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  1. #1

    Default Re: Aggressive factions are unrealistic

    Quote Originally Posted by vollorix View Post
    I think its more the lack of internal problems for those superpowers rather than external enemies, who were able to actually threaten their existense. The unrest implemented in many provinces seems to me beeing neglected by the additional bonuses for AI gouverneurs, and also by the immidiate placement of the gouvernment buildings for the AI. Although, i have no idea how the money script for the AI actually works, it´s still able to recruit troops + build barracks, while struggling with minor rebell parties or all too rebelios settlements. The restriction of the availiability of particular troops might be a part of solution, but the AI will still spam armies, no matter what. Since there will be no counterfactions to not waste faction slots, and there, apparently, won´t be any superfaction in game, to represent an active resistance in diverse parts of the world, i would like to know how the team supposes to stop AI from going nuts in a total war style? As QS said, it takes very short period of time for those superpowers to emerge, so a player can either play slowly and patiently, trying to maintain some kind of realism in his actions, but then be confronted with endless enemy stacks, or one can blitz, intervene, use console commands and play kind of world police force, to slow down some factions. My problem with that - it´s getting boring, and quite intensively annoying, to not only manage your own empire, growing more and more, but also to watch over the world too. I hope no offence will be taken from my words, we all know the limitatons of TW engine, but not all of us are high class modders, so it´s more curiosity about the master plan of the team :)
    I think the creation of new factions from the aggressive rebels at normal level game can limit the expansion of superpowers. All the rebels might have the chance to conquer another settlement and to have diplomatic rellations. So the map will be stable, we can then create a Pax Romana where the commerce with others will never end to be interesting and where will make war only for peace [a good status quo of politics]. We'll no longer fight to death to become the single faction on the map [because we can be defeated by another unrealistic ultragigaempire]... isn't that?

  2. #2

    Default Re: Aggressive factions are unrealistic

    Quote Originally Posted by DECEBALVS View Post
    I think the creation of new factions from the aggressive rebels at normal level game can limit the expansion of superpowers. All the rebels might have the chance to conquer another settlement and to have diplomatic rellations. So the map will be stable, we can then create a Pax Romana where the commerce with others will never end to be interesting and where will make war only for peace [a good status quo of politics]. We'll no longer fight to death to become the single faction on the map [because we can be defeated by another unrealistic ultragigaempire]... isn't that?
    It may be just me but I can't follow you anymore. You want peace in... a war game?

  3. #3

    Default Re: Aggressive factions are unrealistic

    Quote Originally Posted by Drunk Clown View Post
    It may be just me but I can't follow you anymore. You want peace in... a war game?
    I only want to say that the eternal and "global" war wasn't the best description for Antiquity. All wars and peaces had peak points and we don't see that on the map.The peaces were when the states became too military stable to be conquered: so, even if there is an official war between x and y, there will be no battle [="peace", like Russia and Japan today, without peace agreement after world war 2]. An AI empire cam be made enough little/big if we'll introduce the internal rebellion able to create new factions. These new factions will make the map interesting at any moment.

    >>I think the creation of new factions from the aggressive rebels at normal level game can limit the expansion of superpowers. All the rebels might have the chance to conquer another settlement and to have diplomatic rellations. So the map will be stable, we can then create a Pax Romana where the commerce with others will never end to be interesting and where will make war only for peace [a good status quo of politics]. We'll no longer fight to death to become the single faction on the map [because we can be defeated by another unrealistic ultragigaempire]... isn't that?<<

  4. #4
    urk! Member bobbin's Avatar
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    Default Re: Aggressive factions are unrealistic

    Quote Originally Posted by DECEBALVS View Post
    I only want to say that the eternal and "global" war wasn't the best description for Antiquity. All wars and peaces had peak points and we don't see that on the map.The peaces were when the states became too military stable to be conquered: so, even if there is an official war between x and y, there will be no battle [="peace", like Russia and Japan today, without peace agreement after world war 2]. An AI empire cam be made enough little/big if we'll introduce the internal rebellion able to create new factions. These new factions will make the map interesting at any moment.
    That would require using up faction slots of which there is a limited number, we are looking at the possibility of having re-emergent factions though.

    Oviously we will be changing the campaign AI to make it less aggressive, although M2TW AI is already a lot less aggressive than RTW's.

    Quote Originally Posted by The Mad Arab View Post
    That's right, only after defeating Antigonos I Monophtalmos (meaning "The One Eyed") Seleukos managed to establish his authority in Asia Minor. And then, a couple of years later, they killed Lysimachos, but was murdered himself not too long after (while trying to conquer Thrace, iirc).
    He also spent about 9 years reconquering the eastern pasts of Alexander's empire after he regained control of Babylon.
    Last edited by bobbin; 03-02-2011 at 13:44.


  5. #5

    Default Re: Aggressive factions are unrealistic

    Quote Originally Posted by bobbin View Post
    That would require using up faction slots of which there is a limited number, we are looking at the possibility of having re-emergent factions though.

    Oviously we will be changing the campaign AI to make it less aggressive, although M2TW AI is already a lot less aggressive than RTW's.


    He also spent about 9 years reconquering the eastern pasts of Alexander's empire after he regained control of Babylon.
    The return of re-emergent factions is an awesome idea for EBII if it will be done. ;)

  6. #6
    Guest Member Populus Romanus's Avatar
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    Default Re: Aggressive factions are unrealistic

    Re emergent factions? Interesting, although that might frustrate the player occasionaly. I presume that this will not be applicable to the player? Will this, if it actually goes through, be used for a select few factions, or all of them?

  7. #7
    mostly harmless Member B-Wing's Avatar
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    Default Re: Aggressive factions are unrealistic

    Based on what the team has said, I don't believe they will attempt to implement re-emerging factions. If I understand the mechanics of the game correctly, the only way it is possible to have a faction re-emerge is to designate it as non-destroyable, which I think is applied to the Papacy in vanilla M2TW. I haven't actually played a campaign in which I (or another faction) attempted to eliminate the Papal States, but I've read that even after their last settlement is lost, they will reappear in a few years by requesting land from other Catholic factions. So I don't know if it could even be applied appropriately to a non-Papacy faction.

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