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  1. Re: Making the game fun again House rule suggestions?

    I started a Belgae campaign recently and I noticed that my family members seemed very fragile in combat. The defense values shown in-game are 10/1/0, the stat_sec_armor. The EDU has higher values for...
  2. Thread: Client States

    by MacBlain
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    Re: Client States

    This pdf fundamentally changed my experience of RTW, so I suggest it incessantly:

    http://www.priomh.com/Random/RTWDiplomacy.pdf

    Basically, diplomacy doesn't quite work in the natural, human way...
  3. Re: Submod or fix for pike-men shield values and for stat_health 2 for some "undead" units

    I'm always interested in a discussion about perpetually refining the game balance.

    I encourage you to read this forum in depth. Modders have been struggling for years with the issues you mention,...
  4. Sticky: Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    http://tasvideos.org/4156S.html

    Automated controller inputs that use glitches to write programs from scratch inside Super Mario World, such as a Pong game. Nerds are amazing sometimes.

    I wonder...
  5. Re: Submod or fix for pike-men shield values and for stat_health 2 for some "undead" units

    I don't think we need to think of "hit points" as representing one person sticking a weapon into another person's body. That really wasn't such an important part of ancient battles. The real question...
  6. Re: It is possible to add more Swap Factions for the next version of Roma Surrectum?

    I'd love to have more swap factions that start very weak, with a single settlement. The game is most fun for me when I start at the very bottom of the pile. Maybe there could be more "rebel"...
  7. Sticky: Re: Roma Surrectum III preview: The new battle map enviroment

    Ah, too bad the selection of trees is so limited. It would be nice if some of the "rocks" or perhaps "buildings" could be forest clutter set-pieces, with thorny patches and fallen logs blocking the...
  8. Sticky: Re: Roma Surrectum III preview: The new battle map enviroment

    Have you tried adding dead trees? Would it work in the engine? The environments look like immaculate, gorgeous parks. Or like a really well-kept cemetery. It would look cool if there could be more...
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    Re: Ideas For RSIII - Garrisons, Armies, Battles

    I think it would be good for us veterans to collaborate on a strategy guide. Clearly the game can be frustrating for players who don't know how to exploit all the nuances of the battle system.
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    Re: Poor balance and terrible battle AI

    Tedric, I have ideas about how cavalry could be changed to mitigate the enormous advantage they give the player. I'd love to hear you brainstorm about how they could behave more historically in the...
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    Re: Poor balance and terrible battle AI

    I'm also someone who is not interested in observing some nebulous form of sportsmanship in order to make the game interesting.

    Could we talk about the best ways to win battles in a very simple and...
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    Re: diplomancy and levels

    Wow, this is great! I'm guessing a lot of this applies to RTW.

    RTW doesn't give as many cues, but by looking at things from the AI's point of view, it's possible to guess what they think to a...
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    Re: Are battles still grindy?

    Hah! So true! I've always thought that the real problem with this game is not that the AI is bad, but that the player has a level of command control that would make the SAS blush.

    Mr Monk, thank...
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    Re: diplomancy and levels

    I have studied the pdf mentioned by Risasi very closely. As a result, I find diplomacy completely comprehensible and hugely fun and rewarding. Power blocs form meaningfully, I find myself getting...
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    Re: Are battles still grindy?

    I'm playing Galatia, and now that the Successors have got it in their heads that I need to die, Anatolia is now crowded with good-quality phalanxes. I'm finding that even my best offensive melee...
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    Re: Returning to Roma Surrectum 2, but first...

    Ah, I hadn't tried javelinman as an alternative! It works perfectly! A simple "replace all" fixes the problem, although we give up that lovely skeleton.

    I'm pretty certain there's some very small...
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    Re: Returning to Roma Surrectum 2, but first...

    If you make a walking animation that takes the scene root somewhere other than the game expects it to be, like for instance a "walk forward" animation that actually veers slightly to one side, the...
  18. Poll: Re: Ultimate General: Gettysburg - What do you think?

    You guys should just give it a try all the same.

    The multiplayer, especially, is unbelievable.
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    Re: Rome2 vs RSII - Where are we?

    Investments in gaming hardware are way, way, way down on my priority list. RS2 is the fanciest game I play, by far. It never entered my mind that I would ever play Rome 2 for a moment. I'm glad it...
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    Sticky: Re: RS2's Future and Mod Ideas:

    Honestly, I feel this is the pinnacle of the Total War series right here.

    Take your time. This is just wonderful. I hope this will draw in some fresh contributors.
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    Sticky: Re: RS2's Future and Mod Ideas:

    There's not much to say, but I'm checking this pretty regularly. It's stunning.

    Your process seems effective and prolific, and you're doing things I would have imagined to be impossible. Are you...
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    Sticky: Re: RS2's Future and Mod Ideas:

    Just to be clear, I feel the game is currently peerless.

    I always imagined that one main purpose of skirmishers and cavalry was to get info and deny it to the enemy, but I bow to your erudition.
    ...
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    Sticky: Re: RS2's Future and Mod Ideas:

    re skirmishers: shouldn't a "screening force" literally obscure what's behind it? In a game without line of sight, this is impossible. Giving "hide_anywhere" to all units is fun, but it confuses the...
  24. Sticky: Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    It would be great if we could tweak the campaign AI's value judgement rubrics.

    For example, when deciding whether to attack, how does the AI evaluate the strength of armies? Are player armies...
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    Re: Units seem a bit too tough

    I would argue that because the engine does not model the disorganizing effect of frontal missile attacks, a slightly above-realistic casualty rate would make sense. We could imagine that disorder is...
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    Re: Units seem a bit too tough

    Increasing lethality weights gameplay toward pure attrition, hence simplifying it.

    It would be much better if units could become disorganized and gradually lose function before dispersing, because...
  27. Sticky: Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    I would also be willing to sacrifice all frills in exchange for 1:1 historical-scale battles. But it seems to me that graphics aren't really the problem. I can set up an eight fullstack custom battle...
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    Re: Poor balance and terrible battle AI

    I gotta agree that I'm pretty stunned by the performance of those hybrid light infantry units. I don't mind too much because I often find the AI protecting its flanks frustratingly well when he has...
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    Re: Units seem a bit too tough

    Battles take too long because people are used to looking at them as a matter of attrition.

    Battles in RS2 don't take very long when you demoralize the enemy in every way possible.

    Soften the...
  30. Sticky: Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    I want mile-long phalanxes!

    BUT, what I think might be even better would be an investigation into the mysterious variables governing diplomacy.

    I try to get everyone to read this:
    ...
  31. Re: How the hell do you get force diplomacy working

    It's worth trying to approach the diplomacy system on its own terms and understand it:

    http://www.priomh.com/Random/RTWDiplomacy.pdf

    Also, I'm pretty sure the baseline of anti-player hostility...
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    Re: So thoughts on the Roman Scripts.

    I always play small factions, so I have no opinion on this specific point.

    But I've always thought that short, focused scenarios could be cool if they were heavily scripted. Perhaps this would...
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    Re: Poor balance and terrible battle AI

    Do you agree somewhat with Lindybeige? :

    https://www.youtube.com/watch?v=AAmf4RTBoYk

    I like how battles flow when cavalry are refigured as "glass cannons" -- high attack (no charge bonus), low...
  34. Re: Should most Roman Generals be Triarii units instead of Cav?

    I think the game would play much better if the AI were given a commander unit that stayed in a more conservative role. Just sayin.

    I love that idea from 1648. Maybe the general could shoot...
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    Re: Poor balance and terrible battle AI

    Tedric, you've complained many times about the cavalry mechanics. Have you experimented with alternate settings? Do you have any ideas about how a better system might be realized? I'm curious what...
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    Re: RS2 Multiplayer

    I am most interested in playing head-to-head battles to see what gameplay emerges.

    However, I am totally into doing some sort of "pen-and-paper" system outside of battles.

    Another idea I'm...
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    Re: RS2 Multiplayer

    I gave it a try when 2.6 first came out, but I kept getting desync errors so I gave up. I'd love to see another push for a regular group of players online. There are lots of resources in the...
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    Re: First impression after transitioning from EB

    Battles were tedious for me at first.

    In total war, one is accustomed to using attrition as the primary way to demoralize the enemy. But the engine gives you many ways to do this.

    Also, many...
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    Sticky: Re: RS2's Future and Mod Ideas:

    Am I correct that H/VH campaign difficulties raise the baseline diplomatic aggression toward the player faction? Must this not throw the political landscape completely out of whack?

    I've always...
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    Re: Some little questions of RS2.6

    You can wait till the bloom initializes, then alt-tab out of the black screen and back to the game.

    If you go to the enbseries homepage, there is a reference for the parameters in enbseries.ini. I...
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