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| Imperial Splendour Imperial Splendour attempts to create the best Empire: Total War experience possible without destroying the essence of the game, with an eye towards expanding and enriching the experience, while adding to the game's realism whenever possible. |
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#1 | |
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Posts: 1,421
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Version 2.2 Preview [in progress] The next version will include those things not included in the patch -2.1.3- an many more characteristics. Read carefully and comment. ------------------------------------------------- Faction Revamps 1. German Revamp:
Spoiler Alert, click show to read: 2. India/Middle East Revamp: Total Auxiliary/Federal System for the Greater Middle East: This is the thus far complete writeup for the proposed change to recruitment for Eastern (Islamic, Hindu, Sikh, Eastern Orthodox & Poland) factions outside of Europe and the New World. In certain cases factions will be exempt from a unit because it's a duplicate of one they already have. Unit list for India: Spoiler Alert, click show to read: Unit list for the Middle East: Spoiler Alert, click show to read: 3. Great Britain total Revamp: Great Britain has long been put off by us for some reason. We will now at last revamp the British in order to reflect their power in the 18th Century. The Ideas are still in progress, nothing is decided or implemented yet. Spoiler Alert, click show to read: Last edited by Lazy Knight; March 14, 2010 at 08:53 AM. Reason: fixed double spoilers |
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#2 | ||||
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Posts: 1,421
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Startpos 1. New Hybrid-Technique Start Position:In order to balance certain factions, enable playability for Saxony, and get some more interesting setups for Imminent Conflicts (Spanish War of Succession, French-British Struggle for Colonial Dominance) we will introduce our own starting position. Changes are mainly to diplomacy, and Britain and France now start with a Region in India. This will only be made if I can assure it is working properly . In my experience Hybrid Startpos is not really stable, anyway there will be alternative versions with changes made with this technique: Realistic Colonial India, alliances, .... Spoiler Alert, click show to read: 2. New standard Startpos: Using the startpos included in IS 2.1.3 I will revise all the aspects of the campaign.
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It will work with all the DLCs or without them. Every faction will have its own personality giving them more historical accuracy and enhancing the game-play and experience of the campaign. 3. Campaign time line: The campaign will have 4 turns per year by default. This give the user more time for enjoying the mod/game. All the other aspects: buildings, research, unit movement, ... will be changed according to this. No more motorized-units on the campaign map. You will have time for planning what to do, see the movements of the enemy and do what you wanna with a proper time line. 4. Difficulty levels: With the new changes there will be users who will not able to play in VH. IS 2.2 with VH/VH will be really hard. I want scalable values on difficulty levels. In Vanilla and in general any mod VH is still easy because of the wrong management by the AI. This will change. -About campaign: In normal the user and the AI will have approximately the same bonuses/penalties. The AI will not change its behavior -it's the same for all the levels- so this level could be the level used by the common user. in Hard: this will be the recommended setting. You will not have penalties but the AI will have bonuses. This helps to the AI for managing its factions and units properly. As I said the AI does not change, but you will have the sense of having clever movements by the AI. In Vhard: this is for me and those who really have experience with strategy games (EU III for ex.). You will have penalties and the AI will have more bonuses. Nothing unplayable because the penalties/bonuses are applied to points which will help the AI but not stop you playing properly (happiness, revolutions on the AI side, ...) -About battles: In very hard the AI has too many bonuses. These are harcoded and can not be changed. With the new characteristics added you will not need that for having a good opponent so you will use: Hard: The AI still has bonuses but nothing really important. This levels produces clever movements by the AI with my other changes. So I will recommend this. Last edited by Isabelxxx; March 24, 2010 at 06:58 PM. |
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#3 | |
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Posts: 1,421
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Campaign
working on it. 1. Government bonuses totally remodeled. New variables, diplomacy, recruitment, agents, differences among the 3 types... Every faction/government will have its own style of game-play. If you have a monarchy you will have bonuses in recruitment, infiltration (agents), repression, ... but less popularity. Repression balanced. 2. Sieges: Changed (increased) the turns to surrender in Cities. Realistic sieges. Modified with buildings. No forts in campaign map neither cities for enhancing how the AI manage this battles. This is an historical/game-play decision due to AI limitations in these type of battles and the unacceptable historic accuracy. In XVIII century forts were not used in Europe neither India in battles. There are only a few references in America, but these battles are not a significant for having them conditioning the CAI system. The historic battles of the century were made on open field and I will try to show that.
3. Population system: manpower Increased the cost of population for recruitment. Total revision of population system. You have to plan where recruit troops or your less developed cities will be totally abandoned. Populations is one of the most important variables: immigration, farms, technologies will modify it. This is a warning: immigration, religion & recruitment are basic variables. The same for population, a disproportionate recruitment will decrease your population up to dangerous limits. America & India will be colonial theaters now. No faction (neither human player nor AI) will be able to recruit a disproportionate number of units in these territories. In America: Militias+Manpower system ![]() ![]() ![]() ![]() In Europe: Militias + (Manpower system is not a limitation) ![]() ![]() 4. Economy: Meticulous economy balance: some buildings will increase the wealth and others (culture buildings for ex. need money for being supporting by the government) will decrease it. Building system totally remodeled enhancing the campaign experience: new bonuses, prestige revised, recruitment,... Fully remodeled tax system:Increase/decrease taxes for a population class affects to the other class too. Ex: Upper-low-tax---> Upper Happiness: +1 & Lower Happiness: -3 Illogical changes will produce clamor in both sides. If you extortionate (not high) the lower classes, the upper classes will be disagree with you. Many other variables are added: relations with cultural system, agents, diplomacy (represent the popularity of the government), training of generals, ... Other variables included (for ex. a low tax for upper classes produces more agents, and better generals). A micromanagement will be required if you decide to change your faction taxes. 5. Agents, traits & ancillaries: Historical Characters Implemented the new version of Historical Characters 3.0 (you can already play with the standalone mod Historical Characters [3.0]). Up to +30 new characters will be added to the future version -3.1- of the mod. Thanks to Dazo Agents importance and spawning improved. Changes in abilities. A mod made originally by Ketzerfreund and supported since some months by me will be implemented in the core as I did in Jedi Mod. ~ Ketzer's League of Extraordinary Gentlemen 1.1 ~ ~General explanation~ Generals: - Can research now. Can only contribute research points for military techs (Generals have hardly any impact on research so far. Gentlemen are still better. Not much impact on the game). - Several command-related traits and ancillaries now also offer more research points for mil. tech. - Some existing traits have added effects like "bloody": raises religious unrest by a percentage; there must be some to modify in the first place, however. Missionaries: - The personal piety trait has been changed from lowering religious unrest to raising it by a big percentage. Use missionaries offensively now if there's a region with large religious unrest. Rakes: - Slightly raised initial espionage skill. - Made traits and ancillaries more powerful. Colonels: - Can be dueled by gentlemen. Results in the same effects assassins had on captains in Rome and M2! A colonel's troops may return to the next friendly settlement as if they were fleeing when there is no colonel that has valid orders... Assassins: - Raised initial espionage skill. Eastern and Indian Scholars: - Equalized research power with gentlemen.
6. Culture, happiness & revolutions: Emergent factions will be a reality. Repression and happiness will be balanced for a proper management. Cultural buildings & policies will require money. So you will need a good economy system for assure a minimum of culture on your regions. Without culture in your country you will have constantly revolts which could provoke changes in your government or emergent factions. This is now a common possibility; you will see a campaign more dynamic with many more changes. No more total Conquest of the world. 7. Technologies: Revised the required points for technologies. Maintaining the unique technologies I will add many changes in the standard techs. and many other variables in the rest. An example of the new variables added: Army: -mod_weapon_misfire: I have changed all reference, now it's really different. I have put negatives values in starting tech. (for having a realistic accuracy with rain) and then you can decrease it with some tech.. (The final value is 30% misfire, so weather affects more than vanilla). It makes more important what tech. you decide to take, values which make battles more tactical. In game you only see that mod_weapon_misfire has been improved (but it doesn't show you if it's a negative/positive value). Navy: -storms (chance or damage): The same. Starting tech. give you +100% of chances, when you advance with navy tech. you decrease it. And again you don't see negative/positive values on game. -Diseases: Now there is a tech. (related with it, yow will see it easily) with decrease chance of diseases in the navy. -Storms damage and diseases revised. Copper bottoms, seed lead cartridges, etc. produce more diseases; on the other hand, preserved foods and lime juice will decrease it. The same for storms, there is a tech. subtree which increases the probability and other which will decrease it. This gives better results and balance between technologies subtrees. ALL: -Prestige: technologies give 1-2 prestige points in vanilla. I have totally change it. Now if you are a technological advanced faction it can be seen in the prestige window. Military technologies give military prestige now. The same for industry & enlightenment. So you can differentiate a faction by their investigated technologies (with prestige & bonuses). - A complete remodeling in bonuses/penalties which makes you to think what you should chose. -Export capacity is improved with architecture naval improvements & Free trade doctrine. -Population modifiers by technologies have been revised, now there are some techs. which decrease it and others which increase it. Lower values too. -Added bonus (balanced) for repairing buildings in advanced enlightenment technology, a minor bonus in an early technology. This will help the AI repairing buildings. Research system -Base research points: A solution for a major bug/problem. If you play with some minor factions (Knights St. John for ex.) you are not able to investigate anything because you need an university for that. Conclusion: small factions, natives,... can not investigate anything in 200 turns. This has not logic. In 2.2 I will add other variables: investigations points per government, buildings, ... this means that any faction will be able to investigate slower only because they are factions, they have a type of government (republics will have more investigation points than monarchies), ... Universities will give you many bonuses for investigating but you are still able to research without having them (in a slow way). This was implemented in DM 5.5 too by recommendation but in a different way (generic buildings for factions) , I will use my own system. Working on the solution related with the script which disable this feature, I hope it will be fixed with one of the different ways of adding universities to other slots. 8. Units: Unit movement points revised: all the units will have 1/2 of the original movement points. Auto-resolve issues in vanilla solved: more realistic results. Fix_Maratha 1.1 included. With these and other improvements the next release of IS -2.2- will have a total revamp in agents, traits, ancillaries, economy management, buildings, ministers, and all the aspects related with the campaign management with 2 aims: historical accuracy and game-play. I can assure that the experience will be totally new compared to last version. Last edited by Isabelxxx; March 24, 2010 at 06:59 PM. |
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#4 | |
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Posts: 1,421
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CAI
Working on it. Effects in BAI & CAI are not provoked by magical values because there are not AI changes in any mod due to ETW limitations, and it's very subjective noticing them. The change-log and my comments explain you what I have tried to done, hopefully it works exactly as I have written. This aspect is related with startpos changes too. Both will enhance the entire AI of all factions in the campaign. 1. General AI improvements: The first change will be a new AI totally remodeled up to ETW limits. You will have a general improvement in all the aspects: diplomacy, alliances, commerce, AI landings, movements, ... General changes for all the personalities. Increased min/max of navies for transport (AI landings). AI landings will be a reality . Modded the CAI:
I will try to implement some scripts made by me for improving the AI and general game-play. I'm founding some interesting things with ETW scripts (luac). Try to solve definitively ''the ottoman bug''. 2. Recruitment: Increased the recruitment of armies. Balance the proportion of armies/navies and units. AI will be forced to recruit more generals/admirals, solving the problem for the AI in battles. (This will be used with Historical Characters for major realism). 3. Personalities: New AI for natives factions: no overpowered. More diplomatic. Changes on technologies (they can't recruit navies so it's illogical assign them the same AI than European factions). Balance of armies (less artillery, more infantry & cavalry). General AI changes in sieges, battles, regions, defense,... New AI for every faction: This will give to each faction a personality in naval invasions, technologies, economy,... The changes are too many for a detailed log... but the assignments are in the startpos log. Last edited by Isabelxxx; March 13, 2010 at 11:02 AM. |
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#5 | |
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Posts: 1,421
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BAI & Battles
working on it. Effects in BAI & CAI are not provoked by magical values because there are not AI changes in any mod due to ETW limitations, and it's very subjective noticing them. The change-log and my comments explain you what I have tried to done, hopefully it works exactly as I have written. 1. Unit size: I plan to maintain the IS size.. 2. Balance: Unique balance between cavalry and infantry has been reached. Cavalry charges will guarantee unpredictable and non-repetitive results with heavy casualties from both sides. Cavalry units are significantly enhanced (in several cases elite cavalry units are able to break squares of guard units). Campaign Cavalry costs revised. Cavalry units will have improved melee behavior when fighting infantry.Rebalanced cavalry vs infantry melee bonus. Campaign Artillery costs revised. Units carry 30% more ammunition. Increased the kill ratio (Units aim better over distance). Maintaining the historical accuracy but making more dynamic battles. Ranges will be maintained. Square formation will be really effective.Rebalanced square melee bonus. Bayonets offer a slightly higher bonus. Rebalanced bayonet melee bonus. New horses for natives, new battle_entities for the new horses. Assigned to vanilla natives and warpath natives. Archers: faster reload, low values for total ammo (they use arrows, not bullets). Penalties against cavalry. Mounted archers: same balance. More ammo than foot archers and less penalties against cavalry. Natives: revised abilities for hiding in grass, woodlands, ... General bodyguards: garrison police. 3. Recruitment: Unit limits revised. Training by technologies and buildings revised. Garrison troops added to cities replacing armed citizenry: the vanilla unit will be replaced with a mix of non-trained troops, militias and others. The troops will variate according to the region, factions and date. As a possibility some cities (capitals?) could have even small canons or cavalry (need to test it). Militia Units can be recruited without costs in recruitment points. At this moment you are able to recruit (or start the recruitment) 1~3 units per turn at the same time. A new unit -militia- could be recruited without this cost which means that you will be able to have up to the limit of them in 1 turn without use recruitment points. So you are still able to recruit the regular units. This could be applied in America for ex: militia with a limit of 4 units. You are playing with Spain and the natives attack you in Florida. With the manpower system -it will be implemented in 2.2- you are only able to recruit up to 4~5 units. A unit costs 700 men and the cities in America have a population between 4000~6000. With IS 2.1.3 , vanilla or any other mod you only would be able to recruit up to 2 units before being attacked. With this implementation: you could recruit the 4 militia units in 1 turn and you are still able to recruit the other units. The point is obvious.
Example images, non final Militia system: In America: Militias+Manpower system ![]() ![]() ![]() ![]() In Europe: Militias + (Manpower system is not a limitation) ![]() ![]()
4. Morale & fatigue System: Morale system totally remodeled: bonuses/penalties & thresholds. Climatology adjustments in fatigue. More realistic and dynamic battles. Fatigue system totally remodeled. bonuses/penalties & thresholds. Totally revised unit minimum strength and retreats in battles. Morale penalty for side and back flanking increased slightly.Flanking in melee yields extra bonus. 5. Others: Changed the table battle_entities_tables with my own values which seem to improve the behavior of all the units. Inspired by DM 5.4 changes by DARTH VADER and Luntik, but with a major difference I have not nullified the values but converted them into negative values. My tests show me that these new changes (with too many other variables ) improve seriously the behavior of the units controlled by the AI. This values should not be extrapolated to other mods and I can not assure that they work better than nullified values in other cases. Experience threshold revised. 6. ISUS: New unit system In ETW the differences among units are not shown properly only with stats (XVIII century: we have many types of units, too many differences). In simplistic terms (actually) the unique way of having a sword-men defeating a line infantry is giving them major melee values (18 for the Sword-men & 14 for the line-infantry) but this unbalance the system because there are other units which are supposed to be able to defeat this sword-men but not the line infantry (cavalry, grenadiers,)... With +5 types of units we have unbalance. We apply different melee values to the units for differentiated them but: how we can differentiate 2 types of pike-men? We can't do it properly, adding major values in melee, resistance, ... (stats) will provoke that the Xi (melee=14) unit can beat Xj (melee=12) unit but Yi (melee=13) unit too. To solve this problem, the changes I want to introduce are related with the table at top: battle_entities. ISUS: In logical terms are:
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infantry_euro_light infantry_euro_medium infantry_euro_heavy ISUS has: Code:
pikemen line_infantry_X line_infantry_Y ... cavalry_X cavalry_Y ... sword-men ... Every type will not be differentiated only by movement modifiers but melee and projectile resistance. All the pike-men units will use the new type ''pikemen'' and all the line infantry the type line_infantry_x, instead of infantry_euro_medium for both. This will differentiate ALL the line infantry units and ALL the pike-men, which means in simplistic terms: The unit into a Type will only be able to defeat other specific types -be aware that pike-men unit will have a value in melee resistance not equal to other types of units, but in the same type all the units will have the same base value-. red: not able green: able violet: in some cases archer-->cavalry (melee) archer-->line infantry (melee) archer-->pike-men (melee) In these cases only the melee resistance is determinant, the other types will have major values than archers. Between 2 archers the stats will be determinant. pike-men-->line infantry (melee) sword-men--->pike-men (melee) sword-men--->line infantry (melee) The sword defeat the pike, the musket defeat in long distance and some types of units in melee, ... basic strategic terms.
This will make the difference between 2 pike-men, 2 sword-men, 2 musketeers, ... Only among units of the same type. For more info see any strategic game: AoE, Europa Univ., chess, ... Last edited by Isabelxxx; April 03, 2010 at 06:32 PM. |
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#6 | |
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Posts: 1,421
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Naval Battles
working on it. 1. Total remodeled system:I will revise the entire system in naval battles fixing some bugs unknown by most users and adding some improvements. IS will have its own naval system as any other naval mod; I want to put a special emphasis on this. All references to 6pdr_naval_guns removed, due to their buggy behavior. Navy firepower and reloading times scale with the size of guns. Changed speed coefficients of ships, tuning speed, ... General changes of naval battles, morale, variables,.... Now it should be more realistic. Last edited by Isabelxxx; March 13, 2010 at 11:26 AM. |
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#7 | ||
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New ideas
The new ideas I or any other user had will be posted here. Movement points Dazo Quote:
Good point, for being revised with the movement points. Last edited by Isabelxxx; March 24, 2010 at 06:48 PM. |
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#8 | |
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Posts: 1,421
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First version of the log finished. There are many things to include yet but now you have an approximation.
I can say that IS will be the best mod for ETW ever created. |
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#9 | |
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Drummer and Fifer
Posts: 144
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Thanks, Isabelxx, you paint a much broader canvas of changes than I would have imagined, and mostly quite tempting.
My one big concern is about playability at 4 seasons per year. Not the number of seasons itself (players can already play 400 turns if they want), but that calendar-date triggers take twice as long to occur and primarily that movement rates and a lot of other things being halved to make the same flow of events take twice as many turns and slow the playing pace to a crawl. For me there is already enough cycling through menus, theatres, cities, buidings, and units each turn (without the benefit of stacked orders except for fully-paid units). The pace is good, sometimes a little fast, sometimes a little slow. Twice as long means a lot more admin work between events (CA's fault for not making the interface and unit tracking more useful, but that can't be changed). Things that should be checked each turn is the bane of turn-based games. Slogging overland (bad enough for Russia already) or sailing around the world (any trading power) will take much longer in actual management time without any offsetting escalation of enjoyment. Compared with the time scale, the movement distances are already too short, sometimes ridiculously so (naval) - for gameplay reasons. If the purpose of this is to allow troops to react to enemy action and not allow the enemy to bypass as much (which can be quite realistic, if annoying), simply increasing intercept radius would make a big difference. Halving build rates I could deal with since it's passive. Can there be an option for keeping a normal per-turn paced version to avoid increasing the per-year workload? Thanks. EDIT: Copied to the announcement post. Isabelxxx Last edited by Isabelxxx; March 13, 2010 at 01:09 PM. |
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#10 | ||
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I know what you tried to say. The recruitment will be maintained unchanged. 4 turns per year will give you only 4 turns per year. Anyway have in mind: what I wrote is an approximation. I have to revise the files, make all the changes and then try it.
About ''the calendar''.I know how to add more seasons. So you will have: spring, summer, winter & autumn. The events will be reassigned. Maybe I could add more events. Without any other change you will not have anything you don't like. The actual movement points but more turns, seasons and events. Quote:
You have to manage your faction, plan your movements and act according to the enemy. My experience with ETW has not been that. With the standard movement points, repression, revolts, ... : the units can go from Spain to France, conquest Paris and destroy a faction. (an example) Wait... this is not logical. Ok you have more units than France but you can not conquest what you wanna in 1 turn because of your superior numbers. You should plan when, how and why: winter (more casualties)?, waiting for more troops (garrison troops for revolts), a possible retreat (movement points) .... I want to relate all the variables in the campaign. Anyway I will not add anything if it makes the mod unplayable. If I see that you are right I will try to solve it. EDIT: Copied to the announcement post. Isabelxxx Last edited by Isabelxxx; March 13, 2010 at 01:08 PM. |
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#11 | |
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Colour Sergeant
Posts: 428
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Great ! That's quite some work.
- Sad we can't keep forts but I'm fully aware they're buggy as hell (and such a cheat against natives, I mean when working properly). - A thing you can add perhaps (didn't see it) is what ETW you need for 2.2 (vanilla, warpath or anything else). - Also can add on which difficulty level IS 2.2 will play (same as before, that is not VH / VH ?) - Any plan to increase rebel armies (popping ones) ? They're quite easy to manage as they are now. - I see Tunis isn't a big city anymore. If you need one more big city you can remove the one in Quebec (give it to any needing european minor) and replace it with a level 2 government building. - Looking forward to recruitments limits, is there something similar for navies ? I understood it as for land units only. - Agents improvements are a good idea, the new missionary trick (religious unrest) looks actually powerfull (frightening ?). - Oh and I really like the storm / disease thing for navies Anything else seems fine (will have to play of course ^^). P.S.: just red Wingate post and I agree with an increase in interception radius (good way to drag allies in the fight and interdict areas). * I'm not so sure about movement points because there are two different things: a stack without artillery (hurray blitzkrieg) and a stack with artillery (especially fixed units) which will actually crawl for turns before doing anything. * I'd suggest keeping half-movement change while increasing the "better movement" bonuses/traits for generals. Speaking of which, is there any upkeep trait bonus planned for generals ? Thx for reading
REP Blackomur89.
Last edited by Dazo; March 13, 2010 at 01:46 PM. |
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#12 | |
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Drummer and Fifer
Posts: 129
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Wow, so glad to hear that this has been picked back up. Wish that I could help, but unfortunately I have little to no modding expertise. Good luck, and I will definitely be a diehard follower!
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#13 | |
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Drummer and Fifer
Posts: 122
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Thank you!
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#14 | |||||||
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Dazo
You make good questions; I like it. Quote:
Anyway forts will give you bonuses (useful against natives, you will see) but no more forts on the battle. Quote:
But I will add the other things in a way that you will be able to have warpath units in the standard campaign if you have warpath, EUE if you have EUE, ... I think that the unique thing new is the Warpath question. Quote:
With the new changes there will be users who will not able to play in VH. IS 2.2 with VH/VH will be really hard. I want scalable values on difficulty levels. In Vanilla and in general any mod VH is still easy because of the wrong management by the AI. This will change. -About campaign: In normal the user and the AI will have approximately the same bonuses/penalties. The AI will not change its behavior -it's the same for all the levels- so this level could be the level used by the common user. in Hard: this will be the recommended setting. You will not have penalties but the AI will have bonuses. This helps to the AI for managing its factions and units properly. As I said the AI does not change, but you will have the sense of having clever movements by the AI. In Vhard: this is for me and those who really have experience with strategy games (EU III for ex.). You will have penalties and the AI will have more bonuses. Nothing unplayable because the penalties/bonuses are applied to points which will help the AI but not stop you playing properly (happiness, revolutions on the AI side, ...) -About battles: In very hard the AI has too many bonuses. These are harcoded and can not be changed. With the new characteristics added you will not need that for having a good opponent so you will use: Hard: The AI still has bonuses but nothing really important. This levels produces clever movements by the AI with my other changes. So I will recommend this. Quote:
Remember these two words: happiness & culture. They will be crucial in IS 2.2. Quote:
I will do it with 2 variables: -Unit limits. I don't like them but in fact: they are useful. -Changing the AI desires. I can change the proportion of the armies & navies: more artillery/ infantry, more frigates, ... Quote:
League of Extraordinary Gentlemen [1.0] |
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#15 | |
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Armoury Sergeant
Posts: 564
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I dont See Ireland In The Emergent Faction List D: D
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#16 | |
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Armoury Sergeant
Posts: 564
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How Come No Ireland?
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#17 | |
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Cruel & Pragmatic
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propably a misstake. Stay calm
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#18 | |
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Posts: 1,421
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All emergent factions will have its own personality. But some of them will maintain the ''MAINTAINANCE'' (spelling mistake by CA) manager.
You don't see Ireland because this faction will have the standard manager. Ireland is not an expansionist faction. Anyway this faction will be changed too, all the factions will be changed. (AI) |
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#19 | |
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Colour Sergeant
Posts: 428
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Thx for tips and answers, Isabelxxx
Already feels like a whole new shiny game P.S.: just red Wingate post and I agree with an increase in interception radius (good way to drag allies in the fight and interdict areas). * I'm not so sure about movement points because there are two different things: a stack without artillery (hurray blitzkrieg) and a stack with artillery (especially fixed units) which will actually crawl for turns before doing anything. * I'd suggest keeping half-movement change while increasing the "better movement" bonuses/traits for generals. Speaking of which, is there any upkeep trait bonus planned for generals ?
REP Blackomur89.
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#20 | ||
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Dazo
Quote:
It is partially done in LEG (agents mod). There are many things I forgot to write but as a general advice -based on the experience which have the users with other mods- : I always change more than I write; and all the things that you can imagine will be changed- |
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