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  1. #1

    Default Re: 7.04 preview

    we have inserted into traits the possibility of a conversion - with all the related issues. but at the same time if a charachter is pagan, jew or manichaeist, have ain increased probability to convert to christianity.

    p.s.: i agree with you about the conversion rates, in next version they will be diminished.

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    Invasio Barbarorum modder

  2. #2
    Senior Member Senior Member econ21's Avatar
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    Default Re: 7.04 preview

    Mylae, this is a bit off topic but I did not want to dilute your sticky - I really like your guide to a historical Roman army! It is an excellent resource, just what is needed when playing such a rich historical mod as this.

    I'm downloading 7.03 now - I had crashes as WRE with an earlier version of the mod, but I saw enough to know it looked very promising. I've played a lot of Goth's mod, which shares some unit skins but the WRE economy is rather over the top in that mod so I am hoping this one will provide more of a challenge.

  3. #3

    Default Re: 7.04 preview

    thanks, but the guide is not mine, i've just posted it here.

    Hope you are enjoying the game: we are currently working for the new version (7.01, that will incorporate automatically the internal 7.04).

    you are invited to express ideas/suggestions and to spot eventual bugs.

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    Invasio Barbarorum modder

  4. #4
    Member Member tooz's Avatar
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    Default Re: 7.04 preview

    "Hope you are enjoying the game: we are currently working for the new version (7.01, that will incorporate automatically the internal 7.04).

    you are invited to express ideas/suggestions and to spot eventual bugs."

    Glad to here that there will be a 7.04! I am currently loving7.03--with no CTD (yet). If you are looking for beta testers for 7.04 sign me up! Great mod!

  5. #5
    Member Member soibean's Avatar
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    Default Re: 7.04 preview

    very nice, I really like the new icons youve turned out

  6. #6
    Senior Member Senior Member econ21's Avatar
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    Default Re: 7.04 preview

    Some feedback on 7.03, playing as WRE on VH/M battles.

    Some good points I noticed:

    (1) Build seems stable, thank goodness. No CTDs yet. (They killed my earlier trials of this mod).

    (2) It is an extremely impressive product - a complete reworking of BI. Some of the armies were a joy to inspect and it was great playing with Aetius and other historical figures.

    (3) No loyalty stat for Romans - yay! In vanilla, it was too annoying to cultivate a leader and then have to get rid of him. [I suppose it might be considered realistic, but from a gameplay angle it was not fun.]

    (4) The ERE/WRE ceasefire script is a brilliant idea - very clever. In BI and related mods, ERE/WRE start fighting far too early and it dominates the game.

    A few negatives/suggestions: basically, I am actually finding it very easy compared to Goth mod. I confess, I have retrenched the army - I tried playing without retrenchment but was losing about 30k or so each turn, which was too depressing. However, it was possible to cut back to get into the black but still retain at the start of the game about 3 armies in Italy, 2 in Illyria, 1 in Spain and 1 in Africa. I suggest:

    (1) Reduce WRE's starting armies - perhaps lose equivalent of at least one full stack in Italy/Gaul and one in Illyria? Also tighten the economy correspondingly so they can afford two less full stacks.

    (2) Weaken WRE's unit stats. I found a full stack of WRE could effortlessly defeat full Goth stacks. It reminded me of RTRs Romans vs Gauls. Getting closer to the EB balance might be better, so good Romans are better than most barbarians but not that much better. (Raising Goth stats might be another alternative if other factions are balanced right).

    (3) Get rid of the border forts. These may be very historical, but the AI can't seem to cope with forts - the forts protect Africa and Illyria too much. If you get rid of the forts, players who want them could easily build them (I know that argument applies in reverse, but still...). Without the forts, Rome would be more exposed to the Huns and other hordes.

    (4) For some reason, the Goths take Rome but then leave it ungarrisoned, so WRE can easily take it back. I wonder if there is some way to avoid that?Augment the "sack Rome" script to spawn a Goth army in Rome?

    (5) Perhaps change those big rebel stacks in Africa to be Berber/Numidian, whatever the faction is called? For some reason, the rebels don't do anything. If they were Berbers, I think they might. No sure what would happen without the forts though.

    (6) Perhaps reduce the availability of high level troop training buildings in WRE starting settlements. In Goth mod, you can only recruit legions in about 2 starting settlements. This, as much as anything else, makes the early game challenging.

  7. #7

    Default Re : 7.04 preview

    I've one question... the buildings on the battle map are changed or modified ?
    ~ Click on the picture below to see First Age of Beleriand & Middle-Earth in a Total War modification ~

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