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  1. #1

    Default Confused with patch 6.2

    Does it put real recruitment in the game or just it make the game really challenging? And what is RC4?

  2. #2
    delra's Avatar Praepositus
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    Default Re: Confused with patch 6.2

    All Stainless Steel versions since 4.x or even earlier have RR in them. Rc4 means it's release candidate number four.

    Also, you probably want to install Point Blank's latest RR/RC which has 6.2 and Byg's mod in it.

  3. #3
    Space Voyager's Avatar Campidoctor
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    Default Re: Confused with patch 6.2

    But 6.2 is still in "beta" phase.

  4. #4
    Navajo Joe's Avatar SS Forum Moderator
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    Default Re: Confused with patch 6.2

    It also has Battle for the Baltic, New Byzantine Roster, and Lusted Mini Campaigns 100 yrs war and Italian City States confrontation. I am also using Crimson Tide and Burning Man.
    You also have the option whether you use BGR4 and choice of Byg or Graculs AI





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  5. #5

    Default Re: Confused with patch 6.2

    Quote Originally Posted by henyo10 View Post
    Does it put real recruitment in the game or just it make the game really challenging? just really good game
    And what is RC4?
    release candidate 4
    bribery mod compatible with any other mod includes tutorial
    http://www.twcenter.net/forums/showt...26#post4174626

  6. #6
    Musthavename's Avatar Bunneh Ressurection
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    Default Re: Confused with patch 6.2

    All Stainless Steel versions since 4.x or even earlier have RR in them. Rc4 means it's release candidate number four.
    I thought all they had was Real Combat, not the Recruitment part of it?

    6.2 will not limit your recruitment options at all, it just improves the AI, fixes a few bugs and such. So if like me you can't stand recruitment limitations, if you go straight to the 6.2 thread you'll just get a more challenging game. Unless you want to use one of the roster mods, I would highly reccommend getting it. I'm having a great game as the Byzzies right now because neither Venice, Hungary or the Turks would even consider an Alliance with me, forcing me to fight 3 factions at once, and it's been one of the most entertaining games i've had yet!

    However, the current version of RR is a compilation of CBUR, BftB and 6.2-RC3 (with the option of BGRIV). If you want RR, use that
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  7. #7
    Protector's Avatar Senator
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    Default Re: Confused with patch 6.2

    by Musthavename
    I'm having a great game as the Byzzies right now because neither Venice, Hungary or the Turks would even consider an Alliance with me, forcing me to fight 3 factions at once, ....
    Yes, when I tried with Byzzies in 6.2 in VH/VH its definitely more challenging cauze I was forced to fight 8 factions at once within the first 30 turns (Turks, KOJ, Venice, Hungary, Sicily, Lithuania, Portugal and Kiev) 4 of them are not allied with nobody .... dunno why they attacked me ... I never declared war to nobody till now ...

    From my point of view 6.2 is much more difficult.

  8. #8

    Default Re: Confused with patch 6.2

    Quote Originally Posted by Protector View Post
    Yes, when I tried with Byzzies in 6.2 in VH/VH its definitely more challenging cauze I was forced to fight 8 factions at once within the first 30 turns (Turks, KOJ, Venice, Hungary, Sicily, Lithuania, Portugal and Kiev) 4 of them are not allied with nobody .... dunno why they attacked me ... I never declared war to nobody till now ...

    From my point of view 6.2 is much more difficult.
    very good indeed
    bribery mod compatible with any other mod includes tutorial
    http://www.twcenter.net/forums/showt...26#post4174626

  9. #9

    Default Re: Confused with patch 6.2

    sup, I am one of the guys that playing with 6.2, just wanna add, it is very challenging, and 2YPT is possible, although someone need to manually mod the numbers around in the EDB file. and 6.2 also give secret morale and experience boost to AI army, so when AI forces confront you, they were no cannon fodders, mostly consisted of experience seasoned soldiers with better morale(most the time better than your own army if use VH/VH) thus result in better fighting coersion on battlefield, and more troublesome for you. is it more challenging? YES Did the computer cheated? YES is it more fun, yes

    P.S. for the history freak(I am one...), there were even more events in 6.2, make me feel more like in real history, a great plus~
    Last edited by ricebowl; February 12, 2009 at 07:40 AM.

  10. #10

    Default Re: Confused with patch 6.2

    Does 6.2 have the capability to be modded for 2 turns per year?

    I am playing 6.1 with 2 turns per year and like it pretty well, with no RR or Byg's because I get sick of being able to only recruit one type of unit.

    The only observation I've made is that my current configuration does not garrison AI cities well (a traditional M2TW failing), so I have been able to expand rather rapidly. As a consequence, VH/VH has been only moderately challenging.

  11. #11
    Navajo Joe's Avatar SS Forum Moderator
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    Default Re: Confused with patch 6.2

    It is not compatible with any sub mods, that is the official line, it is a beta





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  12. #12
    LionQ's Avatar Civis
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    Default Re: Confused with patch 6.2

    Quote Originally Posted by CaptainScott View Post
    ... As a consequence, VH/VH has been only moderately challenging.
    By the looks of your post, I can almost garantuee you'll love the 6.2 patch. It's way more challenging, and makes the campaign all the more fun. Usually I'd quit my campaigns in 6.1, because at a certain point there was no point in carrying on and crushing the rest of the world in a number of turns. Now I'm into a 6.2 campaign, and I have never carried it on this far, and it's more fun than ever!




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  13. #13

    Default Re: Confused with patch 6.2

    Indeed its challenging, even by making 50k profits a turn with 8 full stacks, you just can't sit back and relax

  14. #14
    Gorrrrrn's Avatar Citizen
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    Default Re: Confused with patch 6.2

    Currently 6.2 (at RC4) does not have 2 tpy.

    Hopefully we'll sort something out - I'm still waiting a definitive list of files that will need changing.

    (And if you want 2 tpy in the official 6.2 when it's finished then it'll need to be based on the final 6.2 version and then play-tested. Might be easier to wait for 6.2 to be finalised and then release a2 2tpy sub-mod for it?)

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