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Thread: Extended Cultures Discussion

  1. #1121

    Default Re: Extended Cultures Discussion

    Sorry to be moaning about something again, I think fatigue in battles could use some tweaking. Battles in XC are noticeably longer than in XGM or vanilla, which is awesome as it allows for more tactics, but the stamina of the troops does not seem to have been similarly tweaked. This results in even a minor engagement (with one or two levy-level units like doryphoroi) tiring out a unit of, say, thureophoroi or hoplites. While this has forced me to think about keeping reserves, sometimes something absurd will happen, such as a half-unit of doryphoroi or light cavalry pinning down and tiring out a hoplite unit. I have lost at least two siege assaults because my hoplites fought light cavalry for ten minutes at the gate, only to be routed when fresh enemy troops replaced the ones who just ran away. Light cavalry, imo, should not last a whole ten minutes against heavy infantry, especially heavy spearmen like hoplites.


  2. #1122
    Zarax's Avatar Triple Chaosmaster
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    Default Re: Extended Cultures Discussion

    Point taken, however you should keep in mind that just like XGM, XC is designed to be used with fatigue off because AI doesn't know how to deal with that.
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  3. #1123
    Miles
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    Default Re: Extended Cultures Discussion

    About base unrest and distance to capital: I looked at EB and they have less base unrest in Axum and Meroe(30%), distance penalty is also smaller. I suggest that your base unrest for most rebellious towns should be at most 40%, remember that XC has culture(religion) penalties, which makes conquering different cultured region much harder. And too much unrest can be a game killer. I also suggest lowering distance penalty by 10-15%, as I find it a bit weird that a town 2 towns away from your capital can have 40% distance penalty.

  4. #1124
    Zarax's Avatar Triple Chaosmaster
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    Default Re: Extended Cultures Discussion

    Distance penalty is not affected by us, it's the map.
    Unrest will also be fixed by the government system, which will allow the player to have a much greater control over it.

    BTW, despite the fact I'm part of both teams, XC is a profoundly different mod and philosophy than EB and cannot exactly be compared directly
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  5. #1125
    Miles
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    Default Re: Extended Cultures Discussion

    How much unrest it will be able to reduce ?

    And actually I find EB and XC to be quite similar.

  6. #1126
    Zarax's Avatar Triple Chaosmaster
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    Default Re: Extended Cultures Discussion

    Depending on the level up to 100%.

    Roleplaying possibilities (and partially battles) aside, XC is meant to play quite different than EB, barring similarities due to it using the same engine.
    Although both mods wants to reach the same point (optimal balance between historical accuracy and playability) XC and EB starts from opposite points.
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  7. #1127
    empr guy's Avatar Praefectus
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    Default Re: Extended Cultures Discussion

    Is it just me or are the celts(people starting in northern italy i think its them) a little overpowered? Im not sure if its because i was facing an elit unit though, because i fought a generak unit, and two units of the guys with naked fanatic pictures(and missles) with 2 units of mercanery warband, one unit of warband calv., four units of principes, two archers, two equites, and one roman general.

    At the end of the battle, i had take 700 casualties with two principes being destroyed, the warbands got owned, my 3 units of calv. had like 30 huys between them, and my general was the only one left in his unit. I know i was fighting in a town, but the enemy didnt rout (with there general already dead) untill they had about 10 guys left.

    It seemed like none of my troops could hurt them while their javalins nearly decimated any unit fighting them and killed an entire unit of calvary.... It just seemed slightly ridiculous to me that ~200 guys could kill 700+ after being hit by archer fire, pilla, and then surrounded...
    Last edited by empr guy; April 21, 2010 at 03:48 PM.
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  8. #1128
    Zarax's Avatar Triple Chaosmaster
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    Default Re: Extended Cultures Discussion

    are you playing VH by any chance?
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  9. #1129
    empr guy's Avatar Praefectus
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    Default Re: Extended Cultures Discussion

    no, i play m/m in my campaigns, unless vh is the default difficulty setting.....
    odi et amo quare id faciam fortasse requiris / nescio sed fieri sentio et excrucior


  10. #1130
    Zarax's Avatar Triple Chaosmaster
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    Default Re: Extended Cultures Discussion

    Gaesatae might be slightly overpowered in that particular stack (maybe XP bonuses?).
    If you feel that javelins are OP try this version: http://www.wmwiki.com/hosted/cv/xcfi...st18042010.exe
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  11. #1131
    empr guy's Avatar Praefectus
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    Default Re: Extended Cultures Discussion

    ok thanks
    odi et amo quare id faciam fortasse requiris / nescio sed fieri sentio et excrucior


  12. #1132
    Zarax's Avatar Triple Chaosmaster
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    Default Re: Extended Cultures Discussion

    A new test build is available for those interested: http://www.wmwiki.com/hosted/cv/xcfi...st27042010.exe
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  13. #1133

    Default Re: Extended Cultures Discussion

    I have a request. In the new version you can replace those of the imperial legions of the Republican period, or those from the period of Octavian Augustus ? Pleaseee

  14. #1134
    Zarax's Avatar Triple Chaosmaster
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    Default Re: Extended Cultures Discussion

    Can you be a little more detailed please?
    Take in mind that we don't have modelers or skinners at the moment.
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  15. #1135

    Default Re: Extended Cultures Discussion

    The test version link has been removed?

  16. #1136
    Zarax's Avatar Triple Chaosmaster
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    Default Re: Extended Cultures Discussion

    Yes, a new test version will be released in a few hours
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  17. #1137
    Zarax's Avatar Triple Chaosmaster
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    Default Re: Extended Cultures Discussion

    Latest SVN build is here, it contains the new government system which significantly changes campaign gameplay:
    http://www.wmwiki.com/hosted/cv/xcfi...st29042010.exe
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  18. #1138
    Kara Kolyo's Avatar Mikhail
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    Default Re: Extended Cultures Discussion

    Sorry if i missed something and these test campaigns are for specific conditions. I installed the latest version with only Alex exe and prom cities turned on. It ctd'ed when i tried to start imperial campaign. The ctd occured when i pressed the imperial campaign option


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  19. #1139
    Zarax's Avatar Triple Chaosmaster
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    Default Re: Extended Cultures Discussion

    Did it give any error?
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  20. #1140
    Kara Kolyo's Avatar Mikhail
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    Default Re: Extended Cultures Discussion

    Nope, not for the imperial campaign. Got message for Bactria - no temple of battleforge.
    Do i have to run it with senate and stuff or it's supposed to work with all options?


    under the patronage of Perikles in the house of Wilpuri
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