attack following faction's unless they are already at war or If the other faction's attack's..
The feature was used for the following faction's as writen:
; ---------------------------------------------------------
; ######### thrace - Epeiros #########
; ---------------------------------------------------------
faction thrace, sailor napoleon
ai_do_not_attack_faction numidia, egypt (Aegypt, Carthage)
That really made Epeiros fight only for Greece and Italy, at one time they even besiege Rome, but were eventuly driven out of Italy by Romanoi.. Still, one of the reasons I made them not to attack Carthage is because their fleet would blok some Carthaginian fleet out of a blue with no reason. Anyway's, Epeiros should not have ''ai_do_not_attack'' limitation's in the future because when Aegypt reacheg Greece there is no war among Epeiros and E
Aegypt at all:square:
; ---------------------------------------------------------
; ######### egypt - Karthadast #########
; ---------------------------------------------------------
faction egypt, sailor caesar
ai_do_not_attack_faction thrace, numidia, macedon, greek_cities (Epeiros, Makedonia, Greek's)
One faction that is after Aegypt the strongest - they are sieging Rome by now... I konw that player's will like it... I am sure that ''ai_do_not_attack'' faction's had influence on those map move's by Carthage..
; ---------------------------------------------------------
; ######### romans_julii - Arche Seleukideia #########
; ---------------------------------------------------------
faction romans_julii, balanced stalin
ai_do_not_attack_faction romans_scipii, romans_brutii, carthage, parthia, saba, greek_cities (Armenia, Pontos, Baktria, Pahlava, Greek's, Saba)
For AS this command line is very important, It made AS NOT attack not one of these faction's right to their end, and it helped AI develop, well maybe greek_cities should not be there :shrug:
; ---------------------------------------------------------
; ######### numidia - Ptolemaioi #########
; ---------------------------------------------------------
faction numidia, religious caesar
ai_do_not_attack_faction romans_scipii, romans_brutii, carthage, parthia, thrace, egypt, saba (Pontos, Baktria, Pahlava, Carthage, Saba, Epeiros)
In the case of Aegypt - they have destroyed Seleucid's and Pontos (after Pontos attacked them - that is the case with Armenia too)..
This faction is one that is really overpowerd in a epic sence, they are win in Palestine and MidEast right away and then just use the money to go further, After they have reached Babylon and Seleukeia - nothing could stop the 'Share System' - they just went on to retake all AS empire in a couple of turn's - City after City, that was the end ot the game.. In the mean while they cam into Thrace all the way to today's Ukraine- Aegypt is one faction that shoul be worked on.. ~:yin-yang:
; ---------------------------------------------------------
; ######### macedon #########
; ---------------------------------------------------------
faction macedon, fortified stalin
ai_do_not_attack_faction numidia, seleucid, egypt
The Macedon's are very weak in Greece and during the game, They are the most underpowerd faction in Greece, They loose Corintos right away because Gonatas Is fighting in Epeiros - yes, Gonatas gathers his Army - leaves to fight Pyrros - win's in Epeiros for years and then he must go back to defend Demetrias against KH, After that he can only loose in Athen's. After that he goes to fight in Thrace and in the mean while Makedonia looses Pelly to Pyrros:square:
The good news is that the command line in descr_start.txt work's perfectly! So the AI would never attack first if you order him not to! And yes, after one faction that was protected by the command attack's the other that is ordered not to attack - well, the war will go on.. There should never be aponited vice versa ai_command's - because the two factions will never Fight (In this case I made a mistake with Epeir and Aegypt - and I just did not see it:grin: )
IT IS 224BC don't let the 14AD date fool you (I had some loading prob's)
Spoiler Alert, click show to read:
The Year is 224bc - The Aegypt have destroyed Seleucid's
Spoiler Alert, click show to read:
And that was very fast after they took Babylon and Seleucia, they gained pace because untill that time AS had developed barrack's that Aegypt used well - this only tells that either the share system should be changed or one number of action's that would disable Aegypt to win in MidEast that fast...
Dacia 224bc
Spoiler Alert, click show to read:
Gaul 224bc
Dacia did not move untill the Egypt got there to so they moved to the East because they might be destroyed where they are
Spoiler Alert, click show to read:
Germania 224bc
Spoiler Alert, click show to read:
Germania is nice, they are spreading and not causing problems
Greece 224bc
Spoiler Alert, click show to read:
Greece is the problem - the Makedonia is underpowerd big time.. they are in that position from the start, The most overpower faction in Greece are The Greek Cities - they are really in the best position all the time
Media 224bc
Spoiler Alert, click show to read:
Thrace 224bc
Spoiler Alert, click show to read:
Arabia 224bc
Spoiler Alert, click show to read:
Those are the pictures of Egypt and their might
Armenia 224bc
Spoiler Alert, click show to read:
When Armenia decided to attack Aegypt - but they have no chance
Nomad 224bc
Spoiler Alert, click show to read:
Nomad's ARE UNDERPOWERED big time! They have no infrastructure to develop trada or economy, their army is as costly as anyone's and they have no potential to take anything unless that is among them.. So, they are the problem.. If AI gets there with couple of Infantry leavies - he win's with no problem's... They should be worked on
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Italy 224bc
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CARTHAGE IS SIEGING ROME! - there are people that would like this :curtain:
Spain 224bc
https://img411.imageshack.us/img411/3204/spainkm7.jpg
And is spreading in Spain - they will likely take Spain
Figures 224!!
Spoiler Alert, click show to read:
These telll much.. so see it and comment - I got to run now!
Will post later!
Hello, I am really interested in playing the best EB experience I can get (with the alex.exe), however I do not own the Alexander expansion. I've browsed some sites and might end up buying online, but I would rather buy a CD. Does anyone know where I can get it without much hassle ?(Either CD or online.) Thanks in advance
We could help you if you type where you live.. I guess in US? right?.. Well I live in SE Europe.. so I can't help you much... But I think that official SEGA site's are ok..:shrug: