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Suggestions for v0.81
The old thread was well over 1000 posts and needed to be retired for forum issues. Here is a new one for the same topic.
The end of the last suggestion thread:
https://forums.totalwar.org/vb/showt...=62652&page=37
The old one will be locked and destickied at this point also.
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Re: Suggestions for v0.81
Shouldn't it be "Suggestions for v0.82"?
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Re: Suggestions for v0.81
Well, they are suggestions to improve our current build, so "for" would work in that sense. We actually don't know what the next build number is going to be at this point, so leaving it as 0.81 won't hurt anything I don't guess. The suggestions part is the main point anyway.
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Re: Suggestions for v0.81
I would suggest to make the download more noob user friendly ;)
I edit to say I love the walls in the campaign map, the new KH general on foot, and also the new Hellenic standard bearers. Great work =)
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Re: Suggestions for v0.81
1. Thanx a lot for the patch, great job, no problems yet;
2. Suggestions/questions about numbers:
2.1. Cretan archers (0.80 ) 80 => Cretan archers (0.81 ) 60
Why? What was wrong with previous amount?
2.2. Sphendonetai (0.80) 60 => Sphendonetai (0.81) 80
Slingers were the most deadly missile unit before, why make them even more stronger?
2.3. Thorakitai (0.80) 80 => Thorakitai (0.81) 100
Torakitae are my favourite infantry, but 100 is too much, I'm afraid.
2.4. As I've already mentioned somewhere before, something's need to be done with Kleruchoi Phalangitai stats. They are elite or what are they?
2.5. Thorakitai Argyraspidai now take just 1 turn to produce. After having a serious war with Seleucid in 0.80, I'm not sure, this is a good idea. Perhaps 2 turns would be better.
3. And please, don't ban me for my next question, but when are you going to release 0.82 with new elephants? =)
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Re: Suggestions for v0.81
I started a new campaign as Makedonia and I have to say no problems so far.
Only thing I would maybe think about is whether adding stone walls to Pella or give it a slightly stronger garrison. The Epirote army is right in front of the town and will attack it in the 1st turn. they don't even need siege equipment because their elephants can do the job on the wooden walls. So Makedonians don't even have the time to prepare before they lose their capital.
It's not so much because of me. I'll take it back, but I think this breaks the AIs neck if the player is some other faction. Dunno if it already was like that in 0.8 as I played SPQR there. I just noticed that Makedonia was crushed by Epiros and KH in that campaign pretty soon as well. I just think the AI will not be able to recover from such an instant blow as you can't recruit any good troops in any of the other towns.
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Re: Suggestions for v0.81
The macedonians were almost entirely driven out of Macedonia in 273 by Pyrrhos. It is their capital, but their default base of operations was Demetrias at that time. Instead of consolidating his gains and taking Pella itself and the rest of Macedonia, Pyrrhos decided to bring more of his enemies under his control in 272 and went to the Peloponnese before the year was out. The Macedonians should just barely be holding on to Pella in 272, but be in a strong position to take Athens and fairly capable of holding Corinth also (and in no danger in Demetrias).
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Re: Suggestions for v0.81
Quote:
Originally Posted by MiniMe
2.4. As I've already mentioned somewhere before, something's need to be done with Kleruchoi Phalangitai stats. They are elite or what are they?
2.5. Thorakitai Argyraspidai now take just 1 turn to produce. After having a serious war with Seleucid in 0.80, I'm not sure, this is a good idea. Perhaps 2 turns would be better.
3. And please, don't ban me for my next question, but when are you going to release 0.82 with new elephants? =)
1) You mean the Klerouchioi Agema? The Ptolemaic Elite Phalanx?
2) All successor elites now take just one turn to recruit.
3) Ah... theoorakia (if I remember correctly)...
A suggestion for future installers:
rather than having one hughe installer consuming dito memory, what about having multiple installers? They have to named accordingly, of course, so you can see what goes first - but still this allows for users with the not so powerfull computers to handle the installation process more easily.
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Re: Suggestions for v0.81
Quote:
Originally Posted by Tellos Athenaios
1) You mean the Klerouchioi Agema? The Ptolemaic Elite Phalanx?
Yes :yes:
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Re: Suggestions for v0.81
Quote:
Originally Posted by MiniMe
2.4. As I've already mentioned somewhere before, something's need to be done with Kleruchoi Phalangitai stats. They are elite or what are they?
Ditto. As of right now Pezhetairoi and Klerouchikoi Phalangitai have better stats then the Kleruchoi Agema, which makes zero sense.
Quote:
Originally Posted by Tellos Athenaios
2) All successor elites now take just one turn to recruit.
Well after a quick check, all units only take 1 turn to recruit, elites or not, not just for the successors. Well, execpt elephants, but those are elephants after all.
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Re: Suggestions for v0.81
Something needs to be done about german lancemen . I'm seriously thinking that they do need some phalanx formation .
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Re: Suggestions for v0.81
Quote:
Originally Posted by russia almighty
Something needs to be done about german lancemen . I'm seriously thinking that they do need some phalanx formation .
Germanic lance-men just use pikes, but not in a cohesive way such as a phalanx. If your Use BI exe a shield-wall makes sense.
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Re: Suggestions for v0.81
I think epeirus are too strong; as the maks I kicked them out of Greece, they then manage to go from just taras to taking rome and capua. The seleucids may be a bit too strong too(or ptolemaioi too weak) because they've already taken alexandria and memphis (by 264) leaving ptolemaioi in the desert. Maybe you could make factions like pontos, pahlav, hayasdan stronger to increase the pressure for seleucids. However I love the knew ways the ai advances; rome now advance south taking rhegium, carthage take sicily which means there is a epic battle for rome (carthage + rome against the epeirotes).
Edit: Could you make the casse family members a infantry unit instead of chariots, because chariots are really a special unit like elephants and shouldn't really be used as family member units as they are very inconvenent. Anyway I read in a thread beofre that the casse generals didn't actually fight on chariots but just used them for transport.
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Re: Suggestions for v0.81
Quote:
Originally Posted by Dumbass
I think epeirus are too strong; as the maks I kicked them out of Greece, they then manage to go from just taras to taking rome and capua. The seleucids may be a bit too strong too(or ptolemaioi too weak) because they've already taken alexandria and memphis (by 264) leaving ptolemaioi in the desert.
That may be a fluke.
I think it is a good idea, that people post faction progression, including pictures of the map. Same thing as was done for the 0.80 release. That will give the team more feedback.
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Re: Suggestions for v0.81
well, it really depends. there is a saying among TW gamers that every campaign is different, you know?? just take a look at the faction progression thread and you'll see tons of people complaining that ptolemaios is too strong. :yes:
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Re: Suggestions for v0.81
can the EB team please, please, please limit the custom battle unit roster to faction-specific?? because at the moment, every faction's unit roster seems like a junk pile scraped together, it takes me like 30 minutes just to choose the units i want!!
thanks in advance :beam:
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Re: Suggestions for v0.81
AFAIK: the way you recruit your units in the EB campaign directly affects your unit roster in the custom battles.Thus you can't really clear things up there without having to abandon the EB recruitment system - something which I my opinion is more valuable than cleaned up roster.
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Re: Suggestions for v0.81
Quote:
Originally Posted by Grand Lord of Poop~
can the EB team please, please, please limit the custom battle unit roster to faction-specific?? because at the moment, every faction's unit roster seems like a junk pile scraped together, it takes me like 30 minutes just to choose the units i want!!
thanks in advance :beam:
We already have done. You need to swap out the single-player edu and replace it with the multiplayer edu. This is the only way round the problem, due to the complexity of our recruitment system.
Foot
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Re: Suggestions for v0.81
Antioch too easy for the Ptolemies to take
It fell on turn 3 to my forces, the Seleucids haven't really got the ability to do anything effective anymore...
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Re: Suggestions for v0.81
Quote:
Originally Posted by Orb
Antioch too easy for the Ptolemies to take
It fell on turn 3 to my forces, the Seleucids haven't really got the ability to do anything effective anymore...
I am currently auto-running a 0.81 game. In 50+ turns, none of the AS / Ptoly cities have been won or lost by the other side. When I wrote that the Ptollies lost Tarsos to the AS - who have lost 3 cities in the East through rebellion.
The human player is a big advantage. In my last 0.80 AS campaign, I was able to reduce the Ptollies to Ptolemais-Theron in about 30 turns - it was the only war I had to fight. And the AS was hardly in the position to do well when run by the AI.
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Re: Suggestions for v0.81
I suggest a script who gives the AI the amount of money it gets by playing VH. What I actualy suggest is to make hard the standard diffculty. Not VH. This is becasue I think the AI is somewhat boring on VH. Have you ever get an pro, no matter what, on VH?
I were just playing a saba campaing, on VH, and the Selue just kept sending stack after stack after stack against me, its no fun. They did all they could to conquer some poor arabians in the dessert. Never mind the phtolemoi. Or anyone else for that matters.
As I see it VH brings nothing good. Bad diplomacy and worse prioritys. Why is VH standrad anyway? When H is the standard you always have the choise to play VH, for that extra challange you know. :)
Sry I sound so harsh. I realise this is mainly CA is prob/fault.
And, well, maybe there are a reason for having VH as standard. I just havent found it out yet. If thats the case, nvm what i just said. :egypt: :egypt:
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Re: Suggestions for v0.81
People who want a real challenge should make a minimod where they give better MIC's to every province (better starting MICs) so that they would face tougher enemies from the very start. Just a suggestion.
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Re: Suggestions for v0.81
Quote:
Originally Posted by Grand Lord of Poop~
well, it really depends. there is a saying among TW gamers that every campaign is different, you know?? just take a look at the faction progression thread and you'll see tons of people complaining that ptolemaios is too strong. :yes:
Yes I know about the faction progression thread, but I'm talking about 0.81 not 0.8, the factions have been rebalanced, some strengthened, so there may be a possibility that because of all the complaints of the ptolemies being too strong; the EB team weakened them, but maybe a bit too much in which they get destroyed too quickly. But you're right in the aspect that every campaign is different, and faction progression pictures for 0.81 will probably soon be posted, so we can see from average how the campaign can be rebalanced.
Also I'm curious into what a campaign would be like on hard, but the ai gets the same amount of money as VH. Just like Lovejoy suggested.
I have a grudge against the lover of beauty trait and would EB consider making it less common and only for the city dwellers to get? It really ruins generals and the point of command stars. But for the time being could someone tell me how to delete the trait so it appears on no one?
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Re: Suggestions for v0.81
Lovejoy, the AI is something no mod can change. Most people find the AI to be fairly easy to overcome but dislike unfair AI bonuses in battle, and therefore the suggested difficulty is VH/M. The AI gets as much extra money regardless of difficulty setting, AFAIK.
No one is forcing you to conform to the suggested difficulty though, play it the way you like it.
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Re: Suggestions for v0.81
It seems the unit stats should be looked again and corrected. I support the fellow members who suggested some specific changes.
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Re: Suggestions for v0.81
How about removing all buildable roads from the eleutheroi. It would somewhat restrict AI expansion to north-east europe, if the rebels wouldn't build road systems to all the steppe and backwater provinces.
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Re: Suggestions for v0.81
Quote:
Originally Posted by Thaatu
How about removing all buildable roads from the eleutheroi. It would somewhat restrict AI expansion to north-east europe, if the rebels wouldn't build road systems to all the steppe and backwater provinces.
Unfortunately we cannot do that. The Eleutheuroi's building capabilities are not defined by "slave" but by their faction creator (or controller or something).
Foot
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Re: Suggestions for v0.81
There are also some provinces where you cannot build roads and some where you cannot build paved roads. Mostly desert areas. Arabia for example.
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Re: Suggestions for v0.81
Quote:
Originally Posted by Teleklos Archelaou
There are also some provinces where you cannot build roads and some where you cannot build paved roads. Mostly desert areas. Arabia for example.
I think all desert (EDIT: that is all desert that is landlocked) and maybe the steppe should be added to that.
But here is my suggestion:
Change the population bonuses on grainaries to happiness bonuses. The people are happy that they have food. Something like 5%Happiness for the first one, and 10%Happiness, and 5%Health for the second one. The health would both give a little population growth and represent that people eating well are less likely to get sick than the malnurished. This would primarily alleviate some of the population explosions.
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Re: Suggestions for v0.81
Also you might consider removing/modifying some growth related traits and/or ancillaries. Like an overseer is something that is pretty much included in farming upgrades and doesn't really need to be part of governers' retinue. Since the minimum bonus that any trait/ancillary/building can give is 0.5% (which if you think about it is huge, considering it is for a season), some of the smaller bonuses could be scrapped. Just a suggestion if all else fails.
On this note, Sardinia and Corsica are huge by 234bc. Almost gave me a heart attack when I seized them with my not so masculine forces.
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Re: Suggestions for v0.81
Quote:
Originally Posted by MiniMe
2.3. Thorakitai (0.80) 80 => Thorakitai (0.81) 100
Torakitae are my favourite infantry, but 100 is too much, I'm afraid.
Agreed, I'd say, increase Thureopholoi numbers to 100 and decrease Thorakitai to 80. Thureopholoi should be the standard, not the Thorakitai. They definately seem somewhat neglected to me. Also, Thorakitai can beat Imperial Legionaires which seems a little off balance.
Also, since you took off hoplite swords, what about hypaspistai?
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Re: Suggestions for v0.81
Gallic Light Cavalry and Gallic Mercenary Light Cavarly both have a Charge Bonus of 1
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Re: Suggestions for v0.81
That charge bonus is probably for their missile weapons, not their melee. There's some bug in the display.
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Re: Suggestions for v0.81
The charge bonus the info card shows is for the unit's primary weapon - in the case of the Epos, a javelin.
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Re: Suggestions for v0.81
Quote:
Originally Posted by MarcusAureliusAntoninus
But here is my suggestion:
Change the population bonuses on grainaries to happiness bonuses. The people are happy that they have food. Something like 5%Happiness for the first one, and 10%Happiness, and 5%Health for the second one. The health would both give a little population growth and represent that people eating well are less likely to get sick than the malnurished. This would primarily alleviate some of the population explosions.
We are taking a hard look at all the pop growth stuff for the next major release of EB. QwertyMIDX has already downgraded many cities' base farm levels to fix the population explosion in 0.80. We are hoping to get some feedback on 0.81's growth from the community.
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Re: Suggestions for v0.81
Quote:
Originally Posted by antisocialmunky
Agreed, I'd say, increase Thureopholoi numbers to 100 and decrease Thorakitai to 80. Thureopholoi should be the standard, not the Thorakitai. They definately seem somewhat neglected to me. Also, Thorakitai can beat Imperial Legionaires which seems a little off balance.
Also, since you took off hoplite swords, what about hypaspistai?
1) Classical Hoplites, slightly lower defense, but same size as Thureophoroi and considerably cheaper. Thus, balancement would be messed up. To raise the Thureophoroi unit size would be a good thing, perhaps both can be set to 90?
2) I asked about it once, and an EB member told me that the hypaspistai use both swords & spears, and because of that the game insists on displaying the sword when the unit is iddle, of if a man stands up again after being hit.
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Re: Suggestions for v0.81
This may sound like a crazy idea, but...
Is it possible to add a trait file that each family member gets when a new faction leader takes the trone, wich causes a +1 or +2 unrest penalty? The trait would represent the difficulties associated with a new monarch/princeps/whatever being accepted as the new king. The trait would be temporary, of course. Say, 4-6 seasons.
Something like:
Restless people
The new Basileus isn't hailed equally by all his subjects. Some of the more discontent members of the upper strata are probing the water for a chance to rebel. It will be some time before the Basileus' authority is truly consolidated.
Game effects: +2 unrest
EDIT: decrease in cost of bribe would also make sense, I think.
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Re: Suggestions for v0.81
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Re: Suggestions for v0.81
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Re: Suggestions for v0.81
Quote:
Originally Posted by Tellos Athenaios
1) Classical Hoplites, slightly lower defense, but same size as Thureophoroi and considerably cheaper. Thus, balancement would be messed up. To raise the Thureophoroi unit size would be a good thing, perhaps both can be set to 90?
2) I asked about it once, and an EB member told me that the hypaspistai use both swords & spears, and because of that the game insists on displaying the sword when the unit is iddle, of if a man stands up again after being hit.
When I tried the Hypaspistai against some of the upper tier hoplite units, they got shredded horrifically despite their Royal Infantry counterparts doing fairly well. That's the only reason I ask.
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Re: Suggestions for v0.81
After our discussion about the Megas Alexandros mission, I thought it would be nice to add more such missions to the game. I was thinking of a mission for Makedon to destroy the Collosus of Rhodos. Would it be possible to implement such a thing? After all, it was a symbol of defiance against Makedonian rule.
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Re: Suggestions for v0.81
To me, the biggest problem would be finding event messages we could use for these missions. Right now, we're having trouble getting ones that work with the missions we already have (like Alex's tomb, Roman Triumphs and the Seleukid Anabasis)
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Re: Suggestions for v0.81
But would such missions even need an image or event card? I rather enjoyed the missions involving "uniting the German tribes" or suchlike, adding character to the family members acquiring such traits. Perhaps, if an image is needed, it could be through ancillary portraits?
Quote:
Originally Posted by Fenring
This may sound like a crazy idea, but...
Is it possible to add a trait file that each family member gets when a new faction leader takes the trone, wich causes a +1 or +2 unrest penalty? The trait would represent the difficulties associated with a new monarch/princeps/whatever being accepted as the new king. The trait would be temporary, of course. Say, 4-6 seasons.
Something like:
Restless people
The new Basileus isn't hailed equally by all his subjects. Some of the more discontent members of the upper strata are probing the water for a chance to rebel. It will be some time before the Basileus' authority is truly consolidated.
Game effects: +2 unrest
EDIT: decrease in cost of bribe would also make sense, I think.
Nice idea, I hope something like that can be implemented. It would force players to be cautious when a new faction leader is appointed.
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Re: Suggestions for v0.81
I would also think that it might be interesting to have the opposite of that like 'Celebrating People' if a inept(crazy, perverted, completely retarded, military failure) faction leader died and was replaced by someone not inept or a faction that you were at war with was crushed.
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Re: Suggestions for v0.81
I have a script suggestion to fix a RTW 'bug'. First some questions:
Is it possible to set standings to "neutral" using the script?
Is it possible to add a time delay to a scripted even?
Is it possible to add the destruction of a faction as a trigger?
Have you ever noticed that you can't make an alliance with somebody because you were at war with one of their allies when their ally died a century prior? This seems retarded. My suggestion is that apon the death of any faction, all other factions have their standings toward the now dead faction switch to neutral so that diplomacy can continue amoung the surviving factions. Maybe add a timer to represent that their former allies are mad and unwilling to be the friend of their old friend's killer.
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Re: Suggestions for v0.81
I think the Saka's economy need some serious looking into. I took Bin-kath and Gava-Saka within the first two turns of the game, disbanded my forces and have been trying to build my economy since then. 20 turns later I'm not getting anywhere. I know nomads are supposed to be poor but it's kind of ridiculous. Also the nomadic system seems kind of messed up. All three of my provinces are nomadic yet I can recruit foot archers in all of them.
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Re: Suggestions for v0.81
All factions, including nomads, must have a foot unit buildable, or they cannot expand as the AI.
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Re: Suggestions for v0.81
Quote:
Originally Posted by BozosLiveHere
To me, the biggest problem would be finding event messages we could use for these missions. Right now, we're having trouble getting ones that work with the missions we already have (like Alex's tomb, Roman Triumphs and the Seleukid Anabasis)
What about the... historical events that used to pop up RTW from time to time, being displayed on the side bar when faction announcements and that sort of stuff come down? Or is that what your refering to?
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Re: Suggestions for v0.81
It has probably been considered already, but just wanted to suggest here the change Foot proposed for the KH General and replace the Epilektoi Phalanx for the Spartiates Hoplitai or some other non phalanx unit that you guys consider appropiate. It's just that the General in permanent phalanx formation is a lil bit of a pain.
Thanks all!:bow:
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Re: Suggestions for v0.81
Quote:
Originally Posted by BozosLiveHere
To me, the biggest problem would be finding event messages we could use for these missions. Right now, we're having trouble getting ones that work with the missions we already have (like Alex's tomb, Roman Triumphs and the Seleukid Anabasis)
Pity. Although the Collosus mission should be easy if you can get Alexander to work.
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Re: Suggestions for v0.81
Quote:
Originally Posted by Gazius
What about the... historical events that used to pop up RTW from time to time, being displayed on the side bar when faction announcements and that sort of stuff come down? Or is that what your refering to?
Correct me if I'm wrong, but I think those are triggered by turn number alone and can't be dynamically triggered. :wall:
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Re: Suggestions for v0.81
Suggestions to Roman AI expansion:
Could it be possible to restrict eleutheroi recruitment in Rhegion and Messana? This would help Rome to take southern Italy a little earlier and would encourage Carthage to siege Messana. Second would be to strenghten the eleutheroi garrisons of Segesta and Bononia, for they were Rome's expansion route only after the first punic wars.
Plus, didn't the first punic wars trigger when Carthage sieged Messana and Rome declared war, not the other way around? There should at least be a second trigger for the historical way.
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Re: Suggestions for v0.81
Could some trait text cleaning be possible for Carthage?
Sardinian related things should refer to Nuragic (the civilization) and not Nuraghi (the stone towers)...
Also, is Carthage supposed to recruit libians and liby-phoenicians outside africa?
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Re: Suggestions for v0.81
My suggestion: reassign the creator/founder/culture of Persia so that the Seleucid territories that rebel go to Parthia, no matter the upgrade level of the settlement.
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Re: Suggestions for v0.81
How about some traits for governers when they govern a city for awhile that would show some history about that City+province.
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Re: Suggestions for v0.81
Suggest (respectfully) nerfing the triggers for the "Supervisor" trait. Once the empire (and the imperial family) gets to a certain size, having to worry about each and every family member sitting too long in one place gets a little . . . tedious. This can ruin an experienced general sent into (temporary) garrison to produce offspring.
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Re: Suggestions for v0.81
Can I request that the prevalence of traits and retainers be reduced please?
While greatly appreciating the work that has gone into traits, and the wide variety of interesting things going on, it seems that the likelihood of acquiring traits and additional retainers is so high that it becomes a bit of a blur.
I have generals with long, long lists of traits, which, rather than giving them character, make them almost inpenetrable and hard to know what their character is. It would be sweeter if each new trait was 'hard won' and they had only enough that I could actually remember and use each one.
Similarly with retainers, it seems easy to get a whole retinue, such that swapping them between generals is scarcely necessary, just wait and get a new lot.
Thanks,
Hunter
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Re: Suggestions for v0.81
I like plenty of traits, I love nurturing and watching my generals become glorious, wrecks or insane. I don't know if you or I are alone in our views though.
However, traits are awarded based on a percentile chance, given that some other conditions are fulfilled. If you want to reduce the likelihood, you can rather easily reduce all chances to half or whatever you'd like (I'd leave 100% chances alone though). The relevant file is eb/data/export_descr_character_traits.txt.
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Re: Suggestions for v0.81
I love the traits as well, I hope they'll be expanded even further, one of the real selling points to me for EB is that you guy is no longer a man in service of his people, but a real character who you can watch over as he becomes insane from the slaughter of millions, a bloodthirsty warmonger out to conquer all, or a peaceful governor who brings joy to his city.
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Re: Suggestions for v0.81
Can you guys arrange more scripted wars or whatever it is you call them
I mean in the case of when Rome attacks Messana or when Pontus attacks Sinope...
I was thinking maybe having war declared upon the faction who attacks Pergamum (sp?) by Rome since they had a treaty at some point - and I also think the last king gave his kingdom to rome didnt he?
On very hard Rebels are supposed to be more aggressive up to the point of attacking undermanned cities and armies. Is there anyway to make the AI rebel faction so aggressive as to make its own armies and attack nearby towns? I was thinking maybe something along the lines of all the barbarian tribes of the north which constantly raided eachother. It could help AI expansion since an assault could drastically weaken a nearby rebel settlement and make it easier to take over
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Re: Suggestions for v0.81
If you are talking about rebels attacking rebels, that is impossible. RTW sees the rebels as a united demi-faction.
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Re: Suggestions for v0.81
EB uses immobile rebel governors to make the cities keep a decent garrison, this slows down progress and deters the blitzkrieg so common in vanilla. Additionally, the spawned rebels are annoying and spurned by most players, so they are toned down. There is no way we can have this AND have strong marauders. Not to mention that we can't control the campaign AI to combine forces.
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Re: Suggestions for v0.81
I didnt mean rebel attacking rebel since its the same faction I dont see how that would work. I was thinking something along the lines of if a faction was notorious for being attacked by certain tribes, then programming that rebel town to be more aggressive.
By the way, I think you guys might have missed a spy's death in the Makedonian campaign. There is a random spy, fully upgraded, near the northern shore of the Bosphorus, I think thats what its called, and it seems like he was supposed to be one of those guys who should die in the beginning of the game to portray knowledge of that area.
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Re: Suggestions for v0.81
Can you make some sage the new recruitment mic of some faction like Baktria use the same Makedonia they masthe use the mic forme Seleukid Empire after the are a Seleukid Empire satrap, and Ptolemaic Empire , Saba they close une and another. Sorry about words :book:
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Re: Suggestions for v0.81
Proximity alone isn't what determines who shares MIC complexes - but some factions that are much like other ones might share theirs - like the gauls, or ptolemies and seleukids. We won't be changing that pattern up at this point as it was pretty complex just to get it working like it is now.
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Re: Suggestions for v0.81
Just a query....should Thraikoi Peltastai have 11 melee attack and 20 defense? By comparison, Pantodopoi Phalangitai have 11 attack but 15 defense. Just wondering....it seems a little much for a skirmisher...
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Re: Suggestions for v0.81
Remember, that defense is composed of three actual values. That and Pantodopoi Phalangitai kinda suck.
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Re: Suggestions for v0.81
Don't you dare to speak ill of Pantodapoi Phalangitai :furious3: It's one of the most useful units in the game IMO. The only phalanx you can actually afford to use as eastern greek faction in the early years. And it gets the job done. In fact, I just witnessed amazing performance by these guys in game. Was besieging Side from two sides, because I couldn't merge my armies. The garrison sallied out and of corse they attacked the small captain-led part of my forces instead of the bigger general-led part. So no benefit out of my general's traits. What's far worse though was that I accidentally allowed AI control over my reinforcements, which was most of my troops, leaving me only 3 units led by a captain :wall:
Long story short, those units were predictably doomed, unable to link up with the braindead reinforcements coming from the other side of the map. Couldn't hope to withdraw them either as the enemy started too close (no town walls) and their cavalry would have easily catched my all-infantry units. So I set them up for a last stand. Two of the three units (including my captain who got killed) were overwhelmed but one of them, a Pantodapoi Phalangitai, refused to rout. I could hardly believe my eyes, but despite their commander dead, their friends routed and themselves being surrounded, exhausted and taking a charge in the rear (admittedly, by an almost completely decimated cavalry unit) they just kept on fighting! Eventually they were destroyed, as they were just hopelessly outnumbered. But they made the enemy pay a massive price in blood and sweat for taking them out. If it were possible to make our own unique buildings in EB, I'd be erecting a monument in the honor of that unit.
Sorry for this off-topicness but someone has to stand for the poor levies who so courageously fight and die for the petty ambitions of their warmongering tyrants :yes:
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Re: Suggestions for v0.81
Quote:
Originally Posted by Conqueror
Was besieging Side from two sides, because I couldn't merge my armies. The garrison sallied out and of corse they attacked the small captain-led part of my forces instead of the bigger general-led part. So no benefit out of my general's traits.
That's why you only besiege a town with one army. Have the other armies come up to the town but not attack it. They will reinforce a battle, but they are completely safe from the army inside the city. Plus, since you can't use siege equiptment made by multiple armies, there is no real point.
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Re: Suggestions for v0.81
For the first time a day or two ago I had the besiegers sally out and attack a secondary group I had sieging the town (with no equipment). My primary army showed up as reinforcements, carrying their seige equipment across the red line - first time I'd ever seen that happen.
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Re: Suggestions for v0.81
Hi
will this modd have updated skys ?
As i have seen on RS modd ?
Also what do the spartans look like?
and other greek units since this next update.
Can you give a list what was updated?
thks
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Re: Suggestions for v0.81
Quote:
Originally Posted by swhunter
Hi
will this modd have updated skys ?
As i have seen on RS modd ?
No
Quote:
Also what do the spartans look like?
and other greek units since this next update.
The same.
Quote:
Can you give a list what was updated?
It is quite literally all listed on the first page. Go and check.
Foot
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Re: Suggestions for v0.81
Quote:
Originally Posted by Conqueror
Don't you dare to speak ill of Pantodapoi Phalangitai :furious3: It's one of the most useful units in the game IMO.
:2thumbsup: No worries mate, we've all had those experiences where one unit bravely sacrefices itself to save our butts and goes out in a blaze of glory.
I don't really doubt their usefulness but in the grand scheme of things, I don't play the big hellenic states and usually end up making a sport of killing the hordes of them Big Grey hires. Good to know that these guys have a hero complex though if I finally start a Mak game. :laugh4:
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Re: Suggestions for v0.81
Quote:
Originally Posted by antisocialmunky
:2thumbsup: No worries mate, we've all had those experiences where one unit bravely sacrefices itself to save our butts and goes out in a blaze of glory.
I don't really doubt their usefulness but in the grand scheme of things, I don't play the big hellenic states and usually end up making a sport of killing the hordes of them Big Grey hires. Good to know that these guys have a hero complex though if I finally start a Mak game. :laugh4:
The Baktrian ones suck though...fricking cowards! I swear it had nothing at all to do with them being captain-led and flanked! Seriously....
Ok, before I get warned for spam....any way to move one of the starting Getai armies closer to Kallatis? The Getai still seem to have trouble getting themselves going...maybe give them a spy around Sarmiszegethusa or move that northern army closer to Kallatis and see if the AI can add two and two once in a while? Because I'm at a loss with them...every other faction seems to be able to expand most of the time...
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Re: Suggestions for v0.81
Quote:
Originally Posted by Elminster12
The Baktrian ones suck though...fricking cowards! I swear it had nothing at all to do with them being captain-led and flanked! Seriously....
Ok, before I get warned for spam....any way to move one of the starting Getai armies closer to Kallatis? The Getai still seem to have trouble getting themselves going...maybe give them a spy around Sarmiszegethusa or move that northern army closer to Kallatis and see if the AI can add two and two once in a while? Because I'm at a loss with them...every other faction seems to be able to expand most of the time...
Yea. Whatever you did to the Lustianians, Seleucids, Steppe Tribes, and Casse to have them finnaly wake up as faction and due stuff, plz do to the Getai. Us Getai fans will love you for it.
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Re: Suggestions for v0.81
Something I love to see is pools of mercenary's consisting of several regions like in RTW vanilla. This might help stop the insane merc. recruitment of for instance the romans in germania.
Another minor suggestion (unless there have been changes since 0.81a) is to change the descr_event_images.txt file with these changes.:
Code:
building_completed
icon settlement
heading_items 6
format
{
title center verdana black
string center verdana_med khaki
bodystring left verdana_sml khaki left
image center
spacer 8
multistring left verdana_med black center
multistring left verdana_sml khaki left
}
unit_completed
icon military
heading_items 5
format
{
title center verdana black
string center verdana_med khaki
image center
spacer 8
multistring left verdana_med black center
bodystring left verdana_sml khaki left
spacer 8
multistring left verdana_sml khaki left
}
retraining_complete
icon military
format
{
title center verdana black
string center verdana_med khaki
image center
spacer 8
multistring left verdana_med black center
bodystring left verdana_sml khaki left
spacer 8
multistring left verdana_sml khaki left
}
building_repair_complete
icon settlement
format
{
title center verdana black
string center verdana_med khaki
bodystring left verdana_sml khaki left
image center
spacer 8
multistring left verdana_med black center
multistring left verdana_sml khaki left
}
as opposed to the original:
Code:
building_completed
icon settlement
heading_items 6
format
{
title center verdana black
string center verdana_med khaki
bodystring left verdana_sml khaki left
image center
spacer 8
string center verdana_med black
multistring left verdana_sml khaki left
}
unit_completed
icon military
heading_items 5
format
{
title center verdana black
string center verdana_med khaki
image center
spacer 8
string center verdana_med black
bodystring left verdana_sml khaki left
spacer 8
multistring left verdana_sml khaki left
}
retraining_complete
icon military
format
{
title center verdana black
string center verdana_med khaki
image center
spacer 8
string center verdana_med black
bodystring left verdana_sml khaki left
spacer 8
multistring left verdana_sml khaki left
}
building_repair_complete
icon settlement
format
{
title center verdana black
string center verdana_med khaki
bodystring left verdana_sml khaki left
image center
spacer 8
string center verdana_med black
multistring left verdana_sml khaki left
}
which will prevent text from overlapping:
https://img185.imageshack.us/img185/7478/textis1.jpg
Last two are the current situation, top 2 are with the changes above.
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Re: Suggestions for v0.81
Oh...just a head-up. Something is screwed up with the Temples of Men and Mithra for Pontos. Men gives trade bonuses and Mithra gives Farm bonuses, but the priests give the other temples bonus(i.e. Priest of Mithra has a trade bonus and Priest of Men has a farming bonus). So, I'm guessing something is flip-flopped there...though I forgot to flip-flop it in my original post..:clown:
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Re: Suggestions for v0.81
Hello,
Why not a "Corvus" reform for the Romans, a little bit like the Cataphract one for the Seleucids, if it is possible. If Romans are defeated on the sea by Carthage, then they would get the possibility to develop ships equipped with Corvus, better than anything Carthaginian ship.
(I doubt script triggers may allow it though. But well!)
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Re: Suggestions for v0.81
Hi. Could oyu make the roman trait system more like the Imperator mod one armywise?
I mean we would get the option of granting titles to generals other than hope they get them (like consuls and all that).
Cheers...
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Re: Suggestions for v0.81
Has a garrison script ever been discussed?