No, they are just fine
Yes, they feel undepowered , no enough missile damage
Missiles too strong
I've tried overwriting the files in question with their RBBR versions; first stepwise, then all of them, but it wouldn't work... maybe the core of the problem isn't RBBR after all but rather incompatiblities with BC 2.3
At least I'd like to use the dust cloud animations from Crimson Tide, I find they add to the overall atmosphere. Does anyone know which files, exactly, are involved?
Another improvement in RBBR (alongside the stack spam limits), has been the rebalanced Romans, in unit tests I've run the Roman heavy cavalry seem to be merely average now compared to those of their nearby foes, forcing the Roman player (human) to rely more on heavy infantry. I've actually found this quite fun, as the combination of levied pikemen on the defense and elite Varangoi maulers on the flanks for offense has been working for me on the campaign map. Sort of a Roman version of the Anglo Saxon shield wall (I know it sounds crazy on BC right?) With some Hippotoxoati covering the flanks it has been a joy to try some new tactics.
Very nice submod, the only problem is that the diminished number of men in elite squads make them easy to kill with average-but-larger-squads. This makes elite squads (many of them atleast) really not worth getting, because you can get a cheaper unit, with faster recruiting and better combat ability instead. I understand the logic that elites were never really the mainstay of an army, but still: they need to be competetive, or there are absolutly no point in having them.
However i think this might have been a problem in standard BC aswell.
In any case: great job, i am def going to keep using this with BC.
edit: i found out that when i upped the unit size from normal to large it helped the smaller units so right now its quite to live with. So much of my criticism above are null and void if you play at large unit size. Atleast thats what i found in testing.
Last edited by Malanthor; January 16, 2012 at 10:07 AM.
i need something like that minimod for 2.3.2. is it possible?
I cannot recruit any mercenaries...
Last edited by nein; February 07, 2012 at 11:26 AM.
Templars, including dismounted Templar Axemen shouldn't be weaker than Mamluks and Mamluk Tabardirya.
Are these files compatible with BC 2.3.2 ???
I have the same problem. It is apparently an old one, judging by some of the posts earlier in this thread. I reinstalled the descr_mercenaries of BC 2.3 and it did the trick. If you edit out some of the religion requirements in the file it will give you some more diversity in merc's like RBBR was supposed to do.
The Misadventures of Diabolical Amazons - Completed.
An Orcs Tale, a Third Age AAR - Completed.
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My Dread Lady, a Warcraft Total War AAR - 27 chapters done.
Home to Midgard, a Third Age AAR about two dwarves, a spy and a diplomat - Completed (pictures remade up to chapter 19).
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Hiu rusnmat, I'm really enjoying your collection of submods so far. Thanks for sharing this!
I got one tiny little question regarding the EDU; it seems like the upgrade costs for custom battles are a tad too high. Some units are 75% more expensive when they have both their attack and defense upgraded. Did you do this on purpose? Because it isn't very balanced imho, it makes upgrading not worth it.
Hello together,
I am sorry for bringing up this thread after 7 years have past since the last post.
The presented features in this thread and in https://www.twcenter.net/forums/show...-amp-Savage-AI have caught my interest.
I am interested in his approach to RR/RC and settlement population numbers and starting buildings.
I am aware that k/t has an RR/RC mod for BC2.3, I played it for some time in the past and would like to have a look at rusnmats approach for comparison and inspiration.
If someone has the files of this mod and of https://www.twcenter.net/forums/show...-amp-Savage-AI I will be most glad if they are uploaded again as the original files seem to have been attached and lost.
Best regards.