Results 1 to 30 of 2066

Thread: ALEXANDER EB

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Member Member Maksimus's Avatar
    Join Date
    Oct 2007
    Location
    Belgrade, Serbia
    Posts
    1,187

    Default Re: ALEXANDER EB

    fomalhaut, yeah i been having the problems with sounds as most modders, its not even tehnical prob but the issue of the engine, simply put - there are too many units in this mod and the engine does not cover all the sounds (there are too many units that should be using same sound)

    vermin, you have to disband the fleet and start winning the cities.
    “Give me a place to stand and with a lever I will move the whole world.”

  2. #2

    Default Re: ALEXANDER EB

    Mhh, could we have a summary of the changes EAEM brings? So far i'm welcoming most of them, but would've been likeable to get a full list before installing it: CityMod-like forcing nearly all cities to Small Town, preventing most paved roads, is really, really nasty.
    Also, subeshi archers having 9 base attack? I had a siege, and 2 units of those racked up 700 kills each... Oh, i was attacking.
    Infinite Arrows can be problematic, also.

  3. #3
    Member Member Maksimus's Avatar
    Join Date
    Oct 2007
    Location
    Belgrade, Serbia
    Posts
    1,187

    Default Re: ALEXANDER EB

    We dont have infinite arrows in the mod, but the fact is that nomad archer's of central Asia are the very finest, you can recruit them only as mercenary unless your in stepe's.

    List of changes is vast, I dont think I will ever be able to update it, the mod is a master peace, many files have been edited for the sake of realism and most of the changes are there to balance out - what was in my opinion, unrealistic.
    “Give me a place to stand and with a lever I will move the whole world.”

  4. #4

    Default Re: ALEXANDER EB

    So infinite arrows isn't a feature? I'll have to bughunt that down, then.
    Fact is that arrows have a lethality of 1.0, so giving them an high attack has ridicolous consequences.
    Still, i really appreciate your work in its totality, i just wanted to know if there was a "bullet point features", like there's for EB: not complete changes, just "Redone buildings, added CityMod, Redone balance, changed mercenaries recruitment".

  5. #5

    Default Re: ALEXANDER EB

    I'm afraid to tell you that, but EAEM seems utterly broken. Year 220, most AI factions are still in their native borders, completely surrounded by stacks and stacks of eleutheroi. It appears that, except to me, Eleutheroi have lost less than 10 provinces at all. Actually, Casse is down to its last province, and Eleutheroi are going to take even that in a few turns, effectively killing the whole faction, with no other AI factions being involved.
    My EDU is somewhat tweaked (buffs to heavy cavalry, -4 atk to light spear infantry, some cost increases to roman units), but i don't think this can explain more than half the world being ruled by eleutheroi in 220.
    Can someone confirm a different situation? (Britain being owned by Casse, atleast?)

  6. #6
    Member Member Maksimus's Avatar
    Join Date
    Oct 2007
    Location
    Belgrade, Serbia
    Posts
    1,187

    Default Re: ALEXANDER EB

    The mod is designed not to be easy and more realistic for player, play on very hard and re roll without any changes thats my advice :)
    “Give me a place to stand and with a lever I will move the whole world.”

  7. #7

    Default Re: ALEXANDER EB

    in my opinion it's pretty unbalanced and comicly, and mostly artificially, difficult. i want all the good things with this mod, like the improved buildings, but the enemy stacks are just silly. not realistic at all.

    you literally just gave units super omega chevrons and huge walls solely for the sake of difficulty, not realism. considering ancient military composition there's no way minor kingdoms and unorganized regions are going to have A FULL STACK OF HYPER ELITES. first, how did they get to be so damn experienced? these are stronger than Sartes stacks, that's not realistic. 2nd, how does a small kingdom or region afford an entire professional army that never dies? no, really?

    Sartes represents the strong military and other forces making taking the Alps and Neravaci tribes difficult, it makes sense because he acts as a way to represent factions that couldn't make it into the game by making them significant. but for Saba, for instance, the surrounding tribes ARE NOT GOING TO BE FIELDING SUPER STACKS MORE POWERFUL THAN SABA, LET ALONE ARCHE SELEUKAIA. It just does not make sense in sense of realism, and is certainly unbalanced and silly in regards to game balance where every pathetic region is somehow more powerful and experienced than the entire fighting forces of organized and powerful kingdoms.

    This isn't giving Pergamon big stacks to represent them as a political power, it's giving comical amounts of experience to an unrealistic amount of soldiers to every minor principality.

    Hell, some of the stacks exceed the fighting age population available to most of the lands.
    Last edited by fomalhaut; 05-15-2011 at 09:06.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO