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  1. #1

    Default Re: retraining troops....

    Quote Originally Posted by NicSO
    The game is to easy this way, tooo easy, childplay.

    Someone was writing about this in some other topic, maybe bugs, dunno but game would be harder because this way we are all jus pulling army back, retrain it in only one turn and thing asre like no loss never occured.
    Yeah, totally agree, you hardly ever lose a battle but on the rare occasions you do suffer some losses, you can make them up so easily the loss is completely insignificant.

    IMO this is just another part of the "dumbing down". The idea is to give twitch gamers more action, more battles and not to upset them too much with the need for strategic planning. But for those of us who *want* a decent challenge, it's all the more reason the game ends up a yawn.

  2. #2
    Member Member NicSO's Avatar
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    Default Re: retraining troops....

    I play strategy games for years, I started to play TW from beggining. I mastered Shogun and medieval so I "KNEW" that Rome is gonna be challenging, hard, interesting..but it isnt. I can try to change many things in game and wait for the others, good moders to do good job or I can quit this game.

  3. #3

    Default Re: retraining troops....

    Quote Originally Posted by NicSO
    I play strategy games for years, I started to play TW from beggining. I mastered Shogun and medieval so I "KNEW" that Rome is gonna be challenging, hard, interesting..but it isnt. I can try to change many things in game and wait for the others, good moders to do good job or I can quit this game.
    Personally I've quit playing it, but I might install one of the mods, like RTR 6 when it comes out to see how much difference that makes.

  4. #4
    Chief Biscuit Monitor Member professorspatula's Avatar
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    Default Re: retraining troops....

    Regarding 0 training time, I think that would be acceptable for the mere levy units: peasants, militia etc who are relunctantly called upon in times of desparation. Perhaps if public order suffered a large blow if you repeatedly summoned up levy armies, it would offset some of the advantages of being able to produce so many units fast. Although in RTW public order goes up instead because you're reducing the population, thus reducing squalor and need for a large garrison.

    Having fully trained and elite soldiers trainable in 0 turns I don't agree with, and you could just walk over the enemy depending on whether or not you have a) lots of money at the time and/or b) advanced troop buildings in that area. You could just churn out dozens of legionaries or cataphracts or whatever and blitz the AI without a second thought. The AI would also need to be able to handle mass producing units and I don't think it could ever be as sneaky or forward thinking as the player in that respect.
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  5. #5
    Member Member Spetulhu's Avatar
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    Default Re: retraining troops....

    So you think retraining makes the game too easy? Don't use it. Just combine all the leftover men into full-size units after a battle.
    If you're fighting fair you've made a miscalculation.

  6. #6

    Default Re: retraining troops....

    IMO, A player should be able to build more troops per turn.

    It is the building construction that is really faulty. Some should at least cost 10x what they are now. And at least 3x longer to build. With that kind of limit, the player won't be able to "churn" out troops at a high rate. If a player skirts the constructions, then the player will be only able to train low level troops.

    Players will be faced with a dillema: economics (constructing buildings) or military invasion (troop training ), but not both.

  7. #7
    Member Member afrit's Avatar
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    Default Re: retraining troops....

    Regarding the zero training time issue: my solution was to make a mod where you can choose to train one unit at a time at the usual cost, or pay 4 times more per unit and train several together.

    I think the game is just right in the early phase. Several factions present a (reasonable) challenge in the first 10 turns or so. But once your immediate neighbor is beaten, it becomes repetitious and tedious.

    My solution would be to implement a zone of recruitment like in RTR to slow the human blitzer (the AI factions would be exempt) and to beef up one of the AI factions to make it a decent opponent (e.g if you're playing gauls, beef up the Seleucids and Carthaginians, and weaken Egypt).
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  8. #8

    Default Re: retraining troops....

    It's the game's main problem rearing its ugly head in yet another form... the retraining wouldn't be so much of a problem if the AI did the same as the player. In my current campaign I keep coming up against armies, checking them out and shitting myself cos the computer has a load of very dangerous units - cataphracts and the like, with loads of gold chevrons. Then you realise there are only about 6 men left in the unit. If the AI would take those units back to a city and retrain them, you'd end up facing 108 triple-gold cataphracts - a bit of a challenge. As it is...

  9. #9
    One of the Undutchables Member The Stranger's Avatar
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    Default Re: retraining troops....

    Quote Originally Posted by Quietus
    IMO, A player should be able to build more troops per turn.

    It is the building construction that is really faulty. Some should at least cost 10x what they are now. And at least 3x longer to build. With that kind of limit, the player won't be able to "churn" out troops at a high rate. If a player skirts the constructions, then the player will be only able to train low level troops.

    Players will be faced with a dillema: economics (constructing buildings) or military invasion (troop training ), but not both.
    this way the game would get even more boring.

    We do not sow.

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