the immortal trait would be good for garrison commanders of the rebel faction for gameplay purposes.
the immortal trait would be good for garrison commanders of the rebel faction for gameplay purposes.
Yes ... , even better, If there are really serious prob's with rebel region's loosing easy after Rebel Character dies maybe all of rebel Character's should have immortal trait...Originally Posted by Spoofa
If not, ... then a trigger in EBBS could add more Rebel FMember's in the game??
Konny? Lgk? Can this be done - can we trigger new Rebel FMember's in rebel region's after 20 year's or so??
That way we make some interesting battles for player's that take it slow![]()
Last edited by Maksimus; 12-11-2007 at 04:25.
“Give me a place to stand and with a lever I will move the whole world.”
Thanks Maksimus, I wasn't aware the new thread existed.
I like the way LGK et al are thinking.
In my opinion there is no problem with the way the game goes for a Human Player, but the AI really needs a major revamp to prevent insane expansion. Historically Alexander the Great/the Romans were highly unusual in the speed they expanded at, generally it was not unusual for two cities to fight each other for hundreds of years with no concrete outcome (refer Greek Cities in particular).
I would also like to reiterate the idea of rebel city based generals being immortal, or replaced upon death. Otherwise the stack ups and wanders on death of said family member leaving the city open to easy conquest. This is particularly a problem in the east with the Indian cities being easy picking for AS or Baktria at that time.
I am also no great fan of having all factions being able to recruit all troops everywhere with time. Hats off to the EB team for doing a great and realistic job on where troop types are located in the world. Main problems imho, in no particular order:
1/Shoddy AI that backstabs Allies with no provocation or reason (coded to attack human players whenever possible or if said player has not been at war for a certain amount of time). I realise modders have little ability to control it however we can only dream![]()
2/ AI ability to recruit Elite troops instantly upon conquest of new territories i.e. Ptoly/Selucia in particular, leading to unstoppable superpowers.
3/ Crashes. I seem to get more crashes under Alex than RTW or BI, generally after a heroic battle. Needless to say that is frustrating after a 2 hour fight.
Those are the glaring weaknesses that I can see immediately, compared with the vanilla game shows just what a brilliant job the whole EB team have done. They certainly can be proud of this game
Please don't see any of this as being criticism.. if I didn't like the ideas or this game I wouldn't take the effort to post (I am at best a lazy git)![]()
Originally Posted by Perturabo
The EBBS alteration's might not be the best and only solution for this - one solution (that will be used) is to add ''hidden_resource'' to region's for ''barracks'' level's - so, that way, we dont break the EB share system, instead we 'limit' Aegypt or AS vice versa use of elites and retraining capability of elites (note: in most of the cases in Aegypt or AS expansinon's, the problem is in autocalculation's that CPU uses when fighting against CPU), In that case - the army with most of the elites win'sSo by making Royal/Army/City barrack's available in 50-40% of all reigon's instead of 100% -
we make better balance and more historic game![]()
Originally Posted by Perturabo
That is going to be IN Alex-EB mod.. still, I support Konny's idea that 'some' region's that 'should' be taken by smaller faction's 'should-not' have immortal or spawned Fmember's
And personally - I am really for More Spawn's in India and China province.. also, as I have researched - all of those 4 province's (3 in India and one in China) were very powerfull and BIG - in scales of city and army.. In EB they are made as strong as.. Thermon for example, but that was not so - Indian province's should be absolute and hardest to take! As much as one China province there...
Originally Posted by Perturabo
That wont happend I am sure - the EB ''unit resource's'' are very well balanced - they are made for the perspective of next 1000 year's. Still, there is one big question of :
::WHY can't Getai use Makedonian factional Army barrack's in Pella right after conquest even if they can only recruit Thracian and Dacian Cavalry that can be considered to be drawn from the population that comes in Pella AFTER it is in Dacian hand's, also, Thracian cavalry that Macedon's are using can be considered to be more Dacian then Macedonian anyways::
:Originally Posted by Perturabo
We CAN control that in ALex engine. There is ''ai_do_not_attack_faction'' in ''descr_strat'', which prohibits the AI to attack certain factions, except when they're at war!
Originally Posted by Perturabo
That will be solved either by changing the whole EB share system or adding ''hidden-resource'' for Royal-Army barrack's to just some region's in AS - Aegypt reach - that way, even if the Aegypt takes Antioh or AS takes Alexandreia - those town's will be one of the only that would even be able to train elites![]()
Originally Posted by Perturabo
I know what you mean - still, there us NO WAY you get more CTD's on ALX.exe. Belive me, I two play generally heroic battle for 2 hour's and I got the CTD's on RTW.exe like 80% of the time - on ALX.exe just 20%![]()
Hey! If you have a heroic screen - post it here !!https://forums.totalwar.org/vb/showthread.php?t=94993
Originally Posted by Perturabo
We would like to hear more from you and other gamer's + screen-shot's of AI expansion on Alex.exe with vanilla EB *txt is needed very much (so we can see what to alter)
Last edited by Maksimus; 12-11-2007 at 04:30.
“Give me a place to stand and with a lever I will move the whole world.”
.
Maksimus, will you please increase your font size or switch your font face?
.
Last edited by Mouzafphaerre; 12-10-2007 at 04:40.
Ja mata Tosa Inu-sama, Hore Tore, Adrian II, Sigurd, Fragony
Mouzafphaerre is known elsewhere as Urwendil/Urwendur/Kibilturg...
.
Sorry![]()
It's just that I really like "Palatino Linotype'' font and various of colours...
I just can't help myself![]()
Last edited by Maksimus; 12-11-2007 at 04:30.
“Give me a place to stand and with a lever I will move the whole world.”
I have one (well two .) more solution that will add to gameplay
Originally posted by ''Barbarossa82'' in his ''Gold Mod Collection''. The term “extermination” sounds too cruel, and that was not the case in history
https://forums.totalwar.org/vb/showthread.php?t=90798
''EXTERMINATION AND PUBLIC ORDER
The problem: In pure vanilla, you have the option to "exterminate" a settlement you conquer, and the game tells you how many people will be killed. Because of squalor, culture penalty and distance to capital, extermination can quickly become the rule rather than the exception as your empire grows. This not only makes it hard to roleplay a faction with any degree of humanity, but is quite unhistorical. Organised mass slaughter of the majority of a settlement's population was historically rare. More likely was a situation where a commander would allow his troops to basically run riot, looting, raping, pillaging and generally brutalising the settlement. The difference here is that a lot of the locals would just flee or be turned out of their homes rather than being rounded up, executed and buried in a mass grave as RTW's text and graphics imply.
The solution: Text, the "exterminator" line of traits and graphics have been changed to make it a bit more ambiguous what exactly is happening in the settlement you decide to exterminate. Instead of the option to "exterminate populace", you are now given the option to "suppress populace". The text descriptions, graphics and sounds are now more consistent with the spontaneous depredations of a victorious army set loose by their commander, rather than the 20th-century-style industrialised genocide implied by the original text. Of course if you're a complete git who loves the idea that your troops go around wiping out entire populations, the new text is ambiguous enough to allow you to believe that.''
Should we use this feature as on far more real and better solution for the game![]()
AND ONE MORE THING!
I have already posted the BALLISTA solution's here - like add to exp_descr_units.txt 2 times more soldier's and an Officer and SBear and 2 times more ballistas in the unit - then lower the ballista attack by 2 times - and you have unit that LOOK's like a unit and make's sence to COST like HELL!![]()
Yes, so that it would look like this..
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;EB Siege;;;;;;;;;;;;;
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
;343
type generic siege 3span
dictionary generic_siege_3span ; Triaspanai Katapeltai
category siege
class missile
voice_type General_1
soldier greek_artillery_crew, 48, 16, 0.85
officer ebofficer_hellenic_officer
officer ebofficer_hellenic_standardbearer
engine scorpion
attributes sea_faring
formation 1.5, 1.5, 3, 3, 3, square
stat_health 1, 0
stat_pri 8, 2, no, 0, 0, melee, simple, piercing, knife, 0 ,0.04
stat_pri_attr no
stat_sec 12, 2, scorpion, 350, 30, siege_missile, blade, piercing, none, 25 ,1
stat_sec_attr ap, bp
stat_pri_armour 1, 7, 0, flesh
stat_sec_armour 0, 0, flesh
stat_heat 0
stat_ground 0, 0, 0, 0
stat_mental 7, normal, untrained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 5000, 1900, 30, 40, 5000
ownership romans_brutii, romans_julii, numidia, macedon, saba, thrace, greek_cities, egypt, carthage, romans_scipii, parthia, seleucid, slave, pontus, armenia, gauls, britons, scythia, germans, dacia, spain
;344
type generic siege 3cubit
dictionary generic_siege_3cubit ; Triakubitai Katapeltai
category siege
class missile
voice_type General_1
soldier greek_artillery_crew, 32, 8, 0.85
officer ebofficer_hellenic_officer
officer ebofficer_hellenic_standardbearer
engine catapulta
attributes sea_faring
formation 1.5, 1.5, 3, 3, 3, square
stat_health 1, 0
stat_pri 8, 2, no, 0, 0, melee, simple, piercing, knife, 0 ,0.04
stat_pri_attr no
stat_sec 20, 2, ballista, 280, 30, siege_missile, blade, piercing, none, 25 ,1
stat_sec_attr ap, bp, launching
stat_pri_armour 1, 7, 0, flesh
stat_sec_armour 0, 0, flesh
stat_heat 0
stat_ground 0, 0, 0, 0
stat_mental 7, normal, untrained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 9000, 2500, 30, 40, 9000
ownership thrace, greek_cities, macedon, romans_julii, numidia, egypt, spain, romans_brutii, seleucid, saba, slave, carthage
;345
type generic siege 30mina
dictionary generic_siege_30mina ; Triakontaiminai Lithoboloi
category siege
class missile
voice_type General_1
soldier greek_artillery_crew, 60, 8, 0.85
officer ebofficer_hellenic_officer
officer ebofficer_hellenic_standardbearer
engine 30Mballista
attributes sea_faring
formation 1.5, 1.5, 3, 3, 3, square
stat_health 1, 0
stat_pri 8, 2, no, 0, 0, melee, simple, piercing, knife, 0 ,0.04
stat_pri_attr no
stat_sec 20, 2, boulder, 300, 30, siege_missile, blade, blunt, none, 25 ,1
stat_sec_attr ap, bp, area,
stat_pri_armour 1, 7, 0, flesh
stat_sec_armour 0, 0, flesh
stat_heat 0
stat_ground 0, 0, 0, 0
stat_mental 7, normal, untrained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 15000, 3200, 30, 40, 15000
ownership thrace, greek_cities, macedon, romans_julii, numidia, egypt, spain, romans_brutii, seleucid, saba, slave, carthage
;346
type generic siege 1talent
dictionary generic_siege_1talent ; Monotalanta Lithoboloi
category siege
class missile
voice_type General_1
soldier greek_artillery_crew, 60, 4, 0.85
officer ebofficer_hellenic_officer
officer ebofficer_hellenic_standardbearer
engine 1Tballista
attributes sea_faring
formation 1.5, 1.5, 3, 3, 3, square
stat_health 1, 0
stat_pri 8, 2, no, 0, 0, melee, simple, piercing, knife, 0 ,0.04
stat_pri_attr no
stat_sec 38, 2, big_boulder, 240, 30, siege_missile, blade, blunt, none, 25 ,1
stat_sec_attr ap, bp, area, launching
stat_pri_armour 1, 7, 0, flesh
stat_sec_armour 0, 0, flesh
stat_heat 0
stat_ground 0, 0, 0, 0
stat_mental 7, normal, untrained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 30000, 4500, 30, 40, 30000
ownership thrace, greek_cities, macedon, romans_julii, numidia, egypt, spain, romans_brutii, seleucid, saba, slave, carthage
;347
type roman artillery scorpio
dictionary roman_artillery_scorpio ; Vitruvian Scorpions
category siege
class missile
voice_type General_1
soldier greek_artillery_crew, 48, 16, 0.85
officer ebofficer_roman_centurion
officer ebofficer_roman_early_standard
engine scorpion
attributes sea_faring
formation 1.5, 1.5, 3, 3, 3, square
stat_health 1, 0
stat_pri 8, 1, no, 0, 0, melee, simple, piercing, knife, 0 ,0.04
stat_pri_attr no
stat_sec 14, 2, scorpion, 380, 30, siege_missile, blade, piercing, none, 25 ,1
stat_sec_attr ap, bp
stat_pri_armour 1, 6, 0, flesh
stat_sec_armour 0, 0, flesh
stat_heat 0
stat_ground 0, 0, 0, 0
stat_mental 7, disciplined, highly_trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 5000, 1900, 30, 40, 5000
ownership seleucid, slave
;348
type roman artillery catapulta
dictionary roman_artillery_catapulta ; Vitruvian catapulta
category siege
class missile
voice_type General_1
soldier greek_artillery_crew, 60, 16, 0.85
officer ebofficer_roman_centurion
officer ebofficer_roman_early_standard
engine catapulta
attributes sea_faring
formation 1.5, 1.5, 3, 3, 3, square
stat_health 1, 0
stat_pri 8, 1, no, 0, 0, melee, simple, piercing, knife, 0 ,0.04
stat_pri_attr no
stat_sec 12, 2, ballista, 303, 30, siege_missile, blade, piercing, none, 25 ,1
stat_sec_attr ap, bp, launching
stat_pri_armour 1, 7, 0, flesh
stat_sec_armour 0, 0, flesh
stat_heat 0
stat_ground 0, 0, 0, 0
stat_mental 7, disciplined, highly_trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 9000, 2500, 30, 40, 9000
ownership seleucid, slave
;349
type roman artillery 30mina
dictionary roman_artillery_30mina ; Vitruvian 30 mina stone thrower
category siege
class missile
voice_type General_1
soldier greek_artillery_crew, 60, 8, 0.85
officer ebofficer_roman_centurion
officer ebofficer_roman_early_standard
engine 30Mballista
attributes sea_faring
formation 1.5, 1.5, 3, 3, 3, square
stat_health 1, 0
stat_pri 8, 2, no, 0, 0, melee, simple, piercing, knife, 0 ,0.04
stat_pri_attr no
stat_sec 32, 2, boulder, 303, 30, siege_missile, blade, blunt, none, 25 ,1
stat_sec_attr ap, bp, area,
stat_pri_armour 1, 7, 0, flesh
stat_sec_armour 0, 0, flesh
stat_heat 0
stat_ground 0, 0, 0, 0
stat_mental 7, disciplined, highly_trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 15000, 3200, 30, 40, 15000
ownership seleucid, slave
;350
type roman artillery 1talent
dictionary roman_artillery_1talent ; Vitruvian 1 talent stone thrower
category siege
class missile
voice_type General_1
soldier greek_artillery_crew, 60, 4, 0.85
officer ebofficer_roman_centurion
officer ebofficer_roman_early_standard
engine 1Tballista
attributes sea_faring
formation 1.5, 1.5, 3, 3, 3, square
stat_health 1, 0
stat_pri 8, 2, no, 0, 0, melee, simple, piercing, knife, 0 ,0.04
stat_pri_attr no
stat_sec 42, 2, big_boulder, 270, 30, siege_missile, blade, blunt, none, 25 ,1
stat_sec_attr ap, bp, area, launching
stat_pri_armour 1, 7, 0, flesh
stat_sec_armour 0, 0, flesh
stat_heat 0
stat_ground 0, 0, 0, 0
stat_mental 7, disciplined, highly_trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 30000, 4500, 30, 40, 30000
ownership seleucid, slave
This is one solution for better look's of siege equipment and for the worth of Money you spend on it, This is one suggestion that add's officer's, more man power and more siege pieces for ballista unit's.. Do, In vice versa method - you are lowering the attack value verses the more amoun't of siege pieces added in EDU. In ancient times, numbers of units very much greater in siege unit's and they had officer's - or you can consider them to be enginerires.. And it would solve prob I have when I have to give 4500 per turn just for couple of peasant's with two siege gun's![]()
Now, this looks like one siege :D
Last edited by Maksimus; 12-11-2007 at 04:31.
“Give me a place to stand and with a lever I will move the whole world.”
No, not all. There are regions where the AI should expand to and take them easy and early. For example Pontos, Getai and Armenia should not face any difficulties in taking the towns around. The same is for Sicily, what is often neglecetd by the AI Romans and Poeni. So, as soon as the AI decides to get it, we should make sure it will succeed.Originally Posted by Maksimus
Sure. You can trigger new FM everywhere and everytime you wish. The recent "Central European Defense Script" of the EB has shown us that it is also to possible to check if the old FM is alive and spawn the new one afterwards. I was thinking of a new "Unrest Script" that replaces the old random mini rebell armies with triggered real armies. But that would be tons of lines of scripting in a script that is allready very hughe; the same would be for the spawning rebell FM.Konny? Lgk? Can this be done - can we trigger new Rebel FMember's in rebel region's after 20 year's or so??
I think making some of them immortal would be cheaper and faster sollution.
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