Fire awaySS RR or not, with BGR or not.
My personal opinion, I believe the strong units are too much available. It includes both the feudal units as well the Professional troops.
Yes, it's good enough
No, it needs a rebalance
You should mention wether you are refering to Stainless Steel with or without RRRC or BGRIV_E or you will get a host of different answers.
So what are the changes you'd like to see?
Late or Early?
For Late or Urban Pros, the high replacement rate is offset by the high build times, eg Lancers may have a replacement rate of 0.5 but the build time is like 7 turns or whatever. Therefore you have to plan your recruitment well ahead, because these units-in-training use up recruitment slots. This is the whole point.
Feudals replace every 7-14 turns, and Early Pros every 4-8 turns, I don't think that is too much. Usually people complain its too slow.
Last edited by Point Blank; March 07, 2011 at 05:08 PM.
I play late era only ('cos of better units and more fun) and absolutely love recruitment system![]()
I would favor a cap on elites related to regions under control in addition to RR rules. I don't know if that can be scripted or not... but to me it would logically work and mean that the longer the game goes the player doesn't just accumulate elite units and never need to use the lesser units. I know even playing BGR that my late game armies are almost entirely elites. If I had a strict cap in addition to the recruitment restrictions and RR pool rules that would be much more difficult to accomplish.
Earlier in the game I'm forced to make do with lesser units and usually take more losses and some battles where the AI has a large amount of elites can be quite tough if my own forces have mostly militias.
with brg No it doesnt need a rebalance witthout I does
Hedinn Vedr Total War
Now Recruiting Coder and Scripter!!!
[IMG]
I think its perfectly fine as it is. The more options the better, and right now we have the option to play with RR or without RR and with Bgr or without Bgr. In my opinion, keep it like it is.
For me it is good as it is. I wouldn't change it. Playing Late Era (my favorite) doesn't mean I use only high tier units. Their replenish rate is quite low - so I often recruit low tier "war meat"![]()
As for RR/RC or without I vote RR/RC - helps AI a bit by limiting player abilities![]()
If you see something you like in my posts +rep meThx in advance
for me its perfect... (based in experience of others mods too)
I'd say it's very well made as it is, and spending time developing a new system would be a waste of time that could be better used elsewhere. Like combining the various new rosters in a single package![]()
Anything to make the game more challenging!
I play with BYGIV, but I still would like to see fewer elite units.
A max limit on higher level units would be great, especially if it could be enforced somehow only for the human player.
If we could have a separate buildings data file for each faction, then when one chooses a faction to play and inserts that data file into the game, such a human player only restriction might be feasible.
Last edited by Kilgore Trout; March 08, 2011 at 11:38 PM.
Roland searched the continent for the man who'd done him in
He found him in Mombasa in a barroom drinking gin
Roland aimed his Thompson gun - he didn't say a word
But he blew Van Owen's body from there to Johannesburg
what i don't get is why i can recruit feudal knights and imperial knights at the same time. i understand there might be some crossover, but the idea that i'd continue using feudals to make up numbers well into the game just seems weird. if i invest in infrastructure i should be able to recruit generally higher quality troops, but that never seems to be the case. no matter what i put in i always end up with an unsatisfying mess of feudal, chivalric knights and men at arms, and i don't see what that adds, other than making retraining and combining process REALLY fiddly.
i think the game would really be sped up and more fun if duplicate units were removed. it would help if the two-unit-lists for castles and cities was abolished, and having a castle was just a decision of income vs morale, defences and a few special buildings (swordsmen's guilds and tourney fields).
i'd also make a wider point about the HRE having absolutely no interesting or powerful units until the late game (and even then, they're hardly sexy).
The upcoming RR/RC patch will have them recruitable for the HRE. Pike ones, halberd ones, and two-handed sword ones.