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Thread: Problem Factions/Rebels... A Solution??

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  1. #1

    Default Re: Problem Factions/Rebels... A Solution??

    Quote Originally Posted by Skull View Post
    Sounds nice but will it slow the camping down?:-/
    Do you mean the expanding of the "barbarians"? Of course it will. But this is quite logical (and historically): A Nation never conquered europe in a few years. And it is not like you can´t do something like that for the other factions, too. You can also add in more historic events (and isn´t this mod called HISTORICAL rome total war?)

  2. #2
    Member Member Skull's Avatar
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    Default Re: Problem Factions/Rebels... A Solution??

    Quote Originally Posted by Magneto View Post
    Do you mean the expanding of the "barbarians"? Of course it will. But this is quite logical (and historically): A Nation never conquered europe in a few years. And it is not like you can´t do something like that for the other factions, too. You can also add in more historic events (and isn´t this mod called HISTORICAL rome total war?)
    I did not ment in gametime,I ment Lag.
    When the camel {S}thinks,it is time to leave the oassis!

  3. #3

    Default Re: Problem Factions/Rebels... A Solution??

    Quote Originally Posted by Skull View Post
    I did not ment in gametime,I ment Lag.
    Of course not. If a few simple scripted armys would slow the game down, none Mod which is graphically changing the game would exist.
    But if that would be your only problem :)

  4. #4
    Member Member Lord President of Gallifrey's Avatar
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    Default Re: Problem Factions/Rebels... A Solution??

    The scripted armies idea for people like Spartacus would be a good idea, but for the migration of tribes maybe we could implement the Horde system from Barbarian Invasion.

  5. #5

    Default Re: Problem Factions/Rebels... A Solution??

    Quote Originally Posted by Flanker View Post
    The scripted armies idea for people like Spartacus would be a good idea, but for the migration of tribes maybe we could implement the Horde system from Barbarian Invasion.
    Every horde is a normal faction, and uses a normal faction slot. There are just 20 (+1 for rebels) and they are all already used.

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    Member Member Lord President of Gallifrey's Avatar
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    Default Re: Problem Factions/Rebels... A Solution??

    Quote Originally Posted by Magneto View Post
    Every horde is a normal faction, and uses a normal faction slot. There are just 20 (+1 for rebels) and they are all already used.
    I'm not sure why the horde ability would use a faction slot

    But if a modder says it won't work, then it won't

    Is there a limit to the amount of scripted armies?

  7. #7

    Default Re: Problem Factions/Rebels... A Solution??

    Quote Originally Posted by Flanker View Post
    I'm not sure why the horde ability would use a faction slot

    But if a modder says it won't work, then it won't

    Is there a limit to the amount of scripted armies?
    Well, I interpreted it as if you want to add a new faction as a horde. Sorry. But I am not sure If you can make the horde ability in rtw. I´ll look into that tomorow.
    And no, there is no limit to scripted armys. Within reason, of course. If you would spawn full stacks all over the place at the same time, the game could get a bit laggy (and the turn very long)

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