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Thread: A fix for Charging Generals in a new SPQR version.

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  1. #1

    Default A fix for Charging Generals in a new SPQR version.

    Hello,

    I kept this quite for a while because of not being able to work as much on it as I would have liked, but I PLAN TO RELEASE a new SPQR version based on the Addon I released. It adds some more content as well as the superfaction fix. I will still leave 6.4 available for those who want it, but there will be a full version of the addon version also.

    I plan to CHANGE the generals for the Romans in SPQR to Missile units, I know RTR trued this a while back with Great results, I am not sur if they still do that feature or not, but it will work for SPQR.

    What this change will do will Make general Units NOT charge into the Enemy when controlled by the AI, this means have AI support with Family will work better and NOT spell certain doom for the family members. lol

    But if the AI general keeps losing Battles this will make him worthless in battles so keep this in mind.

    Besides that Change, Hopefully there will be a new map, (not certain yet) And many little changes like Catapracts having saddles, and Garrison archers for Sieges, and many other little changes and additions that should make the game more enjoyable to those that like the ADDON.

    The one flaw with the Addon is that FOW is no longer existant really, and You are allies with alot of the factions which means you cannot attack them like the senate. But ALL the factions seem to Last so you get to fight different nations instead of just a few. Also the Game is made both easier and Harder, Easier in the sense that Now those factions that are superfactions adjusted will NOT attack your provinces, but the ones that arent adjusted will still. Its harder in the sense that when you attack a superfaction nation you will get HIT with ALOT of armies as the AI tends to Build alot to protect its land. So its NOT a cakewalk either way.

    There are alot of additions and changes I cannot remember off hand as alot were made a while back for myself, but it does make for better gameplay IMO.
    With NEWER tech coming out and the ability to now play 15k+ battles with little to no lag this addon will be a good addition since now you can allow AI help without fear of losing your family member everytime.

    Any suggestions are welcome if you have any ideas that might improve gameplay. kEEP IN MIND that some things will NOT change no matter what.

    Lt
    Lt_1956
    Creator of SPQR:Total War mod since 2004

  2. #2

    Default Re: A fix for Charging Generals in a new SPQR version.

    So this should fix the Greeks? w00t!

    So did you change the behavior of the bodyguard to missle units, or did you actually change them into missle units?

  3. #3

    Default Re: A fix for Charging Generals in a new SPQR version.

    Well, sounds interesting, I feel the same way concerning many things, especially the issue with AI controlled generals...

    However, I DID tried the official addon and (just my personal preference and opinion) I didnt like it. Starting at war with all factions isnt such a problem since the ancient world wasnt full of unions and alliances and international peacekeeping organizations, lol...BUT the FOW issue have really spoilt my game, I simply dont want to see almost everywhere, I want to discover the map, being afraid what jumpes out of the next bush. Also, the challenge is not that great really.

    Im playing 6.4 now and I must sincerely say that I havent met any so called superfaction issue just yet. Yes, Seleucids and Dacia were wiped out almost immediately. Pontus, as in other campaigns before, were easily taking lands all around, that was the first danger - they were defeated and completely destroyed by united forces of Greeks, Armenians and Parthians. The only faction aspiring to become superfaction are Greeks now, but they lost the whole Greece to me and many coastal cities in Anatolia and Asia minor. Second sf could be Germania, but they have allies on both western and eastern borders, waging war only against me, making my four legions guarding my northern border permanently busy...I should add that I dont rush and Im strictly following house rules.

    Also, I dont know how large changes you want to make in your mod, which I sincerely love for its unmatched battle system and challenge it offers, but I think other factions need desperately improvements in their recruitment pools. In SPQR you fight LOTS of battles and fighting all over and over again naked fanatics, chosen swordsmen, chosen axemen, gothic cavalry and armoured hoplites (and a few more). Just look at the other mods like RS or EB, I know they have much larger teams than you have, still for me, this is one of the greatest pains of SPQR - poor variety of units. Almost the same counts for buildings etc. Im afraid that if you dont change such things, most new people wont even bother to try this mod and will never discover how great it is concerning gameplay...

    Concerning campaign map that one would also appreciate some improvements, Im talking more of graphics and tuning the surface so some battle environments dont look so ridiculous, the spacing and positioning of rivers, cities etc. is all fine for me...


    PROUD PLAYER OF SPQR AND ROMA SURRECTUM

    PROUD MEMBER OF AGE OF DARKNESS II DEV TEAM

  4. #4

    Default Re: A fix for Charging Generals in a new SPQR version.

    this is one of the greatest pains of SPQR - poor variety of units.
    I believe this relates to only having a certain number of unit slots available so LT decided to give the Roman faction more depth as that is who you were playing as.

  5. #5

    Default Re: A fix for Charging Generals in a new SPQR version.

    Quote Originally Posted by Echo26 View Post
    I believe this relates to only having a certain number of unit slots available so LT decided to give the Roman faction more depth as that is who you were playing as.
    I dont think so, because for instance RS goes MUCH deeper in describing the roman faction and still all other factions have MUCH more variable recruitment pools...Just check Roma Surrectum previews for version 2.0. Each faction have almost more units than whole SPQR (exaggerating, of course, but...)


    PROUD PLAYER OF SPQR AND ROMA SURRECTUM

    PROUD MEMBER OF AGE OF DARKNESS II DEV TEAM

  6. #6
    Hesus de bodemloze's Avatar The Gaul
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    Default Re: A fix for Charging Generals in a new SPQR version.

    sounds very intresting to hear. i am wondering the same thing as roman clone. did you change them in missile units ore not. do thy have new weaknesses or are thy still as strong as thy are now? now that i think of it thy look still the same but have the skirmish mode to keep the ai away from enemies hmmm.
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  7. #7

    Default Re: A fix for Charging Generals in a new SPQR version.

    Could we not have two versions? One without the superpower fix? Its only a small diff in the strat file, I could mod it and remove it myself, but Im not alone of disliking the "fow" in the fix!
    And any new merc arty units would be a bonus!
    And dont forget the bad skin on the Illyrian Mercenaries, thk its that unit.

  8. #8
    Hesus de bodemloze's Avatar The Gaul
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    Default Re: A fix for Charging Generals in a new SPQR version.

    Quote Originally Posted by BiggBudd View Post
    Could we not have two versions? One without the superpower fix? Its only a small diff in the strat file, I could mod it and remove it myself, but Im not alone of disliking the "fow" in the fix!
    And any new merc arty units would be a bonus!
    And dont forget the bad skin on the Illyrian Mercenaries, thk its that unit.

    I will still leave 6.4 available for those who want it, but there will be a full version of the addon version also.
    i think this is what you are refering to?
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  9. #9

    Default Re: A fix for Charging Generals in a new SPQR version.

    Yes but they are using the MERC setting which is alot of work to rework for me. Also I have NO modellers or Skinners anymore. So I have no team I was very glad just to get the help from some very nice fans that made ALOT of the SPQR models.

    I am happy with SPQR the way it is, but the superfactions was a major pain for me and other long time spqr players.
    Lt_1956
    Creator of SPQR:Total War mod since 2004

  10. #10

    Default Re: A fix for Charging Generals in a new SPQR version.

    Yep, I DO realize youve done most of the work alone, my compliments, and they have a huge team of skinners and modellers, people for historical research etc. etc. And I DO like SPQR for its great feeling from gameplay and really great balancing of battles. Still, fighting the absolutely same stack of Greeks for the tenth time makes it slightly boring...

    My experience (played like three campaigns, Im going to finish the current one) is that there is a limited number of nations able to become superfactions: Greeks, Pontus and Germanic Tribes, perhaps Egypt. No other nation so far, in all those three campaigns, have shown any potential to grow beyond measures...

    I understand that means certain "fixing" a player to certain strategy - Attack Greeks before they grow too strong but not weaken them too much so they can oppose Pontus effectively and go into longlasting and painful war with Germans so they will concentrate on you and wont expand into other directions...

    Still, are you sure there is no other way how to balance the game (whatever word "balance" should mean) so there will be no superfactions and still, you wont have to use that strange addon? Thanks...


    PROUD PLAYER OF SPQR AND ROMA SURRECTUM

    PROUD MEMBER OF AGE OF DARKNESS II DEV TEAM

  11. #11

    Default Re: A fix for Charging Generals in a new SPQR version.

    looking very good LT

    i'm certainly looking forward too it
    One land, One king

    Proud member of the SPQR TW community


  12. #12

    Default Re: A fix for Charging Generals in a new SPQR version.

    Nope. the way RTW's engine works is that certain factions will become superpowers. The only way to stop them to to have them be friends where they wont. IF CA made GOOD diplomacy then this wouldnt be an issue but they didnt. Alexander is suppose to have a feature to make them allies that works, but when I tried a SPQR port over and then use the commands it didnt work. Seemed to only work for the Alexander folder and not any mods added to it. :-(

    I have tried, the only solution is the superfaction settings. FOW is nice and i do miss it, but it isnt life and death to me compared to fighting only a few nations because of the superfactions forming.

    As for fighting the same units, I have altered the AI setting to HAVE MIXED units so the AI when given time will add Light and heavy unit together, I have noticed that when the player is Pushing on the AI faction by taking provinces the selections become more limited probably do to a recruitment setting in RTW.

    The variety of Units would be nice, but 2 things would be needed. 1. I would need New models and Skins along with the UI cards that I liked, and 2. I would have to use the Merc setting the RS uses in order to free up more slots, which requires alot of work if you having already implimented it. The team over at the RS project are GREAT GUYS and I like them, most use to be SPQR fans and wanted something a little different. I am glad they are making their mod and hope they finish because they have some neat features, but SPQR is still the mod I play and love, other mods I would have to Mod to make them more fun for me, SPQR I HAVE NEVER had to mod for myself, whatever you play is what I play on SPQR. Its nice to have a mod out of the box that doesnt need this or that Changed.

    Lt
    Lt_1956
    Creator of SPQR:Total War mod since 2004

  13. #13

    Default Re: A fix for Charging Generals in a new SPQR version.

    How long we goto wait?

  14. #14

    Default Re: A fix for Charging Generals in a new SPQR version.

    Well done LT! I am so glad to note that you seem to be back in business again

    I just started a new SPQR campaign a couple of days ago, WITHOUT the superpower addon. Hence, I would be much interested in a clean 6.4 version BUT WITH the extra goodies that comes along with the superpower addon (e.g. Garrison Archers, Weaponsmith etc). Hope that was what you referred to above

    Last, IF there is any extra space on the "Christmas wish list" then (besides something to diffentiate between the legions, e.g. different skins or shields, or colors) it would be very nice with one extra auxilia unit like light auxilia infantry (I think they have something like that in RS) - take out those gladiators if you need space - never use those anyway

    Sulla

  15. #15

    Default Re: A fix for Charging Generals in a new SPQR version.

    and what about standars saying the actual name of the Legion?

    that's a very nice little thing too!

    anyhow, the cav thing isn't really necessary for me, it's not like i'm going to put my FM's under AI command now
    i just always retreat units, so new slots come open and new units can march in
    One land, One king

    Proud member of the SPQR TW community


  16. #16

    Default Re: A fix for Charging Generals in a new SPQR version.

    All I want for christmas is my two front teeth...

  17. #17

    Default Re: A fix for Charging Generals in a new SPQR version.

    I am going to try to make both version available with ALL the updates, so those that want the superfaction fix can have it and those that dont will have the stock version with improvements.

    As for Light Auxilia I already have that in SPQR they are called light auxilia. lol The throw javelins.

    The Hard part is to get a New map to make the BEST out of the superfaction adjustments.
    Lt_1956
    Creator of SPQR:Total War mod since 2004

  18. #18

    Default Re: A fix for Charging Generals in a new SPQR version.

    Thank you IT. I have been playing SPQR since 3.8 or 4.2?
    It's the first mod I ever played and the Total War games are the only games I've ever played. The 6.4 game that I'm playing now I stared in August of 07, I'm still enjoying it. I have started a Superfaction game and I liked it but 6.4 is the girl I always come home to, so I am very grateful that you are making the two verions, Truly you are the best!

  19. #19

    Default Re: A fix for Charging Generals in a new SPQR version.

    lol echo, good 1.
    And thx lt for doing both versions, I know you make SPQR for your own use, tis nice you doing a version for us who dont like the "fix".

  20. #20
    Hesus de bodemloze's Avatar The Gaul
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    Default Re: A fix for Charging Generals in a new SPQR version.

    hmmm yes the idea of some new units would be nice and like lucius already mentioned you can leave those gladiators out of the game. since the new version (6.4) i don' t use them any more. i loved fighting them in the previous version.i still see my self destroing the gladiatorial army with 2 of my legions damn those buggers where hard to kill the first time you fought them.

    jeeeej 3000 post
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