I've fooled around with a couple of 1.3 RTW campaigns so far, fought maybe a dozen large battles on VH/VH. I'll start listing some comments, and perhaps add to this later. I haven't looked at stats changes yet. Edit: Bugs/major problems in bold.
1. There are some apparent improvements in fluidity of the campaign map (wasn't giving me trouble before, but it is different now.)
2. Pirates are tough and abundant early on. They rule the seas making land invasions tricky (at least on VH/VH.)
3. AI still seems to do many of the same things on the tactical map. So the differences there are not vast. I haven't noticed the generals being as suicidal, though. Incremental improvement I suppose.
4. Spears do seem to work better vs. cav., and charging spears frontally with cav is now quite dangerous.
5. Still not seeing many storms at sea.
6. Strategic AI still leaving settlements less protected than prudent. I'm finding stacks of Carthaginians doing nothing in forts.
7. Still can't combine fleets sometimes? And then can combine the same fleets later?
8. Ships don't seem any more inclined to sink from combat than before.
9. Roman diplomacy might be more complex, if you ally with nations the Senate views unfavorably you might lose your Roman alliances.
Lots of things to check...haven't explored much at all yet, and no controlled experiments. I probably should try another faction.
Adding Items:
10. Archers still charge infantry at times without really firing. This became apparent when the AI threw its Cretan archers into my meleeing Hastati. I could see this if the Hastati had been alone on a flank, but my unit was backed by cav, etc. What a waste of a great missile unit.
11. The AI still won't skirmish very often. It can't seem to trade javelin volleys or counduct much of an archery duel.
12. Base archer power is still several times greater than it should be. I had forgotten how much better my mods to velocities, ranges, and missile attack made the game feel/look in 1.2. I'm really missing those changes now. I know CA pared down the elites, but they should have whacked the rest to about the level of base slingers.
13. There is a MAJOR memory leak that gets worse as a session continues. Difficult to shut down the game after a few hours.
More items:
14. Marius' Reforms now occur early again. I had them happen in 242. (I would have rathered that CA would have added a second starting period and map to the RTW campaign as part of BI.)
15. I've been listening to the speeches again. They are far more varied and colorful than when I started playing. There are several that I've never heard mentioned before (I had heard quite a few zingers, and some related here.) Something about slapping an ass (as in donkey I presume) comes to mind
16. Wardogs still pose absurd difficulties, because they still can't be targeted directly. Your men end up trying to charge after the handlers, so dealing with the dogs themselves is a passive affair. So on VH, where they have plenty of morale they just keep killing and killing in AI hands. Very annoying.
17. AI doesn't use its war cry at times. In defense it seems to, but when advancing/attacking it forgets to stop and do this.
18. AI archers often won't fire at units within range, even when the archer is stationary. It is most obvious with the longest range archers.
19. AI won't use its pila.
20. Pila can still stop an enemy charge cold--charge doesn't seem to register against them as they raise their weapons. Then they unload into the now stationary chargers point blank. Seems a bit wrong to me.
21. AI is having great difficulty launching naval invasions now. Scipii and Brutii stacks are building up instead, and not being landed.
22. AI still fails to use "overkill" numbers of troops to confront the player (when available.) For example, it might have two stacks within a few hexes of a city it will siege, yet it will send in just enough men to have superiority (based on autocalc.--so with Rome post Marius it might be using far too few men.) While much improved, it is still getting defeated in detail because it won't use full stacks when it easily could.
23. Two new horse skeletons (speeds) have been added. So now we have (fastest to slowest):
fs_fast_horse = light horse
fs_medium_horse = medium horse (and "generals horse") New!
fs_horse = heavy horse
fs_cataphract_horse =cataphract horse New!
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