Changes from v2.0 beta:
Spoiler Alert, click show to read:
Changes from v2.0 beta:
Spoiler Alert, click show to read:
Last edited by AqD; June 01, 2009 at 07:58 PM.
This is awesome! Congratulations on this release!
Excellent stuff. Some of the very best units I've ever seen and I'll download the mod immediately.
Thanks! I just updated the post with a pic and some more information Have fun!
Congrats!!!!!!!
Nice work downloading now.
I agree with regards to the music, there's no need to vastly balloon the download size for the sake of music which is invariably nowhere near as good as the default RTW music.
"If we didn't have cruxifixion, this country'd be in a right bloody mess"
Has anyone started to play it? Give me some comment please! Criticisms are very welcome
Is it too difficult or too easy? Anything I need to fix?
Gonna download this immediately. Great work
downloading
I have played a little bit with both Pontus and Armenia in campaign. While I haven't really done many real-time battles, the balance system seems much better than before. The combat it self is much more realistic than I expected. Again, I have only played a little, so can't say too much besides that.
EDIT: The units are beautiful!
In the thracian unit thing, you said that the units were removed until you fixed them, when are we gonna be able to see them in? My apologies if they are already there, im downloading right now. Awesome units btw, I love the gloss shiny effect on them, and the hi-res is amazing. A differnt site to download from would be appreciated, rapidshare always gives me horrid speeds.
Units are top-notch.
I may have to put Rome Total War: Alexander on top of my to get list, so I can give this mod a try.
Congrats on the release!
aqd, you've kept me waiting for those Thracian units for almost a year now. I finally got them.
I think I screwed up the install. I can load the campaign but I can't load a custom battle. It takes me back to the faction screen. What did I screw up?
Uh, did you forget to remove map.rwm?
The units are still available in custom battles. But by "fix" I mean to completely redesign units of the same classes, so it won't happen very soon
What other download site would you want? megaupload or?
Last edited by AqD; December 30, 2008 at 04:22 AM.
If the problem is speed, moddb could work, though I have never uploaded anything there.
going to have a look. the last testing one was really good.
I'm thinking of giving more bonus to AI to make it as aggressive as in RTR despite of various changes... The players should be the only ones who feel difficulty of the new environment
Here is the traits I'm going to add for AI generals:
- Command +2, Management +2 (old bonus)
- Law +2 (+10% happiness), Unrest -2 (+10% happiness).
- Battle recovery rate +20%, Command +9 against rebels
- Mining income +25%, Trading income +25%, Tax income +50%
- Construction cost -40%, Unit cost -20%
It seems to make a big difference. For instance, the treasury of AI seleucid at the end of first turn increased from zero to 30k+ denarii. I still need to make more tests through, in this weekend hopefully...
What do you think of this?
Last edited by AqD; December 30, 2008 at 01:47 PM.
Giving the AI more money is the lesser of two evils. I say go for it. On a broader note, nothing makes me want to give up and start a new campaign more than expanding too easily - (this is in general and not aimed as a criticism to this mod or any other just a general thing) I am always disappointed when every settlement I see has about 3 units defending it and no AI army or fort is in sight. I don't mind if I have won a decisive battle and the settlement is there for the taking - and some settlements can be overrun easily that's no problem - but too many easy conquests spoils the game imo so I am all for giving the AI money.
Personally I would like to see scripted fort placement, scripted army creation and garrisoning. The underlying controlling elements are the keys to deciding this (I'll just make an automata to compute them then get back to you )
I played a simply awesome Medieval 2 mod called Broken Crescent that had a great garrison script, so you knew any seige you made would be a tough battle (an army spawned inside the city when you beseiged it thereby making up for retarded AI garrisoning) - and it encouraged you to starve the enemy out. That slowed the pace of expansion down very nicely. Tsarsies also made a garrison script for Stainless Steel which did something similar - it really made you think twice about beseiging a town.
Despite all this as well as the supply traits I still always managed to utterly dominate - my conclusion is that given "breathing space" the human player will always dominate so the key is to combine the sort of recruitment/upkeep and public order limitations you see in RTR and RTR-ExRM with AI cash bonuses AND AI aggression. Of course there must also be a reward for winning decisive battles - allowing the player to push home an advantage.
Think of Darius raising troops to stop Alexander or Rome raising large numbers of soldiers in a great panic to try to stop Hannibal.
I would say money and army spawn bonuses for the AI when it loses smaller battles inside it's own provinces and any battles outside of it's own provinces THEN once the faction loses maybe 2 large battles within it's own province and it's resulting total military force is below a certain threshold all assistance is turned off for 5 turns - i.e. the faction has been brought to it's knees for a short period.
"If we didn't have cruxifixion, this country'd be in a right bloody mess"
Well may be a good chance but remember that the player troops still costs alot and recruiting new ones to face even bigger treat from AI may turn to be impossible at a certain point.
Well need a test and I would like to have it a go as you are really amazing me AQD.