An AI that does not work properly has nothing to do with a hardcore market. If you can't code AI then don't act like if you can develop strategy games in which a good AI is essential.
An AI that does not work properly has nothing to do with a hardcore market. If you can't code AI then don't act like if you can develop strategy games in which a good AI is essential.
Yeah, they should at least bring the AI up to the standard in Darthmod. It's not much better, but still...
Hi Intrepid
I made an experiment yesterday. Two armies full force on huge setting but when i started the battle i could'nt find any space for maneuvering. Everywhere of god was troops...
How can you fix that mate? Battlefield was full of armies! I pushed the enemy and won a boring victory... Is it normal?
I don't think so.
Last edited by Little Legioner; 07-14-2005 at 23:15.
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Well, there is a reason why if you set predefeined graphics details to high that it will select large unit scale and not huge one.
IMHO, I think that huge unit scale for after thought, and that game was never balanced for that unit count.
BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack
Sorry mate but why should i select large instead of huge? If i select huge i should play properly that game. I mean we can play on huge fileds if we select huge unit scale. Same field size with different unit scale creates bad result. I'll upload a screen to explain my point or you can see it on your experience.Originally Posted by player1
Which is your preferred option?![]()
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The one that works well: large
BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack
Huge unit setting has always caused a jumbled mess. I can remember being unable to deploy as I wanted in MTW when I joined a 'huge' battle.Originally Posted by Little Legioner
As for the enemy being deployed too close at start of battle, this too has been evident since STW. I would prefer a much larger map where maybe the enemy was not even visible but just think what we would have then. Everyone would be moaning about fatigue wouldn't they?
..........Orda
You make a good point Little Legioner. I think that if they don't want to give us the option of bigger battlefields, then perhaps they should at least include some sort of algorithm for automatically increasing the battlefield size depending on the unit size selected.
I fiddled a bit with a script in which generals would get movement points as long as they stayed on friendly ground. It would help to ease the boring task of transporting reinforcements in the end game when your empire is huge and it wouldn't be too unrealistic since armies have better supplies in their homelands. But the trigger does not seem to work well as it goes off in both friendly and enemy lands.
Sadly enough CA doesn't seem to realise how much modders can achieve with scripting and doesn't want to invest any time it.
If only commands for changing factions could get unlocked to be used in console (and not only in script files), we could get some sort of hotseat MP.
BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack
Actually, if that command were enabled, you could have a PBEM multiplayer campaign with the battles fought online. It makes no sense for CA to disable the console commands which only affect the strategic campaign. Only those commands which affect tactical battles need be disabled.Originally Posted by player1
Last edited by Puzz3D; 07-15-2005 at 11:55.
_________Designed to match Original STW gameplay.
Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2
Thank you CA, for bringing out another patch for the original game. I may not buy BI, but I appreciate any work you will put into making the original better.Originally Posted by The Shogun
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