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  1. #1

    Default Settlements and Units

    Well, first of all I wanted to say: THANK YOU RS II TEAM! This mod is simply great! I love the new banners, the amazing graphics and the units!
    However, there are 2 little objections I wanted to make:
    - the map is huge, but the BI (or EB I don't exactly remember which one) has even more settlements and I think some settlements more would be even better
    - the units are amazing! Still I love the hoplites of the first game and even if this second game also has hoplites for some specific cities, the number of those didn't grow. I was expecting more cities with its very own hoplites, but well

    If one day you decide to develop a third RS game, these are my objections also the diplomacy problems, but that's impossible to improve because the original RTW game already has poor diplomacy

    P.S. Still a GREAT mod!
    Tu quoque fili!
    Alea jecta est!
    Senatus populusque romanus!

  2. #2
    ISA Gunner's Avatar Campidoctor
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    Default Re: Settlements and Units

    1. Settlement limit is reached. EB and RS2 have used up the 200(?) limit so no more can be added.
    2. Unit limit has also been reached if i recall correctly. So no new hoplite units for different cities can't be created.

    And as for RS3....i wouldn't hold your breath.
    Last edited by ISA Gunner; February 27, 2011 at 05:21 PM.
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  3. #3
    Ferdiad's Avatar Patricius
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    Default Re: Settlements and Units

    Quote Originally Posted by Gaius Gersius Maxentius View Post
    Well, first of all I wanted to say: THANK YOU RS II TEAM! This mod is simply great! I love the new banners, the amazing graphics and the units!
    However, there are 2 little objections I wanted to make:
    - the map is huge, but the BI (or EB I don't exactly remember which one) has even more settlements and I think some settlements more would be even better
    - the units are amazing! Still I love the hoplites of the first game and even if this second game also has hoplites for some specific cities, the number of those didn't grow. I was expecting more cities with its very own hoplites, but well

    If one day you decide to develop a third RS game, these are my objections also the diplomacy problems, but that's impossible to improve because the original RTW game already has poor diplomacy

    P.S. Still a GREAT mod!
    EB covers a bigger area by far but they pay for that reduced settlement depth.
    We don't need more hoplites.

  4. #4

    Default Re: Settlements and Units

    Well, if you think you don't need more hoplites...
    Tu quoque fili!
    Alea jecta est!
    Senatus populusque romanus!

  5. #5
    Ferdiad's Avatar Patricius
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    Default Re: Settlements and Units

    Yes I think so.

  6. #6
    dvk901's Avatar Consummatum est
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    Default Re: Settlements and Units

    RS2 has reached pretty much ALL of RTW's limits....there may be a building slot or two left, but that's about it. The map has 199 settlements (the sea is considered number 200). So yeah, I would've liked more, but some people don't like so many.
    Because the scale of EB's map is so much smaller, by which I mean, the amount of area viewed is larger, but the size of regions is smaller....it can falsely appear that these kinds of maps have more settlements. The larger the scale of the map is (less area covered, but larger regions), it can look like regions are kinda 'empty'.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
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  7. #7
    Ferdiad's Avatar Patricius
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    Default Re: Settlements and Units

    The east always gets shafted with bigger sized regions in most Rome mods.

  8. #8
    dvk901's Avatar Consummatum est
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    Default Re: Settlements and Units

    True, but you have to understand that with the Seleucid Empire in the east, it makes it extremely difficult to control them and still portray them with the area they controlled historically at this time. They start with like 22 regions or something, and you almost have to nuke them to keep them from being the 'big grey monster' of so many other mods. It would be nice to give them more...and the east in general.....and in fact we DID give Seleucid a few more regions than I wanted to.
    So in many respects, the number and density of regions in an area has to depend also on what faction is controlling them. Otherwise there can be a major imbalance.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
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  9. #9

    Default Re: Settlements and Units

    Quote Originally Posted by dvk901 View Post
    ... and you almost have to nuke them to keep them from being the 'big grey monster' of so many other mods..


    lulz
    "By what right does the wolf judge the lion?"

  10. #10
    chris10's Avatar Primicerius
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    Default Re: Settlements and Units

    Quote Originally Posted by dvk901 View Post
    and in fact we DID give Seleucid a few more regions than I wanted to.
    which does not cause any problem (at least not in the Roman Campaigns) because the Seleucids get chewed up every time between Parthia,Armenia and Egypt, just like it has been in reality...

  11. #11
    Ferdiad's Avatar Patricius
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    Default Re: Settlements and Units

    I understand Nobody wants to face the Gray Death like in EB.

  12. #12
    Ferdiad's Avatar Patricius
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    Default Re: Settlements and Units

    I have actually yet to see a "Grey Death" formed by the AI, has anyone seen them blob?

  13. #13
    dvk901's Avatar Consummatum est
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    Default Re: Settlements and Units

    Quote Originally Posted by chris10 View Post
    which does not cause any problem (at least not in the Roman Campaigns) because the Seleucids get chewed up every time between Parthia,Armenia and Egypt, just like it has been in reality...
    Quote Originally Posted by Ferdiad View Post
    I have actually yet to see a "Grey Death" formed by the AI, has anyone seen them blob?
    Well, that's because, in effect, we had to really 'screw' them. The Seleucid Empire was wealthy and comprised of many wealthy cities. It was far beyond the development of the Romans at this time. And yet, we had to give them a lot of small towns with little in them, and only a few 'centers' of wealth. We also did a lot of testing to determine a 'just right' setting for them economically...so that they didn't die right away, but would die eventually as they did in reality. The fact that no one has seen the ;Grey Death' says we did a pretty good job.....still, it would've been nice to portray them a little more 'as they were'.

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