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Thread: [Feedback] Suggestions, Critiques & Requests

  1. #2081

    Default Re: [Feedback] Suggestions, Critiques & Requests

    Quote Originally Posted by KAM 2150 View Post
    You mix things a bit buddy Those Celts were Galatians, who settled in Anatolia, and those archers are just auxiliary troops, recruited in their homeland and moved to another territory...exactly how it works in DeI
    I get it. But that's not the point.

    I’m just thinking in alternative for the recruitment of mercenaries without being too much attached on historical facts. I believe thats possible just by giving more focus to the mercenaries hiring system than to where these mercenaries were found. For Total War is about alternative history based on facts not true historical reenactment (my opinion).

    Why can’t I recruit these Galatians Celts in the territory immediately adjacent to Egypt in Anabataea? Since these Celts probably offered themselves as mercenaries in that region too but were not recruited.
    In addition, what if I’m playing with Ptolemaioi and expanded the Empire to regions that historical empire never arrived, these Celts couldn’t offer themselves as mercenaries in these new regions?
    In my view, AoR units are a result of the society, culture and environment of a specific region and mercenaries are AoR units that left their homeland to fight anywhere for those who paid as far the recruiter knew of their existence (maybe by being aware of their home land, not necessary being at their home land).

    I'm not sure how the auxiliaries recruitment system work but the fact that I have to use a general to carry the Yemeni Archer in the Arabian peninsula to fight in Britannia bothers me a bit. It looks like they cannot walk by themselves.

    Anyway, it’s just a suggestion.

  2. #2082

    Default Re: [Feedback] Suggestions, Critiques & Requests

    A little something about pikes that bugged me for a while (specially now I'm trying Pontus out): why in the world are they only available after Thureos reforms? To put it in perspective, at first I thought this was some issue on my end but after some dwelling in the forums I found that this is how you guys made it. And tbh, I don't get why at least Greek states shouldn't have access to pikes right away. Heck, for all that I care it doesn't even have to be all Greek states, but at least successor kingdoms should be able to recruit them before reforms. Considering the game starting set up it is really immersion-breaking that the use of the Macedonian phalanx isn't available from the beginning. I mean, Alexander's legacy is pretty much fresh, the Greeks would have already adapted to the new tactic (I'm not good at Greek history, so I don't know if or when they adopted the pike phalanx, but it is reasonable to assume it could happen) and in the successor kingdoms they would've certainly be common-place in warfare. Just a little rant, if you guys put it up like that, I'm sure you had a good reason; I just wanted to understand why you did that way (and if it could be changed). Best regards =)

  3. #2083
    KAM 2150's Avatar Artifex
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    Default Re: [Feedback] Suggestions, Critiques & Requests

    Successor kingdoms have them before the reforms, only typical Greek states have them later, it took long time to field first pike phalanx in case of Sparta.
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  4. #2084

    Default Re: [Feedback] Suggestions, Critiques & Requests

    I see. Been a while the last I played Successors (now that I think of it I never played a serious campaign with them). Sorry for the misconception and for speaking out of sheer ignorance and thanks for the explanation.

  5. #2085
    FlashHeart07's Avatar Praepositus
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    Default Re: [Feedback] Suggestions, Critiques & Requests

    Quote Originally Posted by Avlaus View Post
    I get it. But that's not the point.

    I’m just thinking in alternative for the recruitment of mercenaries without being too much attached on historical facts. I believe thats possible just by giving more focus to the mercenaries hiring system than to where these mercenaries were found. For Total War is about alternative history based on facts not true historical reenactment (my opinion).

    Why can’t I recruit these Galatians Celts in the territory immediately adjacent to Egypt in Anabataea? Since these Celts probably offered themselves as mercenaries in that region too but were not recruited.
    In addition, what if I’m playing with Ptolemaioi and expanded the Empire to regions that historical empire never arrived, these Celts couldn’t offer themselves as mercenaries in these new regions?
    In my view, AoR units are a result of the society, culture and environment of a specific region and mercenaries are AoR units that left their homeland to fight anywhere for those who paid as far the recruiter knew of their existence (maybe by being aware of their home land, not necessary being at their home land).

    I'm not sure how the auxiliaries recruitment system work but the fact that I have to use a general to carry the Yemeni Archer in the Arabian peninsula to fight in Britannia bothers me a bit. It looks like they cannot walk by themselves.

    Anyway, it’s just a suggestion.
    But since this mod is about being historically correct this wont be implemented since we already have the AOR and auxillary system for this. You say why they dont walk themselves? Why would people march this long on their own to fight in distant lands? They would join up with the army for a regular pay, food and protection.
    The Galatians need lvl 2 or 3 city building I believe.

  6. #2086
    ♔DARTH LEGO♔'s Avatar Vicarius
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    Default Re: [Feedback] Suggestions, Critiques & Requests

    Im alawyas sooooooo torn on choice,

    on one hand im loving your gameplay the way your mechanics are going ...... "I see what you doing there".....
    all of it really , in short I hope you are part of the community for along time.

    on the other im always so stuck on Toons AIO and so caught up with the pretty legions and all the smaller enhancements.

    so my question/suggestion is that with Toons eminent retirement any plans to put in more elements from AIO into DEI?

    no before everyone jumps dowen my throat let me say im a HUGE fan of both mods and racked up little less than 350 hours in two months of buying the game and it just feels that in both they are missing certain elements and finishing touches that could really throw the mods into the forefront.
    so with Toon retiring to the countryside will you be carrying the torch, so to speak.....???

    again love the mod love the work and loving my gameplaytime.

    just a thought that was running around in my grey matter upstairs.

    but again thank you so much for your hard work and donating your obvious talent to the community , TWC is a brighter place with peeps like you around.


  7. #2087

    Default Re: [Feedback] Suggestions, Critiques & Requests

    Is there any way we can change the Player reforms to be based on the number of territories that the player has. maybe via messing with the quests that want you to have X number of providence's controlled. Having it be off of turns and imperium seems a little limiting.

  8. #2088

    Default Re: [Feedback] Suggestions, Critiques & Requests

    Imperium is a direct result of number of regions controlled.

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  9. #2089

    Default Re: [Feedback] Suggestions, Critiques & Requests

    Hey guys, I just started playing the mod and I love it. Just one question though regarding the campaign graphics. Are the Farmlands no longer visible on the campaign map after upgrading foods?

  10. #2090
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    Default Re: [Feedback] Suggestions, Critiques & Requests

    Quote Originally Posted by FlashHeart07 View Post
    But since this mod is about being historically correct this wont be implemented since we already have the AOR and auxillary system for this. You say why they dont walk themselves? Why would people march this long on their own to fight in distant lands? They would join up with the army for a regular pay, food and protection.
    The Galatians need lvl 2 or 3 city building I believe.
    I think it would not be that ahistorical to allow some mercenary units to be recruitable some distance away from their AOR. Because in the hellenistic times many mercenaries did indeed travel some distances to sell themselves to the best bidder. I would however only put it in the game in that way that for one or some turns one unit would be recruitable in one region and then wandered to another random place. Would incorporate a certain element of luck that I would find interesting. Don't know wether this would be moddable.

  11. #2091
    FlashHeart07's Avatar Praepositus
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    Default Re: [Feedback] Suggestions, Critiques & Requests

    Quote Originally Posted by geala View Post
    I think it would not be that ahistorical to allow some mercenary units to be recruitable some distance away from their AOR. Because in the hellenistic times many mercenaries did indeed travel some distances to sell themselves to the best bidder. I would however only put it in the game in that way that for one or some turns one unit would be recruitable in one region and then wandered to another random place. Would incorporate a certain element of luck that I would find interesting. Don't know wether this would be moddable.
    Dont think this will be modable or even implemented in the game. Cant be sure but thats my guess

  12. #2092
    suras333's Avatar Semisalis
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    Default Re: [Feedback] Suggestions, Critiques & Requests

    Is there o solution in 1.0 for the navy movement?

  13. #2093

    Default Re: [Feedback] Suggestions, Critiques & Requests

    Quote Originally Posted by suras333 View Post
    Is there o solution in 1.0 for the navy movement?
    I am currently working on this problem. Most of the solutions bring up more problems so it is a bit of a mess.

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  14. #2094
    Ygraine's Avatar Campidoctor
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    Default Re: [Feedback] Suggestions, Critiques & Requests

    Any chance of us seeing (Molossian or otherwise) dogs in Epirus default roster in 1.0? Right now you can recruit them if you own the province via AoR, but not as the faction itself (does not make any sense in my humble opinion).

  15. #2095

    Default Re: [Feedback] Suggestions, Critiques & Requests

    I guess it was to avoid having war dogs across the whole map which doesn't make sense either, rather they are specialist units recruited in certain areas. The AOR dog units are no way weaker, just limited to specific provinces.

  16. #2096

    Default Re: [Feedback] Suggestions, Critiques & Requests

    Yes the AOR system is used for 2 reasons for many units. The first is the obvious one - it allows factions to recruit regional units that they wouldn't normally have access to. The other use is to have more realistic recruitment for certain units. For example, the original idea for Massilia was that they would be able to recruit their own hoplites from their own city. But, since they are a limited resource, they wouldn't be able to when out of their region. We will be making some adjustments to this to add to roster diversity. However, the idea still remains - some units are a region/limited resource that doesn't make sense to be recruited on the other side of the world.

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  17. #2097
    Ygraine's Avatar Campidoctor
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    Default Re: [Feedback] Suggestions, Critiques & Requests

    It sounds reasonable not to have them recruitable in any province (via default roster) - but can I recruit them in the Epirus province only, as Epirus? I noticed I could recruit them in Epirus as Macedon if I captured it - but I haven't found them so far as Epirus.

  18. #2098

    Default Re: [Feedback] Suggestions, Critiques & Requests

    Quote Originally Posted by Ygraine View Post
    It sounds reasonable not to have them recruitable in any province (via default roster) - but can I recruit them in the Epirus province only, as Epirus? I noticed I could recruit them in Epirus as Macedon if I captured it - but I haven't found them so far as Epirus.
    I see your point, yes we can expand that unit to Epirus as well.

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  19. #2099
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    Default Re: [Feedback] Suggestions, Critiques & Requests

    I realize that it is Sacrilege but due mostly to time constraints I play about 80% of my battles as Auto Resolve. Is it possible / are there any plans to improve Auto Reslove battles? I find the results of many of my auto resolve battles to be unrealistic. Is it possible to tweak so that it rewards having (needing to have) armies with combined arms...good mix of cavalry, skirmishers/missle and heavy infantry. OR, giving bonus to mismatched armies for example, like a strong cavalry force having an advantage over an all light infantry/ skirmisher force. It seems like now it just gives an advantage to the army with the highest total attack value.
    Any comments about auto resolve ( how it works) in general are appreciated.

  20. #2100
    FlashHeart07's Avatar Praepositus
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    Default Re: [Feedback] Suggestions, Critiques & Requests

    Quote Originally Posted by hosharius View Post
    I realize that it is Sacrilege but due mostly to time constraints I play about 80% of my battles as Auto Resolve. Is it possible / are there any plans to improve Auto Reslove battles? I find the results of many of my auto resolve battles to be unrealistic. Is it possible to tweak so that it rewards having (needing to have) armies with combined arms...good mix of cavalry, skirmishers/missle and heavy infantry. OR, giving bonus to mismatched armies for example, like a strong cavalry force having an advantage over an all light infantry/ skirmisher force. It seems like now it just gives an advantage to the army with the highest total attack value.
    Any comments about auto resolve ( how it works) in general are appreciated.
    Auto resolve is being reworked

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