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  1. #1
    Come to daddy Member Geoffrey S's Avatar
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    Default Re: Depiction of imperial reforms

    Quote Originally Posted by MarcusAureliusAntoninus
    I don't see the point in this argument. If the Imperial Reforms were actually removed, I could see many members of the team quitting and the mod being torn apart.
    There's no need to be quite so dramatic. Personally I'm genuinely interested in the reasons behind the inclusion of this reform over adding more units to less well-represented factions. At the very least clarifying posts might enlighten people such as myself about why what the reforms represent are so important. I can understand the inclusion if the Roman campaign was the flagship campaign of the mod, which is the way it looks right now: Rome is easily the most fully developed faction in the campaign. But if it is to the detriment of other factions doesn't that fly against the stated goals of EB?

    Foot's suggestion of some kind of Roman mod sounds appealing, which would allow those interested in a complete Roman campaign with the Imperial reforms as grand conclusion to have their fill, and would allow other factions to be fleshed out that little bit more. Perhaps even as a seperate install option akin to the Gaesatae patch? Although that comes close to RTRs 'counter faction' feature using batch files, which I think EB said they wouldn't want to use.
    "The facts of history cannot be purely objective, since they become facts of history only in virtue of the significance attached to them by the historian." E.H. Carr

  2. #2

    Default Re: Depiction of imperial reforms

    Quote Originally Posted by Geoffrey S
    Foot's suggestion of some kind of Roman mod sounds appealing, which would allow those interested in a complete Roman campaign with the Imperial reforms as grand conclusion to have their fill, and would allow other factions to be fleshed out that little bit more. Perhaps even as a seperate install option akin to the Gaesatae patch? Although that comes close to RTRs 'counter faction' feature using batch files, which I think EB said they wouldn't want to use.
    Not being a programmer myself, but would it not be possible to give a standard 450 units + 100 or so which have been developed? That way, a player can choose which of those 100 units to include and exclude from his game. The user just needs to compile / run a compilation program, to include the last units.

    I am happy with the Imperial Reforms. Even moreso when I am playing the Romans. But if I were playing Epeiros, intent on the destruction of Rome, I doubt whether the Romans even would get past the Polybian Reforms. Then the Reform units take up quite a few slots.

    By the time the Imperial reforms hit, you'd expect at least some factions to be wiped out. Is it not possible to use the slots that have become available (unique units of wiped out factions) for other factions then?

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