Select the stack or an entire province, then press "M" -- no control. (Selecting the province will merge all troops in all stacks.)
Type: Posts; User: cherryfunk; Keyword(s):
Select the stack or an entire province, then press "M" -- no control. (Selecting the province will merge all troops in all stacks.)
That's just crazy talk.
Hey guys, I'm brand new to MTW and it seems that Redux and XL are the main mods that will work with the Steam version. Any suggestions on which I should try first? Above all I'd like graphical...
New MTW player here, just got it on Steam, and I'd also love to get this mod running, it does look impressive indeed...
The 'too much open space' and the 'a lot more detail' go hand in hand. You're criticizing and praising the same thing...
So let me join you in saying the map looks great, let's have more like...
Precisely -- most of the factions aren't within the player's view anyway, so having them 'compute' their turns while the player is active would make sense, since nothing the player does is going to...
+21
Interesting that you say that because I just finished a Shogun 2 campaign and the faction progression was pretty solid and felt like a 'natural' consolidation across the map into a handful of...
Exactly. You don't have to be Mr. Spock (may he rest in peace) to see the illogical nature of the system.
...
That would explain why my Franks gained an Imperium level without conquering anything -- I wondered what was going on. Not sure that I like this... especially if Imperium still creates negative...
That would simply be solved by letting the player build more rams/towers/ladders per season during a siege. The truth is an army could build as many ladders as it needed in 3 months, no?
There is yet time to rectify that oversight!
One of his finest moments:
https://www.youtube.com/watch?v=XuCHAC5u_Do
That's really a big part of the problem -- as I understand it onagers were siege engines for taking down walls, not for taking down opponents in a field battle. They were essentially immovable and...
Okay, I can buy that -- I know just from working mods that the complexity with games like this is staggering. But why would something like siege battles work fine in Medieval 2 but be beyond the AI...
I know it's a different engine, but how does that explain it? Medieval 2 had the exact same components -- big walls, gates, attackers, siege engines -- and they seemed to work well to create siege...
This might work.
What gets me about the whole issue is that as I remember it -- and I might be remembering wrong as it's been years -- but as I recall the siege battles in Medieval 2 were bloody fantastic, indeed I...
+1 - That's what we need; keep the effect, but reduce it significantly...
Damn it! And I just started a Franks campaign... :doh:
I'm curious, what does new deployment zones mean? Sounds intriguing... :hmm:
In their great wisdom, CA have elected to make map modifications off limits. If you look at the horrible map changes made by mods for Rome 1 and Medieval 2, you can clearly see why this is...
I'd rather that CA take their time to make sure they release something good -- too often they've failed to do that. The Longbeards will wait, they're not going anywhere! Except pillaging. And...
Yeah, range reduction would be good also, it is OP at the moment I think...
That might work, either that or simply reduce damage if possible -- what do other players think? Any thoughts?
+1 This is going to be an essential mod methinks...
Luntik, any further thoughts on maybe reducing tower lethality?
Wow, this just sounds idiotic.
Why, CA, why must you do such stupid things? Why do you insist on seeing less choice for the player as a good thing?
I agree. My favorite DLC for Rome 2 has to be Hannibal at the Gates -- love the bigger map, love the historical setting, the whole thing is just great (well, except for the AI Hannibal not behaving...
Hey, you've been asking for this for more than a year! :cheer2:
I'd love to play some of the locked WoS factions, but the faction unlock mod seems pretty rough even in vanilla. Here's one of the comments from the Steam page:
Great mod but I've noticed a couple...
Make sure to upload when you do -- you're not the only one who dislikes the 'sombreros'...
This is sort of what I've discovered myself -- however, I just don't find it fun, it feels more like busy work. I miss the naval battles of Empire TW. Even Shogun 2 was more fun. Could it be that...
You should consider the Hannibal campaign -- I'm not sure if it unlocks any factions (unless maybe Syracuse?) but the map is excellent, it offers a much more tactical style of campaign play. Caesar...
I understand, but personally I too prefer the vanilla cards -- I guess I just prefer the abstract look over a more realistic style as it follows in the footsteps of Shogun II.
I'm sure this has been stated somewhere, but what are the recommended campaign/battle difficulties for DEI? And could they be put in the release notes on the first page?
I'm curious too, just got the new DLC and I'm sure CA changed more stuff (as they do...)
Of course you're exaggerating for effect, but I agree with your point -- DEI simply has too many units in its rosters. Obviously the vanilla game has far too few, but DEI goes too far in the...
That might work. The Shogun 2 solution is also pretty good -- troops have to 'board' an existing fleet, which serves as their escort. If the fleet is attacked, the troop ships don't appear in...
It worries me that the designers are so horrible at the game they designed...
I got creamed by a Taira naval invasion in my current ROTS Minamoto campaign (3/4 stack sent halfway across the map, declaration of war just before the landing, caught me totally unprepared) so they...