Results 1 to 30 of 30

Thread: A potentially controversial suggestion

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Voluntary Suspension Voluntary Suspension Rahwana's Avatar
    Join Date
    Jul 2009
    Location
    Abduct Shinta, and doing something bad with her
    Posts
    649
    Blog Entries
    1

    Default Re: A potentially controversial suggestion

    Quote Originally Posted by jirisys View Post
    Create each faction's garrison unit with different names and types, yet use the script to disband them at the end of each turn?

    Just a suggestion

    Regards

    ~Jirisys (too many Enter key pressing)
    if you made each culture got each garrison units, and made eastern and western hellenes garrison unit as one unit (quite possible) then you'll need:
    - hellene
    - roman
    - semitic
    - nomad
    - barbarian
    - eastern
    and that was 6 unit slots... while maybe we can assign roman milites for roman, citizen militia for semitic, militia archers for nomads, tribal warband for barbarian, and levies for easterners...
    Angkara Murka di Macapada

  2. #2
    Member Member WinsingtonIII's Avatar
    Join Date
    Jul 2009
    Location
    Boston, USA
    Posts
    564

    Default Re: A potentially controversial suggestion

    Quote Originally Posted by Sonic View Post
    while maybe we can assign roman milites for roman, citizen militia for semitic, militia archers for nomads, tribal warband for barbarian, and levies for easterners...
    But if you're using existing, recruitable units, then if you script disband all of them after the siege is lifted, you will be deleting all units of this type for this faction, including the recruited ones. Plus, what happens if there are multiple sieges going on at once? If one ends, then you end up deleting the garrison script for the other city under siege as well....

    If you want a garrison script, you're pretty much going to have to give up on trying to disband the units (no mod I know of has managed to pull it off), which may end up bankrupting the AI or giving the player lots of free units (if you give the player the garrison script too, lots of mods do not though, which I understand from a gameplay perspective but is kind of silly when one rational you give for a garrison script is historical accuracy).
    from Megas Methuselah, for some information on Greek colonies in Iberia.



  3. #3
    Member Member seienchin's Avatar
    Join Date
    Feb 2009
    Posts
    588
    Blog Entries
    2

    Default Re: A potentially controversial suggestion

    I also think 6 -12 new units just for garrisoning would be great, but the question is, if the modders are willing to do so. ;)
    If you would make a submod for EB you would have to take alex.exe, because its the only one with more units slots.
    You could just copy for example the lugoai modell and give it another name etc. and it wouldnt be too hard to mod.
    Last edited by seienchin; 05-15-2010 at 08:20.

  4. #4
    Member Member paleologos's Avatar
    Join Date
    Apr 2010
    Location
    Thessaloniki
    Posts
    93

    Default Re: A potentially controversial suggestion

    What is the limit in unit slots (if any)?

  5. #5
    Near East TW Mod Leader Member Cute Wolf's Avatar
    Join Date
    Nov 2008
    Location
    In ancient Middle East, driving Assyrian war machines...
    Posts
    3,991
    Blog Entries
    2

    Default Re: A potentially controversial suggestion

    I suggest adding 2 or 3 unit per besieged settlements is not too hard to have about, but not made the AI crippled, because they will be cheap units:
    - Romans : 2 rorarii
    - W hellenes : 2 hoplitai haploi 1 akontistai
    - E hellenes + Hay & Pontos : 3 pantodapoi
    - Celts : 2 lugoae, 1 Gaesatae (just strip off your cloth and took drugs are easy enough right ... oh wait, there is no Aesterix)
    - Sweboz : 1 Gaezosfulxom Fryod, 2 Jugundiz
    - Lusotann : 2 Caetranann
    - Getai : 2 Drapanai, 1 Komatai
    - Sauro / Saka / Pahlava : 2 basic HA unit
    - Sabyn : 2 bnei shevet aravim

    My Projects : * Near East Total War * Nusantara Total War * Assyria Total War *
    * Watch the mind-blowing game : My Little Ponies : The Mafia Game!!! *

    Also known as SPIKE in TWC

  6. #6
    Σέλευκος Νικάτωρ Member Fluvius Camillus's Avatar
    Join Date
    Dec 2008
    Location
    The Netherlands!
    Posts
    1,078

    Default Re: A potentially controversial suggestion

    I thougth this was already in EBII?

    In some preview they told about the new way Kleurochoi Phalanghitai were going to be used. They would receive very high upkeep but fast and easy recruitment (as a last rescue). The units would take up the free upkeep slots of the city. However, this only resolves the problem for Western and Eastern Hellenes. And to get the AI to understand this.

    ~Fluvius
    Quote Originally Posted by Equilibrius
    Oh my god, i think that is the first time in human history that someone cares to explain an acronym that people expect everybody to know in advance.
    I lived for three years not knowing what AAR is.

    Completed Campaigns: Epeiros (EB1.0), Romani (EB1.1), Baktria (1.2) and Arche Seleukeia
    1x From Olaf the Great for my quote!
    3x1x<-- From Maion Maroneios for succesful campaigns!
    5x2x<-- From Aemilius Paulus for winning a contest!
    1x From Mulceber!

  7. #7
    Member Member WinsingtonIII's Avatar
    Join Date
    Jul 2009
    Location
    Boston, USA
    Posts
    564

    Default Re: A potentially controversial suggestion

    Quote Originally Posted by Fluvius Camillus View Post
    I thougth this was already in EBII?

    In some preview they told about the new way Kleurochoi Phalanghitai were going to be used. They would receive very high upkeep but fast and easy recruitment (as a last rescue). The units would take up the free upkeep slots of the city. However, this only resolves the problem for Western and Eastern Hellenes. And to get the AI to understand this.

    ~Fluvius
    That wasn't actually a garrison script though I don't think. Yes, they will be meant to be used that way, but I doubt the AI will realize that. The garrison script is primarily just to give the AI cities a defense because it rarely garrisons its cities effectively.
    from Megas Methuselah, for some information on Greek colonies in Iberia.



Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO