Poll: How should the realist movement be?

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Thread: Monthly Turns or Increased movements?

  1. #1
    Xsaçapāvan é Skudra Member Atraphoenix's Avatar
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    Default Monthly Turns or Increased movements?

    I will change my realist movement mod on the common idea.
    With current setting I have increased movement points as in the screenies:

    Spoiler Alert, click show to read: 











    If I change realist movement mod to monthly system that means we have more than 1100 turns

    1100 x 3 = 3300 turnseven a bit more
    as we have aging during winter turn there will be 11 summer turns and 1 winter turns, namely 11 summer months and 1 winter month...

    I could not find any more solution to the current issue, if you have more ideas they will be welcomed.

    Regards

    Atra

    P.S. Personally I support monthly turns namely 12 turns per year.
    Last edited by Atraphoenix; 08-24-2009 at 09:05.



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  2. #2
    Member Member Kevin's Avatar
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    Default Re: Monthly Turns or Increased movements?

    Twelve turns per year would eventually get boring as HELL! No offence, I just prefer the way movement is now.

  3. #3

    Default Re: Monthly Turns or Increased movements?

    12 turns a year would be interesting for every civ that does not have any time bound reforms.^^
    but one side note: what about the building time income etc, would they stay the same thus a building would take only 1/3 of the former time to construct and bills are payed every month.

    I can live with the 4 turns a year, it's a good deal in terms of realism - gameplay. still I think it would be worth makeing a back up with the 12tpy mod to play some "short" campaigns.

    I don't like increaced movement tho it stresses the TURN in turn based strategy game ;) and I normally prefer RTS^^
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  4. #4
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: Monthly Turns or Increased movements?

    The poll is a bit misleading. EB does not use RTW vanilla movement values. Agents and ships have a great deal more movement than they did in vanilla, and if you put a general in an army the army will have much more movement than a vanilla army. The only value that is about the same as vanilla movement values is a general-less army.

    This is one of those historical accuracy vs. gameplay debates. Not even everyone on the EB team is 100% happy with movement rates in the game, but there has to be a balance somewhere.


  5. #5
    Xsaçapāvan é Skudra Member Atraphoenix's Avatar
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    Default Re: Monthly Turns or Increased movements?

    the ideas are nearly equal, not surprising in fact...
    The reforms parts is easy part just x3 the reform turn numbers so I think it will be a very long time to wait for even polibians.

    We have a turn based game, we have no chance to mod it like knight of honor or M&B.
    we can make make even daily turns,
    we can make a mod that in one turn you can send an army from iberia to syria (In fact I cannot confirm this as I have not tested maximum hardcode of movement points.)

    half of EB fans are blitzers who even cannot tolerate 4TPY system.
    at the moment the best solution I can offer is to make a dual mod (namely two different versions of a mod that one is same with the current one and another one with monthly turn so you can choose which one you like)

    mods are for personal choices, if you know some basic info, you can change it whatever you like.
    EB team has no objection to it even they support them (I do not believe in common official announce)
    yes not formally but they gave me every kinds of details to hunt my bugs, I have made more than 10 modifications 2 failed , 2 abondonned, rest is known..

    I appreciate everybody's ideas, we all want EB in a better view for our own perspective.
    So thanks for everybody for their sharing ideas.

    Regards

    Atra



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  6. #6
    Member Member Finn MacCumhail's Avatar
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    Default Re: Monthly Turns or Increased movements?

    In my humble opinion, only naval speed should be increased. Even no. There were seasons of winds and so on, which made traveling impossible in one months and possible in others.
    It is a little strange when a fleet travels more then a year from Italy to Southern Greece.

    Why don't make for example the following. In summer it is possible to travel from West to East. In winter - from East to West? Or something like these.



  7. #7
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Lightbulb Re: Monthly Turns or Increased movements?

    Quote Originally Posted by Finn MacCumhail View Post
    Why don't make for example the following. In summer it is possible to travel from West to East. In winter - from East to West? Or something like these.
    I am afraid the engine does not make that distinction, hence it is not possible to add it.
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  8. #8
    Member Member Finn MacCumhail's Avatar
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    Default Re: Monthly Turns or Increased movements?

    “I am afraid the engine does not make that distinction”

    East – all coordinates on the right (from viewer), so they are bigger then starting position coordinates. If I am not mistaken.

    West – on the left.

    I’m not good at scripting (in fact I am noob at it), but I hope you will understand the idea.

    If summer then naval unit go coordinates > then starting position and go < impossible, if winter then naval unit go coordinates < starting position and go > impossible.



  9. #9
    Xsaçapāvan é Skudra Member Atraphoenix's Avatar
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    Default Re: Monthly Turns or Increased movements?

    we can increase movement points but it is hardcoded for each type...
    namely we have just one option and all unit types movement ratio is hardcoded so at the moment we have no chance each unit type seperately like spies moves much more faster ...
    but we can add traits that limits or increases the MP(movement point) but captains and admirals has no traits IIRC.



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  10. #10
    Member Member Finn MacCumhail's Avatar
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    Default Re: Monthly Turns or Increased movements?

    OK, I see. May be in EB III or even IV...



  11. #11
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Lightbulb Re: Monthly Turns or Increased movements?

    Quote Originally Posted by Finn MacCumhail View Post
    I’m not good at scripting (in fact I am noob at it), but I hope you will understand the idea.

    If summer then naval unit go coordinates > then starting position and go < impossible, if winter then naval unit go coordinates < starting position and go > impossible.
    True, but the engine does not check these factors when calculating the movement radius, nor is something that can be affected by the script.
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  12. #12
    Member Member Intranetusa's Avatar
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    Default Re: Monthly Turns or Increased movements?

    If you're like me, then you're gonna micromanage and use every turn as efficiently as possible...

    Thus, 12 turns a year will literally take me a year of real-time playing to get to 200BCE.
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  13. #13
    Member Member Macilrille's Avatar
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    Default Re: Monthly Turns or Increased movements?

    Me too, but the movement does bug me. A Roman army could and did move much faster than in EB, even when not at sea. It annoys me, and if in EB II we have to move candidates for magistrates to Rome they will never wage war far afield, which they historically did, for then it will take years in advance to go back to Rome to stand for election. It is ahistoric, something EB in general is not, so it should be changed. IMO to increased moveent as 12 turns a year will make my games take decades.
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  14. #14
    Xsaçapāvan é Skudra Member Atraphoenix's Avatar
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    Default Re: Monthly Turns or Increased movements?

    I still could not find any other solution other than changing movement points to from 80 to 260 in descr_character.txt ;
    but I must confess that although I early blitz but later roleplay my mod or modding/increasing movement points is blitzing friendly.
    Last edited by Atraphoenix; 10-08-2009 at 16:24.



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  15. #15

    Default Re: Monthly Turns or Increased movements?

    I tried the increased movement from 80 to 260 and the other factions become extremely aggressive and expanded very rapidly. Even the rebels became aggressive and would launch attacks against me and other factions. A lot of the rebel cities would almost entirely empty out and the troops inside would be used to attack faction cities right from the start of the game.

    At year 260 Arverni is moving into Iberia, Makedon has almost crushed Epiros and is moving northwest along the coast, towards Gaul, and east into Asia. Carthage has taken most of Africa and is pushing into Egypt. I didn't think extra movement would cause the AI to be so aggressive when it normally moves very slow even on VH.

  16. #16
    Member Member Intranetusa's Avatar
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    Default Re: Monthly Turns or Increased movements?

    Quote Originally Posted by Gunzak View Post
    I tried the increased movement from 80 to 260 and the other factions become extremely aggressive and expanded very rapidly. Even the rebels became aggressive and would launch attacks against me and other factions. A lot of the rebel cities would almost entirely empty out and the troops inside would be used to attack faction cities right from the start of the game.

    At year 260 Arverni is moving into Iberia, Makedon has almost crushed Epiros and is moving northwest along the coast, towards Gaul, and east into Asia. Carthage has taken most of Africa and is pushing into Egypt. I didn't think extra movement would cause the AI to be so aggressive when it normally moves very slow even on VH.

    woah? AWESOME!
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  17. #17
    Xsaçapāvan é Skudra Member Atraphoenix's Avatar
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    Default Re: Monthly Turns or Increased movements?

    anyone tried above 260? I never tried, it fits me very well at the moment although still not realist, I cannot imagine AS invades Italy in the second turn and vanquish Rome.



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  18. #18

    Default Re: Monthly Turns or Increased movements?

    Quote Originally Posted by Gunzak View Post
    I tried the increased movement from 80 to 260 and the other factions become extremely aggressive and expanded very rapidly. Even the rebels became aggressive and would launch attacks against me and other factions. A lot of the rebel cities would almost entirely empty out and the troops inside would be used to attack faction cities right from the start of the game.

    At year 260 Arverni is moving into Iberia, Makedon has almost crushed Epiros and is moving northwest along the coast, towards Gaul, and east into Asia. Carthage has taken most of Africa and is pushing into Egypt. I didn't think extra movement would cause the AI to be so aggressive when it normally moves very slow even on VH.
    Then it probably stands to reason that movement should be lower than 260, to take the edge off the aggression; the AI has lots of advantages as to campaign at higher difficulty levels. I dont mind a chalange, but the factions that start with just 1 province can be frustrating enough to start out with!
    Last edited by WarpGhost; 10-15-2009 at 01:01.
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  19. #19
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    Default Re: Monthly Turns or Increased movements?

    anyone tried above 260? I never tried, it fits me very well at the moment although still not realist, I cannot imagine AS invades Italy in the second turn and vanquish Rome.
    I set it to 400. It's pretty insane.

  20. #20

    Default Re: Monthly Turns or Increased movements?

    It's pretty insane at 180. Within a few years you have full stacks of Arverni, Aedui or Lusotann invading my territory and now even Getai is coming. My general has seen the elephant and has 8 command stars and most of his army has 1-2 silver chevrons. Again this is within a few years. I could be expanding faster but being at war with Arverni and Aeudi, Carthago war over now, and soon Getai it's gonna be tough to pay for all my legions.

    With increased movement the AI is insanely aggressive and rapidly takes out all the rebel towns. I think I would rather have the normal movement speed but 12 turns per year instead of 4.

  21. #21

    Default Re: Monthly Turns or Increased movements?

    Because the game isn't in "real time", the current movement system is better than making it a huge amount. Sure an army should be able to move farther, but it is a trade off with the fact that we can't intercept another army while it is moving.

    Basically, I just don't like the idea of an enemy army being able to invade deep into my territory without me being able to intercept it witj one of my armies.

    -Apple
    Imo, the following "mod" is almost perfect:
    Spoiler Alert, click show to read: 
    For installation process, I followed the following: RTW Gold > Alexander > EB 1.1 > 1.2 > Official Fixes > 1.2 Mini Mod Pack 3.1 > LZ3's Custom EB Fix Adaptation > Phalanx Mod > RS Textures > Naval Strat Map Add On > Lysander's Sihunet Formations Adaptations > EOM 4 Carthaginian Governors Edition > Atraphoenix' RS Legions Adaptation For ALEXANDER EB > Getting Rid Of The Giant Trees Mod > (I've also modded the Roman reforms to happen sooner, deleted 7 files/folders to get rid of window lights and torches for night battles, and added 3 SKYMOD_BI .txt files for night lighting.) - The only thing missing is a 12 turns per year mod, maybe 6 tpy instead.

  22. #22

    Default Re: Monthly Turns or Increased movements?

    I would vote for twelve turns per year, but would settle with 6 turns per year since the game would not take too long but would respect a better relation between time and distance than it is now.
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  23. #23

    Default Re: Monthly Turns or Increased movements?

    Has anyone made a 12 turn per/year mod? Building and recruitment would also have to be changed to reflect this. Does that mean it probably wouldn't work with other mods?
    Imo, the following "mod" is almost perfect:
    Spoiler Alert, click show to read: 
    For installation process, I followed the following: RTW Gold > Alexander > EB 1.1 > 1.2 > Official Fixes > 1.2 Mini Mod Pack 3.1 > LZ3's Custom EB Fix Adaptation > Phalanx Mod > RS Textures > Naval Strat Map Add On > Lysander's Sihunet Formations Adaptations > EOM 4 Carthaginian Governors Edition > Atraphoenix' RS Legions Adaptation For ALEXANDER EB > Getting Rid Of The Giant Trees Mod > (I've also modded the Roman reforms to happen sooner, deleted 7 files/folders to get rid of window lights and torches for night battles, and added 3 SKYMOD_BI .txt files for night lighting.) - The only thing missing is a 12 turns per year mod, maybe 6 tpy instead.

  24. #24
    Xsaçapāvan é Skudra Member Atraphoenix's Avatar
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    Default Re: Monthly Turns or Increased movements?

    I have made the script with 12 turns but did not adapted reforms, EDU, EDB, etc.
    so just making EBBS with 12 TPY is not enough though is the easiest part for me...
    EDU is more important for me,
    I still defend levies should have no recruitment time and elites should at least be 12 or 3 T to recruit.
    as we have no common solution, just changing TPYears makes EB more problematic..

    here is last part of my untested script that was abandoned :

    console_command date 14
    console_command season summer
    while I_TurnNumber = 3429
    suspend_unscripted_advice true
    end_while

    console_command date 14
    console_command season summer
    while I_TurnNumber = 3430
    suspend_unscripted_advice true
    end_while

    console_command date 14
    console_command season winter
    while I_TurnNumber = 3431
    suspend_unscripted_advice true
    end_while

    end_script
    o, yes 3451 TURNS!
    Last edited by Atraphoenix; 11-04-2009 at 00:38.



    My Submods for EB
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  25. #25

    Default Re: Monthly Turns or Increased movements?

    Quote Originally Posted by Atraphoenix View Post
    I have made the script with 12 turns but did not adapted reforms, EDU, EDB, etc.
    so just making EBBS with 12 TPY is not enough though is the easiest part for me...
    EDU is more important for me,
    I still defend levies should have no recruitment time and elites should at least be 12 or 3 T to recruit.
    as we have no common solution, just changing TPYears makes EB more problematic..
    Yeah, I figured it wouldn't be easy. I'd want it to work with all the mods I play with (mini-mod, optional mods, your mods). Perhaps the building times could be similar to how Maksimus's mod is. I wouldn't mind levies/crappy-units being no time. But good units would need to be 3 turns? I'm not for sure which other files would need to be edited, probably a couple. Still, it would be a sweet mod.

    I thought about just going with your increased movement mod, but I just can't justify having such a huge movement increase and not being able to intercept an army.

    3451 turns? Hehe, I would like that.

    gl with no smoking, it really is a nasty habit, your better off.
    Last edited by applebreath; 11-04-2009 at 00:43.
    Imo, the following "mod" is almost perfect:
    Spoiler Alert, click show to read: 
    For installation process, I followed the following: RTW Gold > Alexander > EB 1.1 > 1.2 > Official Fixes > 1.2 Mini Mod Pack 3.1 > LZ3's Custom EB Fix Adaptation > Phalanx Mod > RS Textures > Naval Strat Map Add On > Lysander's Sihunet Formations Adaptations > EOM 4 Carthaginian Governors Edition > Atraphoenix' RS Legions Adaptation For ALEXANDER EB > Getting Rid Of The Giant Trees Mod > (I've also modded the Roman reforms to happen sooner, deleted 7 files/folders to get rid of window lights and torches for night battles, and added 3 SKYMOD_BI .txt files for night lighting.) - The only thing missing is a 12 turns per year mod, maybe 6 tpy instead.

  26. #26
    Member Member Rovert's Avatar
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    Default Re: Monthly Turns or Increased movements?

    i defenitly want to see 12 turns per year , really get some good role playing in , sounds amazing , please just do it anyway.

  27. #27
    Xsaçapāvan é Skudra Member Atraphoenix's Avatar
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    Default Re: Monthly Turns or Increased movements?

    I can upload it if you want but that means no realistic reforms because I will just upload the script not a whole mod project.
    Last edited by Atraphoenix; 11-07-2009 at 15:07.



    My Submods for EB
    Spoiler Alert, click show to read: 
    My AAR/Guides How to assault cities with Horse Archers? RISE OF ARSACIDS! (A Pahlava AAR) - finished
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  28. #28
    Xsaçapāvan é Skudra Member Atraphoenix's Avatar
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    Default Re: Monthly Turns or Increased movements?

    for the ones who uses minimod pack I have uploaded the script on that thread as a new mod. :

    https://forums.totalwar.org/vb/showthread.php?t=123184



    My Submods for EB
    Spoiler Alert, click show to read: 
    My AAR/Guides How to assault cities with Horse Archers? RISE OF ARSACIDS! (A Pahlava AAR) - finished
    History is written by the victor." Winston Churchill

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