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  1. #1
    Member Member Iskandr's Avatar
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    Default Re: Protectorates

    I think it is also largely due to the save/load bug- even if, as a player, you refuse to take advantage of it, the computer doesn't, so you end up with computers having huge multiple protectorates, making them incredibly rich. At the same time, it's virtually impossible for the human player to ever get one, not that the human needs the advantage anyway though. Also, I have noticed that a faction can be a protectorate of more than one other faction. Very annoying. So no one knows how to break these protectorates?

    Iskandr

  2. #2

    Default Re: Protectorates

    Protectorates ain't useless, though you have to know when and where to offer them with the quirky AI. Usually when you've had several heroic-type victories wiping out the majority of a nation's forces, and your troops are invading, but not besieging anything.(I think besieging the capital gives away any hope of a Protectorate, although that capital is usually the most dangerous city in terms of recruitment, etc.) However, I'll admit that in EB it is much harder than say, RTR or RTW vanilla.

    However, I also agree the Type 4 governments are supposed to symbolize some sort of "Protectorate" agreement. However, we shall see what the big new recipe for Type 4 the EB team is cooking.

  3. #3

    Default Re: Protectorates

    Quote Originally Posted by Iskandr
    So no one knows how to break these protectorates?Iskandr
    Porting to 1.5 may well help this problem if it is related to the save/load bug (which seems very plausible). The romans making a protectorate out of gaul early on is an obvious case where it makes a huge difference to the game as the romans stop expanding entirely. Naval expansion happens a bit more in 1.5but it still seems to be mostly short distances (which is ok imo).

    I don't think there is a modding way to break protectorates. You can sometimes do it in game if you have enough cash and the alliances are just right by bribing one faction to attack another i.e you bribe the protector into attacking a faction that is allied to their protectorate. Not much of a solution though.

    There are new bugs in 1.5 (apparently) but the fixed ones and the improved ai more than make up for them imo.
    It's not a map.

  4. #4
    Resident Pessimist Member Dooz's Avatar
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    Default Re: Protectorates

    Quote Originally Posted by nikolai1962
    There are new bugs in 1.5 (apparently) but the fixed ones and the improved ai more than make up for them imo.
    What are the new bugs? Haven't played 1.5 yet.

  5. #5

    Default Re: Protectorates

    Quote Originally Posted by Wonderland
    What are the new bugs? Haven't played 1.5 yet.
    I haven't seen any yet personally but i read on forums there are bugs with siege towers and large stone walls. Which isn't too bad.
    It's not a map.

  6. #6
    "Audacity, always audacity!" Member Simmons's Avatar
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    Default Re: Protectorates

    Quote Originally Posted by nikolai1962
    I haven't seen any yet personally but i read on forums there are bugs with siege towers and large stone walls. Which isn't too bad.
    That same bug happens in 1.2 to some people.

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  7. #7
    EB Token Radical Member QwertyMIDX's Avatar
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    Default Re: Protectorates

    There's a bug with AI use of foot achers too and they're not firing on heavily armored units.
    History is for the future not the past. The dead don't read.


    Operam et vitam do Europae Barbarorum.

    History does not repeat itself. The historians repeat one another. - Max Beerbohm

  8. #8
    Guest Dayve's Avatar
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    Default Re: Protectorates

    Foot archers firing at heavily armoured units is a good bug... Firing at heavily armoured units is a waste of archer ammo anyway and it means they'll do more damage to you by firing at lighter units/cavalry...

  9. #9
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Lightbulb Re: Protectorates

    Quote Originally Posted by nikolai1962
    There are new bugs in 1.5 (apparently) but the fixed ones and the improved ai more than make up for them imo.
    There is some memory leak problems (far less than 1.3) and a couple of minor things (siege towers not fitting, Romans using pila in close combat, archers not firing but charging) but that's about it. Compared to the issues with 1.2 this is nothing.
    Looking for a good read? Visit the Library!

  10. #10

    Default Re: Protectorates

    Quote Originally Posted by Ludens
    There is some memory leak problems (far less than 1.3) and a couple of minor things (siege towers not fitting, Romans using pila in close combat, archers not firing but charging) but that's about it. Compared to the issues with 1.2 this is nothing.
    Yep. And the benefits are huge.

    I actually quite enjoy the vanilla 1.5 game in small doses as long as i'm not playing a faction i know anything about. I am drooling at the thought of playing a historical mod built on the improvements in 1.5. Drooling.
    It's not a map.

  11. #11

    Default Re: Protectorates

    I dont know if this is a bug it just really bothered me in 1.5 when fighting a naval battle in a cove the enemy can withdraw when cornered and my ships are blocking the way out. I believe I was the julii and I attacked a macedonian fleet near the port of corinth, I won and they withdrew by sailing straight through me.

  12. #12
    Resident Pessimist Member Dooz's Avatar
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    Default Re: Protectorates

    Quote Originally Posted by nikolai1962
    Yep. And the benefits are huge.

    I actually quite enjoy the vanilla 1.5 game in small doses as long as i'm not playing a faction i know anything about. I am drooling at the thought of playing a historical mod built on the improvements in 1.5. Drooling.
    Yeah, I've soiled myself on more than one occasion in anticipation for the ported version.

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