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  1. Replies
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    Re: [Submod] Settler Units

    Agreed

    Usually, military settlement was incentivised through promises of land ownership, so why would they object?
    IMO a PO malus involving culture (major yes/no) and ratio of population classes...
  2. Sticky: Re: [Official Submod] Scenario Submod Campaign: Alexander

    Something I just noticed, wouldn’t Alexander’s Pezhetairoi use the shorter Sarissa like the Antigonid peltasts?
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    Re: Has something in the files changed?

    Try out the old launcher version, the new one is crap
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    Re: [IN PROGRESS] Cyrene Expanded

    Whilst being a good idea gameplay wise, IMO this doesn´t really make sense.
    People would use it as a contraceptive if it were traded or not.
    And since trading it away would reduce supply, the...
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    Re: [IN PROGRESS] Cyrene Expanded

    IIRC, Kleruchs were also a major source of tax revenue for the Successor kingdoms, so maybe they could be in the middle beween farms and animal husbandry in terms of money to food ratio.
  6. Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    I think you misunderstood me. Or maybe I should have added “with the available means“
    Is it not gameplay reasons that Hastati cost more than Rorarii in upkeep?
    A capite censi Rorarius ate the same...
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    Re: Suggestion: Ptomelaic "Felt Cataphracts"

    Looking good!
    Though couldn´t the chainmail face cover be retextured to be quilted?
    Also, where are the Pteryges :tongue:
    IIRC there was some asset in DeI or AE which was just shoulder Pteryges.
  8. Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    Well, the defining difference between the early and mid republican units in DeI is the change from spear to sword, no matter what kind of label you put on it.
    I wouldn´t know when exactly this...
  9. Re: [Submod] [WIP] Ancient Warfare: Supply and Movement

    Seleukos, what would you think of publishing two versions of this mod, balanced for 4 and 12 tpy each?
    Also, Jake was so kind to send me a pack with the script we were talking about, and while IMO...
  10. Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    I definitely agree with that, maybe these 300 men strong levy units should get a morale rework?
    Or maybe the moral impact of prolonged combat be increased?
  11. Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    Is this supposed to be how it works? Because AFAIK that´s not how it actually worked.
    Would the Romans even field Rorarii unless in a last ditch effort?
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    Re: Hex editor - Help

    rigid_model_v2 files are very delicate, even one misplaced dot can completely disturb what texture it displays and how it is displayed.
    So simply replacing letters with dots won´t do, I´m afraid.
    ...
  13. Re: [Submod] [WIP] Ancient Warfare: Supply and Movement

    Concerning this, IMO this would be rather historical, even if a bit unfair.
    We have the advantage of hindsight, but back then, innovative tactics involving smaller units were far from the norm....
  14. Re: [Submod] [WIP] Ancient Warfare: Supply and Movement

    While I completely agree with your ideas and concept, IMO a script sounds like the option with the most potential concerning movement range, as it would completely make supply cart units redundant....
  15. Re: [Submod] [WIP] Ancient Warfare: Supply and Movement

    How much would such a script burden the game’s loading times and stability on top of the already script heavy DeI??
    Could it also influence the AI?

    Because such a script would make the supply...
  16. Re: [Submod] [WIP] Ancient Warfare: Supply and Movement

    IMO one of the biggest issues with the supply script in DeI is that it‘s basically toothless in a 4tpy setting.
    Yes, not having supply lines and having completely foraged a region is punishing, ...
  17. Re: [Submod] [WIP] Ancient Warfare: Supply and Movement

    Great idea, though IMO it would be better if army size played a role in this.
    Smaller detachments would need less concentration of foodstuff and water,
    therefore reducing the need for pack...
  18. Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    Actually, this would be awesome if it did, would make way more sense and increase the importance of fertile regions beyond measure.

    BTW, anyone know why I suddenly can play Pergamon even though I...
  19. Re: [SUBMOD] Official DEI Realism v1.5

    What costs actually come up when recruiting in a 4tpy setting like in DeI?
    Administrative costs of assessing current manpower, assembling these men, initial bonus pay if applicable, 3 months worth...
  20. Re: [SUBMOD] Official DEI Realism v1.5

    Aside from game balance, what´s the historical rationale behind recruitment costs to be so extraordinarily high when compared to upkeep?
  21. Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    Would it be possible to change how the economic effects of the PoR script be customised for factions and provinces?
    I think the economic and social differences between ancient states completely...
  22. Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    Have you guys considered giving walls to minor settlements like this mod seems to do?
    https://steamcommunity.com/sharedfiles/filedetails/?id=1662667374

    It´s a reupload of this mod, if you wish to...
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    Re: Ranking of best precursor javelins

    Kam to the rescue xD

    Nothing more to say IMO
  24. Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    Then how does the script save the native population in case of reconquest of the region?
  25. Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    Would it be possible to implement a more realistic portrayal of native populations in the PoR system?
    IIRC if a faction reconquered a previously conquered region, a certain percentage of the...
  26. Re: Historical Basis for Armenian Legionaires?

    IIRC they were mentioned to have been used by Tigranes the Great similarly to how Mithridates IV Eupator was supposed ot have used them.
    How historical they really are is anybody´s guess.
  27. Re: Correct me if I'm wrong, but desert attrition is unavoidable correct?

    you can avoid desert attrition if you stay on the designated roads, whereas heat resistant armies can go anywhere.
  28. Re: The Holdouts: Enemy Units that Refuse to Rout Despite Having No Reason to Stay

    Which version of DeI are you using?
    1.2.3?
    1.2.4?

    Did you leave open enough space for these units to actually flee?
    Because they need those.

    Furthermore, are you aware that there‘s a Bug...
  29. Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    What would you think of an overhaul of culture?
    IMO the current cultural influence system perfectly lends itself to be used to represent political control over the various communities in a...
  30. Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    Would it be possible to increase the logistic costs of operating more than one army in one region at a time? The biggest cost in warfare usually was food consumption, and concentration of forces...
  31. Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    Would it be possible to make available armies dependent on logistics instead of Imperium lvl?
  32. Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul, CAI Overhaul and New Traits System (Updated Dec 18)

    Sadly, this is a game function, so it‘s not up to KAM to change this.
    IMO mandatory depth ought to be toned down a bit for more elite or professional units. Also would it be possible to have a...
  33. Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul, CAI Overhaul and New Traits System (Updated Dec 2)

    I really hope you meant to include pikemen in tha^^
  34. Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul, CAI Overhaul and New Traits System (Updated Dec 2)

    Then I´m really curious on how to best use them.
    I´m assuming they´re best used as shock infantry, f.e. against exhausted enemies or as flankers.
    But I´ll see.:thumbsup2
  35. Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul, CAI Overhaul and New Traits System (Updated Dec 2)

    Concerning the new "duelers", will this f.e. apply to Caetrati as opposed to Scutarii?
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    Re: Are thin lines still the de facto strategy?

    Wikipedia is not a good source to cite, ever.
    There is no consensus on Hoplite warfare,
    and most probably there will never be.

    If you believe for deep formations to push aside shallower...
  37. Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul and New Traits System (Updated Oct 15)

    IMO Hoplite on Hoplite action is in an unprecedented sweetspot rn.
    Haven´t tested Hoplite vs Pikemen yet.
  38. Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul and New Traits System

    Just to make sure, I was talking about the "Rapid Advance" ability light Hoplites had in vanilla Rome 2.
  39. Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul and New Traits System

    Nice, will test once I‘m finished with start of semester tests^^
    Have you considered giving heavy infantry the sprint ability?
    I‘d say even if you were hunkered down with heavy equipment you‘d...
  40. Re: Barbarian factions becoming civilized over time (possible to mod this?)

    Weren‘t these ships made of leather and pretty small?
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