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  1. #1

    Default Make factions start better =0

    I think it's alot more fun to fight other factions instead of rebel settlements and it takes the factions too long to get started...I think the reasons are...


    Factions start out very small....they should start with more settlements so that they can make armies and income faster.


    Also, all the rebel settlements around them are strongly defended....i've seen the computers attack the same rebel settlement multiple times only to be defeated each time.

    And alot of the rebel generals have alot of command stars..


    And alot of the factions start out at war with each other...so they waste even more time attacking each other when they are too weak to take any settlements anyways.



    And =0 I think there might be too many buildings...it's perfect for the players but I don't think the computer knows which buildings to build.


    I just think the factions should start out more powerful...with more cities that way they can raise armies faster and expand faster.

  2. #2

    Default Re: Make factions start better =0

    Quote Originally Posted by MuffinBear View Post
    I think it's alot more fun to fight other factions instead of rebel settlements and it takes the factions too long to get started...I think the reasons are...


    Factions start out very small....they should start with more settlements so that they can make armies and income faster.
    Factions start with the provinces the held in the year 272BC. The idea of giving factions more provinces in complete disregard of history is not going to happen.

    Also, all the rebel settlements around them are strongly defended....i've seen the computers attack the same rebel settlement multiple times only to be defeated each time.
    Some rebel settlements represent powerful states that, due to restrictions, could not make it into the faction list. They are therefore harder to conquer.

    And alot of the rebel generals have alot of command stars..
    This boost to command stars apply to all Ai generals, regardless of whether they belong to the rebel faction or some other faction, so this doesn't have any effect on the outcome of battles.

    And alot of the factions start out at war with each other...so they waste even more time attacking each other when they are too weak to take any settlements anyways.
    Again, history gets in our way. If only the rulers of the kingdoms, tribes and states in 272BC had the foresight to realise that oneday we would be representing their period of history in a computer game so they could have helped us out.

    And =0 I think there might be too many buildings...it's perfect for the players but I don't think the computer knows which buildings to build.
    The AI has never known what buildings are what, they make choices based on the bonuses each building gives. We don't think there is a problem resulting from the number of buildings available to both the player and the Ai, and we don't want to reduce the involved gameplay for the player anyway.

    I just think the factions should start out more powerful...with more cities that way they can raise armies faster and expand faster.
    We disagree. We don't want our map to have no rebel settlements after a mere 20 years. We want a more varied approach and this is what we've been trying to achieve.

    Foot
    EBII Mod Leader
    Hayasdan Faction Co-ordinator

  3. #3

    Default Re: Make factions start better =0

    Quote Originally Posted by MuffinBear View Post
    I think it's alot more fun to fight other factions instead of rebel settlements and it takes the factions too long to get started...I think the reasons are...


    Factions start out very small....they should start with more settlements so that they can make armies and income faster.


    Also, all the rebel settlements around them are strongly defended....i've seen the computers attack the same rebel settlement multiple times only to be defeated each time.

    And alot of the rebel generals have alot of command stars..


    And alot of the factions start out at war with each other...so they waste even more time attacking each other when they are too weak to take any settlements anyways.



    And =0 I think there might be too many buildings...it's perfect for the players but I don't think the computer knows which buildings to build.


    I just think the factions should start out more powerful...with more cities that way they can raise armies faster and expand faster.
    advice: just find and play another mod. As Foot stated the EB team won't change anything you have mentioned

  4. #4

    Default Re: Make factions start better =0

    The rebel factions are more of a challenge then the main factions....you do realize this don't you?

    How exactly do you know what cities were held by the Gauls,Getae,Germans,Saka,Sarmations in 272 bc?


    If you want "historical accuracy" weren't the gauls able to expand in history? In this one they can't even take one settlement.


    Didn't the Parthians take huge tracts of land from the Selucids?

    Not in this mod, the comp factions take around 50 turns to finaly raise an army and they immedietly get defeated attacking a rebel settlement.


    This mod seems to be historicly accurate when it comes to buildings and units...but not when it comes to game play.

    Valina version has more accurate game play, Successor States actualy FIGHT each other, so does Rome and Carthage, Parthia and Selucia, Germans and Gauls...

    In this one they are at "war" with each other but never actualy battle.

    Also, the computer factions do not understand the mechanics of this mod, do they realize that having a family member at the head of an army hurts it? Slows down the movement speed, reduces moral and whatnot?



    Then again, I will just give them the cities I want myself.
    Last edited by MuffinBear; February 17, 2008 at 09:02 AM.

  5. #5

    Default Re: Make factions start better =0

    Quote Originally Posted by MuffinBear View Post
    The rebel factions are more of a challenge then the main factions....you do realize this don't you?.
    I don't think this is an issue: this is fun and makes EB interesting: you have to work for your empire. As said before: the more powerfull the rebels, the more powerful the actual region was back then (due to confederations etc). For example the Sweboz are not the germans!!! They are one of the many tribes we label as 'german'. The whole central-european region was covered by these 'german' tribes/confedarations. But TW has a maximum faction cap. Choises need to be made. Strong rebels represent those factions that did'nt make it.

    Quote Originally Posted by MuffinBear View Post
    How exactly do you know what cities were held by the Gauls,Getae,Germans in 272 bc?.
    History, archeology.

    Quote Originally Posted by MuffinBear View Post
    If you want "historical accuracy" weren't the gauls able to expand in history? In this one they can't even take one settlement..
    If you play long enough they will. Of course then the Sweboz, Lusotanni or Romani barge in.

    Quote Originally Posted by MuffinBear View Post
    Didn't the Parthians take huge tracts of land from the Selucids?.
    As I recall the Parthians only made their major move and historical appereance as an empire in the 260' BCE (I'm to lazy to chearch the exact date ). So it's up to the player to recreate that history.

    Quote Originally Posted by MuffinBear View Post
    Not in this mod, the comp factions take around 50 turns to finaly raise an army and they immedietly get defeated attacking a rebel settlement..
    Was Rome build in one day? You ask for historical accuracy but I don't think Carthage occupying Spain after 10 years would be accurate? The Romans occupying Carthage in 250 BCE? The Gauls making Italy their new homeland in 245 BCE? You as the player has to put some limit on your pace of playing.

    Quote Originally Posted by MuffinBear View Post
    This mod seems to be historicly accurate when it comes to buildings and units...but not when it comes to game play..
    ? I'd doubt that. The one who's most likely historical unaccurate is you. As a human player you're de facto better than the AI. So it's possible to have 90 provinces with the Romani before the year turns 220 BCE. I did this. Is this accurate? No. Solution? Play slower. I did. It's fun.

    Quote Originally Posted by MuffinBear View Post
    Valina version has more accurate game play, Successor States actualy FIGHT each other, so does Rome and Carthage, Parthia and Selucia, Germans and Gauls....
    Successors don't fight each other? If you play through EB you'll see them clashing more than once. Biggest issue is balancing, as in the past we faced grey death (Seleucid ownage) and today we face yellow death (ptolie ownage). The fact Rome and Carthage don't clash enough is cuz sadly the AI doesn't use ships enough. In Spain you'll get your punic war.

    Quote Originally Posted by MuffinBear View Post
    In this one they are at "war" with each other but never actualy battle..
    What's typed above.

    Quote Originally Posted by MuffinBear View Post
    Also, the computer factions do not understand the mechanics of this mod, do they realize that having a family member at the head of an army hurts it? Slows down the movement speed, reduces moral and whatnot?.
    The AI never understands the game, even in Vanilla. Uhm, and having a family member or a general leading an army is very historically accurate. Some give movement bonusses. Etc. Also, you ask accuracy, but armies slowing down in winter time is accurate. What is inaccurate is an army without family member/general marching summer-distances during winter. But you can't penalise captains.

    Quote Originally Posted by MuffinBear View Post
    Then again, I will just give them the cities I want myself.


    Your arguments only have one reply: search for an other mod. What you have to understand is that EB is very accurate. But this accuracy means that you as the player should accept this accuracy and try to become a part of it. Going Blitzkrieg around the mediteranean will leave you little opponents. Who's to blame? You for rushing your empire (remember this is a 4TPY mod!) or the AI?
    Patronised by Voltaire le Philosophe

    Therefore One hundred victories in one hundred battles is not the most skillful. Seizing the enemy without fighting is the most skillful. War is of vital importance to the state and should not be engaged carelessly... - Sun Tzu

    Orochimaru & Aizen you must Die!! Bankai Dattebayo!!

  6. #6

    Default Re: Make factions start better =0

    I haven't rushed anything....at all. I have not rushed or blitzkrieged anyone, I haven't even left Italy....100 turns into the game.


    I don't even attack the AI factions since I want them to to be able to expand without any distractions....but 70 turns into the game it gets annoying when Carthage has only captured one town or when the Getae waste army after army attacking a rebel held city while never actualy capturing it.

    But waiting gets boring after a while...



    The AI cities should be more unique than the rebel settlements...instead of just sitting in their towns just like the rebel leaders do

  7. #7

    Default Re: Make factions start better =0

    Quote Originally Posted by MuffinBear View Post
    I haven't rushed anything....at all. I have not rushed or blitzkrieged anyone, I haven't even left Italy....100 turns into the game.
    100 turns that's only 25 years! Peanuts when trying to have a historically accurate game. But in reality things were kinda like that. EB is basically a game best played slow. If your PC lags to much then I wouldn't recommend it though.
    Patronised by Voltaire le Philosophe

    Therefore One hundred victories in one hundred battles is not the most skillful. Seizing the enemy without fighting is the most skillful. War is of vital importance to the state and should not be engaged carelessly... - Sun Tzu

    Orochimaru & Aizen you must Die!! Bankai Dattebayo!!

  8. #8

    Default Re: Make factions start better =0

    again, EB isn't a fast paced mod with loads of full stack armies wandering around. You better try a mod more in tune with your tastes.

  9. #9

    Default Re: Make factions start better =0

    Seriously, try another mod.

  10. #10
    Protector Domesticus
    Join Date
    Apr 2006
    Posts
    4,585

    Default Re: Make factions start better =0

    Kids these days. Fast-food instant-gratification culture at work...

  11. #11

    Default Re: Make factions start better =0

    MuffinBear, you are running the background script, aren't you?

    Foot
    EBII Mod Leader
    Hayasdan Faction Co-ordinator

  12. #12

    Default Re: Make factions start better =0

    Yes, what that guy comes up I click the "show me how" thingy muh bobber.

    Is there something else I need to be doing?


    Ps, the Ptolomies did start capturing Selucid cities eventualy, Pontus finaly captured a few cities like Byzantium and the Lusitani started capturing cities in spain and the getae and Germans expanded too.


    But Parthia, Carthage, Britons, both Gaul factions, Armenia stayed stagnant
    Last edited by MuffinBear; February 17, 2008 at 12:11 PM.

  13. #13

    Default Re: Make factions start better =0

    Okay, thats good. The script gives monetary assistance to the Ai factions so they can handle their economy and the increased unit and building costs.

    It may not be what you want or expect, but the factions do expand. Please take a look at the faction progression thread to see examples of what you should expect. Remember that not all games turn out the same.

    http://www.twcenter.net/forums/showthread.php?t=127012

    Foot
    EBII Mod Leader
    Hayasdan Faction Co-ordinator

  14. #14

    Default Re: Make factions start better =0

    Lets see some proof of your 600 year conquest.

    I played recently... From what I hear from you is that you don't understand the RTW game mechanics. There is no script for Hannibal to rise up and start a 2nd Punic war. You need to start it. This mod is very historical and I can send you a screen showing of How far Gaul, Egypt and the collapse of Macedon.

    Also what difficulty are you playing at?

    I play at Medium/Medium (its not recommended) yet the AI still expand and I'm having a hard time with the Epirus playing as Rome.

    Whats recommended is that you play the battles at Hard and the Campaign at very hard. Have you tried that?

    Also If you do play as Rome, you need to have historical rules your self, EB cant hold your hand through and make restrictions fore you.

    Like the way I play is I expand historically. If let say Gaul is at war with me, I never go and Blitz there settlements. I just fight a defense war or just attacks its army's in till 58 BC ( which is when Rome started its main campaign in Gaul). So when it is 58 BC, i will then start to expand in to Gaul.

  15. #15
    Protector Domesticus
    Join Date
    Apr 2006
    Posts
    4,585

    Default Re: Make factions start better =0

    The recommended battle difficulty is M, actually. The modifiers the AI gets on the other settings kinda screw up the unit balancing.

  16. #16

    Default Re: Make factions start better =0

    I don't even war with gaul :0 since there are rebel settlements seperating us I can immediatly make peace with the Arverni and Aedui.

    The only time I blitz anyone is when I capture Taras from Epiros then....since we are seperated I can then make peace and get trade rights with them.


    And I got to the second punic war in the This year in History part.


    So stop telling me to not blitz the factions since I never have done that >:0

    Both times I just captured Italy and one of them I just bought mediolanum from the Aedui for 10,000 mnai.
    I played on M/M then on H/M

    I think VH is annoying since I then have to manualy fight the tiny rebel armies that appear on the campaign map or else my units take too many casualties...even if it's just a lone velite unit i'm fighting.

  17. #17

    Default Re: Make factions start better =0

    And I got to the second punic war in the This year in History part.
    if you have played 100 turns (= 25 years = 247 bc) how could have you seen that? :hmmm:
    btw with Romani actually I'm in 215 bc and only now I started to make serious advancement in Greece and Gaul (I've got 3 provinces in southern gaul, emporion in iberia, all illyria, and Ambrakia Thermon and Corinthos in Greece) and I'm totally enjoying it. If you don't like to slow play you probably won't enjoy EB.
    Last edited by beatoangelico; February 17, 2008 at 04:54 PM.

  18. #18

    Default Re: Make factions start better =0

    Quote Originally Posted by beatoangelico View Post
    if you have played 100 turns (= 25 years = 247 bc) how could have you seen that? :hmmm:
    btw with Romani actually I'm in 215 bc and only now I started to make serious advancement in Greece and Gaul (I've got 3 provinces in southern gaul, emporion in iberia, all illyria, and Ambrakia Thermon and Corinthos in Greece) and I'm totally enjoying it. If you don't like to slow play you probably won't enjoy EB.
    I must of played for longer then I thought then since it started talking about Hannibal crossing the Alps and fighting with the Romans at Ticinus, Trebia, Trasmene.

    I don't mind "slow" but I think this is too hard for the computer factions.

  19. #19

    Default Re: Make factions start better =0

    Actually we recommend VH for campaign (though you get slightly better diplomatic responses from H) and M for battle.

    Foot
    EBII Mod Leader
    Hayasdan Faction Co-ordinator

  20. #20

    Default Re: Make factions start better =0

    We know you do, and we disagree. Not entirely sure what you want us to do about it.

    Foot
    EBII Mod Leader
    Hayasdan Faction Co-ordinator

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