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  1. Replies
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    Sticky: Re: [Feedback] Suggestions & Improvements thread

    So good. mod! Very good. My three concerns: character traits come piling in very fast leading to huge lists of effects (feels cumbersome). I would honestly cut trait acquisition in half so that only...
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    Sticky: Re: Ancient Empires: Official Update - Part one

    Perhaps in enemy territories the raiding stance could supply food, gold, and morale but because the troops are disorganized (hunting treasure) on the following turn your army should lose all its...
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    Sticky: Re: ANCIENT EMPIRES BETA TESTING

    Hi Sheridan, Petellius. That's right my hope was effects could be added for the duration of the build. And it's true that between the build cost and upkeep the costs in general are already well...
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    Sticky: Re: ANCIENT EMPIRES BETA TESTING

    Hi I'm just a little impatient: my beta test application went in a day ago. I want to spit out an idea before I forget it: building construction should have a cost (for the duration of construction)...
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    Sticky: Re: ANCIENT EMPIRES BETA TESTING

    Hi. Am I too late to get in on the beta? I've done quite a bunch of Rome 2 modding and was active for a while with the Europa Perdita Attila project. My Rome 2 Total Realism campaign features (kind...
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    Sticky: Re: *STATE OF THE MOD*

    I think I have a killer idea: food exports should be restricted by a given cities port capacity or roads development. So instead of a new farm automatically increasing food for armies or far away...
  7. Sticky: Re: [Release Announcement] R2TR v3.0 has been released!

    Version 4. Neat.
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    Re: R2TR Campaign Rework

    Hi, thanks for the input. I also find this specific type of diplomacy malfunction, it's definitely from the official version because I have not done anything to diplomacy. Unfortunately I'm...
  9. Re: SUGGESTIONS, COMMMENTS, & QUESTIONS [v3.0 Development Discussion]

    Sorry if this is already answered but what's up with the cannon roster? I'm playing Prussia with PikeStace's excellent Tactical Commander battle mod and I'm getting something like 15 or 20 different...
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    Re: R2TR Campaign Rework

    Hey Bobby, JaM had released a fully re-worked version a few months back so I took the opportunity to merge my campaign features. Please see the (updated) first post for some info and download link..
  11. Sticky: Re: Rome II Total Realism Bug Thread

    My documenting is very thorough! :tongue:

    http://www.twcenter.net/forums/showthread.php?691209-R2TR-Campaign-Rework
  12. Sticky: Re: Rome II Total Realism Bug Thread

    I would like you to consider incorporating my campaign rework....
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    Re: R2TR Campaign Rework

    Too bad the forum lost so much content.. anyway I hope my response about how to manage public order was helpful. Instead of re-writing I'll just point readers to my intro at the top of this thread.
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    Re: Ancient Empires: Divide et Impera - Upd. 2/13/2016

    I won't upgrade to DEI PoR until I know Ancient Empires is compatiable. Please, team, don't forget you have supporters of this project....
  15. Thread: RotR or Base?

    by La Tene
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    Re: RotR or Base?

    I'm only playing with the base so far but it's superb. However I suggest running the Tactical Realism battle submod.. it is probably the best battle mod I've come across for musket fire Total War...
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    Re: Cant think of any

    Oh but NTW3 is hard to compete against.
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    Sticky: Re: OFFICIAL: Battle Realism Mod {{Version2}}

    "If you increase the movement rate, then you have to increase the fire rate. The battles will become too fast. "

    Yes I understand and the moral effects would mean battles would end too quick with...
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    Re: [Download & Installation] Divide et Impera - Download link - 1.1d (Updated December 15)

    The settlement looting option working right? It produces a massive positive public order but with a very large per turn negative following that.. I think because -130 PO causes an immediate rebellion...
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    Re: [Feedback] Impressions, Critiques and Requests for 1.1

    But surely +1.5% melee defense, for example, could be +2% instead. Also, I suggest modifying expert_triggers.lua to reduce trait acquiring by about half the rate. This would help deal with the issue...
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    Re: [Feedback] Impressions, Critiques and Requests for 1.1

    This is absolutely brilliant particularly with the Ancient Empires submod enabled.

    But the mod would feel more refined if you'd go through all the effects and get rid of half percentage values....
  21. Sticky: Re: Battle overhaul submod! Version 5.0, compatible with CAC 1.0(10/6/2015)

    It's too bad Cesco isn't around these days because he did really good work on this. The health issue needs attention...
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    Re: Ancient Empires: Divide et Impera - Upd. 11/27

    This is really really good! Unit formations feel real finally, like the Total Realism mechanics but better perhaps (you must have tweaked the mass values) I actually really like the unit stat screen...
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    Sticky: Re: [Release] SSHIP v0.9 downloadable - 19th of January 2016 - Temporary stopped

    I was just about to uninstall M2TW before I saw the 0.9 update. I wish I had known Serbia was not really a playable faction pre 0.9 ...

    Anyway, looking forward to it.
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    Sticky: Re: OFFICIAL: Battle Realism Mod {{Version2}}

    I think very slightly faster infantry and cavalry movement and musket kill rate would feel better. Very slightly.

    One more compliment: I will install Empire on my home computer specifically to...
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    Sticky: Re: OFFICIAL: Battle Realism Mod {{Version2}}

    This was not my experience.. cavalry can route units with ease so long as they're not taking heavy fire.

    PS: I've just played my first two battles with this enabled and I say hats off to you sir....
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    Sticky: Re: ETW Mods Recommendations & Queries Here

    I've installed Imperial Splendour and, yes, the unit roster is absolutely brilliant. Soo many factions to choose from also.

    I'm also very happy to see expensive armies which will no doubt slow...
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    Sticky: Re: ETW Mods Recommendations & Queries Here

    I'm running Empire Realism and I think the battles are fantastic. But they've drastically altered buildings costs, effects, and technologies in a way that feels unbalanced to me. Constructing roads...
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    Re: Thank you very much for this great mod!

    Battles are absolutely great - JaM does great combat mechanics.

    Torden: a lot of the things you mentioned are simply new Total War mechanics, not R2TR specific.

    PS: please try my rework for...
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    Re: Can make battle more fast than now?

    Use the battle submod it's really good even though it causes trouble for unit balancing, because, all health goes to "1" ..
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    Sticky: Re: Next Update v0.7 - info leaks and sneak peaks

    This mod has so much potential I will definitely download the latest version. But, I think the building construction costs need to go back down to vanilla or maybe just +20% .. double the costs makes...
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    Re: Battle AI - march and run speed question

    Would love to know. Currently the only fix for this (unattractive) is to keep fatigue penalties low. But combine this with run speeds at realistically low levels and it's not too bad. You can also...
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    Re: My Goal: A Workaround for the Army System.

    agents_tables ....
  33. Sticky: Re: [Preview] Petellius's Video Updates and Previews

    I believe it. Those battle lines look very realistic and I love the cumbersome heavy infantry behavior. Realism actually plays very well - I could never go back to the arcade style game play that...
  34. Thread: Refinement

    by La Tene
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    Refinement

    I have one concern about effects - including buildings effects. Those items that produce odd numbers IE: 115.25% wealth for example..

    I'm surprised how any time I see these numbers I can't help...
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    Re: Open Test Pack - Last Updated 7/16/2015

    I've just installed Attila and plan to play out maybe 2 campaigns before loading a mod, but, I'm very interested in the work you guys have done so far. I'm only guessing but EP is more focused on...
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    Re: R2TR Campaign Rework

    Hmm. I think this is JaM's department. I'm really unfamiliar with all the battle and units files. Hopefully JaM will come back to do some work on R2TR cause I have Attila installed now and plan to...
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    Re: R2TR Campaign Rework

    I desperately want to figure out how to cut down mercenary availability. There is a table with all the obvious options for changing availability but there are about a dozen items which have all their...
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    Re: Imperator III - Open Beta Released

    Main work is? towards Caesar, Antonius, Brutus and Cassius? I would love to play this mod, it's like the Augustus campaign but with 10 times more complexity :thumbsup2
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    Re: Imperator III - Open Beta Released

    Lepidus: Diplomatic situation was interesting. Was able to earn some cash through diplomacy and was all set for an ambush on Cantabria while securing peace with neighbors. Other Roman factions are...
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    Re: R2TR Campaign Rework

    Thanks

    I've got to consider lowering the effectiveness of Razing but I haven't hardly done any work since the last version so there won't be any update for a while. For now it's great to hear the...
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