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Thread: [Preview] Campaign Mechanics: Building chains, Seasons and Urbanisation

  1. #21

    Default Re: [Preview] Campaign Mechanics: Building chains, Seasons and Urbanisation

    I misunderstand? You say you aren't impressed and then give reasons why it is good... wut?
    Vespasian's own: Up the Augusta! For Cato!

    AE: Battle Balancing and BAI.

  2. #22
    Foederatus
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    Default Re: [Preview] Campaign Mechanics: Building chains, Seasons and Urbanisation

    Hi, first let me say thanks for all your work and for your preview.

    My question: You pronounced how the changes of the different seasons are greatly affecting the public order. The magnitude of the changes in public orders in different seasons seems to me of making a stable public order an impossible thing to achieve in a province, because these changes are so huge.

    I mean: The worst thing for me in Rome 2 were this public order excesses that seemed first totally unrealistic (give the people food and they get angry? Give them jobs and they get mad? What a nonsense...) and second it was no fun at all to try to balance that chaos with this very limited citybuilding spaces and limited building options. How does this feature in Rome 2 compare to your mods gameplay?

  3. #23

    Default Re: [Preview] Campaign Mechanics: Building chains, Seasons and Urbanisation

    What I meant is one can only tell if somethings works and is impressed by something when one has expierenced it first hand. I cant tell from sreenshots or unit stats the actual "play" feels. I dont know if your version of Urbanizaton makes sense at all because I am unable to test it which I find most unsatisying at the moment when we approuch in 8 weeks the anual campaign release day date at 20. oct... so I think I just have to wait and see in which direction the AE universe expands...

  4. #24

    Default Re: [Preview] Campaign Mechanics: Building chains, Seasons and Urbanisation

    Fair enough
    Vespasian's own: Up the Augusta! For Cato!

    AE: Battle Balancing and BAI.

  5. #25
    Willhelm123's Avatar Decanus
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    Default Re: [Preview] Campaign Mechanics: Building chains, Seasons and Urbanisation

    There's quite a lot of Technologies which provide public order bonus's and other buildings, all of which will help to stabilize your public order to be able to deal with these fluctuations. Even so a change of -10 from winter isn't that much when the scale goes from -100 to +100
    AE Dev, mainly units

  6. #26

    Default Re: [Preview] Campaign Mechanics: Building chains, Seasons and Urbanisation

    Great work on the mechanics, love the seasonal effects. Am wondering if you guys going to represent something about non proffesional warriors wanting to returning home during harvesting season for the harvest? That was a big thing back then right?

  7. #27

    Default Re: [Preview] Campaign Mechanics: Building chains, Seasons and Urbanisation

    You can't have seasonal effects per faction I am afraid, I thought about it but I think not being able to recruit in winter is bad enough.
    Vespasian's own: Up the Augusta! For Cato!

    AE: Battle Balancing and BAI.

  8. #28
    mhawari's Avatar Miles
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    Default Re: [Preview] Campaign Mechanics: Building chains, Seasons and Urbanisation

    Are u using gem for the screenshot ?

  9. #29

    Default Re: [Preview] Campaign Mechanics: Building chains, Seasons and Urbanisation

    I am yes
    Vespasian's own: Up the Augusta! For Cato!

    AE: Battle Balancing and BAI.

  10. #30
    Willhelm123's Avatar Decanus
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    Default Re: [Preview] Campaign Mechanics: Building chains, Seasons and Urbanisation

    plz dont
    AE Dev, mainly units

  11. #31

    Default Re: [Preview] Campaign Mechanics: Building chains, Seasons and Urbanisation

    Quote Originally Posted by Willhelm123 View Post
    plz dont


    Thanks will, Caligula already moaned at me for that xD
    Vespasian's own: Up the Augusta! For Cato!

    AE: Battle Balancing and BAI.

  12. #32
    Commissar Caligula_'s Avatar The Ecstasy of Potatoes
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    Default Re: [Preview] Campaign Mechanics: Building chains, Seasons and Urbanisation

    Oi I made a legitimate remark, your screenshots were posted for the specific purpose of showing off the text, cept your Gem settings make the text blurry. 1v1 me m8



  13. #33
    mhawari's Avatar Miles
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    Default Re: [Preview] Campaign Mechanics: Building chains, Seasons and Urbanisation

    Yeah, that screenshot really hurt my eye...ouch!

  14. #34

    Default Re: [Preview] Campaign Mechanics: Building chains, Seasons and Urbanisation

    How could I missed this? outstanding preview Petellius.

    PD:
    Spoiler Alert, click show to read: 
    I'm gonna kill you for such blurry screenshots


    Edit: Now I read everyone is blaming on you for that. Just unclick the Blurry option from GEM !!!

  15. #35

    Default Re: [Preview] Campaign Mechanics: Building chains, Seasons and Urbanisation


    Edit: Now I read everyone is blaming on you for that. Just unclick the Blurry option from GEM !!!
    It wasn't even on, I have been messing with my GEMFX recently and ed it, need to redo it
    Vespasian's own: Up the Augusta! For Cato!

    AE: Battle Balancing and BAI.

  16. #36

    Default Re: [Preview] Campaign Mechanics: Building chains, Seasons and Urbanisation

    Heyo Pettilius

    Can you bring light on something. I noticed the maintenace cost of some buildings, going from 5 k to 15 k, does this means we will have more money? What i mean with this is, in the base form we start with really little income but it is enough to buy the upgrades, but it always felt weird to have that little money in our pockets, until you reach late game, when everyone is basically dead but you make millions ;p.

    So my question is did you raise the income but also increased the price of buildings, upgrades and son on ? if so this will look more realistic

  17. #37

    Default Re: [Preview] Campaign Mechanics: Building chains, Seasons and Urbanisation

    Money overall has been increased to realistic levels, 5000 denarii is pocket change to an empire
    Vespasian's own: Up the Augusta! For Cato!

    AE: Battle Balancing and BAI.

  18. #38
    dogukan's Avatar Praeses
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    Default Re: [Preview] Campaign Mechanics: Building chains, Seasons and Urbanisation

    I am IN LOVE with the idea of urbanization.

    The campaign system of the new Total War games imo are far worse than the mtw2 one where you felt like you were developing somethings. Campaign gameplay was fun.
    Its really difficult to feel an attachment to what happens on the campaign in this game, DEI achieved it to an extend but really next to EBII it feels weak.

    A sense of development, like if you know they did in EUIV with Meiou and Taxes mod means so much to me. Great work mate
    "Therefore I am not in favour of raising any dogmatic banner. On the contrary, we must try to help the dogmatists to clarify their propositions for themselves. Thus, communism, in particular, is a dogmatic abstraction; in which connection, however, I am not thinking of some imaginary and possible communism, but actually existing communism as taught by Cabet, Dézamy, Weitling, etc. This communism is itself only a special expression of the humanistic principle, an expression which is still infected by its antithesis – the private system. Hence the abolition of private property and communism are by no means identical, and it is not accidental but inevitable that communism has seen other socialist doctrines – such as those of Fourier, Proudhon, etc. – arising to confront it because it is itself only a special, one-sided realisation of the socialist principle."
    Marx to A.Ruge

  19. #39
    The Wandering Storyteller's Avatar Protector Domesticus
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    Default Re: [Preview] Campaign Mechanics: Building chains, Seasons and Urbanisation

    Question, we have edicts for individual factions if I'm right? Do they affect public order or gravitas if say you're playing as Rome? Or how would it work with regard to other factions?





















































  20. #40
    ReaperXM's Avatar Foederatus
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    Default Re: [Preview] Campaign Mechanics: Building chains, Seasons and Urbanisation

    So a long time ago buried deep in some thread (I think the main one) I asked if we would be able to have more than the normal amount of buildings. That is to say, if we could build up small cities to have more than four buildings and big cities to have more than 6. At the time one of you guys (I forget who) wanted to do that, but I haven't seen anything about it in the stuff you guys have been releasing, so I assume it was never done?

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