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Thread: All Rome Is Amazed By The Number Of Rebels

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  1. #1

    Default All Rome Is Amazed By The Number Of Rebels

    Everything about this mod is great except...

    It seems that rebel armies spawn at an incredible rate. All Rome is awash in such groups, large and small, of various composition. Watch towers and forts do not seem to curb this situation. This results in mind numbing and tedious game play, in my humble opinion.

    I have played other factions, with similiar results. Perhaps this is reflective of reality (although with four turns per year, this would indicate two to three major rebellions per year!) but I find that it just bigs down the game for me.

    YT,
    Scorpion

  2. #2

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    Yeah, the rebels are a bit of a problem. It does't matter though. I usually just send a general with a full stack of mercs to take care of the problem every few decades. Two birds one stone, eh?


    Dixit ei Iesus ego sum resurrectio et vita qui credit in me et si mortuus fuerit vivet. Et omnis qui vivit et credit in me non morietur in aeternum credis hoc? John XI:XXV, XXVI

  3. #3

    Default Woops!

    I meant that this bogs down the game for me.

    Hey Dantheman. Makes sense. I am just too impatient to let the brigands sit for too long. I keep a short stack of mercs and cavalry (commanded by a general) garrisoned centrally to deal with the problem. It works, but is tedious as they spawn so quickly.

    I will try to exercise restraint and adopt your "sweep" method. It doesn't mean that I am happy with the situsation, but I am adaptable.

    YT,
    Scorpion
    Conqueror of the Aedui

  4. #4

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    Yeah, just keep a lower quality, cheap army in your homeland to protect your trade routes from these rebel incursions. You can auto calc the battles, and you dont have to worry since the army is made of cheap and second-rate troops that you wont mind if they take some casualties.

    If youre rich you can just keep a diplomat in every city and bribe every rebel army. Frivolous, but fast and effective.

    If you want a more permanent solution, you can go into your Total War folder and tweak some settings...I'm not sure where to go and which settings to tweak though, maybe someone else could help you out more indepth here.

  5. #5

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    Quote Originally Posted by RZZZA
    If you want a more permanent solution, you can go into your Total War folder and tweak some settings...I'm not sure where to go and which settings to tweak though, maybe someone else could help you out more indepth here.
    Changing the numbers in the descr_rebel_factions file seems to affect the amount of unrest in a settlement after you take it over, and seems to have no baring whatsoever on the number of rebel that spawn in the region.

    I tried setting all the rebel spawn rates to 200 times higher then the EB defaults in hopes that it would do something with the swarms of rebels, and every city I took had 80% unrest for at least 8 turns (as long as I bothered clicking the next turn button.) I then changed them back, and the unrest values returned to normal for taking over a city.

    Is there at least a way to change what types of units are spawning? So I can reduce the numbers of higher quality troops (read stacks of 10 horse archers) and give them more fodder? Or units that are less of a pain in the ass to run down?

  6. #6
    AngryTitusPullo's Avatar Comes Limitis
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    Default

    Quote Originally Posted by Fontenelle
    Changing the numbers in the descr_rebel_factions file seems to affect the amount of unrest in a settlement after you take it over, and seems to have no baring whatsoever on the number of rebel that spawn in the region.

    I tried setting all the rebel spawn rates to 200 times higher then the EB defaults in hopes that it would do something with the swarms of rebels, and every city I took had 80% unrest for at least 8 turns (as long as I bothered clicking the next turn button.) I then changed them back, and the unrest values returned to normal for taking over a city.

    Is there at least a way to change what types of units are spawning? So I can reduce the numbers of higher quality troops (read stacks of 10 horse archers) and give them more fodder? Or units that are less of a pain in the ass to run down?
    Is this applicable to EB or is possible with other mods or vanilla as well ? I never found this info in any mod threads/tutorial. If this is true then it's a great knowledge to make my own mod.. eer harder ...

    Thx.


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  7. #7

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    Quote Originally Posted by Scorpion
    Makes sense. I am just too impatient to let the brigands sit for too long. I keep a short stack of mercs and cavalry (commanded by a general) garrisoned centrally to deal with the problem. It works, but is tedious as they spawn so quickly.

    I will try to exercise restraint and adopt your "sweep" method. It doesn't mean that I am happy with the situsation, but I am adaptable.
    It seems to help if every few years, you go through your provinces with a general and buy up all the merc units, even if you simply disband the entire army the same turn you bought them.

    I'm assuming your using Romans. Just keep a general down toward one of the two southern most cities in Italy. Every few years just do a clean sweep up the penensula. That's what I do anyway.

    And the file to directly change the spawn rate is in the data directory I think. Not sure about the file name, but I know it has the word rebel in it. If someone has more patience than me they could find it.

    Good night y'all...


    Dixit ei Iesus ego sum resurrectio et vita qui credit in me et si mortuus fuerit vivet. Et omnis qui vivit et credit in me non morietur in aeternum credis hoc? John XI:XXV, XXVI

  8. #8
    Artifex
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    We cannot change the spawn rates of brigands or pirates until we move to 1.5, sorry.
    Ignoranti, quem portum petat, nullus suus ventus est. - Seneca


  9. #9

    Default

    Khelvan, what about the Eleutheroi? They conduct what can only be termed an arms race early on, building so many units they end up stacked outside the city and even recruiting mercenary units. Any chance this can be redressed? Afterall, only the AI really suffers from this as the average human player can still deal with them.

  10. #10
    Zenith Darksea's Avatar Ορθοδοξία ή θάνατος!
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    Well, the Eleutheroi start off with enormous armies, normally one inside the city and one outside (while your large empire can only afford that one half stack...). Actually, Khelvan is not correct in what he says. You simply need to go into descr_rebel_factions (it's called something like that), scroll down to the bottom to where it has the Brigands and Pirates factions, and increase the number for the spawn rate (yes, you increase it!). I put the brigands up to 30 and the pirates up to 35, and now they're much more reasonable.

  11. #11
    Zenith Darksea's Avatar Ορθοδοξία ή θάνατος!
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    It should be applicable to all mods. No, you just change the bandit and pirate values - don't touch the others, as they don't concern the ordinary rebel armies that pop up around your provinces.

  12. #12

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    I don't think the rebels are that much of a problem, but if you want to edit the file to make it easier I guess that's your choice. But, personally, the game tends to be too easy, so I think I'll leave it as is. But, that's just me.


    Dixit ei Iesus ego sum resurrectio et vita qui credit in me et si mortuus fuerit vivet. Et omnis qui vivit et credit in me non morietur in aeternum credis hoc? John XI:XXV, XXVI

  13. #13

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    Quote Originally Posted by Dantheman102100
    I don't think the rebels are that much of a problem, but if you want to edit the file to make it easier I guess that's your choice. But, personally, the game tends to be too easy, so I think I'll leave it as is. But, that's just me.
    It's not the difficulty, but the tedious work of eliminating these groups. Also, I don't really think that there should be a major rebellion every 3 or 4 months. This doesn't seem to be historically accurate. When I get the chance I will compare the disc_rebel text with that found in RTR, vanilla, etc... While still excessive, I don't recall other RTR versions having so many heavily armed armies, led by well mounted generals spring forth on practically every turn. In my opinion,the whole rebel/brigand thing is an example of a good idea overdone. When conquering the world, such micro-management of events seems a bit skewed.

    Thanks for all the input on this.

    YT,
    Scorpion

  14. #14

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    I really think that you guys are making a big deal out of a small problem. So what if a full stack spawns every few years? Just wipe them out! It isn't that hard. Besides, if you use a general these rebels can give traits that actually make them better in all three areas: command, influence, and management. If anything, not having rebels could hurt you more than help you.


    Dixit ei Iesus ego sum resurrectio et vita qui credit in me et si mortuus fuerit vivet. Et omnis qui vivit et credit in me non morietur in aeternum credis hoc? John XI:XXV, XXVI

  15. #15

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    Quote Originally Posted by Dantheman102100
    I really think that you guys are making a big deal out of a small problem. So what if a full stack spawns every few years? Just wipe them out! It isn't that hard. Besides, if you use a general these rebels can give traits that actually make them better in all three areas: command, influence, and management. If anything, not having rebels could hurt you more than help you.
    I think it's more that some gamers have different preferences regarding the game. That's the nice thing about RTW. You can mod just about anything to your own preferance. I appreciate the suggestions put forth regarding strategies to either deal with the rebels, or tweak settings to make them a force that one is comfortable with. that is the nice thing about this community. No one is right or wrong. Everyone has their own expectations, and we can all help each other to realize them.

    Perhaps my own experiences of battling insurgencies for my good Uncle Sam colors my preferences, but I prefer fewer uprisings. I appreciate the unexpected revolt or small bands of low level bandits obstructing the highways, but I am less happy with eternal high level forces operating on my lines of communications without any visible means of support.

    I would rather have my generals gain experience in battle between the established empires.

    I respect everyones views on this question. I thank all for the input on the various strategies utilized for dealing with this matter. I would tend to agree that the Roman forces in EB are very powerful, resulting in easy game play, but then again this would appear to have some validation in historical fact. They did, after all. kick just about everyone elses behind for a very long time. For a real challenge try to duplicate this feat with one of the less powerful factions. That can be quite a challenging experience.

    YT,
    Scorpion
    Murderer of bandits

  16. #16

    Default

    Ok, I've said my piece, given my two cents. Hope you have fun with this simply awe inspiring mod.


    Dixit ei Iesus ego sum resurrectio et vita qui credit in me et si mortuus fuerit vivet. Et omnis qui vivit et credit in me non morietur in aeternum credis hoc? John XI:XXV, XXVI

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