I like to mod whatever the movemant rate is in these mods so that you can traverse 3/4 of italy or something like that in one turn.
so far so good
tought the 2 problems resume
takshaka dies and iberians invade france, i really cant explain this
also if it's to go foward with this i suggest a more difficult economy or more expensive units, as it seems the pace of the campaign is getting a bit more fast
It would be interesting to check the historical evidence there. Armies (with possible ferry assistance) could move from Babylon to the vicinity of Antioch in about 2 months, which is about 1000km. I think 1000km would probably be a very good internal, highway, well-provisioned march rate for an ancient army. 800km may be closer to average over 3 months for most armies while marching on roads in their own territory, or if they needed to make a distance in hostile territory but with favorable terrain.
Of course, no other way to achieve such speed. In the end is a matter of how game play is affected. Let's see how it goes for anonimo.
PROUD TO BE A PESANT. And for the dimwitted, I know how to spell peasant. <== This blue things are links, you click them and magical things (like not ending up like a fool) happens.
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Do you wanna play SS 6.4 and take your time while at it? Play with my 12 turns per year here.
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Also, historically, I don't think an army made it too far into enemy territory without being harassed by skirmishers. Which no doubt slow their advance. Also a travelling army would hear constant rumors that a large enemy army is nearby and they would have to slowly scout their advance to avoid ambush or change plans to pursue them.
This is a turn based game, so during our turn we initiate all contact. So if movement points are to high we could go from Siberia to Spain in a turn because they AI can't chase us or block our path. In real world conditions that army would be dead before reaching Eastern Europe.
only the player can travel so far like 1000kms into enemy territory that i can already tell, but you need to do that manually you cant just choose a destination on the middle of the enemy you will simply get the message path blockaded sooner or later, and the AI cant do that unless the faction they are attacking doesn't have troops anywhere on the mapAlso, historically, I don't think an army made it too far into enemy territory without being harassed by skirmishers.
on that level i am not worried
i think i will download an autoclicker or something and past turn 30 or 40 (so i take 3 or 4 screens those on the beginning are more important) let it work then take a screen whenever i get back to the computer
also note that by the info i see here i will make two kind of tests the firts with the random extreme number i put (2000) then i will put a number wich represents better the 1000km in 3 months
You are absolutely right! Why I made such huge mistake is beyond me! I multiplied by 160 instead of 90. Why? I don't really know. Hahahah! Thanks for pointing it out! I will edit out the post to correct it.
PROUD TO BE A PESANT. And for the dimwitted, I know how to spell peasant. <== This blue things are links, you click them and magical things (like not ending up like a fool) happens.
Visit my utterly wall of doom here.
Do you wanna play SS 6.4 and take your time while at it? Play with my 12 turns per year here.
Y también quieres jugar Stainless Steel 100% en español? Mira por aca.
ok tests for extreme distances completed
tomorrow i will make for estimates calculated here
i will try to make 1350km for land and 12000km for sea
when i have all tests and sizeable samples i will post everything, i just hope theres no limit for pictures in a post
What is tought and why do you keep saying it?
Anyway, I've found movement far too slow in EB2, I tried moving some horse archers from Xiyu to Baktria and it took me forever, don't try and tell me it would take men on horseback over a year to make that journey. I'll be editing the movement points now.
There was a submod for EB1 called "Jyrisis meaga unit pack" (i think) that increased movement points. You could travel nearly from rome to touluse (south-west france) in one turn and the gameplay seemed great, I (playing as rome) could better support my expanding empire in northern gaul as well as send armies in macedon in a faster pace gameplay.
Problem with increased movement points is the AI can get stuck in like a small mountain pass or on a rebel army, and once it gets stuck the AI gets all out of whack. This generally happens if the movement points are much greater than the line of sight. Also turn times increase and blitzing becomes incredibly easy. I better solution to increased movements would be to increase the TPY to something like 6 or 12. however other things like construction times and unit costs would need to be balanced.
Also probably the most astonishing over land march was Caesar's 27 day march from Italy to Spain to meet Pompey's forces.
Give a man a fish you feed him for a day, teach a man to fish you feed him for a lifetime.
cant read?
A big issue playing as Rome is this: Roman leaders only have 8 turns with Imperium (I believe), and they only get it by ending the Winter turn in Rome. With the game's movement rates, it would be next to impossible to get a leader with Imperium to, let us say, Spain and still have more than a couple of turns left for fighting.
I've tripled all movement rates in my game, and I think it's much better.
total _wallyer
i think i can read and speak (at least i think) english 5 years now and since then i use tought
today with your post i searched the internet i found nothing on the application i gave to it, i did used it to express opposition, like when we use "but"
nobody corrected me till now, i believe with was because people here are incredibily polite and they tought (on this one i nailed it, right ?) it was just a typo or something
so thank you
anyway (total_wall and ballpoint) please do that, and please take a screen every 10 turns of your campaign, more samples can only be good
emperor you are right the AI sometimes get stuck but is temporary, on my tests sometimes they do for 3 or 4 turns, and the faction who is stuck usually takes more 20 or 30 seconds thats 1/3 or 1/2 of my turn times after those 3 or 4 turns the AI usually solve it's pathfinding problem and the turn times get back to normal (i am counting my turn times for tests too)
blitzing wont be easier it will be infact the same, theres 2 sides of that coin, one the player reaches further and the second the AI gets further, now that said yes you can blitz faster
i will test now with the new AI
I think the main mod should also increase the movement points. They are ridiculously low. I would play the historically accurate version or do the tweaks myself.
Basically I agree with the calculations above, I would mod it a bit different and pick a more subjective unit of travelling, because an army marches on it's stomach and can't maintain 15km per day indefinitely, not even WW2 era armies weren't able to maintain such a speed of advancement for long periods. In friendly territory, the slowest army in the game should be able to cross Italy, south-north, if it has decent roads, in a single turn (they are now 3 months). But it would be nice if in hostile territory this speed would dramatically decrease. In fact they should be slower the farther away you get from friendly territory. Not to mention that it would be nice if this mod added supply lines (as Stainless Steel did).
However, I don't understand why someone suggested that movement points depend on CPU power. Can someone clarify or confirm that this is the case?
movement points dont depend on cpu power
a small problem with increasing them is that it requires more cpu power and thats why you will get slower turns
currently on a test (overall more than 170turns in 4 campaigns) i had a 5 minute lag with a faction, i shut down the game
bento thanks i appreciate
how big of an impact might it have? it's probably just a simple directional graph algorithm (this name is a translation, I don't know how it is called in English, can't find the term, oops...) needed to resolve in order to move one single unit to it's destination. these algorithms get more difficult to solve with the number of nodes, or what?
anyway, the end turn is a bit problematic as it is. weird, medieval2 was a breeze, DM was ok on this very same machine.
ASP dont know, i am just messing with the AI movement points not how it does it pathfinding
the turn times for me are fine both ways, with the original EB2 movement and with more (normal EB2-30s, adicional movement points-60s), but i experienced once medieval 2 freezing (5min on a faction)
i will try another campaign since in 4 campaingn's it's the first time it happened (but it happened twice when i loaded the save)
i changed the starting_action_points by default value for all characters and pathfinding calculations to match (500) the generals and named characters
dont know if i change this number i can avoid the problem
but for now i will do another test campaign i hope the lag doesn't appear again