LT, that website is down or broken. Do you have a working link? I would like to try out your MOD.
LT, that website is down or broken. Do you have a working link? I would like to try out your MOD.
Last edited by Duke John; 12-09-2004 at 12:02.
When you decide that servicing your core niche is no longer important, you might as well put a gun to your corporate temple. - Red Harvest -
Turbo: SPQR Mod link does not work because there is newer version available.
http://www.russiananimation.com/mods/lt/SPQRv6.zip
See more details here
I must say that I really see no point in the carpenter/quarry/labor force buildings. They're certainly not realism-related, and they just seem completely pointless overall. If you really want longer build times for port structures, why not just increase the build times and be done with it? I'll wait to see what Gaius has to say in their favor before I make my final judgment, however.
-Simetrical
Apparently someone sold him on the idea that Roman Generals shouldnt have cavalry bodyguards.Originally Posted by TuffStuffMcGruff
Its really a baseless opinion and all it does is serve to make the Roman generals less mobile than other factions.
Generals are of the Equestrian class after all. Some of the other changes are pretty dubious.
Havent had a chance to see what I think about 4.0 yet myself. By the time I noticed it the link is apparently broken.
Last edited by Mus; 12-06-2004 at 09:22.
Apparently someone sold him on the idea that Roman Generals shouldnt have cavalry bodyguards.
Its really a baseless opinion and all it does is serve to make the Roman generals less mobile than other factions.
Generals are of the Equestrian class after all. Some of the other changes are pretty dubious
This irks me. Your opinion, being based on as stated nil experience with the mod and a complet adsence of knowlege as to the arguments involved is the one that is baseless.
Very briefly:
Roman armies did not feild effective Heavy cavalry throughout this period. At the approx rate of 1 man in the game being approx 15 men in reality the ROman General units represent complety unrealistic masses of HC and give the ROmans a completly unrealistic force structure.
Roman Generals (acually consuls and proconsuls with the occasional legate) were not of the Equestrian class but were of the Senatorial class. They were not placed at the head of cavalry forces ( a role filled by the Equestrian prefects) and did not lead massive cavalry charges (this was the Macedonian tradition). TO have them in this role is very unrealistic.
To the extent that Roman generals had a 'official' bodyguard unit, that unit was infantry. Their are numerous examples of this. Thier is no examples from history of Roman companion style HC charges by Roman Generals from this period.
Roman commanders only rarely engaged inc combat themselves. When they did they frequently engaged on foot (for example J. Ceasar) although their a few examples of them engaging on foot (although these are almost always examples of Devotio).
A case could be made for making the Generals equites and reducing or eliminating the production of equites in the early game. This would be a reasonable approach as well but runs into the "suicide General" problem. One advantage of infantry generals is that they do not suicide charge. This also means that attempts to make the General purely a command unit will also fall.
Overall, the Generals unit has to serve too competing purposes, a actual command unit, rallying troops etc, and a effective battlefield unit. While having them be cav served the first moderatly well it made Roman play unrealistic and less fun. Having to acctually play with the historic Roman weakness in cavalry makes the game both more realist and more challenging.
I agree with TOMMH.
I've been playing with RTR v4.1 for a while now and I prefer General's infantry guards to the cav option, mostly because it goes some way to removing suicidal generals leading unsuported cavalry charges. It is not a perfect solution but it is better than anything anybody else has come up with.
I also prefer this option because I feel it is more 'realistic'. As TOMMH as stated, in the days of the First Republic Roman armies were usually commanded by Senate appointed men of the Senatorial class who were not in the business of leading charges - of any kind.
Roman armies were infantry armies and it is well documented that Roman cavalry was generally pretty crap. The best cavalry in roman armies was usually mercenary Gallic or German cavalry. Julius Caesar relied heavily upon his good german cavalry when he campaigned in Gaul.
While I agree that there are issues with RTR, it is a better product/game experience than the original vanilla that CA dumped on us. I shall continue to support the efforts of ALL modders who give of their time and much else for the benefit of gamers like myself and - IN MY OPINION - RTR v4.1 is an excellent attempt to bring a more realistic and enjoyable experience to what is basically a very good product.
Some of you may disagree. I have no problem with that. Individual preference is something I will always respect.
Each to their own!!!!
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Don't let life pass you by. Go with the flow.
I would think that having an infantry general would increase the chances of the general being killed during a rout. The AI routs a lot, so the attrition on its generals would be very heavy.Originally Posted by tommh
When you decide that servicing your core niche is no longer important, you might as well put a gun to your corporate temple. - Red Harvest -
often the reason the AI routes is because it's general has already led a suicide charge and died! It seems from my experience to lead to somewhat higher AI general survival and it definetly helps with allied ai controlled generals. Of course, better general AI from CA is the better answer.
nowonmai over at twcenter is part of the RTR team and has proposed some stuff for a v4.2 to be released in Gaius absense. Link:Originally Posted by lt1956
http://www.twcenter.net/forums/index...howtopic=17786
Does the Generals MOD use all infantry generals? The last Generals MOD I looked at (3.2) had the Romans as infantry and most of the rest as cavalry.Originally Posted by tommh
When you decide that servicing your core niche is no longer important, you might as well put a gun to your corporate temple. - Red Harvest -
I made a patch removing carpentries etc. They will not mess the game, you may continue with the game in progress.
http://rtw.biges.org/RTR_4.1_no_extra_buildings.zip
Originally Posted by Alexandr III. Biges
I installed the 4.1 Total Realism and then i added the "no extra buildings 4.1" file. But then when i load my old saves the game crashes. They worked with RTR 4.1 without the "no extra buildings 4.1" file. Does anyone know the reason for that?
"Isn't it well that war is so terrible, or else we would get too fond of it."
- Robert E. Lee
Simetrical:
No, i only have RTR 4.1 and previous versions of RTR installed.
"Isn't it well that war is so terrible, or else we would get too fond of it."
- Robert E. Lee
Originally Posted by Simetrical
Does this only work with the 4.1 or does it work with 4.2 as well?
"Isn't it well that war is so terrible, or else we would get too fond of it."
- Robert E. Lee
If thats the case why not change all the generals to infantry?Originally Posted by tommh
When you decide that servicing your core niche is no longer important, you might as well put a gun to your corporate temple. - Red Harvest -
Finnally got it the game not to crash... but the file does not seam to work. I started a provincial campaign as the Julii and the first thing i saw was that i could build a Carpenter... damn! Is there anyting else you have to do when you add the files to the data directory?
Originally Posted by Simetrical
"Isn't it well that war is so terrible, or else we would get too fond of it."
- Robert E. Lee
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