Having newly downloaded and tryed out XGM, i should first say i kinda enjoy it's ideas and where it's taking the game engine. Vanilla was too heavily biased in romes favor (3 factions and the almost certainty that at least 2 or 'em will conquer over half the map beteen them).
The only other mod i've tryed was lusted's one; lands to conquer i think. While it sorlved the roman problem, it always ended up with full stacks after full stacks (literally like 8-10) of armies comming at me from everywhere (not sure whether this was in the mod itself, or part of the "darth mod" ai fixing.
So far with XGM (AI financial bonuses off) i've enjoyed a nice balance, of a few stacks at a time every so often: enough to keep me on my feet, but almost not enough so that a win seems almost meaningless.
Battles on XGM have been long and technical; very enjoyable. Every victory felt like a hard earned achievment: Exactly how they should feel!
But to the point of my first post:
Reading the forums on here, it seems most players are split over the hit points system. I went straight into the 2HP setting, and have generally enjoyed the battles so far: So different to the older style of having 8 or so archers and taking out 2/3rds of the full stack im against before i even bother to melee. Having two hit points seems to fix a lot of this, but the overall effect diminishes other aspects without meaning to.
As noted on other posts, cavalry are effectively "nerfed" in that they cant fully do there job. Any light skirmishers caught in the open could and should be ridden down by cavalry, not engaged into combat long and giving the horses a run for their money.
Also, cavalry charges into the rear of a formation are less effective in both kills ands shock. I'm not 100% certain on this but i think morale shocks are based on a kind of situation and kill effect. When a unit card suffers losses, it's number turns red as it decreases, and the description turns, to "concerned", "worried" or "shocked" etc. I've always found a rout comes from a massive decrease in numbers, i.e a cavalry charge taking out 30 or 40 soldiers within a second or two as it charges the rear. This happens a lot less with 2HP, as the cav wont kill, only take off 1HP; higher charge bonuses don't seem to affect it.
I use the BI.EXE program and also found out (to quite a shock) that a main line of hoplites can literally steamroll through a line of phalangites on even ground, with similar armour/exp. Not certain about the historical accuracy of this, but other posts on here say the same thing about shieldwall hoplites v's phalangites. From what i saw, it's seems the hoplites can literally push past pike line after line, with minmal casualties, until they force the phalangites to ditch the pike and use thier swords. I wouldn't of been too surpired to see it happen with an elite unit, maybe RSG's, or if the hoplites suffered heavy casualties. But i literally had my phalangites destroyed with maybe 30 or so hoplite deaths.
While my modding experience is next to zero, i have modifeed certain unit aspects on both vanilla and lands to conquer, and what wondereing about what people (or even DBH) may think about ideas.
For archers, Vanilla RTw uses 30 ammunition as standard and 60 for many of the mounted archers (elephants, cav's, camels). But even with 2 Hp's some archers in EGM have less amomo. (along with reduced "long range missiles", from 170yrds to 150.
I know defence stats come from Armour value (used for all attacks), Defence skill (used in melee) and Shield bonus (all attacks from front and left). Where experience only increases defence skill, making a unit just as vunerable as always to everything other than melee. Could an increase in some of these stats, across the whole faction board, make more of balance than the 2HP system.
I.E. Upping the shield bonus would still make archers less affective and the melee fights longer and more drawn out, but allow for full cavalry devastation from the rear. upping armour values would do the same for archer fire and melee, but reduce the effect of cavalry in the rear (albeit, not making the rear almost unchargable)
If armour value, defence skill and shield bonus were all increased together by some value, but with attack values left the same: Maybe archers would have little affect on heavy infantry, but be more effective against skirmishers, non-shield wearers and light cav, yet a full cavalry charge from the rear would only have a slight diminished effect from the armour value increase. Even then, a frontal melee, would have to deal with increased armour, defence and shield values, resulting in slower kills and a longer battle?
Apart from the main point, is there any plans to bring in more "entertainment" building for the barbarians. I've always loved to play them most (along with other non-super power factions: carthage, pontus, egyptian), but the two major problems all barbarians have are keeping order in those larger cities and getting a decent quality of ancilliaries. Making this worse is the fact that pubs and taverns give far more negative ancilliaries and general traits than positive; unlike arena's, executiuon squares, odeons, etc.
If the negative traits from certain temples can be fixed, can the pubs be fixed also. While i usually edit in the ability for barb's to build academy's to partly solve this; some new building, like maybe a "druidic/asatric learning centre", could look trully great.![]()




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