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Thread: [Overhaul Submod] "Data Venia" (for DeI 1.2.2g - Updated 11th January)

  1. #581
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    Default Re: [Overhaul Submod] "Data Venia" (for DeI 1.2.2g - Updated 11th January)

    Quote Originally Posted by Jean-Louis Le Gueux View Post
    Ok, here goes:

    WEIRD STUFF:

    1/ Light artillery Penteres have way too many stones (u can spend literally 30 mins throwing stones with them (tried it, lol)).

    2/ Nisean breeder in Parthia tactic technology tree (last one) gives bonuses about chariots (upkeep + recruitment cost reduction) while this faction does not train chariots.

    3/ Around Rhodes (Mare Carpathium) I can see doublon units like Pursuit Trihemiolia, Rhodioi Sphendonetai and Trieres, Rhodioi Epibatoi in fleet mercenary pool, one of each being slightly cheaper than the other.

    REMARKS/POSSIBLY ALREADY REPORTED STUFF:

    4/ While manning the light galleries upon storming the walls of a city, units in hoplite formation tend to stand way back the gallery, while "normal" units position themselves at the front, actually making light galleries pretty useless in both cases, as projectiles still hit your troops which are not properly roofed by the siege equipment (and this sucks, as now towers are really deadly).

    5/ Troops on sea seem not to travel faster than on land.

    6/ Ships docked in your city actually help with public order rather than negate it as stated in the little info pop-up.

    7/ Basic horse archers for Parthia only available at tiers 2 barrack (while tiers 1 gives noble horsemen (but u said that recruitment tree was messed up, so…)).

    8/ Erin Mesh Uriki (Elite Akkadian Infantry) are very powerful, even compared to other elite hoplites.

    9/ Empire reform gives bonus of +1 edict; useless as unlimited number of edicts issuable (maybe should be replaced?).

    BOLD STUFF/PERSONAL OPINION/PLEASE DON’T HURT ME: )

    10/ Sometimes, some AI units just seem to stay stuck somewhere in the battlefield (especially when they attack your city). I believe it is due to their inability to see player’s units that are hidden by terrain/buildings, hence having no target in sight towards which to move to make them just lay around. I guess then that if it was possible/safe/undisruptive to remove that feature, that would clear the problem. Yeah, I know, ambushes in the woods may not work so well after that…Idk.

    11/ Dissident generals do not seem to be so active after player’s faction goes into civil war. If they were general/governor of a city that do not belong to their party, they are simply kicked out of it and remain next to it. Of what I’ve seen, they start recruiting mercenary only after many turns later. And I do not remember seeing rebel generals in rebellious towns recruiting any units either. Then again, experiencing civil wars in this mod seems strange, as I thought you (Ygraine) disabled it until better implemented. So, maybe this is the reason why, but spawning rebellious generals along with a nice army would make more sense (if it is possible), as one would not be so stupid as to secede without any fire power to actually do sth.

    12/ In the same vein, I find rebels (from a city rebellion, not from a civil war) to be pretty useless. They are a pain, yes, but not really a threat. Again, I feel that if you intend to rebel against your ruler, you do so at least knowing that you are nicely supported (by good troops, that could represent the local nobility joining the rebels). Here they are just spawned with a few peasants to help, and if given time to muster more men, then just get even more peasants x). So, I don’t really care about going negative with the public order anymore. Just to compare, when I first played the game, I was like crazy trying not to have a city rebel until it actually happened! And when it did, I laughed! (no, kidding, I actually cried…lol). Such a shame, I miss the full stack rebel army of EB…

    That’s it for now ; )
    P.-S.: Do I get the sycophant household member for reporting all these?

    1. Iirc they use the same ammo as the land version of Lithobolos, and due to only having one stone-thrower on the ship the ammo lasts a lot longer than when you have several on land. Lithobolos/Oxybeles/Polybolos all got a big overhaul in the upcoming patch to make them a lot more useful (and a lot more expensive), so I might still tweak the ammo count before release.

    2. Thanks, will replace with something more useful for Parthia!

    3. Like Hoplitus wrote, it's something present in base DeI too. I haven't edited merc availability in DV.

    4. I haven't used those in ages because I recall them being near useless from vanilla/early DeI times.

    5. Afaik land and sea movement on the campaign map share the same variable.

    6. It does negate public order in my beta version, pretty sure it did that in previous versions too. I haven't edited DeIs base script for this. It shows as if you are gaining public order in the town/city, but you'll notice public order going down next turn.

    7. Yes, the recruitment tiers need a total rework as there's a lot of stuff that doesn't make sense right now (as the example you gave), will try to get it done before 1.2.3 patch but no promises as it's very time consuming due to the amount of units and how the building_units_allowed-table is structured.

    8. Yes, they should be strong! I think they have no cap though, so I need to add a cap and probably rebalance their price or something as they're most likely a little too cheap right now.

    9. Good catch, something that evaded me... I think there's also some kingdom reform that also gives +edict. Need to find all those and replace with something else.

    10. BAI isn't moddable unfortunately. I know that the AI sometimes stands still at sieges. Usually the army does it while some units push ladders. On rare occasions they don't push them for some reason and everyone else just stand still. It's not mod-related as far as I'm aware, should work the same way in vanilla. You can trigger them by sallying with one unit and shooting/charging at the closest enemy.

    11. Civil wars were enabled with the latest CA patch, what is still disabled is all the useless assassination/bribe/adoption-spam. I haven't edited civil wars otherwise, and they should use vanilla/dei settings.

    12. I asked Dresden about this a few weeks ago, if it was possible to set up a mechanic where a full stack of rebels spawn right away (like slave uprisings work), because I agree that rebellions right now are a joke. Unfortunately there's not much he can do about it right now. They're also pretty much free exp farming if you have a general nearby who needs exp. Just spam auto on them as soon as they pop up! They're a larger threat if you play with 41-units per army and don't kill them right away, then they'll muster until they have 46 units in total before attacking (41 in one army and 4 in a new one).
    (2nd position - Gameplay Mods-category - 2016 Modding Awards.)

  2. #582

    Default Re: [Overhaul Submod] "Data Venia" (for DeI 1.2.2g - Updated 11th January)

    Lol, this is welcome, but I’m so afraid she would chop my s off during the night…


    Having played DeI, I know a few “bugs” are part of it, but as I list everything that seems not to work, why not that? Chances are that those obvious glitches have already been reported, just like that thing with light galleries, which is solved (I guess) by implementing a hoplite formation button just like latest DeI versions, but I have no way to know for sure, so…here I post

    And about 6, when you read something but experiment the total opposite of what is intended, I call it a bug Garrisoned troops in general are made to impact negatively your public order, unless using the submod to revert that effect back to be vanilla like.

    Sorry for double-posting, didn't see your reply Ygraine.

    Quote Originally Posted by Ygraine View Post
    1. Iirc they use the same ammo as the land version of Lithobolos, and due to only having one stone-thrower on the ship the ammo lasts a lot longer than when you have several on land. Lithobolos/Oxybeles/Polybolos all got a big overhaul in the upcoming patch to make them a lot more useful (and a lot more expensive), so I might still tweak the ammo count before release.

    2. Thanks, will replace with something more useful for Parthia!

    3. Like Hoplitus wrote, it's something present in base DeI too. I haven't edited merc availability in DV.

    4. I haven't used those in ages because I recall them being near useless from vanilla/early DeI times.

    5. Afaik land and sea movement on the campaign map share the same variable.

    6. It does negate public order in my beta version, pretty sure it did that in previous versions too. I haven't edited DeIs base script for this. It shows as if you are gaining public order in the town/city, but you'll notice public order going down next turn.

    7. Yes, the recruitment tiers need a total rework as there's a lot of stuff that doesn't make sense right now (as the example you gave), will try to get it done before 1.2.3 patch but no promises as it's very time consuming due to the amount of units and how the building_units_allowed-table is structured.

    8. Yes, they should be strong! I think they have no cap though, so I need to add a cap and probably rebalance their price or something as they're most likely a little too cheap right now.

    9. Good catch, something that evaded me... I think there's also some kingdom reform that also gives +edict. Need to find all those and replace with something else.

    10. BAI isn't moddable unfortunately. I know that the AI sometimes stands still at sieges. Usually the army does it while some units push ladders. On rare occasions they don't push them for some reason and everyone else just stand still. It's not mod-related as far as I'm aware, should work the same way in vanilla. You can trigger them by sallying with one unit and shooting/charging at the closest enemy.

    11. Civil wars were enabled with the latest CA patch, what is still disabled is all the useless assassination/bribe/adoption-spam. I haven't edited civil wars otherwise, and they should use vanilla/dei settings.

    12. I asked Dresden about this a few weeks ago, if it was possible to set up a mechanic where a full stack of rebels spawn right away (like slave uprisings work), because I agree that rebellions right now are a joke. Unfortunately there's not much he can do about it right now. They're also pretty much free exp farming if you have a general nearby who needs exp. Just spam auto on them as soon as they pop up! They're a larger threat if you play with 41-units per army and don't kill them right away, then they'll muster until they have 46 units in total before attacking (41 in one army and 4 in a new one).

    Thanks for your answer friend, but you didn't have to reply to it ; I trust you to handle your mod as you see fit with the info one might provide you.

    1/ A shame, as it makes taking "Sea cities" really easy. But don't see what else could be done.

    6/ Sorry about that. I did see an immediate positive effect when docking, which is what tricked me. Shall pay more attention.

    7/ Actually, right before switching to your mod, I was trying to implement levy phalangitai for Bactria (but you beat me to it ) and adding to their roster a few more pikes. So if you swear to me that it is easy, I could volunteer to help u with that task! Jean-Louis Le Gueux does not ask how many, but where they are!

    8/ Yes, I can recruit very many. What simply struck me is that those hoplites must be the best of the game, while hailing from Mesopotamia and outperforming those from Greece. But then again, I'm not that good at History.

    10/ ...Shameful display...

    Thanks for the other helpful info
    Last edited by Greek strategos; Today at 03:05 PM. Reason: Double Posting.

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