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  1. #1

    Default Re: Fans suggestion thread for future releases

    by the way,I think lugdunum should be deleted.it does not exist at 272BC.nomadic region should have more rebel .Because there is alway rivalry tribes to the nomadic faction.Meanwhile in settled region.There should be less but more powerful rebel.Not just few hundred but full stack of rebel will roam a region which coincide with uprising in history

  2. #2

    Default Re: Fans suggestion thread for future releases

    The AI is still too weak.I played parthia.I just push one faction and then the other to destruction.Other faction did not attack me at my back.There must be something wrong in this game.Do you know a mod named stainless steel.The AI is ten time stronger than the EBII.It almost drive me mad when I play a weak faction.That is neigh impossible.But in EBII there is nothing impossible.I think the troop recuited remain in the original region should be free.Because you know.In ancient greece.One soldier get 1 drachma a day in war time .They get nothing at peace.Not to mention nomadic troop dont have salary at all.They only have a share in the trophy.I hope this would increase the strength of AI faction.There is less than 200 soldier in asaak,Do you really think it is historical?The seleucid is so weak that parthia is not challenging at all

  3. #3
    Lifelong Mare's Milk Fermenter Member Genghis Skhan's Avatar
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    Default Re: Fans suggestion thread for future releases

    Rebellions are kind of random, in game, overall. There's some editing possible regarding the strength of rebels spawned and the frequency, but it's not as flexible as you think/as we would like.

    Stainless Steel is unquestionably a very well-known and fun mod, but the goal of EBII isn't to make a player's life hell like Stainless Steel and some of it's submods, AFAIK. Not that there's anything wrong with that.

    Regarding the AI not garrisoning it's cities properly, nothing we can do about that--the AI typically hates garrisoning cities. There's an upcoming garrison script for factional capitals soon in 2.2c, but otherwise, there isn't much we can do about it. Of course, we can't perfectly replicate history, we just try to do our best.

    About the upkeep, it's not that simple, nor do I personally believe that troop payment should/would stop in peacetime. We can't represent everything perfectly, of course.

    https://forums.totalwar.org/vb/showt...-the-EBII-Team

    Here's the regional desc. thread. It's quite outdated, however. The middle-east and Mediterranean are fairly well represented already, but lots of areas in Europe/Eurasia need work. Gaul has quite a few places that need work, for eg.

    For some sections, you'll need more than classic historical sources(eg. geography), just ftr. Strategy sections don't need sources, but in-game experience and knowledge of a province's function should be sufficient.
    Last edited by Genghis Skhan; 09-17-2016 at 17:56.

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  4. #4

    Default Re: Fans suggestion thread for future releases

    Then could you introduce another system 。If a city is besige,The army in the city will multiply automatically.Too few garrison made it quite boring and also unhistorical.The conscription is normal in ancient time.Though it is not a good soldier.But in desperation they can still cause quite great casualty to the enemy.this can effectively stop some faction like parthia easily storm large part of land.Also the player should disband them quick because it will have negative influence over the economy since so many citizen was enlisted.I think this is the only way to save some dinasaur like seleucid

  5. #5
    Lifelong Mare's Milk Fermenter Member Genghis Skhan's Avatar
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    Default Re: Fans suggestion thread for future releases

    My last test run on the dev build shows the AS being the grey death, as was true in very early EBII.

    The garrison script(what you're suggesting) will only be there for factional capitals, that's 29 cities, with 2 for AS(a special case since they had multiple capitals AFAIK). Since the team isn't very fond of garrison scripts, myself included, their introduction will be greatly limited. This is because many of us believe that too many garrison scripts only makes the game "artificially" difficult. It doesn't make the AI smarter, it just makes them have a sudden numerical advantage/bonus. There aren't any plans, atm, for extending that script for more cities, sorry.

    The garrison script is also only for the AI--the player does not gain any benefit from them personally. I am not a fan of garrison scripts, but for factional capitals, it could make sense and isn't so bad as long as it's greatly limited in it's implementation.
    Last edited by Genghis Skhan; 09-18-2016 at 16:19.

  6. #6

    Default Re: Fans suggestion thread for future releases

    Then how to solve the problem of a passive AI.It even does not attack me until i take more then half of its territory.

  7. #7
    Lifelong Mare's Milk Fermenter Member Genghis Skhan's Avatar
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    Default Re: Fans suggestion thread for future releases

    About lugdunon, from one of our historians:
    The area was inhabited since the Neolithic and a continuous Keltic settlement is attested since the 4th century BC.
    Well, one thing z3n has said is that he was utterly disappointed with how the AI manages to defend itself--so in the next release, his CAI is actually set to defend as little as possible, and attack as much as possible. It's been a good balance, thus far, in testing. In my tests, the AI was quite aggressive, sending many stacks after me, and starting war with me at times.

  8. #8

    Default Re: Fans suggestion thread for future releases

    I still think there is something wrong in this mod.I didnt notice AI hate to garison city in other mod.I think the training cost is too high.Principae is more than 1000 mina.That is too high.that is dozens of kgs of silver.Did your history advisor tell you how much 1500 mina worth in classical time?I can buy a city with it not just a cohort of principae.I am almost sure the problem is with the training cost.because I have never see a mod with a higher training cost than EBII.Please cut down the training cost to less than 100 mina.It is just training.Ok!

  9. #9
    Lifelong Mare's Milk Fermenter Member Genghis Skhan's Avatar
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    Default Re: Fans suggestion thread for future releases

    Quote Originally Posted by 血荐轩辕 View Post
    I still think there is something wrong in this mod.I didnt notice AI hate to garison city in other mod.I think the training cost is too high.Principae is more than 1000 mina.That is too high.that is dozens of kgs of silver.Did your history advisor tell you how much 1500 mina worth in classical time?I can buy a city with it not just a cohort of principae.I am almost sure the problem is with the training cost.because I have never see a mod with a higher training cost than EBII.Please cut down the training cost to less than 100 mina.It is just training.Ok!
    Well, I can easily say, that after having much discussion on the subject, the AI does not reliably garrison it's cities. It's a fact, you can't depend on the AI to do that sort of thing. You really can't depend on the AI for a lot of things, imo.

    The unit costs aren't planned to be changed any time soon AFAIK. Personally, I don't think it's the training cost causing the problem at all here, and there's been no discussion regarding whether it's the culprit or not; you're the first to suggest that, AFAIK. All units costs are based upon an existing formula that takes stats into account. It's a pretty stringent system atm, and one that I, and many others, appreciate.

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