Results 1 to 14 of 14

Thread: Steppe expansion

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Member Member mrtwisties's Avatar
    Join Date
    Nov 2007
    Location
    Sydney, Australia
    Posts
    235

    Default Steppe expansion

    I've been thinking about how much I'm not a big fan of factions expanding into the steppe - especially settled factions. I mean, there's gotta be a reason that that never happened in real life. I'd also be keen on seeing a bit more ebb and flow between coloured factions and the eleutheroi.

    I'm thinking of two options.

    The first is to randomly spawn deadly steppe armies that will roam around the map, occasionally replenishing themselves until they are conclusively defeated. These steppe armies might even belong to steppe factions, provided that the faction is controlled by the AI. This'd be a useful simulation of both raiding behaviour and the sudden explosive growth that a steppe empire could sometimes have.

    The second is to create a small chance every turn that a steppe province will simply revert to the eleutheroi.

    What do y'all think? Realistic ideas that could improve the historicity of gameplay, or tiresome ersatz Mongol Invasion?

  2. #2

    Default Re: Steppe expansion

    Settled factions have no trouble expanding into the steppes because horse archers suck in autocalc (quite opposite to tactical battles where they rock). Solution is simple: for every horse archer in EDU replace string "stat_health 1,0" to something like "stat_health 1,2" for weak bows and "stat_health 1,3" for strong bows. This does NOT affect tactical battles, autocalc only! Already tested and implemented in XGM on my suggestion recently (check twcenter forum for details), but maybe exact numbers in EB should be one point less (cuz all missiles are weaker here), it's depends on balance desired. Hope EB team will consider this for EB 1.1

    P.S. Also exceptional quality javelin cavalry like numidians deserve at lest "stat_health 1,1" imo.
    Last edited by Lgk; 12-05-2007 at 08:34.
    occasional ALEXANDER EB member
    :::Alexander::: less hopeless AI engine for EB https://forums.totalwar.org/vb/showthread.php?t=94861

  3. #3
    Member Member mrtwisties's Avatar
    Join Date
    Nov 2007
    Location
    Sydney, Australia
    Posts
    235

    Default Re: Steppe expansion

    Looks like a good tip. I've always groaned whenever I've had to fight a battle against HAs, and am occasionally tempted to auto-resolve them for this exact reason.

  4. #4
    EB Token Radical Member QwertyMIDX's Avatar
    Join Date
    Jan 2005
    Location
    Providence, Rhode Island
    Posts
    5,898

    Default Re: Steppe expansion

    We will give it a spin, thanks for the suggestion Lgk!
    History is for the future not the past. The dead don't read.


    Operam et vitam do Europae Barbarorum.

    History does not repeat itself. The historians repeat one another. - Max Beerbohm

  5. #5
    Urwendur Ûrîbêl Senior Member Mouzafphaerre's Avatar
    Join Date
    Nov 2003
    Location
    Mikligarðr
    Posts
    6,899

    Default Re: Steppe expansion

    .
    Looking forward to! Hate seeing the Grey Death conquer the entire steppes without any panalties.
    .
    Ja mata Tosa Inu-sama, Hore Tore, Adrian II, Sigurd, Fragony

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

  6. #6

    Default Re: Steppe expansion

    Also with these HA improvements steppe factions personalities have to be changed back to "genghis". Well, maybe "henry" is still acceptable for Pahlava... but afaik even late settled parthians never used much infantry anyway, so same "genghis" can suit them better. Too bad we can't change personalities mid-game.
    occasional ALEXANDER EB member
    :::Alexander::: less hopeless AI engine for EB https://forums.totalwar.org/vb/showthread.php?t=94861

  7. #7
    Member Member Callicles's Avatar
    Join Date
    Sep 2007
    Location
    Acharnae
    Posts
    180

    Default Re: Steppe expansion

    Has anyone achieved the same results with the change to the EDU?

  8. #8

    Default Re: Steppe expansion

    Quote Originally Posted by Lgk
    Settled factions have no trouble expanding into the steppes because horse archers suck in autocalc (quite opposite to tactical battles where they rock). Solution is simple: for every horse archer in EDU replace string "stat_health 1,0" to something like "stat_health 1,2" for weak bows and "stat_health 1,3" for strong bows. This does NOT affect tactical battles, autocalc only! Already tested and implemented in XGM on my suggestion recently (check twcenter forum for details), but maybe exact numbers in EB should be one point less (cuz all missiles are weaker here), it's depends on balance desired. Hope EB team will consider this for EB 1.1

    P.S. Also exceptional quality javelin cavalry like numidians deserve at lest "stat_health 1,1" imo.
    wow, awesome! wish it was implemented already.
    and great to see a team member spotted it
    thanks

  9. #9
    Whatever Member konny's Avatar
    Join Date
    Oct 2007
    Location
    Germania Inferior
    Posts
    1,787

    Default Re: Steppe expansion

    Quote Originally Posted by mrtwisties
    What do y'all think? Realistic ideas that could improve the historicity of gameplay, or tiresome ersatz Mongol Invasion?

    I have had some good results by asigning Baktria and Armenia only victory towns south of their starting position. They were both pushing into AS territory and the (settled) rebell towns around but did not cross the mountains, save for one shortlived adventure of a Baktrian China (that province where the Yuehzi might appear).

    Parthia is always going North, both for the rebell towns and the Saka, regardless what the VCs tell them. Their problem is that they can't do different as long as they are not at war with AS. The other two have a couple of towns around their starting position that they can take in the first turns. Maybe changing the Parthian stance to war with AS and peace or alliance with Saka might help?

    I think the steppe people themselves should be free to move where they want. That will add some random elements to the game.

    Disclaimer: my posts are to be considered my private opinion and not offical statements by the EB Team

  10. #10

    Default Re: Steppe expansion

    Wasn't there something in a mod thread about adding in secondary armor to classical hoplites, thus changing the AI auto calculations?

  11. #11
    Member Member Lysandros's Avatar
    Join Date
    Oct 2006
    Location
    Europe
    Posts
    104

    Default AW: Steppe expansion

    Is it the same for elephants or chariots, by the way? I looked through XGM's EDU and elephants and chariots have stat_health values like 1, 4 and 1, 12 while EB has significantly lower values there.
    "Nous laisserons ce monde-ci aussi sot et aussi méchant que nous l'avons trouvé en y arrivant."

  12. #12
    Member Member Puupertti Ruma's Avatar
    Join Date
    Aug 2006
    Location
    Jyväskylä, Finland
    Posts
    217

    Default Re: Steppe expansion

    For elephants and chariots the first number is the hitpoints of the "driver" and the second is for the "beast". So 1,4 would mean the driver has one hitpoint, and the elephant has 4.
    Call me Ruma. Puupertti Ruma.

  13. #13

    Default Re: Steppe expansion

    How do I figgure out which havae weak and which have strong bows?

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