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Thread: TROM2 - Feedback and Suggestions

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  1. #1

    Default Re: TROM2 - Feedback and Suggestions

    Hi, sorry for the long post and repeating topics but i couldn t play for a month now and will have to wait another one, so u will probably think I am going crazy , indeed I am..

    1-is there any difference on accouracy and reload times for fort guns manned by say elite infantry or armed mobs? i would like to know because i always keep the lowest quality infantry on walls and other more trained troops in front of those walls to engage enemies in melee

    2-maybe u could add a submod that eliminate those large starforts from the game, the 2nd tier ones not all of them.
    they are a pain to defend and to attack, in my 2.0 campaign tha ai spends so much money in them that could be spent otherwise...maybe changing 1st tier fortifications to those woodforts from empire and the 2nd tier to those smaller stone artilery forts...keep the cost high so no fort spam.

    3-is this mod compatible with trom 2?
    Pd guru equipment mod?
    http://www.twcenter.net/forums/showthread.php?t=413341

    4- I haven t played in a while but I think the game incorrectly numbers my units like heavy dragoons - "2nd regiment horse guards" instead of "1st heavy horse" (this happens with infantry too) however i don t remember if it was normal units or those AoR ones (sorry i won t be able to play again in the next 30 days, so this can just be outdated)

    5-is the ai attacking navies in trade posts or I need to leave some ships out of it in order to be attacked?

    6-maybe there could be some more difference regarding cost/upkeep on ships, why would someone build a 32 gun frigate instead of a 38?or a 64 instead of a 80 SoL.. perhaps making those more armed ships more costly instead of their lesser armed counterparts so to choose wich ship to buid have something to think about....

    in my campaigns i never build those 32 frigates or smaller ships and just build 38 instead (actually I do build every ships but only for roleplaying)
    I am suggesting to change something so the player is forced to use those less armed ships in a way that they are more atractive to the player than they are now...
    make those smaller Sol like the 50, 64and 86 more atractive and available to every nation

    7-Also I don t see the value of sloops and brigs...they exist just for Ai spamming large fleets of those small gunboats, or the player exploit them as cheap transports to send a full stack army under the nose of that stupid thing CA call Naval Ai....remove them or give em trade ability or something..... Dont say to me to raid trade lanes with those , 24 gun corvettes are much more fun to use and can actually take some merchantmen alone



    I will go back to EtW, Much more fun when u HAVE to work together with your armies and fleets to have a suscesfull campaign. when Ca got ETW right they ripped the fun out of it with those scripted campaigns and europe only map...RTW map would fit nicely for napoleon with just a little bit more of water so retreating navies wouldn t bump in the edges and ruin the game for me
    I will try TROM for Empire then, happy new year all

    I just wish my statements are clear to understand, if they aren t I will be glad to write those again differently

  2. #2

    Default Re: TROM2 - Feedback and Suggestions

    Quote Originally Posted by Charbel View Post
    Hi, sorry for the long post and repeating topics but i couldn t play for a month now and will have to wait another one, so u will probably think I am going crazy , indeed I am..

    1-is there any difference on accouracy and reload times for fort guns manned by say elite infantry or armed mobs? i would like to know because i always keep the lowest quality infantry on walls and other more trained troops in front of those walls to engage enemies in melee

    2-maybe u could add a submod that eliminate those large starforts from the game, the 2nd tier ones not all of them.
    they are a pain to defend and to attack, in my 2.0 campaign tha ai spends so much money in them that could be spent otherwise...maybe changing 1st tier fortifications to those woodforts from empire and the 2nd tier to those smaller stone artilery forts...keep the cost high so no fort spam.

    3-is this mod compatible with trom 2?
    Pd guru equipment mod?
    http://www.twcenter.net/forums/showthread.php?t=413341

    4- I haven t played in a while but I think the game incorrectly numbers my units like heavy dragoons - "2nd regiment horse guards" instead of "1st heavy horse" (this happens with infantry too) however i don t remember if it was normal units or those AoR ones (sorry i won t be able to play again in the next 30 days, so this can just be outdated)

    5-is the ai attacking navies in trade posts or I need to leave some ships out of it in order to be attacked?

    6-maybe there could be some more difference regarding cost/upkeep on ships, why would someone build a 32 gun frigate instead of a 38?or a 64 instead of a 80 SoL.. perhaps making those more armed ships more costly instead of their lesser armed counterparts so to choose wich ship to buid have something to think about....

    in my campaigns i never build those 32 frigates or smaller ships and just build 38 instead (actually I do build every ships but only for roleplaying)
    I am suggesting to change something so the player is forced to use those less armed ships in a way that they are more atractive to the player than they are now...
    make those smaller Sol like the 50, 64and 86 more atractive and available to every nation

    7-Also I don t see the value of sloops and brigs...they exist just for Ai spamming large fleets of those small gunboats, or the player exploit them as cheap transports to send a full stack army under the nose of that stupid thing CA call Naval Ai....remove them or give em trade ability or something..... Dont say to me to raid trade lanes with those , 24 gun corvettes are much more fun to use and can actually take some merchantmen alone



    I will go back to EtW, Much more fun when u HAVE to work together with your armies and fleets to have a suscesfull campaign. when Ca got ETW right they ripped the fun out of it with those scripted campaigns and europe only map...RTW map would fit nicely for napoleon with just a little bit more of water so retreating navies wouldn t bump in the edges and ruin the game for me
    I will try TROM for Empire then, happy new year all

    I just wish my statements are clear to understand, if they aren t I will be glad to write those again differently
    Thanks for the feedback and comments. I hope my answers satisfy you.

    1. No, I am not shure if there is a difference, but i don't think so. You could test it out in a custom siege battle with a stopwatch and tell me...

    2. I disabled the bigger starforts for the next release.

    3. Pd guru equipment mod is compatible with TROM2.

    4. I think I changed the naming in one of the latest versions.

    5. The naval CAI will attack trade nodes.

    6. In the latest TROM2 version I made heavier ships available earlier and tried to stimulate the building of ships of the line by the AI. Other then that I try to stick to the historical availabilities of ships.

    I agree that the game has not much use for smaller ships. Historically big battles were only fought by ships of the line (the 74 gun ship was considered the smallest ship of that type), while frigates and other stuff were important to secure, raid or blockade trade. Ships of the line shouldn't be able to raid trade lanes at all, but that's hardcoded. Honestly, I don't know how to make frigates and such more attractive (beside the privateer tech I already implemented). Any additional ideas? What might be a good idea is to limit the biggest ships (beyond 86 guns) to only 1 or 2.

    7. Sloops and briggs have a unit cap. After you have researched the privateer technology, there upkeep is greatly reduced. So it is much more profitable to raid trading lanes with them instead of using corvettes or frigates.

  3. #3

    Default Re: TROM2 - Feedback and Suggestions

    great news!! sometimes i keep thinking TROM2 is made especially for me!!

    I a looking forward to rule the world with portugal, maybe backstabing the british and ruling europe ( and some asia too)

    1-Altough I like historical accouracy every nation should be allowed to build the big three deckers (unlike vanilla where some nations are limited to smaller SoL) Maybe limitting this ships would be a good idea but could have some issues ...
    limiting it to small numbers is a good idea but won t it trouble the aI?
    maybe some AoR ships ....this way if u play france reach their limit and capture british land this limit could increase or u would have acess to their designs of ships (NVM , just dreaming here )
    2-U shouldn t make individual ships like LME mod but maybe adding different classes of ships could be a good idea ......one ''class'' of 74 SoL , after u research carronades u unlock recruitment of another ''class ''of 74 this one with some carronades in the upper castles(forget the name ) this way u could limit them too
    3-make corvettes atractive with the privateer tech too, not too much like brigs and sloops
    4- eliminate trading techs and make them a bit more harder to steal... I play Hard campaign and with just one gentlemen i ripp others nations tech in less than a year ( and I mean just one gentleman going to russia , than austria, than prussia( i just look in the trade tech screen to know where to send him ...at least i would have to search by myself
    5- consider adding more techs too
    taking a plane now in some days will keep posting
    best luck too you all

  4. #4

    Default Re: TROM2 - Feedback and Suggestions

    Yarkis The mod is really good but maybe you can add some skin mod... For some more realism diversity

  5. #5

    Default Re: TROM2 - Feedback and Suggestions

    One of my next project will be to add the rest of L'Aigles skins.

  6. #6

    Default Re: TROM2 - Feedback and Suggestions

    Random question:
    Is there anyway to give Oldenburg a trading port? I just find it odd that that's the only territory (as far as I can tell) next to the ocean that doesn't have a port of any kind. Perhaps if the little place could generate some revenue, they would actually do something on the map besides sit there waiting for the Prussians to swamp them!
    La Garde recule.






  7. #7

    Default Re: TROM2 - Feedback and Suggestions

    Quote Originally Posted by Pope_Fred_I View Post
    Random question:
    Is there anyway to give Oldenburg a trading port? I just find it odd that that's the only territory (as far as I can tell) next to the ocean that doesn't have a port of any kind. Perhaps if the little place could generate some revenue, they would actually do something on the map besides sit there waiting for the Prussians to swamp them!
    Maybe it's possible one day, if either CA reveals the secrets of map making or moders find it out. But it won't make the CAi do anything. That's another secret.

  8. #8

    Default Re: TROM2 - Feedback and Suggestions

    Hi all,

    I love this mod and I love the ongoing attempt to focus on historical accuracy (where possible). Is it possible to give all native French infantry the ability to fight as skirmishers? Not boosting their accuracy or range to those of units that were specilized as light infantry, of course...but the scholarship (as I'm familiar with it) seems to agree that French troops (at least the well-trained troops from the period 1805-1807) could all fight as skirmishers if needed. The flexibility of the French during that period was based on experienced troops who could quickly assume column, line, skirmish and then reform back into column/line or closed/hollow square as needed. France's continental enemies during that period were still wedded (mostly) to linear tactics from the preceeding century, and were far less flexible. Later on France's abilities declined as attritrion decimated the ranks of junior officers, whose expertise was critical to the manuvering of troops on the battlefield. The increasingly one-note use of assault columns seen in the later battles of 1809-1815 seems to be more the result of attrition (especially after Russia), and not the fault of Napoleon or his generals. Anyway, is it possible to allow the human player (at least) French troops who might all be capable of skirmish order?

    Vive l'Empereur!

  9. #9

    Default Re: TROM2 - Feedback and Suggestions

    Hello.

    I saw in prewiev u intend to raise number of men i line inf, what will happen when u play whit TROM 2 XL 50. The lines will be wery loong, posible to have 4 ranks deep whit XL 50.

  10. #10

    Default Re: TROM2 - Feedback and Suggestions

    Quote Originally Posted by Ltflak View Post
    Can you include the new mod going around that lets soldiers aim their weapons before firing?
    Plus, I think L'aigle has finished his reskins of France, can you update the mod in the next version?
    I already implemented the aiming mod for skirmishers and light infantry in 2.1, but not for line infantry. And yes, L'aigles skins are on my to do list.

    Quote Originally Posted by aedonaldson View Post
    Hi all,

    I love this mod and I love the ongoing attempt to focus on historical accuracy (where possible). Is it possible to give all native French infantry the ability to fight as skirmishers? Not boosting their accuracy or range to those of units that were specilized as light infantry, of course...but the scholarship (as I'm familiar with it) seems to agree that French troops (at least the well-trained troops from the period 1805-1807) could all fight as skirmishers if needed. The flexibility of the French during that period was based on experienced troops who could quickly assume column, line, skirmish and then reform back into column/line or closed/hollow square as needed. France's continental enemies during that period were still wedded (mostly) to linear tactics from the preceeding century, and were far less flexible. Later on France's abilities declined as attritrion decimated the ranks of junior officers, whose expertise was critical to the manuvering of troops on the battlefield. The increasingly one-note use of assault columns seen in the later battles of 1809-1815 seems to be more the result of attrition (especially after Russia), and not the fault of Napoleon or his generals. Anyway, is it possible to allow the human player (at least) French troops who might all be capable of skirmish order?

    Vive l'Empereur!
    I will think about that. But it would change the game very much in favour of the French. And the BAI can't really handle this change. I tried to implement the skirmishing advantage of the French by giving them better light infantry stats and the grand band voltigeur unit. In the next version they will also have quicker marching speed.

    Quote Originally Posted by Just a soldier View Post
    Hello.

    I saw in prewiev u intend to raise number of men i line inf, what will happen when u play whit TROM 2 XL 50. The lines will be wery loong, posible to have 4 ranks deep whit XL 50.
    I will raise the standard unit sizes to the current TROM2 XL25 size. If you use XL25 on top of that you will have similar units sizes then now with XL50. I am not shure if I will continue XL50 because of the reasons you mentioned.

  11. #11

    Default Re: TROM2 - Feedback and Suggestions

    Hey , dude mind tweaking ammo for arty in next version? I couldn't find a way to do it properly arty should run out of ammo eventually and infatry as current values are high but could be changed in ammo column unitlandstats same column for arty doesn't effect anything i have unlimited ammo turned of in preferences as well.

  12. #12

    Default Re: TROM2 - Feedback and Suggestions

    Quote Originally Posted by A.Suvorov View Post
    Hey , dude mind tweaking ammo for arty in next version? I couldn't find a way to do it properly arty should run out of ammo eventually and infatry as current values are high but could be changed in ammo column unitlandstats same column for arty doesn't effect anything i have unlimited ammo turned of in preferences as well.
    I feel like it's more historically accurate to allow the artillery to have, effectively, unlimited ammo. The artillery batteries would've had access to the supply and baggage trains. Infantry and armed cavalry, on the other hand, could very well run out of ammunition in the heat of battle, precipitating either a withdrawal or (my personal favorite) a bayonet charge.
    La Garde recule.






  13. #13

    Default Re: TROM2 - Feedback and Suggestions

    Quote Originally Posted by A.Suvorov View Post
    Hey , dude mind tweaking ammo for arty in next version? I couldn't find a way to do it properly arty should run out of ammo eventually and infatry as current values are high but could be changed in ammo column unitlandstats same column for arty doesn't effect anything i have unlimited ammo turned of in preferences as well.
    It looks like the unlimited ammunition for artillery is hardcoded.

  14. #14

    Default Re: TROM2 - Feedback and Suggestions

    I think that line infantry didn't aim at any single soldier in the enemy ranks. They just pointed the musket to the general mass of men in front of them.

  15. #15

    Default Re: TROM2 - Feedback and Suggestions

    I may be a version behind, so I don't know if you added the new explosion animation in yet. But if you haven't, could you in the next version when you add in all the French reskins?
    Last edited by Edax; January 25, 2011 at 02:44 PM.

  16. #16

    Default Re: TROM2 - Feedback and Suggestions

    What new explosion animation?

  17. #17

    Default Re: TROM2 - Feedback and Suggestions

    Something I saw in this new mod promo


  18. #18
    WarnerVH's Avatar Miles
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    Default Re: TROM2 - Feedback and Suggestions

    Might be a bit over the top explosives but they look impressive. Very impressive.
    Last edited by WarnerVH; January 27, 2011 at 01:09 PM.

  19. #19
    hippacrocafish's Avatar Campidoctor
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    Default Re: TROM2 - Feedback and Suggestions

    Small suggestion: Could we possibly increase the unit size of Grenadiers to the same as line infantry? Their elite status is often outweighed by their numerical disadvantage.

    Also, bayonet charges seem very ineffective, maybe it's just the faction I'm playing (France) but something about it just seems off. For instance, I had three units (Two grenadiers, one Fusiliers of the line, each with one experience chevron) charge the flank of a single unit of enemy line infantry (Prussian Musketeers) while they were in a firefight with another of my units, making them unable to turn and fire. The result: all three of my units suffered heavy casualties and my line infantry routed. I immediately rage-quit.

    The other problem with melee is the A.I.'s stupid path-finding (i.e. charging in at the wind instead of at the enemy) but I know there's nothing you can do to fix that.

  20. #20
    Huberto's Avatar Praepositus
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    Default Re: TROM2 - Feedback and Suggestions

    Still playing; still trying to get a handle on game balance. I will be in touch later with more feedback.

    By the way I'm playing as France there's this odd thing with Austria where I keep offering them peace/trade and they keep accepting but only until their turn, when they cancel and declare war again. They've even done this after offering me 1000 for peace. Assume it's a vanilla issue.

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