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  1. #1
    Member Member Maksimus's Avatar
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    Wink Re: ::Alexander EB:: ALX.exe EB mod

    Quote Originally Posted by Perturabo
    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).


    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's So 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


    Quote Originally Posted by Perturabo
    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.


    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...


    Quote Originally Posted by Perturabo
    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:


    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 ::

    Quote Originally Posted by Perturabo
    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 :wall
    :


    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!
    Quote Originally Posted by Perturabo
    2/ AI ability to recruit Elite troops instantly upon conquest of new territories i.e. Ptoly/Selucia in particular, leading to unstoppable superpowers.


    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


    Quote Originally Posted by Perturabo
    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.


    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


    Quote Originally Posted by Perturabo
    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)


    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.
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  2. #2
    Urwendur Ûrîbêl Senior Member Mouzafphaerre's Avatar
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    Exclamation Re: ::Alexander EB:: ALX.exe EB mod

    .

    Maksimus, will you please increase your font size or switch your font face?

    .
    Last edited by Mouzafphaerre; 12-10-2007 at 04:40.
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  3. #3
    Member Member Maksimus's Avatar
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    Cool Re: ::Alexander EB:: ALX.exe EB mod

    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.
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  4. #4
    Member Member Maksimus's Avatar
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    Post Re: ::Alexander EB:: ALX.exe EB mod

    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.”

  5. #5
    Urwendur Ûrîbêl Senior Member Mouzafphaerre's Avatar
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    Default Re: ::Alexander EB:: ALX.exe EB mod

    .
    Can't you increase the size then?
    Code:
    [font=Palatino Linotype][size=3][color=navy]text here[/color][/size][/font]
    gives:

    text here

    As it is, I just skip your posts and I'm sure I'm missing a lot.
    .
    Last edited by Mouzafphaerre; 12-11-2007 at 03:47.
    Ja mata Tosa Inu-sama, Hore Tore, Adrian II, Sigurd, Fragony

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  6. #6
    Member Member Maksimus's Avatar
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    Unhappy Re: ::Alexander EB:: ALX.exe EB mod

    Quote Originally Posted by Mouzafphaerre
    .
    Can't you increase the size then?
    Code:
    [font=Palatino Linotype][size=3][color=navy]text here[/color][/size][/font]
    gives:

    text here

    As it is, I just skip your posts and I'm sure I'm missing a lot.
    .
    Ill compromise to size=2 and I will re-size my post's in this thread

    ok?
    “Give me a place to stand and with a lever I will move the whole world.”

  7. #7
    Urwendur Ûrîbêl Senior Member Mouzafphaerre's Avatar
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    Default Re: ::Alexander EB:: ALX.exe EB mod

    .
    I can't force you to do anything mate; just thought I could talk you into... Well, size 2 is the standard and just too small with Palatino Linotype. Even size 3 is barely adequate but 4 gets too big.

    I can't read what you post in size 2 Palatino Linotype. Not only because of visual impairment of any sort but...it's pathetic to try to focus and decipher that stuff.
    .
    Ja mata Tosa Inu-sama, Hore Tore, Adrian II, Sigurd, Fragony

    Mouzafphaerre is known elsewhere as Urwendil/Urwendur/Kibilturg...
    .

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