Hi and thanks for posting guys…
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Baron…
It certainly has, but that don’t make me any less happy to see you posting here once again.
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Staz…
In general, I think your inexperience with redux is the main cause and source to most remarks in your post – and thus, I suggest that you gather more experience and solid understanding of Redux before you do further suppositions about it (as it is, the stuff can so easily be deceptive and misleading to casual readers here, even if that was probably not your intention, I still fail to see how such circumstances is somehow desirable here. We should try to avoid that as much as possible, at all times. Everybody wins that way, this includes you too). And, you will probably find plenty of answers and surprises in regards to your own post that way.
Anyway, if you got problems in battle with Byzantine and Catholic “tanks” etc. Just make a post in the “Battle & tactics”-thread and I or anybody else with enough experience in reduxed combat can help you out there - as it is still very possible to defeat them with Muslim forces - and outside the desert too…
Camel Archers are not “totally worthless”; if that had been true they would not be able to do anything worthwhile in battle – that is not true. Revise your tactics and get more experience and you will realize that. Camels are slower then horses (as usual) and thus skirmishing on infantry is more viable tactic...
- RXB1002 will include Muslim horse archers as this has been an oversight by me.
- RXB1002 will get new infopics on Slave Militias. I will make a better and more representative one. The old CA-pic will be removed…
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Berserkr...
Thanks and welcome to this place… It’s nice that at least some people recognise and value the work done on portraits, stratmap etc. etc. Anyway, interesting strategy with the English – as you already pointed out it is hardly very sustainable one as it is a virtual timebomb just waiting to go boom…
Rebels & pirates
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Personally, I think that one should contain the rebels as soon as possible or when one can afford it. At least in the relevant region of interest - before they get too dangerous and strong there – as they can at times. If rebels are left alone for too long in provinces with ports and castles they will obviously grow stronger, with more troops and ships, eventually becoming truly dangerous as long as they stay there… We are more or less forced to actively fight them in Redux - sooner or later – or there might be chaos all over the map. Still, I have seen plenty of campaigns were it never comes to that as they are pretty fast reduced to obscurity in some corner. This is Redux, so it can go either way, depending on what happens in game. Anyway, allowing the rebels/pirates too many functional ports and wharfs is never a good idea in the long run….
Factions & unit-rosters
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In Redux I work with cultures and regions rather then single factions. Because of that circumstance, some factions have very similar unit-clusters assigned to them while others have very special ones. England, Norse and Byzantines for instance have very special unit-clusters (there are both benefits and drawbacks with that, as it should be). The HRE, Lithuania and Russia have also plenty of that. Poland and Hungary to some degree too. While France/Burgundy or Italy/Lombardy or Spain/Portugal/Aragon (essentially) has similar units and tactical profiles (as they are in the same regions, same cultures, same war-traditions etc. etc.), and so does Saracens/Moors (essentially). This is how things are designed. Region and culture (and also war-traditions) is what primarily matters - not the faction as such.
I know that many others have designed with such faction-perspectives, as did CA, but I don’t like it much personally, thus I abandoned that. I prefer region and culture instead as done in Redux. And in contrast, I prefer when all units have at least some clear function and purpose in battle, if not unique, then at least distinctive. As in “quality in parts” (reduction, distinctiveness in traits and purpose etc.) is better then “quantity in parts” (addition, standardization in traits and purpose etc.) – the latter is however a common design-approach in most major stuff.
Yup, that is fairly true. Especially games upon VI/V.2.01 it seems (due to slow starting activity by the Norse). It is a bit problematic as the pirate-fleets can easily become too powerful if we play HRE (with other starting-factions this is hardly a problem). I have already investigated these very circumstances before but I have yet to find a good and acceptable solution to it – all things considered. Still, we can all the same counter it in Redux, but that requires a determined strategy of reducing functional pirate-ports and preferably building up a few ports to the HRE as well. And preferably fast.
If we do that, then it is still very possible to have some sea-trade as the HRE as well. I like when pirates are strong but as you say “millions of ships” are too much – some 50-60 ships over the map would have been much better, however I have yet to find a really good way to make that happen due to the engine (the ship-stats don’t work, never did in MTW, otherwise that could have been one possible solution). Thus, if we truly want sea-trade with HRE, we must actively fight for it in a way that is much harder then with other factions.
Well, that’s a shame, you can’t win them all I guess… Anyway, they are good enough for me (and others) anyhow. You can always include units on your own as already pointed out - there are vacant slots for it in RXB1001 – “Additional01” etc. etc.
- Pope and HRE knights have “white-horses” as the faction-colours would be crappy in V.1.1 thus I decided to stick with the old white for those two. As simple as that.
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If I somehow forgot something here, by all means remind me… Victor, I'll
get back to your stuff in another separate post (soonish hopefully)...
- Cheers
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