On normal, I believe, AI factions get +1 recruitment slot per province. They also get a slight tech research boost so they may well have researched the tech that gives bonus recruitment slots.
It...
Type: Posts; User: JObadiah; Keyword(s):
On normal, I believe, AI factions get +1 recruitment slot per province. They also get a slight tech research boost so they may well have researched the tech that gives bonus recruitment slots.
It...
Pikes were arguably OP at one point, but the nerf-bat was taken to them rather over-zealously.
Even the best soldiers in the world are not supermen, and the Gallic army you describe was made up of well-equipped professionals. That said, comparing stats of Celtic sword units to Roman sword...
I think it's this: A lot of AOR units share the same UI card and name as some factions' core units, but have worse stats.
I'm glad it's appreciated. My hope is that it makes Carthage's navy more interesting to play and more challenging to play against.
Yes. I'll need some time to update for the new units since I'll want to carefully pick through all the new units' variantmeshes to make sure I get them all.
updated for 0.9
Scotty taught y'all well.
I really love the TW community sometimes.
Reasonable. Understood.
So I fired up Carthage campaign. I noticed that you've replaced 'client states' with satrapies (renamed to 'client kingdoms), at least for Carthage. But it still starts with Libya and Nova Carthago...
The elite unit recruitment exploit only seems to work for certain factions. Though I never actually use it, so I may be wrong.
I've been playing a STIM Tylis campaign off and on. One thing: the new f/dlc factions could use some of your attention to their rosters/recruitment to bring them more in line with the kind of...
This is some really encouraging stuff.
It wasn't a DeI thing. It was a 'wip' mod that is now apparently abandoned.
Or previous incarnations of RTR, even.
I think it could be made to work pretty well, but it would require a different, more abstract approach to weapon mechanics. Still, multiple melee weapon values per unit would be better...
Marian legionaries may have been 'only' soldiers, but the average hoplite (or phalangite) was not even that. It's all well-and-good to de-mystify, de-fanboy the Romans. They certainly deserve as...
The R2TW engine only supports one melee weapon type per unit. It's incredibly simple to give a spear or pike unit 'backup' swords visually, but representing this in the unit's stat values would...
I think the main explanation for this is that initiative 3 units have 0 deadliness. Which means many of their hits deal no damage at all. Whereas initiative 2, deadliness 1 units are dealing at least...
I think chevrons improve unit stamina or stamina regen too? But yeah I recall reading that someone had experimented with making charge speed slower than run speed, and that this actually worked out...
If anything it's worse in vanilla.
Hoplites were just Greek heavy infantry. They used spears and shields like heavy infantry almost everywhere else (although longer spears and sturdier shields than, say, Persian Sparabara). Yes, some...
Sources that speak of Roman battles against sarissa phalangites do in fact show that Roman infantrymen couldn't beat them in formation head on.
I don't claim 'swords beat spears' or anything of...
Looks like you fixed everything. This should certainly help stall the onslaught of "omg what is wrong with this mod's unit stats" threads.
Now, this is just plain false.
Of course not. Nobody was. A man is, ultimately, just a man. But - almost all of Rome's enemies' armies were composed of hoplites or their almost exact...
I don't know of any sources that say Romans had any particular trouble with spear-and-shield men at all, even head on (except when their quality was very high, but that's another issue).
Some are more OP than others but I agree, a lot of them are very OP.
You can also hope someone else kicks the noodles out of Athens' armies and confederate them before they take the city itself.
I haven't tested this, but from what I've heard, bonus hp to units acts kind of like a buffer that soaks up damage before any entities in the unit start taking any damage as 'individuals'. This may...
My guess would be that phalanx-mode bracing was part of what was making hoplites/phalangites almost immune to rear charges by cavalry, so they took it out. They don't need it from the front, anyway.
Pretty much. And of course the principes would have better armor on average because they're richer guys on average. But they're all levy troops who have been called up and drilled for war, so they'd...
That would actually be a pretty cool mechanic, which is why it's probably impossible with the game engine as it is.
A cushier job makes for poorer soldiers in general, arguably, but not necessarily poorer fighters. Even so, I grant the points, and I've had similar thoughts myself re: veteran and elite units. I've...
DeI's armor and shield systems are very.... abstract. While this has its virtues, the actual allocation/balancing needs some serious attention.
All the horses have hp 5, except for the cataphract horses, which range from 20 to 35.
A range of 5-20 bonus hp in DeI is a pretty huge one, considering how tightly balanced damage vs hp is. I've...
Honga's DeI stats are a bizarre mixture of up-to-date accurate and wildly outdated. Do not trust them.
Rom_Praetorians: Melee Attack 30 (Damage 13, Deadliness 5, Initiative 0), Charge 18, Melee...
I'm keeping a close eye on y'all.
When playing the Iceni, I find myself using the liberate option quite a lot when picking apart large empires. It allows me to go on warring/raiding expeditions with a few favored armies and destroy...
Lots of heavier units have more hp than lighter units, but DeI does this via bonus hp to particular units in land_units (for whatever reason). Also, mounted units use the combined hp of their horse...