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  1. #1
    Balikedes's Avatar Time to Rock
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    Default Re: XGM - Diadochi discussions and announcements

    Quote Originally Posted by RedFox View Post
    Building - Elephant Tamer

    Level 1 - Elephant Merchant
    Requires: Port
    Abilities:
    Recruit greek small elephant
    Tax income -20%
    -20% tax income, no wonder my incoming drachma dropped so much...can't wait to throw some eles at the Maks.
    The upkeep is also pretty high, so it seems to be well balanced.
    Patron of Suppanut, relentless work, check it out.
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  2. #2
    Balikedes's Avatar Time to Rock
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    Default Re: XGM - Diadochi discussions and announcements

    Sorry for the DP...

    RedFox, would you consider adding XGM style force diplomacy to Diadochi? It's a feature that can be somewhat useful in dealing with other factions' diplomatic negligence. if not, all is good.
    Bal
    Patron of Suppanut, relentless work, check it out.
    XGM Command - A Sub-Mod of the Extended Greek Mod and now included in Diadochi: Total War

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  3. #3
    RedFox's Avatar When it's done.™
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    Default Re: XGM - Diadochi discussions and announcements

    I actually don't have any idea on the force diplomacy script. It seems useful, but can be exploited by the player.

    Another hotfix is here though, I'll be releasing these frequently.

    Hotfix for Patch 1 - v0.832b - NB! This includes the previous hotfix
    - Several bug fixes
    - Strengthened starting factions
    - Added Elephant Tamer
    - Epirus recruitment fixed

    - Made Elephants more expensive
    - "Elephant Tamer" more expensive
    - Fixed minor flaws in descr files

    It's not much, but an update is an update..

  4. #4

    Default Re: XGM - Diadochi discussions and announcements

    Epeirotean Generals have the armoured body-guard from the start of the game. I assume that they are meant to be post-marian, is that right?

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  5. #5

    Default Re: XGM - Diadochi discussions and announcements

    *grunt* Just got narrowly beaten by Decius Mus... Killed him in early at the battle, but Romans have supernatural morale...
    Btw: I dont like the looks of modding legions...
    Last edited by HansDuet; November 08, 2007 at 03:07 PM.


  6. #6
    RedFox's Avatar When it's done.™
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    Default Re: XGM - Diadochi discussions and announcements

    Only Pyrrhus has armoured cavalry, which apparently was used in the battle of Asculum. And yes, Romans have pimped morale.. they routed too fast against Pikemen, so I had to set theirs to 16, compared to 14 that Deuteroi has.

    The idea is that, an unit will rout "when it routs" - if you give the units equal morale values, then the unit that looses more units faster, routs.
    And thus we achieve balance, as levy pikemen will not rout barely for seeing the enemy, but will rout like they should once they start getting hammered.

    As for Asculum itself - it shouldn't be that hard to win, but it shouldn't be easy either. You're meant to loose 3/4 of your army to those bastards.

  7. #7

    Default Re: XGM - Diadochi discussions and announcements

    Well, they lost 3/4 of their army against me... VH btw.


  8. #8
    RedFox's Avatar When it's done.™
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    Default Re: XGM - Diadochi discussions and announcements

    "Decic Victory" - Decius Mus?
    I'm not saying they didn't loose almost all their men, I was surely winning but screwed myself with the final major clash, got the pikes scattered and left gaps in the lines. I killed the eles against my own pikes, charged my general into sudden death and the rest of my cavalry just decided to rout...
    Alt + F4 was the only strategic decision I made.


    Anyhow, I tweaked some settings and reworked the composition of the armies, this is pretty much the result:


    It seems that the cavalry is a bit too weak and fighting uphill is tough for the phalanx. I was actually in a winning situation, Pyrrhos personally killed Decius Mus, but the remains of both armies managed to kill all the few cavalry that I had. Pyrrhus died against a butt spike of some Triarii...
    It was fun though, killed 87% and lost 93%...
    Last edited by RedFox; November 09, 2007 at 11:31 AM.

  9. #9
    RedFox's Avatar When it's done.™
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    Default Re: XGM - Diadochi discussions and announcements

    Hotfix for Patch 1 - v0.833b - NB! This includes the previous hotfix
    - Several bug fixes
    - Strengthened starting factions
    - Added Elephant Tamer
    - Epirus recruitment fixed

    - Made Elephants more expensive
    - "Elephant Tamer" more expensive
    - Fixed minor flaws in descr files

    - Made possible to acctually win the Battle of Asculum, still very hard to achieve on VH/VH...
    - Several tweaks to unit stats
    - Minor bug fixes

  10. #10

    Default Re: XGM - Diadochi discussions and announcements

    Heh, you are publishing a update per day..


  11. #11
    RedFox's Avatar When it's done.™
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    Default Re: XGM - Diadochi discussions and announcements

    Hotfix for Patch 1 - v0.834b - NB! This includes the previous hotfixes
    v0.831
    - Several bug fixes
    - Strengthened starting factions
    - Added Elephant Tamer
    - Epirus recruitment fixed

    v0.832
    - Made Elephants more expensive
    - "Elephant Tamer" more expensive
    - Fixed minor flaws in descr files

    v0.833
    - Made possible to acctually win the Battle of Asculum, still very hard to achieve on VH/VH...
    - Several tweaks to unit stats
    - Minor bug fixes

    v0.834
    - Fixed minor texture bugs
    - Balanced unit costs
    - Made some greek cities more low level to maintain at least some historical aspects
    - Macedon slightly stronger
    - Fixed numerous CTD's triggered by factions who recruited units they didn't have ownership to - some traces might still remain! Remeber the faction that crashed the game and report.
    - Asculum now hopefully balanced! - It's not a piece of cake though.
    Last edited by RedFox; November 12, 2007 at 12:04 PM.

  12. #12

    Default Re: XGM - Diadochi discussions and announcements

    Quote Originally Posted by RedFox View Post
    v0.834
    - Fixed minor texture bugs
    - Balanced unit costs
    - Made some greek cities more low level to maintain at least some historical aspects
    - Macedon slightly stronger
    - Fixed numerous CTD's triggered by factions who recruited units they didn't have ownership to - some traces might still remain! Remeber the faction that crashed the game and report.
    - Asculum now hopefully balanced! - It's not a piece of cake though.

    Eek!
    Anyway, thanks. Nice to see its going onwards.


  13. #13
    Balikedes's Avatar Time to Rock
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    Default Re: XGM - Diadochi discussions and announcements

    Thanks for the update RedFox!!!
    Patron of Suppanut, relentless work, check it out.
    XGM Command - A Sub-Mod of the Extended Greek Mod and now included in Diadochi: Total War

    HardSun on XBoxLive - Destiny and other stuff

  14. #14
    RedFox's Avatar When it's done.™
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    Default Re: XGM - Diadochi discussions and announcements

    When I say "slightly", I really indeed mean slightly - there's practically no difference other than it will be harder to conquer Macedon.
    It also seems that they're in financial difficulties and keep training peasants.
    Seems like the only option seems to be removing peasants and giving them more money...

  15. #15
    Balikedes's Avatar Time to Rock
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    Default Re: XGM - Diadochi discussions and announcements

    Hey RedFox, What is the benefit of having peasants instead of a Doryphoroi or low end military type unit?
    Patron of Suppanut, relentless work, check it out.
    XGM Command - A Sub-Mod of the Extended Greek Mod and now included in Diadochi: Total War

    HardSun on XBoxLive - Destiny and other stuff

  16. #16
    RedFox's Avatar When it's done.™
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    Default Re: XGM - Diadochi discussions and announcements

    Well, peasants were a cheap way to move population and garrison cities very cheap... other than that, they suck. And the AI loves to recruit them because they cost nothing.

    Another solution would be to give them extremely low stats and cost about 200+, upkeep 100

  17. #17
    RedFox's Avatar When it's done.™
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    Default Re: XGM - Diadochi discussions and announcements

    Hotfix for Patch 1 - v0.835b - NB! This includes the previous hotfixes
    v0.831
    - Several bug fixes
    - Strengthened starting factions
    - Added Elephant Tamer
    - Epirus recruitment fixed

    v0.832
    - Made Elephants more expensive
    - "Elephant Tamer" more expensive
    - Fixed minor flaws in descr files

    v0.833
    - Made possible to acctually win the Battle of Asculum, still very hard to achieve on VH/VH...
    - Several tweaks to unit stats
    - Minor bug fixes

    v0.834
    - Fixed minor texture bugs
    - Balanced unit costs
    - Made some greek cities more low level to maintain at least some historical aspects
    - Macedon slightly stronger
    - Fixed numerous CTD's triggered by factions who recruited units they didn't have ownership to - some traces might still remain! Remeber the faction that crashed the game and report.
    - Asculum now hopefully balanced! - It's not a piece of cake though.

    v0.835
    - Gave Ptolemies a somewhat new more successor-like roster
    - Changed peasants into a unit with decent cost + low stats/ no more crappy and useless
    - Fixed Pathfinding of barb_large_town
    - Rebalanced unit stats of barbarians
    - Other minor CTD fixes

  18. #18
    RedFox's Avatar When it's done.™
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    Default Re: XGM - Diadochi discussions and announcements

    Hotfix for Patch 1 - v0.836b - NB! This includes the previous hotfixes
    v0.836
    - Rebalanced Gallic factions
    - Completely removed peasants
    - Strengthened factions
    - Added new regions to critically empty locations
    - Converted Africa into one huge region
    - Minor changes in building capabilities/build times
    - Peltasts now available from lvl 1 Barracks

  19. #19

    Default Re: XGM - Diadochi discussions and announcements

    Good to see the steady progress of this mod
    BTW, are the Sahara and great Arabaina desert unconquerable now?
    And are you planing to add all the AOR units from XGM?
    I wish you all the best for this project!

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  20. #20
    RedFox's Avatar When it's done.™
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    Default Re: XGM - Diadochi discussions and announcements

    The latest is here!

    To note: For those who got here too early, the upload might take some time... even though it's only 10.9 mb, my connection seems to upload with a mere 2kb/s.. - which is quite awkward for a 12mb connection.

    Hotfix for Patch 1 - v0.837b - NB! This includes the previous hotfixes
    v0.836
    - Rebalanced Gallic factions
    - Completely removed peasants
    - Strengthened factions
    - Added new regions to critically empty locations
    - Converted Africa into one huge region
    - Minor changes in building capabilities/build times
    - Peltasts now available from lvl 1 Barracks

    v0.837
    - Rearranged Gallic factions
    - Added Barbarian Heavy Spearmen
    - Rearranged settlements on campaign map
    - Balanced and unified barbarian roster
    - Starting diplomacy fixed
    - Minor bug fixes
    - Adapted Historical Battles to the new changes
    -------------------------------------------------------------

    I suggest someone to try out Aedui / Averni, they now both have a settlement in Britannia and Aedui populate northern areas, while Averni populates the southern ones. I really worked a lot on barbarians for this version, they're a lot of fun to play and are a lot more balanced now, with various directions to expand, the fight over Britannia is even more fun, as the Independent People living there don't waste any time to conquer your puny settlements there...

    I also wonder if anyone has tried out the Historical Battles yet? They should be quite a lot of fun - lot's of troops. Especially Lake Trasimene and River Trebia.
    Last edited by RedFox; November 25, 2007 at 12:14 PM.

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