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  1. #1

    Default Re: "HUGE" very hard

    Another drawback to HUGE unit size is "reinforcements delayed" problem. Apparently the game can't field more than 5000-6000 troops simultaneously so if you bring 2 big stacks to the fight you can well find yourself fighting with only one of them at a time.
    For example, once my spy spotted near some Greek city a huge Greek army, some 4000 soldiers, and a stack of Brutii about same size. They were standing against each other without attacking. I decided to move there smaller army of mine (1000 soldiers) and attack Greek force. By doing this I was hoping to escalate a fight between Greeks and Brutii and after the fighting done just roll over the weakened Greek force and slaughter the wounded
    When I attacked the Greeks, in pre battle scroll I saw Brutii army along with my force.
    But when I entered the battle I got message "reinforcements delayed" I had to fight huge Greek army all by myself with no option to retreat. My small army was entirely slaughtered!!
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  2. #2
    Bland Assassin Member Zatoichi's Avatar
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    Default Re: "HUGE" very hard

    Well, as a result of reading this thread, I was inspired to go home from work last night and fire up a brand new campaign as the Brutii on VH/H with Huge units. I'd been concerned before about my PC not being able to handle it, but it seems OK so far - those Macedonian phalanxes look awesome with 240 nasty pointy things poking out at you! It's changed the way I approach the balance of recruiting and building, as the larger dent in the population when recruiting units can be a real problem if you're too 'extermination happy' with your conquest - seems like slavery is the new best approach... It's early days in my campaign, but I'm already enjoying more than my last campaign as the Germans with large units... So thanks guys!


  3. #3

    Default Re: "HUGE" very hard

    I've never played on anything other than Huge, and some of the things I've read on this board seem to make more sense now!

    For example, some people like mercenaries, some don't - but I expect those who use huge unit sizes will tend to use a lot more, as with slow growing factions like the Seleucids, removing 240 men from your population at the beginning of the game (when you're going up less than 50 men a turn!) is a nightmare.

  4. #4

    Default Re: "HUGE" very hard

    The AI is definitely affected by depopulation when on Huge unit size. I've played two Seleucid campaigns, one with "Large" and one with "Huge". Due to population issues, the "Huge" campaign went slower vs the Egyptians than on "Large". However, the three nile cities of the Egyptians hadn't even reached 12k in population before I took them in Huge, while they were pushing 24k on "Large". The types of units being hurled my way on "Large" were considerably better than on "Huge" (tech-wise). Both campaigns were on Medium/Medium.

    I really like the "Huge" unit sizes, however, until the population cost issue is addressed, it's pointless to fight a campaign on "Huge" unless you like the world being low-pop and the units low-tech.

  5. #5
    War Story Recorder Senior Member Maltz's Avatar
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    Default Re: "HUGE" very hard

    In harder difficulty settings I doubt the AI get a better population growth bonus (you can say the AI cheats). For example, I always see the Brutii build a port in Apollonia after a few years, even though the pop. there is only 900. To build a port it needs at least 2000. The AI also has a "unique ability" to prevent riot/revolt.

    For factions that has very lower pop. towns to start with, the AI trains unit faster than its cheated pop. growth in huge unit size. For example, for regular small towns (pop. < 2000) owned by AI at the start, when I get there its pop. is always only about 400 - depleted due to training. However, for everything that starts as a large town (pop. 2000-5999), then the AI always manage to maintain its size, or more frequently grow into > 6000 despite its military recruit. I always find Egyptians to get close to 24000 towns, too.

    As a partial solution, I mod my new Carthagian campaign to 1/2 building time combined with huge unit size, and the result is very satisfying. Both the AI and I are able to tech up really fast. For only a few years into the game, I am able to fight with, and against advanced unit, and see much more stone walls on the way.

  6. #6
    Flying Dutchman Member Ellesthyan's Avatar
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    Default Re: "HUGE" very hard

    That 1/2 building time solution is very interesting, Maltz. Care to explain how you changed that?

    But staying on topic, huge sizes is just too huge for my pc to handle. A big battle on large is almost too much already.. Besides, I like my cities populated.
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  7. #7
    War Story Recorder Senior Member Maltz's Avatar
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    Default Re: "HUGE" very hard

    Quote Originally Posted by Ellesthyan
    That 1/2 building time solution is very interesting, Maltz. Care to explain how you changed that?
    You can go to your RTW directory, under ./Data
    Then look for a .txt file that has a "building" in its name. I don't exactly remember which file, but it should be easy to find. Perhaps under the export_unit series (?). You can sort file by names.

    You can open this file with note pad. At the beginning there are two lines of warnings. They say something like "! This file is generated by a spreadsheet and should not be altered manually." Well - actually it is fine as long as you know what you are doing. (at least I haven't encountered any problem... yet )

    Now you can find all data of buildings. Each building takes quite a few lines - saying which units can be built from this building, and so on. There is a term called "construction" that you want to find. The number following construction is the number of terms required to build such a building. Now, you can use the "Replace all" function of your notepad to change all "construction 2" to "construction 1" (with the same format, keep the same number of tabs/space), etc. etc.

    You want to change starting from the lower numbers, or you will reduce the same building more than one time, and wind up everything down to 1 turn, though.


    (please remember to backup the original file)

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