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| Europa Barbarorum (EB) This Trivium project is designed to be the definitive full conversion historical modification project for the global RTW community. |
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#1 | |
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Intellecualist
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Posts: 362
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Ok, I have taken this baby for a spin and, as promised, here is my feedback.
The Campaign So far, I have found the campaign unplayable. Maybe this is down to an unlucky choice of factions each time, but so far on three seperate occasions I found myself 30,000 in debt after two turns. For some reason, the Iberians start with a -30000 diplomacy tribute straight off the bat, which, after two turns of playing, is damaging indeed. Also, the Carthaginians are losing over 10,000 becuase of very high unit costs. So for campaign, unplayable in my experience. I shouldn't have to be a faction I don't like just so that I can begin with a stable empire. Also, although minor, there are a lot of confusing buildings lacking descriptions, but this will be fixed easily, so no big point there. The Battles The units look amazing. They are comphrehensive, varied, and interesting, and all do their individual jobs well. A main problem I had with this, however, was found in the custom battles. A big mistake RTR made, that you seem to as well, is to put every unit for every faction. When every faction has 4 lines of units, 95% of which are the same as everyone elses, it is just too overwhelming. I honestly don't know which units are specific for each faction. Please, please, please make only the faction specific units available to each faction. If someone wants to play as mercenaries, they can pick the rebel faction. A slight alternative would be to only make mercenaries avaiable to that faction if they are found in that area, such as Iberian Mercenaries available to Iberia because they are found on the Iberian penninsula. As it is, though, it is just too overwhelming. The Rest
Overall, an excellent looking mod and I can't wait to start a campaign once a few things have been fixed. Good job!
Candide fainted...
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#2 | |
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I sorta help to make EB
Citizen
Posts: 1,950
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Take a look at some of the play guides. They all focus on the absolute need in the first turn to get your finances in order and make sure you are making money. Many factions *must* have units eliminated at the start of the game or within a turn or two. Tough decisions must be made by the player, but this allows many different types of campaigns and initial decisions to be made. Ships are a favorite of mine to get rid of very quickly!
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#3 | |
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Intellecualist
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Posts: 362
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But things like the Iberian situation CAN'T be amended by the player. It just says "-30,000 diplomacy tribute" but when looking in the diplomacy screen I found nothing I was able to change.
Candide fainted...
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#4 | |
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I sorta help to make EB
Citizen
Posts: 1,950
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- Everyone's money on the first turn seems odd if you look at your finances. This is because we give lots of money to all the factions, but then use scripts to take money away from the human player to make it harder. Enjoy! ;-)
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#5 | |
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Captain
Posts: 1,639
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alrighty, thanks for the heads up
I was curious why a small faction that will remain unammed suddenly bribed one of my cities with a good governor inside, meanwhile I'm in debt up to my knees :laughing:
‘‘No slave shall keep any arms whatever, nor pass, unless with written orders from his master or employer, or in his company, with arms from one place to another. Arms in possession of a slave contrary to this prohibition shall be forfeited to him who will seize them.’’
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#6 | |||
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Chief Technician
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Quote:
Quote:
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#7 | |
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Intellecualist
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Posts: 362
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OK great, thanks
Candide fainted...
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