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Thread: Suggestions and requests

  1. #61
    Zarax's Avatar Triple Chaosmaster
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    Default Re: Suggestions and requests

    Small suggestion but with pretty good results.
    To have a much nicer looking greek cavalry you can replace the model and textures with the greek phalangite ones.
    This way they look like soldiers and we could consider beefing their armour up a little bit so they are useful...
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  2. #62

    Default Re: Suggestions and requests

    would it be possiable to mod the game in any way to give the senate offices more realism, i.e the Consuls being appointed a senatorial army,the Adelie being responsiable for finacing the games and getting populartiy with the masses boost etc etc, i doubt it is but has any1 thought about it ?
    Does the fact that i actually post stuff make me a nerd?

  3. #63
    Zarax's Avatar Triple Chaosmaster
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    Default Re: Suggestions and requests

    Unfortunately no, that's why the system is being overhauled to represent support from upper and lower classes...
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  4. #64

    Default Re: Suggestions and requests

    Quote Originally Posted by Zarax View Post
    Unfortunately no, that's why the system is being overhauled to represent support from upper and lower classes...
    Actually (you read this already, so sry for the redundance), i think for the two things mentioned there, i think it would be possible to just use the basic package with no other mods. Although I think parts of the immortal senate mod thingy might be helpful. I haven't done this much before so just say if I'm wrong.


    As for a Senatorial army, you could copy and manipulate the files that direct what units a faction starts with and somehow attach it to the office. Then the files would have to somehow effect that character. With that said, he might be in a settlement, and would probably have to be forced out in order to accommodate the army(free non-general governor to go with?), or ad 19 unit slots to the officers settlement. No that manipulation/extra program would cause the game to not work.
    Also, Should the Senatorial army have limited uses, or penalty for using wrong way? And what should it be made, of before and after reforms?
    Running the finances would be a cool thing. Should this be over just SPQR or over the other families as well? If the latter, it would have to be a superfaction tax-and-allowance system. that program would have to be able to use the coding for "force deplomacie cheat" and "regular tribute granted" deplomacie. How this is used by the player should affect the families attitude towrd the senate and the players' faction. If you make others mad with your finacing, the senate should be allowed to remove your character (as with other offices and their responsibilities), and give him a negative trait. (Add to character trait files). What were the other major offices and their responsibilities?
    Does the fact that i actually post stuff make me a nerd?

  5. #65
    Zarax's Avatar Triple Chaosmaster
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    Default Re: Suggestions and requests

    I'm afraid this would require changing the hardcode, AI cannot really support what you're proposing...
    You can see what can be done by manipulating descr_senate.txt and the text files, it's quite limited unfortunately.

    Aside that, as in XGM we got rid of the families so there is an unified Rome, while here in XC the senate has been assigned to Carthage and modified accordingly.
    If you download the mod you will have a quite better idea.
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  6. #66

    Default Re: Suggestions and requests

    I grow sad.... I see what you mean by no AI support for this. I guess it requires abilities the game doesn't have. Maybe I or somenone will find a way.
    Does the fact that i actually post stuff make me a nerd?

  7. #67
    LucretiusTC's Avatar Biarchus
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    Default Re: Suggestions and requests

    I have a suggestion to make a supply trait optional just like the loyalty. In my opinion comparing to XGM (5.8.26) the supply trait make the use of Family Members quite frustrating in some cases. For instance when I just want to move a single Governor with good traits (e.g. 5% discount in reconstruction or unit costs) to another settlement it may take two turns instead of one. Besides I prefer to create mobile field armies and the Generals should be as good as regular cavalry units to move.

    Then the other thing comparing to XGM (5.8.26, one hitpoint system), why do the Berserks have smaller unit size (40 instead of 50), and why do the Germanic Slingers have lower total defence values before any upgrading (6 in XC, 6+3 armour = 9 in XGM)? So are there some particular reasons for those unit statistics?

    Luc.

  8. #68
    Zarax's Avatar Triple Chaosmaster
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    Default Re: Suggestions and requests

    Bersekers are smaller because they're pretty overpowered.

    Unit armour stats has been revisited to reflect battlefield appearance.
    Skin or a shirt doesn't stop blades or bullets.

    edit: also, the supply trait is realistic.
    I doubt you would have problems with governors, as if they've been sitting in a city they should have a movement bonus, not a penalty.
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  9. #69

    Default Re: Suggestions and requests

    Actually, the problem for governors is the social contacts trait. Though I have been wanting Suppanut to remove the supply trait or update it at least for horde factions.

    Expand your borders, a mod based on XGM 5.

  10. #70
    Suppanut's Avatar Idea-O-Matic
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    Default Re: Suggestions and requests

    OK, I will do something on hording issue supply.

    In ET3 and ET 2.6 final, supply no longer about movement issue anymore. it mainly on morale issue.
    Last edited by Suppanut; August 21, 2009 at 01:33 PM.
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  11. #71

    Default Re: Suggestions and requests

    you so right!!!
    -
    "None are more hopelessly enslaved than those who falsely believe they are free."
    Johann Wolfgang von Goethe
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    Golden Conquistador

  12. #72

    Default Re: Suggestions and requests

    Yo, the Seleucids and Ptolemies get a Galatian colony building, right?
    Why not make Celto-Hellenic hoplites available from those, after the Marian
    Reforms?

  13. #73
    Zarax's Avatar Triple Chaosmaster
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    Default Re: Suggestions and requests

    That's because they never used celtic units in that style.
    Galatians were valuable to them as swordsmen and cavalry as they had plenty of other spearmen to poke their enemies around.
    Pontus is a big stretch already but they were knowing for their attitude to adaptation.
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  14. #74

    Default Re: Suggestions and requests

    Hmm, that makes sense.
    I'll be putting it in my copy, though.

  15. #75
    Zarax's Avatar Triple Chaosmaster
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    Default Re: Suggestions and requests

    Feel free to do it but you'll find them kind of redundant with your roster...
    Other than that I think it's safe to say the seleucids do not lack unit variety...
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  16. #76

    Default Re: Suggestions and requests

    That's true. lol, they've got a huge roster, now.

  17. #77
    Zarax's Avatar Triple Chaosmaster
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    Default Re: Suggestions and requests

    Probably not as huge as EB's but still they allow you to fight in any fashion you choose.
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  18. #78

    Default Re: Suggestions and requests

    About unit balance, Zarax, what are your plans,
    besides making unit stats likened to their appearance?

    Also, a few questions.

    Will Persian Heavy Cavalry get excellent morale, and better defense,
    being as they are a 4th-tier barracks unit?
    I've always like the Khuvashavagan(sp) cavalry from EB, so...

    About Antesignani, will they get a decent amount of armor, say 7
    or more? 7's good, as long as they have high def. skill.

    Are Heavy Phalangites getting a lot of armor? Say, 11, or possibly 12?

    Are lethality values going to be worked on further?

    That's all I'm really concerned with.

    Also, good luck with the EDU, it's a real pain to go through completely.

  19. #79
    Zarax's Avatar Triple Chaosmaster
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    Default Re: Suggestions and requests

    Quote Originally Posted by Silver Legionary View Post
    About unit balance, Zarax, what are your plans,
    besides making unit stats likened to their appearance?
    The idea is to give each faction a slightly different fighting style so for example gauls rely on druids to keep the line steady, germans prefers scare tactics etc.

    Will Persian Heavy Cavalry get excellent morale, and better defense,
    being as they are a 4th-tier barracks unit?
    I've always like the Khuvashavagan(sp) cavalry from EB, so...
    Stats are under review and they should be a slightly toned down version of companion cavalry as in reality.

    About Antesignani, will they get a decent amount of armor, say 7
    or more? 7's good, as long as they have high def. skill.
    As they wear a muscled cuirass their armour rating will reflect it.

    Are Heavy Phalangites getting a lot of armor? Say, 11, or possibly 12?
    IIRC the current armour rating for chain mail is 7.

    Are lethality values going to be worked on further?
    Lethality will reflect what weapon is used while attack will be a measure of how "skilled" a unit is in its use.
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  20. #80

    Default Re: Suggestions and requests

    All of that is good, but the only thing I disagree with is
    the Heavy Phalangites only having around 7 armor.


    But, I think it would be fine if they had large(stat=5) shields and/or high defense skill.

    Think this would be ok?:
    14 primary atk. (Pike)
    9 Sword atk. (+3 from charging)

    7 armor
    9 def. skill
    5 shield
    21 Def. total
    16 Morale points

    1000 denarii, 500 upkeep, 2 turn recruitment.


    Other than that, I highly agree with the Persian Heavies getting a buff to
    being close to Hetairoi stats.

    (9-10 armor?, 8-9 def. skill?, 12/14 morale?, high charge[8-9], high sec. and pri. atk.)

    I also agree with Ante Signani being decently
    armored.

    I also like the thought of factions' units exhibiting their style of war, like
    you said, the Gauls use druids to keep the line steady(until they charge, of course )
    and the Germans using intimidating units(like Night Raiders.)

    Lethality being based on the weapon is something I agree with, and the Atk.
    value being based on the user I like as well.
    As an example, pikemen in general.
    Levy pikemen have low atk, but their lethality is the same as elites, but atk. values
    are not.

    That reminds me, will Iphicratean Hoplites have higher lethalities, as their
    pikes are shorter, so they can thrust harder?

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