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  1. #1
    Member Member Skott's Avatar
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    Default Re: RTRVII: Fate of Empires - Feedback

    I been playing around with it for a little while now and two main gripes are the economics and stability. Mainly what to build and what not to build on the economics and city building. Its not easy to figure out and some of the choices don't make much sense. There is not much info either on how best to build up your cities. Its certainly not very intuitive. Frankly I dis-like it a lot. I hear there are plans to address this so hopefully they can improve it. My biggest gripe? This mod is extremely unstable. Its plagued with CTD issues. I have to constantly save before a turn, after a turn, before a battle and after a battle because I never know when its going to crash and it happens quite often. CTD occur during a movement turn and they also happen at the start of a battle, during, and sometimes right after. Not to sound mean but this is the worse RTW mod I have ever played when it comes to stability. I've read a lot of other people making similar complaints so I know its not just me or my PC. Something in the mod itself apparently. When the new RTR7 mod comes out I plan to delete FoE forever from my PC its that bad. RTR 2.5 and RTR6 were my favorites and I hope the new RTR 7 is just as good. I hope they go to a different building structure though. I don't like the one in FoE. I really want to enjoy FoE but unfortunately I can't due to some serious stability bugs.

  2. #2

    Arrow Re: RTRVII: Fate of Empires - Feedback

    Quote Originally Posted by Skott View Post
    I been playing around with it for a little while now and two main gripes are the economics and stability. Mainly what to build and what not to build on the economics and city building. Its not easy to figure out and some of the choices don't make much sense. There is not much info either on how best to build up your cities. Its certainly not very intuitive. Frankly I dis-like it a lot. I hear there are plans to address this so hopefully they can improve it. My biggest gripe? This mod is extremely unstable. Its plagued with CTD issues. I have to constantly save before a turn, after a turn, before a battle and after a battle because I never know when its going to crash and it happens quite often. CTD occur during a movement turn and they also happen at the start of a battle, during, and sometimes right after. Not to sound mean but this is the worse RTW mod I have ever played when it comes to stability. I've read a lot of other people making similar complaints so I know its not just me or my PC. Something in the mod itself apparently. When the new RTR7 mod comes out I plan to delete FoE forever from my PC its that bad. RTR 2.5 and RTR6 were my favorites and I hope the new RTR 7 is just as good. I hope they go to a different building structure though. I don't like the one in FoE. I really want to enjoy FoE but unfortunately I can't due to some serious stability bugs.
    Thanks for the feedback. The more we have, both positive as well as negative, the better future versions of RTR will be.

    Regarding the new economic system - It does have a bit of a learning curve and takes a little getting used to, but once you have mastered it, it does add considerably more depth to the game play and makes your economic choices have much more consequence. Here's a link to the FOE Manual which contains some info regarding the economic system in FOE

    As far as the stability issue - you're probably not patched to 1.3. Unfortunately, older versions did have stability issues, with the culprit being the Clone General CTD which reared its ugly head when a duplicate family member, created when the AI adopts an existing general, dies. This has been fixed in the latest build, so I strongly suggest you try it. Here's the link

    BTW: Thanks for the heads up regarding the download thread not being up to date.
    Last edited by -Finn-; 03-25-2010 at 03:43.

  3. #3

    Default Re: RTRVII: Fate of Empires - Feedback

    Hello Skott, always nice to get some feedback.

    One thing we might suggest is that you check out the RTR forum at TWC for some pointers on playing FOE. There are a couple threads that may assist in the more complicated parts of FOE.

    An example is the recent Gameplay Tips thread made by some of the devs in light of some players requesting assistance in FOE.

    RTR VII is adressing several issues, but also adding many features which we are confident will be loved by the community.

    Might I ask one thing though, you mentioned that you have heard many people complain about stability issues in FOE. If these issues are with FOE 1.3, might you be so kind as to link them here. Its important that we can read these problems and fix them in FOE 1.4, and make sure they are not evident in RTR VII

  4. #4
    Member Member Skott's Avatar
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    Default Re: RTRVII: Fate of Empires - Feedback

    Yes, I'am using the 1.3 patch. Reinstalled it all over again but the CTD is still happening quite often. I don't really like the economy building choices much either. I been getting better at it but I can't say I like it. The enemy cities I capture seem to rebel a lot no matter what I do and I can't say I'm enjoying that. I seem to spend more time retaking captured cities more than expanding and taking new towns and cities. I'm just not enjoying this mod at all. I guess its time to just delete it all and wait for RTR7 and hope its better.

  5. #5

    Default Re: RTRVII: Fate of Empires - Feedback

    RTR FOE was intentionally designed to slow down blitzkrieging. This was accomplished using a new system call Newly Conquered Regions. If the region you captured had a different culture than your own, you would have a difficult time maintaining control. While not perfect it achieved its desired effect. You can also expect this system to be in RTR VII, although it will probably be a bit more polished when compared to FOE.

  6. #6
    Member Member Skott's Avatar
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    Default Re: RTRVII: Fate of Empires - Feedback

    Quote Originally Posted by -Finn- View Post
    RTR FOE was intentionally designed to slow down blitzkrieging. This was accomplished using a new system call Newly Conquered Regions. If the region you captured had a different culture than your own, you would have a difficult time maintaining control. While not perfect it achieved its desired effect. You can also expect this system to be in RTR VII, although it will probably be a bit more polished when compared to FOE.

    You may want to tone that down. Having to constantly retake a city is not fun IMHO. Its more of a fustration. In a Roman campaign I took Syracuse and then had to retake it every other turn even after I exterminated the populace, destroyed all the previous cultural buildings. Finally after the sixth time I just gave up the campaign. It wasn't fun. It was just fustrating. I don't look forward to that in the next RTR.

  7. #7

    Default Re: RTRVII: Fate of Empires - Feedback

    Your feedback has been duly noted, and I'll make sure it's passed on to the team.

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