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  1. #1
    Not Just A Name; A Way Of Life Member Sarcasm's Avatar
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    Default Re: the elephants issue

    I´m pretty sure they´re working on reducing the number of horses, and adjusting the upkeep/recruitment cost per unit.

    Vanilla RTW was far too ahistorical when it came to cavalry....when you start reading on the forums how Roman players are squshing everything with cavalry, you know something is terribly wrong with the current system.



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  2. #2
    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: the elephants issue

    There are some oddities about how powerful cav are on the field, vs. the raw stats (which will skew autocalc against them, when in fact they rule in RTW.) Coupled with cost and how AI does recruitment, this can pose real problems to realistic costing/upkeep as well.
    Rome Total War, it's not a game, it's a do-it-yourself project.

  3. #3

    Default Re: the elephants issue

    Yeah the whole thing where romans have elite heavy cavalry was a bit of a mystery to me. But that's simply a poor decision on the part of EA. I don't think cavalry (and elephants) are overpowered, they are just too cheap, which turns their role from a supporting one into a primary one. But I don't think "nerfing" elephants until they are walking targets of little use to the player is the correct way to go about solving this issue, because elephants were a huge terrifying force on the battlefield that often scattered (generally undiciplined) armies or terrified cavalry. The reason they are overpowered is because they are too easily attainable so that the player can make stacks of them. But one unit of elephants as part of a balanced, realistic army is not too much trouble to deal with in vanilla RTW if you play right (think phalanxes and flame), and conversly adding a unit of elephants can help you out a lot. I am just afraid that instead of making elephants hugely expensive extras for your army that can spread terror in an undiciplined army like they should be, they will end up as weak, useless cannon fodder that is not worth building.

    On the note of elephants however I would like to suggets to the EB team, if possible (I don't know much about the modding process but this doesnt seem too farfetched) that maybe elephants could have different morale lowering effects on different units. So a german swordsman (since they have never seen elephants) would be more effected than a bactrian warrior. Just a thought. Keep up the good work, this mod looks even better by the day.

    Oh and by the way, there are tons of things that autocalc doesnt compensate for (and who plays a beautiful game like this on autocalc anyway? no offense if you do, I've just never heard of someone doing that) so I wouldn't be particularly worried about autocalc problems, but I'm not the mod developer and probably for good reason.
    Last edited by lomeinchef; 03-15-2005 at 07:36.

  4. #4
    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: the elephants issue

    You don't understand. All the factions except the player's are fighting nearly every battle in autocalc. So yes, it matters, ALOT! There is a lot to keep in mind when you do balancing.

    This autocalc issue is one of the reasons Egypt is such a powerhouse. It has two oversized units. If you match up two 20 unit armies, and half of one army is filled with cheap 50% oversized units, how do you think that AI faction is going to fare vs. other AI factions? It's going to kick the snot out of 'em. That was a very strong reason for modding Egyptian Bowmen and Desert Cav to correct sizes. (I did adjust cost as appropriate comparing to similar units.)

    I don't disagree about upkeep and I have adjusted it in my game. But you need to think about it carefully, especially when considering horse archer factions.

    The real problem with TW series is that the population growth tech tree doesn't work all that well anymore. We really want representative armies, rather than "all elite" armies when we hit certain population levels. The rule set doesn't handle this at all.
    Rome Total War, it's not a game, it's a do-it-yourself project.

  5. #5

    Default Re: the elephants issue

    Quote Originally Posted by Red Harvest
    The real problem with TW series is that the population growth tech tree doesn't work all that well anymore. We really want representative armies, rather than "all elite" armies when we hit certain population levels. The rule set doesn't handle this at all.
    About encouraging people to have balanced armies how about radically increasing the number of turns required to recruit an elite unit? If a unit of let's say Thorakitai or Sacred band takes about 8-10 turns to train I doubt people would find practical to field more than a few of them in a campaign.Or you could also drastically increase their recruitment cost.

  6. #6
    Not Just A Name; A Way Of Life Member Sarcasm's Avatar
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    Default Re: the elephants issue

    10 turns seem way too much for me......



    We are all in the gutter, but some of us are looking at the stars

    -- Oscar Wilde

  7. #7

    Default Re: the elephants issue

    Quote Originally Posted by Sarcasm
    10 turns seem way too much for me......
    It was just an orientative figure. However, it should take quite a long time to turn ordinary men into elite troops.

  8. #8
    graduated non-expert Member jerby's Avatar
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    Default Re: the elephants issue

    I couldn't possibly wait 10 turnsa for one elite unit. it would take about 50 turns to get one full army ( not even all elite) and it only takes one turn to mess it all up.
    what kind of man will be on top of teh elies? still archers? or give war-elies javs. and armoured archers? would give more difference between them.

  9. #9
    probably bored Member BDC's Avatar
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    Default Re: the elephants issue

    Quote Originally Posted by Sarcasm
    10 turns seem way too much for me......
    Yes, I think doing that would make it so no one ever uses them, or the AI clogs up all its big cities only building one or two units.

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