heh...
Maybe they are more "civilized" then their mercenary friends?
heh...
Maybe they are more "civilized" then their mercenary friends?
BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack
lol!
Maybe one to address (Thracian Bastarnae) in the text files.
Red,
I had thought making Praetorians more freely available might have been CA's way of helping the Roman AI factions achieve such dominance over the world, i.e. building up to the supposed civil war climax. This is certainly true, but it also makes it seriously easy for the Romans in the hands of a human to beat up on the rest of the world. Only the tough Greek phalanx units seem to represent a problem. Tying Praetorians to Italy and the Imperial Palace seems the fairest option.
Also, it's a shame to see skirmishers still attacking in melee. This was reportedly fixed but I still see it happening with the Numidian and Greek armies I've been facing as Scipii. I've lengthened the range of skirmishing units from 50 to 60 to hopefully lessen the likelihood of the AI using them in melee.
Last edited by Jambo; 12-21-2005 at 11:52.
=MizuDoc Otomo=
By the way both praetorian and bastarnae are old from 1.3, it's strange that none of the players has mentioned them as an issue.
Seems to me more like a rule change then a bug, but it does have an balancing implications.
BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack
I would have noticed it normally, but this is the first time I've played an Imperial Campaign since the release of BI. Plus I suppose many don't play the Roman factions. I reckon this should only be applicable for the Senate and that for the Roman families their ability to build praetorians should be restricted to Italy and an Imperial Palace.
=MizuDoc Otomo=
I already knew that the warcry had changed in 1.3. However, the bastarnae and falx of Thracia did not have warcry before 1.3...since it used to be based on culture and unit type, and wasn't a listed attribute. Greeks didn't get it...even Thracian ones from what I recall of testing. I used the Thracian falx vs. the Dacian falx to see how much warcry contributed to attack in testing in 1.2. The addition of warcry to the Thracian falxmen is an improvement made possible by porting RTW to the BI based .exe.Originally Posted by player1
So for the Thracian recruited bastarnae there has been no net change in warcry while for the Thracian falxmen there has.
I haven't called either of the Praetorian or Bastarnae oddities a bug, but I do have doubts as to whether they are configured as CA intended them to be. The Praetorian change doesn't seem to follow the basic logic of the game.
Rome Total War, it's not a game, it's a do-it-yourself project.
Another warcry related question - before I got BI, when playing as the Romans the warcry ability for mercenary warbands was disabled - now it is enabled. Or am I imagining it? (I am playing a slightly modded version of RTW). Would this relate to what Red Harvest is talking about? I didn't really play 1.3 as I was too busy playing BI - now I've gone back to RTW so maybe this was in 1.3 not introduced in 1.5/6?
In 1.2 and before all barbarian units had warcry (if they were melee, not skirmishers or something else), including mercenaries recruited by barbarians too I think.
From BI, only units tagged as warcry capable have it.
So no more same mercenary unit has or has not warcry depending from which faction recruits it.
BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack
Yes, that is what I noticed as well. The new system CA adopted for BI and ported to RTW 1.3/1.5 is superior in that regard.Originally Posted by Zatoichi
Rome Total War, it's not a game, it's a do-it-yourself project.
One of a few things that got unhardcoded after the expansion.
BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack
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