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Thread: Historical Gameplay, Campaigns of Pyrrhus (1.2.3f beta)

  1. #141

    Default Re: Historical Gameplay, Campaigns of Pyrrhus (1.2.3f beta)

    It already has.

  2. #142
    Jake Armitage's Avatar Artifex
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    Default Re: Historical Gameplay, Campaigns of Pyrrhus (1.2.3f beta)

    check seleukos' submod, he produced a custom autoresolve script.
    http://www.twcenter.net/forums/showt...-v-1-0-for-DeI

  3. #143
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: Historical Gameplay, Campaigns of Pyrrhus (1.2.3f beta)

    Quote Originally Posted by Dardo21 View Post
    It already has.
    Quote Originally Posted by Jake Armitage View Post
    check seleukos' submod, he produced a custom autoresolve script.
    http://www.twcenter.net/forums/showt...-v-1-0-for-DeI
    ΑFAIK Seleukos made a few changes favoring the Greeks...Have you tried it guys ?

  4. #144
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    Default Re: Historical Gameplay, Campaigns of Pyrrhus (1.2.3f beta)

    Quote Originally Posted by ♔Greek Strategos♔ View Post
    ΑFAIK Seleukos made a few changes favoring the Greeks...Have you tried it guys ?
    I myself haven't, although it is right up my alley. I am really looking forward to using it.

    In my limited play time these days I am in the middle of three campaigns, Armenia, Thrace and Numidia.
    Last edited by Fluke; January 13, 2019 at 08:09 PM.

  5. #145
    ~Seleukos.I.Nikator~'s Avatar Campidoctor
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    Default Re: Historical Gameplay, Campaigns of Pyrrhus (1.2.3f beta)

    Quote Originally Posted by Sarkiss View Post
    indeed. i started to use the K (thanks again Seleukos) command and on reflection, i much prefer the battles in this mode, especially if it is played off record and spectators' experience doesn't enter the equation. the only issue is that you cant activate the special phalanx etc formations, but you can still give commands to the units. looks and feels epic, imho.
    im experimented with it a little in this last episode (second half) - 27: Apr-Nov 275, Return of the King
    Yes, finally the next episode!!! And I was already beginning to think that you went of out bussiness, Sarkiss...

    I will watch in at the next available opportunity!

    Quote Originally Posted by Sarkiss View Post
    yep wish Antigonids weren't killed so soon so easily (and by Athens of all powers). historically, the dynasty ruled until 168, when it took the most powerful state in the western Mediterranean - Rome - to end it.

    besides, Makedon was one of the 'big three'/'successors trio' and deserves auto-resolve advantage similar to Rome, if it hasn't got one already?
    No, Macedon doesn't sadly get any bonus from the autoresolve script.

    Quote Originally Posted by Jake Armitage View Post
    check seleukos' submod, he produced a custom autoresolve script.
    http://www.twcenter.net/forums/showt...-v-1-0-for-DeI
    Quote Originally Posted by ♔Greek Strategos♔ View Post
    ΑFAIK Seleukos made a few changes favoring the Greeks...Have you tried it guys ?
    Thank you, guys, for mentioning my mod, much appreciated!

    And yes, it is correct that I've included Macedon in my version of the script. They still don't get the bonus as high as Rome does, but they should, nonetheless, perform better.

    To give you an example. In those several campaigns I've played with DeI prior to my current camapign, I've never seen Macedon expanding beyond their native region and normally they would just get conquered by another AI-faction at some stage in the campaign.

    In my current campaign, though, which is now at around turn 40, Macedon has liberated Thessaly which are their allies, took Epidamnos from Ardiaei and overall they are looking strong even though they have to fight on multiple fronts as they always do.

  6. #146
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: Historical Gameplay, Campaigns of Pyrrhus (1.2.3f beta)

    Quote Originally Posted by ~Seleukos.I.Nikator~ View Post
    Thank you, guys, for mentioning my mod, much appreciated!

    And yes, it is correct that I've included Macedon in my version of the script. They still don't get the bonus as high as Rome does, but they should, nonetheless, perform better.

    To give you an example. In those several campaigns I've played with DeI prior to my current camapign, I've never seen Macedon expanding beyond their native region and normally they would just get conquered by another AI-faction at some stage in the campaign.

    In my current campaign, though, which is now at around turn 40, Macedon has liberated Thessaly which are their allies, took Epidamnos from Ardiaei and overall they are looking strong even though they have to fight on multiple fronts as they always do.
    Good to know buddy! Thanks for the feedback. Ηope I can test it properly soon enough!

  7. #147

    Default Re: Historical Gameplay, Campaigns of Pyrrhus (1.2.3f beta)

    Quote Originally Posted by ~Seleukos.I.Nikator~ View Post
    Yes, finally the next episode!!! And I was already beginning to think that you went of out bussiness, Sarkiss...
    I will watch in at the next available opportunity!
    great, thanks. updated the game to 1.2.4a, and released episode 28: Nov 275-Jan 274, Stacks of Doom

    a massive assault this time, the biggest i've ever played with almost 16,000 men taking part!


    No, Macedon doesn't sadly get any bonus from the autoresolve script.
    oh, it doesnt then? in DeI, my observations are rather similar to yours: they hardly ever expand and more often than not end up been conquered (quite early in the game) by a historically marginal regional power. gameplay wise, they are in a very precarious position there, being sandwiched between OP Greeks to the south and barbarians to the north, both of which get to periodically harass and thus gradually weaken the Makedonians, it seems, hence their fairing so poorly imho.

    good to hear you've done something about it in your mod.

    thanks for watching everyone

  8. #148
    Jake Armitage's Avatar Artifex
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    Default Re: Historical Gameplay, Campaigns of Pyrrhus (1.2.3f beta)

    Not a good situation, it seems...

  9. #149
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: Historical Gameplay, Campaigns of Pyrrhus (1.2.3f beta)

    Quote Originally Posted by Fluke View Post
    I myself haven't, although it is right up my alley. I am really looking forward to using it.

    In my limited play time these days I am in the middle of three campaigns, Armenia, Thrace and Numidia.
    I remember the days I was playing 3-4 campaigns simultaneously. Young and full of hope I was

  10. #150

    Default Re: Historical Gameplay, Campaigns of Pyrrhus (1.2.3f beta)

    Quote Originally Posted by ♔Greek Strategos♔ View Post
    I remember the days I was playing 3-4 campaigns simultaneously. Young and full of hope I was
    good old days, heh?
    finally managed to get some time to record a new episode, and guess who's back in force?

    Episode 29: Jan-Feb 274, Enemies - Old and New

  11. #151
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    Default Re: Historical Gameplay, Campaigns of Pyrrhus (1.2.3f beta)

    Wanna me to do a custom effect for Pyrrhus being King of Macedon?
    Just for aesthetical reason or I could give him some effects without cheating too much, dunno some light bonus against greek faction?

  12. #152

    Default Re: Historical Gameplay, Campaigns of Pyrrhus (1.2.3f beta)

    Quote Originally Posted by Jake Armitage View Post
    Wanna me to do a custom effect for Pyrrhus being King of Macedon?
    Just for aesthetical reason or I could give him some effects without cheating too much, dunno some light bonus against greek faction?
    How would that work?

  13. #153
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    Default Re: Historical Gameplay, Campaigns of Pyrrhus (1.2.3f beta)

    as any army effect, so when you're deployed you'll give scripted effect to your army

  14. #154

    Default Re: Historical Gameplay, Campaigns of Pyrrhus (1.2.3f beta)

    And he would gain it when conquering Pella? Didn't know triggers like this could be scripted. A bonus to Estern factions would be cool too, making him the successor of Alexander's path eastwards.

  15. #155
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    Default Re: Historical Gameplay, Campaigns of Pyrrhus (1.2.3f beta)

    You can do that with or without pella, but yes with pella would be better

  16. #156
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: Historical Gameplay, Campaigns of Pyrrhus (1.2.3f beta)

    Quote Originally Posted by Sarkiss View Post
    good old days, heh?
    finally managed to get some time to record a new episode, and guess who's back in force?

    Episode 29: Jan-Feb 274, Enemies - Old and New
    Welcome back mate. I'll watch it today with my evening coffee

    Quote Originally Posted by Jake Armitage View Post
    Wanna me to do a custom effect for Pyrrhus being King of Macedon?
    Just for aesthetical reason or I could give him some effects without cheating too much, dunno some light bonus against greek faction?
    Quote Originally Posted by Jake Armitage View Post
    as any army effect, so when you're deployed you'll give scripted effect to your army
    RP additions are always welcomed when they're not OP and ofc very very lightweight when it comes to script's impact on turn times and performance.
    Last edited by ♔Greek Strategos♔; January 28, 2019 at 01:38 AM.

  17. #157

    Default Re: Historical Gameplay, Campaigns of Pyrrhus (1.2.3f beta)

    Quote Originally Posted by Jake Armitage View Post
    Wanna me to do a custom effect for Pyrrhus being King of Macedon?
    Just for aesthetical reason or I could give him some effects without cheating too much, dunno some light bonus against greek faction?
    great idea Jake! i remember the DLV was one of the first (if not THE first) mods that introduced the feature whereby your king would gain a crown ancillary (or was it a trait?) and associated bonuses upon capturing enemy capital. great stuff, definitely added to the immersion and depth. aside from the bonus against Hellenic and/or Hellenistic factions, maybe giving him increased authority/influence as a leader of one of the major Hellenistic realms?


    Quote Originally Posted by ♔Greek Strategos♔ View Post
    RP additions are always welcomed when they're not OP and ofc very very lightweight when it comes to script's impact on turn times and performance.
    seconded.

  18. #158
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    Default Re: Historical Gameplay, Campaigns of Pyrrhus (1.2.3f beta)

    Episode 29: Another glorious defense against the Romans. I actually only use flaming arrows against towers and wooden walls while assaulting fortresses or barbarian large towns. They aren't very effective against units.

    Once again I will say the way this campaign has progressed is brilliant. And it is due to your play style/historical based decisions, and all the hard work the DEI team has done making this the best Total War game ever.

    I can't wait for the "half naked lot" to finally see their first elephants!

  19. #159

    Default Re: Historical Gameplay, Campaigns of Pyrrhus (1.2.3f beta)

    thanks, here is episode 30: Feb 274, Battle of Pella
    we're almost there - few episodes from completion!

    flaming arrows could be useful in reducing enemy morale, arent they? though friendly fire can also reduce morale of own troops iirc?

  20. #160
    Jake Armitage's Avatar Artifex
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    Default Re: Historical Gameplay, Campaigns of Pyrrhus (1.2.3f beta)

    I'm not 100% sure if this works, I did it rather quickly.
    Should give the faction leader of any greek cultured faction, as soon as capital is moved to Pella, these bonuses:
    + 5% att vs greek culture factions
    + 5% att vs east culture factions
    + 5% morale into enemy territory
    + 2 authority to leader (ambition is not moddable)

    If someone tries it within a makedon campaign, it should appear from first turn (check icon into army's panel, bottom left).
    If not, it means script is wrong.
    Let me know

    @ DOWNLOAD King_of_Makedon
    - don't use it with others mods with external scripts (Testudo, PIGS, camera mods...)
    https://www.mediafire.com/file/dkzzf...edon.pack/file
    Last edited by Jake Armitage; February 01, 2019 at 10:33 AM.

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