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  1. #1
    Gottskalk's Avatar Libertus
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    Default questions from the noob

    i would like to start with thanking lt1956 for his great mod witch i have been trying now for the past week (i was pretty lucky version 5.0 was just recently out). Although i know that this mod is based on youre ideas of the game and if i dont like any aspects of it i just shouldnt play i just have a few questions and suggestions and feel free to delete this post if this has been adressed before since this mod has so many versions and has changed so much since the beginning . And yes as i havent played any other version i will be referring to version 5.0

    Firstly i was wondering about the removal of the phalanx from Spartan hoplites. Is this true? I coulndt hardly believe it at first thought it was perhaps a dl malfunction or something. However if you removed it it would be great if you could tell me the reason because i dont really understand why, though i really understand your removal of the german phalanx witch was historically wrong (alright might have been one battle with it) but i really had a great time mauling the gauls with its cheesyness.
    And this brings me to my suggestions witch mostly are about the german faction. Alright firstly you took away screeching women (a good idea btw) and replaced it with no bonuses of any sort for the freyja temple , might i suggest more fertility bonuses or perhaps happyness? But i like the bonuses you made to the tavern witch really help us 3 city level barbarians =)
    However the military aspect of the Germans (my favourite team =) ) has changed rather much from the normal game. Changes are often good but maybe some unbalancing has occured . Alright firstly the removal of the phalanx from the warband puts the german on a big disadvantage compared to the gaul witch get another spearman unit. And although the Gaul lost their berserks it isnt such a loss as the berserks have been dramatically tuned down from the (imo) best walking formation disruptors (how unrealistic theyr body swinging might be i still liked it ). What im saying here is that the Gaul, compared to the germans, have gained a whole lot of good stuff and lost few when the germans have the same units (with one useless lost) but most have lost their edge witch made the germans so special. The edge being their special units witch really made the unique (and some pretty unrealistic i might add).However this is the only team i really have anything to comment on (except maybe the spartan witch however lost theyr phalanx have gained some nice flexability witch i like but still it doesnt seem to pay up)Although i havent tried the romans i have tried seleucids and greece and both team work wonderfully and they feel very good to play. However somone might say im playing the Germans wrong, that is possibly correct ad i have been playing this mod for only a week or so, however i would like to hear if someone else who plays germans shares my opinion.

    But overall great mod and excuse my nagging but i just had to address you guys with this to see if you liked my suggestions and ideas.

    ps: did I say this was the most epic and coolest mod i´ve played?

  2. #2

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    I'll try to answer it: Spartan Hoplite Phalanx was probably removed because Spartans "didn't move with the times" so their "Phalanx" was more just a line of men then actual 20 spears facing forward like other Greek nations. (Might be totally wrong though)

    Now the Germans: Phalanx was removed because it just seemed Awkward the Barbarians using it, and it was done because of popular opinion, not Lt's choice. IMO Lt really screwed up the temples when he removed and changed units, since some temples have bonus' that are surpassed by their counterparts (Egypt in particular). But Germans are actually quite good, infact better then te Gauls. Just ask anyone who has played Julli past Marius reforms lol. German Cavalry is alot better the Gallic, in addition to their footman, (i.e. axemen) surpassing Gallic swordsmen.

    -Revan

  3. #3
    Gottskalk's Avatar Libertus
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    Default

    thank you for answer revan , your ideas seem to make sense and im glad to hear that the germans can fight back =) but i will always miss watching berserkers throwing people into the air! Maybe he could at least kept the berserk part giving them combat bonuses but thereby forfeiting all control over them. But i dont wanna criticise this fine mod too much as it comes close to perfection but there is always the nasty feeling that something might be done better witch never really goes away =)
    Supporter of the National Partei Deutschland and the incorparations of the former german lands into Germany once again.

  4. #4

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    Um that feature was a BI feature and not in the original RTW I believe. Flying units would be a STUPID addition to the game, chariots yes, but men flying men, I dont think so, there is BI for that. lol
    Lt_1956
    Creator of SPQR:Total War mod since 2004

  5. #5

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    Thats right....Experience those developed, chevroned Germs and flying bodies will be the last think you will have time to think about :-)

  6. #6
    Freddie's Avatar The Voice of Reason
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    Default

    Quote Originally Posted by lt1956
    Um that feature was a BI feature and not in the original RTW I believe. Flying units would be a STUPID addition to the game, chariots yes, but men flying men, I dont think so, there is BI for that. lol

    Er flying units?

  7. #7

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    I think they mean units getting thrown in the air, like when an Elephant crashes into a phalanx from the side lmao.

    -Revan

  8. #8

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    Yes the bezerk feature in BI causes them to swing like a spinning top and knock over all units near them, I cannot think of Any mod that would want the BI feature! lol
    Lt_1956
    Creator of SPQR:Total War mod since 2004

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