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  1. #1

    Default Super powers

    Am on yr 185, i control italy up till the alps and a bit of egypt [fancy'd somewhere hot for me hols!], will go post marion in about 8 yrs, got a nice econ, about 8 legions in total. The greeks have just wiped out the macedons, and have emerged as a "superpower". Am curious if any "super powers" have emerged in your games? And wot nations have creamed other nations?

  2. #2
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    Default Re: Super powers

    Wait... You have invaded egypt and gaul, and only have 8 legions? Are you playing by houserules??


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  3. #3
    GaussSoldier's Avatar Tiro
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    Default Re: Super powers

    House Rules aside, you'll see in every Campaign that the Greeks will emerge as a super power. If not in Greece then in Asia and Africa unless the Egyptians hold them back. Just so you can avoid a scenario like that, you'll have to take them on early to weaken them. Germania is also very aggressive and is now fighting the Greeks in my campaign so I hope it does something for me.

    Other than that, people won't know who else is a super power until they move East.


  4. #4
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    Default Re: Super powers

    I struck greece immediately after taking sicily. I've fought 60(sixty) major battles so far, and only taken 6 of their cities... Though I do progress slowly, as I try to follow houserules (and my own houserules) strictly, and have modded the game slightly more difficult. But its definitely true that greece should be dealt with first or second. Last campaign, in 6.2, when 6.4 was released, they had an empire as big as mine, and I had a lot of land. They owned a quarter or a third of the map.


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  5. #5
    Ducenarius
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    Default Re: Super powers

    since there isn't an option for AI's to leave each other alone, and since they do such a crappy job at garrisoning their own cities, perhaps we can modify the script so that lesser garrisons are also spawned for AI-vs-AI sieges? sometimes fighting superpowers gets boring, no?

  6. #6

    Default Re: Super powers

    Quote Originally Posted by tai4ji2x View Post
    since there isn't an option for AI's to leave each other alone, and since they do such a crappy job at garrisoning their own cities, perhaps we can modify the script so that lesser garrisons are also spawned for AI-vs-AI sieges? sometimes fighting superpowers gets boring, no?
    I suggested the same thing some time ago. A lot of fun is lost now: many civilizations are wiped out before we can reach them, while others become superpowers. We need auto-garrison against AI too.
    It is for sure possible to do it, they are using this feature in some other mod (I don't remember which).
    Let's wait what lt1956 has to say about that; maybe he has already tried but found some negative effect. I am available to try to modify the script myself

  7. #7
    jackwei's Avatar Primicerius
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    Default Re: Super powers

    in my file greece has wiped out thrace, macedon and dacia becoming a great superpower since after i've finished the hard fought war finally wiping carthage out and holding eastern and southern gaul secure i managed to occupy their main greek cities however they keep on sending armies down from the germanic and scyithian frontier they just won't stop. I think once you've captured Sparta things should get more slightly more easier.

  8. #8

    Default Re: Super powers

    Problem is you cant control, what the AI does with the garrison. You could have a bunch of Garrison armies running around because the AI got within 2 spaces of a city. This would cause TONS of Garrisons to be spawned and cripple the AI economy and also produce crappy armies like you see alot of mods have because of TOO MUCH AoR.

    Basically the Best way is to use the features in Alexander to allow the AI NOT to attack anyone but the player, this feature should have been available in RTW and was not. But getting a mod to work in Alexander will be interesting. lol
    Lt_1956
    Creator of SPQR:Total War mod since 2004

  9. #9

    Default Re: Super powers

    That wouldbe good, but isn't alexander harder to mod? ie you need to convert every single model?
    Lusted was going to do a alexander mod, and a SPQR in the alexander engine would be great.
    Shame it's so much work


    My was is whenever a faction gets to big, I take away cash from them, not very subtle but it slows them down, and I give loads to parthia, as I want to fight them.

  10. #10
    Ducenarius
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    Default Re: Super powers

    Quote Originally Posted by lt1956 View Post
    Problem is you cant control, what the AI does with the garrison. You could have a bunch of Garrison armies running around because the AI got within 2 spaces of a city. This would cause TONS of Garrisons to be spawned and cripple the AI economy and also produce crappy armies like you see alot of mods have because of TOO MUCH AoR.
    maybe we could:

    reduce the trigger to just 1 space from the city only in the case of AI-vs-AI interactions?

    also, for each faction, create a duplicate version of their basic town watch/militia unit, give it 0 (or very low) upkeep, but make it non-recruitable (none of their buildings can train it). make these the spawned units for AI-vs-AI sieges.

    (or just to make it simpler, make a generic 0-upkeep "merc" unit for each culture type, based on town watch/militias)

  11. #11
    Ducenarius
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    Default Re: Super powers

    BTW - currently, i simply use the toggle_fow "cheat" before i end my turns, and while refraining from glancing at any neighboring provinces or factions, I scan for distant AI cities being besieged by other AI armies. i then use the create_unit command/"cheat" to give that city a small, miminal garrison of low-end troops.

  12. #12
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    Default Re: Super powers

    Quote Originally Posted by tai4ji2x View Post
    BTW - currently, i simply use the toggle_fow "cheat" before i end my turns, and while refraining from glancing at any neighboring provinces or factions, I scan for distant AI cities being besieged by other AI armies. i then use the create_unit command/"cheat" to give that city a small, miminal garrison of low-end troops.
    That's still cheating, even if it does help the AI. I wouldn't use that, it makes the game less fun. One thing you could do, is if a faction is slightly weaker than another faction thats attacking it, is to send a diplomat and give them all your leftover money.


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  13. #13
    Ducenarius
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    Default Re: Super powers

    Quote Originally Posted by Garnier View Post
    That's still cheating, even if it does help the AI. I wouldn't use that, it makes the game less fun. One thing you could do, is if a faction is slightly weaker than another faction thats attacking it, is to send a diplomat and give them all your leftover money.
    i've tried that numerous times. the AI seems to be even crappier with using that money than with defending their cities.

    you consider fighting one endless army after another of greeks or germans to be that much less fun than having a variety of enemies to fight? to me it's a toss up either way. a strong super power is fun and exciting to confront at first, but almost always leaves me bored enough to just quit a campaign.

  14. #14
    jackwei's Avatar Primicerius
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    Default Re: Super powers

    things have got pretty bad there is another superpower now alongside the greeks and that is pontus who have invaded as far as persia and all the way north in scythia onto the borders of thrace. However having superpowers is good, because the more battles u have the more experience your units gets quickly.

    It seems now the people what me to take rome now, but it is dangerous since my legions to not have enough experience to fight the senatorial legions and they're starting to get on my back. Oh yes i happy what has been done with Spain is that is where all the wealth with all those mines available after crushing the rebels. anyway it won't be long now until i am Emperor.

  15. #15

    Default Re: Super powers

    It's funny that in my current campaign and for the first time playing SPQR, Dacia has become a superpower... they have finished off the Macedons and almost kicked Greeks out of Greece They are also holding off the germans away from Patavinum and the best of all they are my allies

    I have seen a garrison script in M2TW that spawned garrisons for the AI factions as well as the player... As LT mentioned above the AI will basically spawn loads of armies composed of lesser units which are a piece of cake to beat on the field That makes the game inbalanced and no fun at all. Unfortunately there is no way of controlling how the AI controls their garrisons and most likely it will take them out of the city soon after the city siege finishes...
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  16. #16
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    Default Re: Super powers

    One solution, would be to subtract money for each city the AI has (but not more than the total income, so the city will still be profitable) and add money for small factions, like give a bonus of money for a faction with 1 city, but stop giving it when they take another city.


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  17. #17

    Default Re: Super powers

    Quote Originally Posted by Garnier View Post
    One solution, would be to subtract money for each city the AI has (but not more than the total income, so the city will still be profitable) and add money for small factions, like give a bonus of money for a faction with 1 city, but stop giving it when they take another city.
    Garnier that is a GREAT idea!
    It is basically what has been done in M2TW with the "king's pursue".
    We could grant a fixed income to each faction (10000?) and reduce income from cities. This would introduce a decreasing returns effect, that would benefit small civilizations and harm large ones.

  18. #18

    Default Re: Super powers

    Toggle FOW isn't cheating, It's simply being able to see who is powerfull on the minimap.
    It's recomended in the read me folder If I'm correct.

  19. #19
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    Default Re: Super powers

    Toggle_fow is ok, though I don't use it.

    But adding units isn't a good idea.


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  20. #20

    Default Re: Super powers

    Theres a EB money script, what it does is give nations with many provinces less money, and those with none, loads, keeps once province factions alive.
    It would be a good add on.

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