Nice! Did you increase hitpoints of the mount to reflect the increase (in model terms) of armour too? Have you tried this with camels instead of horses? That would be a good laugh: camel-driven scythed chriots!Originally Posted by Red Harvest
I'd originally modded v1.2 of RTW, but this was pretty much wholesale changes, didn't really alter the models (apart from phalanx-capable NoObiAn Spearmen).
As others have said, I made most units (apart from horse archers, peasants, other misc) more expensive to recruit and upkeep, especially heavy infantry, missile troops, heavy cavalry and shock weapons (eles and chariots). Stopped the AI from spamming full-stack crappy units - RTW gets a bit too repetitive when you successfully destroy yet another full stack army of militia hoplites
Also increased unit hitpoints, morale, attack / defence values, mental / training state etc. Made things more interesting on the battlefield, and at least battles lasted longer
There were also some issues with export_descr_buildings which I sorted, like some units (think it was Bastarnae) that could not be trained at the highest level barracks (if it was captured). Also removed Roman 'fantasy' units, such as their heavy cavalry (legionary and praetorian), arcani, wardogs etc. Basically all I did here was stop them from training each unit at the specific building. But I felt sorry for the Romans, so I gave all 4 factions each level of gladiator (1 at each coloseum stage). Aren't I kind?
Also built a few new (more like borrowed) units. Thrace were given Thracians as recruitable light infantry, Britons were given Chosen Archers (bit weird that they have archers on light chariots, but no foot archers), just changed unit cards and added unit names. Also made Cretan Archers recruitable exclusively to the Greek factions (Macedon, Greek_Cities, Thrace) at certain temples - Macedon missile bonus plus Cretans
Altered a lot of descr_strat, including starting denari, populations, buildings, armies, campaign dates, ownership of provinces. Basically, Carthage got Carthago Nova, Rebels got Samarobriva and a few others. Also made rebels filthy rich so at last they could field some decent armies, rather than go into debt and stay there after 2 turnsI found that the typical steamroller factions (eg Egypt, Romans, Britons etc) were effectively neutralised, and this gave most AI factions a fair chance of surviving and forging an empire.
So, I basically edited a fair bit of what was already there, it was sort of crying out tbh.
Bookmarks