Discoskull 19:56 26/09/06
Originally Posted by Matthius Julius:
Also I think ships sinking by storm should occur much more often. During the Punic Wars Rome lost most of it's fleet to a terrable storm and there were several more historical reports of bad weather on the seas. I also think that if you go out onto the West Coast of Iberia or Gaul you should sink, almost guarenteed.
I agree with more ships lost to storms, that would be realistic, but the Celts had
the naval power in their part of the world, with ships built to better handle the differences in seafaring found in a vast ocean (bigger waves, winds, etc.), rather than a relatively small and sheltered ocean like the Mediteranian(sp). In fact, Caesar's naval victories against the Atlantic Celts were, most likely, mostly - if not entirely - due to the help and knowhow of his Gaelic allies.
Probably isn't possible, but, if anything like this were actually implimented, perhaps Mediteranian ships would sink more often in the North Seas, or Celtic/Germanic ships have a combat bonus in the North Seas, and vise-versa...again, probably not possible, but it would be cool nonetheless...
At least give the Celts better ships in general. Those ponto flotilla or whatever aren't all that impressive (
I sent god knows how many stacks of those things against two units of pirate ships, and had one crushing defeat after another), and for some reason in my Casse campaign I can't train anything better, not even sea warriors...I wait for 0.8 with a smile on my face
"They have flat bottoms," wrote Caesar of the Gallic ships, "which enables them to sail in shallow coastal water. Their high bows and sterns protect them from heavy seas and violent storms, as do their strong hulls made entirely from oak. The cross-timbers -- beams a foot wide -- are secured with iron nails as thick as a man's thumb. Their anchors are secured with chains not ropes, while their sails are made of raw hide or thin leather, so as to stand up to the violent Atlantic winds."
edit: Even still, maybe Romans controlling Celtic ports could build Celtic ships, like Caesar was able to do with the help of his Gaelic allies...
Homo Sapiens 23:11 26/09/06
I don't know if this has been said already, or if it's even possible, but what if your family members could go into mourning? Perhaps if a general were to die, others could recieve a trait such as:
In Mourning
This man has become wracked with grief over the recent loss of a dear friend. He locks himself in his room for hours at a time, hardly eats, drinks, or sleeps, and spend a good deal of time at the temple in meditation and prayer.
-2 Command, -2 Management, -2 Influence, -50% Movement
This trait would only last a few turns, and those that were unselfish, pessimistic or loyal would be most likely to be affected. It could increase the likelyhood of the affected general gaining religious traits, or go the other way and increase of the likelyhood of engaging in illicit activities.
Originally Posted by Homo Sapiens:
I don't know if this has been said already, or if it's even possible, but what if your family members could go into mourning? Perhaps if a general were to die, others could recieve a trait such as:
In Mourning
This man has become wracked with grief over the recent loss of a dear friend. He locks himself in his room for hours at a time, hardly eats, drinks, or sleeps, and spend a good deal of time at the temple in meditation and prayer.
-2 Command, -2 Management, -2 Influence, -50% Movement
This trait would only last a few turns, and those that were unselfish, pessimistic or loyal would be most likely to be affected. It could increase the likelyhood of the affected general gaining religious traits, or go the other way and increase of the likelyhood of engaging in illicit activities.
Good Idea, but it should not happen unless the general had spent a long time with the General that had died. So perhaps it could only happen if the dead general had stayed with the general in question for a long time of at least 3 turns in the same army or town or if it was the general's son/father/grandfather e.c.t.
And Homo Sapiens trait has inspired me to make up two others:
Adores his wife (only achieved if unselfish):
This man loves his wife and tries to spend as much of his time with her as possible, he even takes her out on campaign with him. Game Effects: Increase Chance of Having Children, Decreases the chance of getting female ancillaries (e.g Concubine, Mistress e.c.t.) and decreases his chances in taking part in illict activities.
And if the general has that trait and his wife dies then he has a 90% chance of getting this trait:
Mourning his wife:
The man once loved his wife, but now he can love her no more. She has passed away to the afterlife never to return. He cannot stand the pain of her loss and spends all of his time when he should be working at the temple praying for her soul. -1 Command, -4 Management, -1 Influence, -25% Movement.
This trait could be like the "in mourning" one above. It could have the same effects except that it increases his chances of him getting female ancillaries such as mistress, concubine e.c.t.
A few more suggestions:
- Could troops die of the heat in deserts. This could have a sort of plague effect on the army in question as troops desert and die.
- Give troops the ability to desert
- Troops are more likley to desert if they are under the command of a mean or selfish general or one that has lots of morale reducing traits.
- Romans armies could "mutainy" and then be decimated (killing 10% of the army). Generals that decimate get a trait that says what they have done and offers penelties and bonus'.
- Could ambushes happen almost anywhere in the faction that is doing the ambusing's homeland
- Generals that have spent a long time in a town get a command bonus when they fight there as they know the place well.
This would add even more realism to the brilliant mod.
Originally Posted by
Matthius Julius:
A few more suggestions:
- Could troops die of the heat in deserts. This could have a sort of plague effect on the army in question as troops desert and die.
- Give troops the ability to desert
- Troops are more likley to desert if they are under the command of a mean or selfish general or one that has lots of morale reducing traits.
- Romans armies could "mutainy" and then be decimated (killing 10% of the army). Generals that decimate get a trait that says what they have done and offers penelties and bonus'.
- Could ambushes happen almost anywhere in the faction that is doing the ambusing's homeland
- Generals that have spent a long time in a town get a command bonus when they fight there as they know the place well.
This would add even more realism to the brilliant mod.
The last one sounds possible the rest sorry but you would have to make changes to the game engine.
Originally Posted by Andronikos Kypriakos:
The last one sounds possible the rest sorry but you would have to make changes to the game engine.
We already have the last one, anyway. If you leave a general in a settlement for long enough he becomes attuned to it and gets various bonuses, one of which is a +1 when defending that settlement (he loses it once he moves however).
Foot
Originally Posted by Foot:
We already have the last one, anyway. If you leave a general in a settlement for long enough he becomes attuned to it and gets various bonuses, one of which is a +1 when defending that settlement (he loses it once he moves however).
Foot
Strange, I never have had that trait once and once a general goes into one of my towns he only leaves if he gets bored. Perhaps its because I am playing downgraded gold.
Originally Posted by Matthius Julius:
Strange, I never have had that trait once and once a general goes into one of my towns he only leaves if he gets bored. Perhaps its because I am playing downgraded gold.
I don't get it either and I also have a downgraded version I use to get the trait all the time when I had a 1.2 version of RTW
CaesarAugustus 18:57 01/10/06
Stupid question........i didnt have enough time to read all 25 pages of this thread.......but will EB 0.8 be playable with RTW GOLD? (in particular, the one that comes with total war: eras?)
I had made the stupid mistake of giving away my 1.2 version when i bought eras.
Yes, 0.8 will be for R:TW 1.5 the latest version that comes with the eras pack and R:TW gold.
I use the downgraded version, but I get attuned governors quite regularly..
Originally Posted by Zaknafien:
I use the downgraded version, but I get attuned governors quite regularly..
Guess I have just been playing different.
scourgeofrome 03:24 02/10/06
Hello.I'm brand new. First off, this is a grat mod. Okay, back to the subject. I haven't played long, and I'm 99.99% sure this has popped up somewhere, but you guys will clean up the descriptions for the military buildings (its annyong trying to read what units can be built when they are scrambled all over each other). Other that and some annoying graphic placeholders, this is a great mod!
That has been all taken care of in the new internal build scourge. Getting the game to do that instead of crashing has been one of the biggest problems for us to overcome honestly. blacksnail has been of the utmost importance in fixing this guys - give him big props on it.
scourgeofrome 05:11 02/10/06
Okay. Thats good.
No more CTD button (building)?
Nope. Quite honestly, I miss it. I got used to having that button there that *immediately* ended the game - but that is the modder in me talking of course, who needs to stop and restart things often.
Trithemius 03:28 03/10/06
Originally Posted by
Teleklos Archelaou:
That has been all taken care of in the new internal build scourge. Getting the game to do that instead of crashing has been one of the biggest problems for us to overcome honestly. blacksnail has been of the utmost importance in fixing this guys - give him big props on it. 
Hooray!
Props to
blacksnail, also buttresses, scaffolds, and a groined arch!
CountArach 12:22 03/10/06
Originally Posted by
Teleklos Archelaou:
That has been all taken care of in the new internal build scourge. Getting the game to do that instead of crashing has been one of the biggest problems for us to overcome honestly. blacksnail has been of the utmost importance in fixing this guys - give him big props on it. 
w00t! *Heaps praisse on
Blacksnail*
scourgeofrome 18:39 03/10/06
Another problem (in my view at least) is that the rebels (I can't spell whatever they are called in the game), seem to be a bit too strong. When I have a full stack being utterly decimated while the rebels barely have a dent in their size.This is just on an E/E campaign (I just started playing EB so I went E/E to get used to the changes)! I know its supposed to make the game more challenging, but I'm getting annoyed at having armies I spent thousands on,waited 2+ years to build, then finally another year to reach and siege the city only to be completely destroyed by an uber army of rebels.
'groined'?
scourgeofrome: EB is supposed to be realistic, and hence taking more land isn't going to be a stroll in the park like vanilla, a completely unrealistic blitzing competition, to see who can field the most armies large enough to defeat the tiny rebels. The Eleutheroi in EB are supposed to represent whole factions, which aren't quite significant enough to be made playable in the campaign due to faction limitations and such. Anyway, on E/E, even auto resolving battles should be in your favour. If not, simply load the battle and charge...
Also, THANKS A LOT, BLACKSNAIL!!
Trithemius 23:18 03/10/06
Originally Posted by Tiberius:
'groined'?
Er I mean
groin vault, of course...
Aristophanes 04:28 04/10/06
Please increase training time of elite units.
A living god 09:37 04/10/06
Would it possible to remove the ability of spies to open gate for seiegd settlements.
It is alot harder, and more fun trying to fight to hold onto the walls than have the enemy rush all there units though the gate to be slaughtered in the bottle neck.
Originally Posted by A living god:
Would it possible to remove the ability of spies to open gate for seiged settlements.
It is alot harder, and more fun trying to fight to hold onto the walls than have the enemy rush all there units though the gate to be slaughtered in the bottle neck.
That is a good idea, but perhaps instead of making impossible, just make it harder and make it so they only open
one gate rather than all four. Only a genius spy would be able to open all four gates in unison.
Also perhaps diplomats could bribe men on the gate to open all of the gates for the diplomat's faction.
And

THANKYOU BLACKSNAIL
CountArach 12:24 04/10/06
Originally Posted by
Matthius Julius:
That is a good idea, but perhaps instead of making impossible, just make it harder and make it so they only open one gate rather than all four. Only a genius spy would be able to open all four gates in unison.
Also perhaps diplomats could bribe men on the gate to open all of the gates for the diplomat's faction.
And
THANKYOU BLACKSNAIL 
Hardcoded, at least eh openning gates thing.
Besides, in this period subterfuge was really the only viable way of capturing a city; assaults were invariably too costly and blockade took far too long for the seasonal fighting. The huge majority of cities captured during the first and second punic wars were done so by treachery.
Hi.
I was wondering...
Is there any plans for changing the city plans?
Because, if there is time for the 1.0 version (definitively not for .8), you may mod the citys of the Koinon Hellenon in order for them to have an Akropolis instead of a plaza.
Specially in cities, large and huge, the town square is horrendously big, so, why not using that space, and creating a terrain elevation in order that the agora and a small temple may be placed over it? or even, leaving the space as a plaza or empty square, but having a little hill inside the citiy would be very neat, and would suit every greek colony, since every one of them had an akropolis of some sort.
Also, I find that it has more sense that by conquiering the Akropolis of a polis you`ll have control of the city (since that together with the agora it was the center of the life of the polis), instead of conquering a big empty square inside the city you should have control of the city....
Besides, It would be very accurate, and it seems that it can be done, seeing the work on the Ethernal City mabe by some modder...
Sooo, have you given any thought to the idea?
If we had the people who could do it, and the time to do it, then yeah, we would. But we just don't right now.
k_raso's comment gave me an idea. Why not change the appearance (and visible name) of the "palace structures" for certain cultures. Should not the greeks have a hill with temples in the center of the city. And the center of a roman city was its forum. For example, the romans could have a forum building as the center of the town, represting the government and social part of the forum, and a market building represent the trade and game-based bonus of the forum.
As well as the fact that democratic and republican western cultures didn't have a huge single residence in the center of their cities.
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