Just to let you know I'm doing my part, I'm going to open this thread for my present and upcoming reports.
For now I have a little report with a couple of suggestions and questions; a more detailed version with screenshots is coming up but I'm not on my RS2 computer right now (just killing time before I have to get my exam grades).
First off, what I like: I like the overall feel of the game a lot more than the unpolished version that I tested 11 months ago; it's a much more polished experience and many of the rough edges are gone. You probably don't want to hear over and over again all the things I like though, so I'll zero in on the things that might take some more tweaking. Just suggestions, of course, feel free to disregard them at will.
The Roman campaign starts off with a bang (obviously) and gradually falls into place as you get back on your feet and start calling the shots. Two comments about the initial turns:
- I think the way the battle with Hannibal is meant to be is that you face his 20 (fairly inexperienced) units with the 16 you get at the start. However, whats like myself will do is get 4 reserve units from neighbouring provinces, and then fight Hannibal with 20vs20, and winning fairly easily. Maybe you can make Hannibal's troops a little tougher (the Numidian cavalry in particular might be more experienced, if we're going for a historical touch), so that even when
s like me get troops from neighbouring regions, that still puts them at a disadvantage. That assumes others are as bad as me though
- if possible, the troops spawning in Capua could be a tad more defensive (or a tad bit larger, depending on your fancy); right now they rushed north to Rome immediately, and while they did give me an initial scare, they split up into seperate armies which proved easy to beat. This way I had regained control of Italy maybe 7 turns into the game. If the troops were a little more defensive (like a full stack staying in Capua trying to hold it, as it happened historically) it would have taken me much longer, considering I would have needed to muster a complete legion rather than the rabble I now used.
- divide the population a tad more between Rome and, say, Arretium and other cities. Right now Rome is this massive metropole (24000+ almost immediately) which allows to keep pumping out new Republican units virtually at will). I'm discouraged from building Allied legions as those would drain their already feeble populations too much. Dividing it might enable me to use a greater variety of troops.
As for the battles, again, I was a critic of the battles in my former testing runs, but they've improved a lot since then. I like the time the battles take and the moral of the units. Still, couple suggestions (do with them what you will, I know some of them are probably either hard-coded or just hard to fix, I'm just going to point them out):
- the general and cavalry units still have a tendency for suicide charges; I know that Darth's formations were very good at stopping this, I'm not too convinced on Sinuhet's solution for it. Either way, it's just a pity when there's an anticipated battle and it starts off with Hannibal charging into your lines without any back-up from his troops
- there's a dependency on cavalry and/or missile troops to win the battles effectively. This was the case earlier and has improved since then, but not all that much. The reason is that infantry-vs-infantry battles still take forever (on a city square it took me fifteen minutes to kill three units with 9 of my own, even though I had them all surrounded), so in comparison there's more to gain with focusing on cavalry charges and/or having slingers shoot the enemy formation in the back. I like the tactical aspect of it all, but it's still sort of ridiculous to have your infantry fighting for five minutes while barely making progress, and then inflict 100+ casualties with four swings of a slinger.
Another downside of this approach is that the vast majority of the kills are done by the cavalry (when the enemy routs) or your strategically placed missile troops. This leaves your infantry gaining little experience points at all; sort of ahistorical for the Romans.
Again, it depends on your taste of the battles, and it's probably pretty annoying to change, but maybe there's a possibility of increasing unit lethality while simultaneously increasing unit morale. That way you could, theoretically, maintain the duration of the battles while also making the infantry aspect more exciting.
Case in point: a unit of Libyan Spearmen might now fight 5 minutes, be down at 180 men and then rout (because of issues with unit morale or whatever); increasing lethality and morale might make it so that they fight 5 minutes, be down at 110 men and then rout.
Bugs and small corrections (or just things I noticed that I thought might be bugs):
... I'll have to fill this in when I get home, 'cause I don't have the screens and stuff.





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