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Thread: DarthMod series feedback

  1. #241

    Default Re: DarthMod series feedback

    [QUOTE=DARTH VADER]@blakwat:
    MAybe if you change to preferences the unlimited_units_in_battlefiled(or smthg like it) to true will solve this.

    I do have unlimited units and I just fought a giant battle with the british, my 2 stacks vs 3 AI, (6000+/-total troops. I let the Ai control one of my stacks), outstanding! great mod, endless big battles, tough AI. I can not beat AI without at least a 4 star general.

    I think its a RTW problem? No big deal really.

  2. #242

    Default Re: DarthMod series feedback

    Just thought I'd mention it - I've had the same problem with burning oil pouring out of the clear sky on my general's bodyguard. The general would be pretty surprised by this had he no died on the spot . Happened near the southern gate of Croton - in a space between the city wall and a city building.

  3. #243

  4. #244

    Default Re: DarthMod series feedback

    Hi, I just started playing the Darth Mod as Scipii VH/VH and I have a few comments/questions:
    1. First, what's with the unrest in all my cities? A city with full garison and all hapiness/law buildings is still revolting, even with Monthly or even Daily games! Is this a feature? Because is getting frustrating. I keep all my generals behind the walls - the only way to keep my cities happy. Even with Pantheon in most of my cities, they still revolt! I can't expand, because every time I do, I need a full 5000 upkeep garison and a 3+ influence general in every city I conquer.
    2. I have conquered all Carthagian lands, but I haven't seen one single mercenary in the process. No, the AI is not buying them, they simply do not exist. They are ok in Spain, but no mercs in Africa.
    3. Is there a quick fix for Britain - Germany ceasfire-war dance?

    The skins and the new units look very nice, I might actually start playing RTW again
    Ah, is anywhere explained what exactly Vasal Beta is?
    Thanks,

  5. #245

    Default Re: DarthMod series feedback

    Hi, Just started playing Darth Mod 7.5 as the Carthaginians and I'm loving it already.

    Just a couple of quick questions - Do all the units have revised skins?. When I'm fighting the Romans for example the Hastati, Principes etc all have clearly been revised (and very nicely too) but I could swear that my Iberian Infantry and Elephants are Vanilla skins. Tbh it does not matter that much to me as I am far more interested in gameplay but I am just curious.
    Also, the main unit banners for my Carthaginians show the new symbol but the little banners show the vanilla crescent symbol.
    As with other posters I would dearly love to know what the Vassal thing is all about lol.

    Great mod anyway and thanks to everybody involved in it.

  6. #246
    Average British Student
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    Default Re: DarthMod series feedback

    The Vessel Beta is a new breakthough by using the roman senate feature for other factions like Gaul and all barbarian factions will follow what gaul thinks like the roman senate giving the player a harder game.

  7. #247

    Default Re: DarthMod series feedback

    @Masterul:
    Have you patched to 7.5 correctly? 1),2) are issues that existed in 7.0...trully fixed in 7.5, 3)is smthg considered to be fixed in upcoming 8.0
    Wipeout140 answered abt vassal beta. Give your vital feedback as you play.

    @Achilleus:
    Some are left as they were yes...but almost 90% is revised for both campaigns (And BI)

  8. #248

    Default Re: DarthMod series feedback

    Playing 7.5 as Egypt. Experiencing the same problems as a previous poster trying to keep settlements happy.

    Jerusalem, Thebes, Sidon & Damascus in constant state of revolt despite building all of the law/public happiness upgrades available. Only way to prevent outright rebellion is to keep place heavily garrisoned.

    ps despite this, still enjoying the mod. Good stuff.#

    edit: after a few more years things seem to have calmed down somewhat athough the Judeans continue to be a rebellious bunch. Only a matter of time before Jerusalem rebels, almost constant rioting. I fear Pharaoh will have to use a heavy hand on his children if they do not start to behave soon.

    Also, hats off to the improved AI, just suffered the first real catastrophic defeat at the AI's hands, almost a full stack army wiped out, although to be fair there was not really much I could do against the Seleucid elephants. Not enough skirmishers to counter the threat. Lesson learned.
    Last edited by Andy P; June 09, 2006 at 04:51 AM.

  9. #249

    Default Re: DarthMod series feedback

    Thanks Darth Vader, after I patched to 7.5 the problem was solved. Barracks and Walls happiness bonus sure helped
    Man, those Greek Sacred Band owned my Praetorian! Finally, the AI is building something else than town militia and peasants. No more 50 men loss in a 1000 vs 3000 battle. Now I lose more than half in an equal battle, which never happened in Vanilla RTW.
    I will instal the Vassal Beta and get back to you with feedback.

  10. #250
    Britisocialist's Avatar Civis
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    Default Re: DarthMod series feedback

    Not sure if this goes in here, but me and my brother (Modern Life is Rubbish) are working on making BI compatible with the large provincial campaign map (made by Shaggy) hope you dont mind(you can post it on the DM section as a patch if you want I'm sure MLIR would be happy to have it on the section) , and good luck on DM 8.

  11. #251

    Default Re: DarthMod series feedback

    Very good ..speak with shaggy for that better but I would like to include that when ready to Darth_BI. Socome to the forum to report on this before I release DM_8.0 (I want all of extra to be in there...and hope no patch will be necessary)

  12. #252

    Default Re: DarthMod series feedback

    The map is not at all balanced for BI as I think that there are probably too many provinces. Probably half the amount would be better. I think it is harder to defend long borders with few settlements as bases. Plus many of the settlements just shouldnt be there in the 4th C AD, whilst others had become very important (eg. WRE's capital isnt on the bigmap). If you wanted to do it properly it will take a fair amount of work and research.

    I would suggest using an exisiting modded BI map as a base for your research. Try Sel's map in the download section. It is based on a smaller map and is overcrowded, but on the larger map the province cound might not be so bad?

    I made some more amendments to the map and a new version is coming out. Will post very soon, mostly changes to Illyria and Transalpine gaul. Illyria looks more realistic now.

  13. #253

    Default Re: DarthMod series feedback

    @ shaggy I agree that the map has too many territories for BI th roman empires would have far too many territories and the distance to capital penalty would be huge and they would fall apart realy fast.

    I have used sel's map with DM before, it doesnt use the WRE or the WRE rebles so maybe some more factions could be made.

    @ Darth this is my first attempt at modding so it will take me alot of time and no doubt be full of bugs, so i do not know if i can make it before DM 8 comes out.
    Hammer & Sickle - Karacharovo

    And I drank it strait down.

  14. #254

    Default Re: DarthMod series feedback

    I registered just to download the hotfix, ah well...

    Might as well give feedback.

    the thing I don't like:

    empires don't expand properly. this is because of the changed unit stats (morale). a party initiates a siege, but then it gets beaten. and again...and again. so it can hardly expand. this is because the code gives every single unit a fixed value. an army is a combined number of those values. but what the AI "doesn't know" is that those values no longer apply (due to changed unit stats, attack, defense morale, etc.).
    so, it often sends out too few units to win a siege/battle. that, in effect, cripples the AI and makes it weaker (on the map part) than it is in vanilla. more money (which you coded in) makes it better again. morale penalties in cities though make it weaker again and disallows her (the AI) to maintain large empires.

    Are these calculations hardcoded? Or is your force power strong enough, DARTH?

  15. #255
    Ahlerich's Avatar Praeses
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    Default Re: DarthMod series feedback

    Quote Originally Posted by Bearhugger
    I registered just to download the hotfix, ah well...

    Might as well give feedback.

    the thing I don't like:

    empires don't expand properly. this is because of the changed unit stats (morale). a party initiates a siege, but then it gets beaten. and again...and again. so it can hardly expand. this is because the code gives every single unit a fixed value. an army is a combined number of those values. but what the AI "doesn't know" is that those values no longer apply (due to changed unit stats, attack, defense morale, etc.).
    so, it often sends out too few units to win a siege/battle. that, in effect, cripples the AI and makes it weaker (on the map part) than it is in vanilla. more money (which you coded in) makes it better again. morale penalties in cities though make it weaker again and disallows her (the AI) to maintain large empires.

    Are these calculations hardcoded? Or is your force power strong enough, DARTH?
    i play scipi right now for the first time (usually allways germans) nad i must say the agyptians sure know how to maintain an empire. they own the whole south east corner of the map and therefore send out stack after stack..im advancing eastwards slowly.
    i find critique very important and dont want to defend my favorite mod add all because only critique brought it to where it is now.. but i think maybe if you play a longer campaign you will find out that it is not a big problem that you address. maybe you played once and it semed like it for co incidential reasons. when agypt started war with me they took 2 of my cities and their stacks were big enough (damn it im still not over it)

  16. #256

    Default Re: DarthMod series feedback

    actually, I "played" many "test games", fog of war disabled, clicked turns through, just to see how the AI behaves. And I have to say, it's worse than in medieval:tw. But I think everyone knows that already. The AI has no "objectives". it doesn't know which province would be best to take next. best example are big empires (like ERE). Civil war starts in one city. it takes ages to move an army from the other end of the universe to the hot spots...
    As I said before: the problem with modded RTW is, that autocalc (for AI so to say) doesn't work probably and it therefore loses a lot of battles it should normally win.
    that way, large AI empires cannot defeat small ones.

    @Mondern Life is Rubbish: What does your name mean? what's "mondern"??

  17. #257

    Default Re: DarthMod series feedback

    Bearhugger: it means i can spell
    Hammer & Sickle - Karacharovo

    And I drank it strait down.

  18. #258

    Default Re: DarthMod series feedback

    Quote Originally Posted by Bearhugger
    actually, I "played" many "test games", fog of war disabled, clicked turns through, just to see how the AI behaves. And I have to say, it's worse than in medieval:tw. But I think everyone knows that already. The AI has no "objectives". it doesn't know which province would be best to take next. best example are big empires (like ERE). Civil war starts in one city. it takes ages to move an army from the other end of the universe to the hot spots...
    That reminds me.

    There is a thread in the Org about AI:

    http://forums.totalwar.org/vb/showthread.php?t=63614

    nikolai1962 has done some amazing research and especially those of you who like making campaign maps should definitely read it(if you haven't already).
    Last edited by Almighty; June 15, 2006 at 03:58 AM.

  19. #259

    Default Re: DarthMod series feedback

    Very good thread indeed, days of work though...

  20. #260

    Default Re: DarthMod series feedback

    What exactly do you dislike about mondern life?

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