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  1. #1

    Default Spartans - 30 turns?

    Looks like I might have spotted an error. You guys set the unit training time to 30 instead of 3. No problem though. I just edited the file. Might want to fix that in your next release...

    Anyway, great mod! I've been meaning to play a Greek campaign, and this is just what I've been looking for.

  2. #2

    Default Imperial Campaign/Provincial Campaign

    What's the deal?

  3. #3

    Default Question about religious structures

    Why does the temple of Athena and temple of Apollo do the same thing? Or is it just something I'm not seeing?

  4. #4
    DimeBagHo's Avatar Praeses
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    Default Re: Question about religious structures

    One give a law bonus, the other gives a health bonus.

  5. #5
    DimeBagHo's Avatar Praeses
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    Default Re: Imperial Campaign/Provincial Campaign

    The Imperial campaign has the normal set up with four Roman factions. The provincial campaign has just the Senate and Julii. Take your pick.

  6. #6

    Default Re: Imperial Campaign/Provincial Campaign

    Oh...
    Thanks for clearing that up. I must have missed that when I looked through the readme.

  7. #7
    DimeBagHo's Avatar Praeses
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    Default Re: Spartans - 30 turns?

    That's not a bug Venom. The purpose of the long training time is to make it possible to replace losses in the unit you start with, but to discourage training extra units. Historically the Royal Guard was limited to just 300 men. BTW, if you want to make them trainable in a shorter time you should move them to the Imperial Barracks.

  8. #8

    Default Re: Spartans - 30 turns?

    I think they should be very hard to get, but 30 turns is like removing them from the game. I can see why you did it nonetheless, for the purposes of realism.

  9. #9

    Default Re: Spartans - 30 turns?

    It's not THAT hard to get (hell I even think it's a little too easy.) If you captured Corrith (spelling?) and manage to secured trade right with enough factions and build up some infastructure then you should have enough cash to build this thing in about 10 years plus or minus a little. I've done it in one of my GSC campaign, took only about 10 years to do so (but I got lucky as at that time as the Romans leaves me alone. )

    Think of it as a house rule. And beside, trust me, they're worth it. Just one of these, if use correctly, can turn the tide of the battle. I won 3 battle against Macedon thanks to this guys (had nothing else except plain old levy hoplite.)

  10. #10
    DimeBagHo's Avatar Praeses
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    Default Re: Spartans - 30 turns?

    Quote Originally Posted by zodmaner
    It's not THAT hard to get (hell I even think it's a little too easy.) If you captured Corrith (spelling?) and manage to secured trade right with enough factions and build up some infastructure then you should have enough cash to build this thing in about 10 years plus or minus a little. I've done it in one of my GSC campaign, took only about 10 years to do so (but I got lucky as at that time as the Romans leaves me alone. )

    Think of it as a house rule. And beside, trust me, they're worth it. Just one of these, if use correctly, can turn the tide of the battle. I won 3 battle against Macedon thanks to this guys (had nothing else except plain old levy hoplite.)
    I concur with that. I often strike a patch where there are other cities that can turn out my regular forces, and I want to grow Sparta to the point where it can produce Spartan Phalangites, so I just let them work away on producing a second Royal Guard unit. They certainly can turn a battle as well, as long as you use them carefully and don't waste them. In keeping wth historical Spartan tactics I always keep them in reserve and look for the weakest spot in the enemy line, or that moment when the enemy is most vulnerable, before throwing them into battle.

  11. #11

    Default Re: Spartans - 30 turns?

    I think of them as the Greek equivalent to the Roman First Cohort.

  12. #12
    Locky's Avatar Centenarius
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    Default Re: Spartans - 30 turns?

    Quote Originally Posted by DimeBagHo
    I concur with that. I often strike a patch where there are other cities that can turn out my regular forces, and I want to grow Sparta to the point where it can produce Spartan Phalangites, so I just let them work away on producing a second Royal Guard unit. They certainly can turn a battle as well, as long as you use them carefully and don't waste them. In keeping wth historical Spartan tactics I always keep them in reserve and look for the weakest spot in the enemy line, or that moment when the enemy is most vulnerable, before throwing them into battle.

    Hehe. Reminds me of the time i broke a hole through the Macedon Phalanx battle line, and charged the Royal guard clean through into thier static heavy cavarly, they were sorrounded and oblitered their archers and heavy caverly, while only losing about 4 men, lol. I always send the Royal guard with my main army, and when i secure greece, i start to train a second Royal guard.

    I see the Spartans as superior to the Praetorions. In a 1v1 combat, my money's on the Spartan.

  13. #13

    Default Re: Spartans - 30 turns?

    I think I'll play house rules with the Spartan Royal Guard, and never have more than three full units of them trained at any given time, and also maybe limit this to the amount of territories I own.

  14. #14

    Default Re: Venom's Questions

    Another one of those pesky Venom's questions...

    If I opt to install the BI-XGM extra that uses the Barbarian Invasion executable does that modify the original file, or will I still be able to play vanilla BI if I want?

  15. #15

    Default Mouse movement is all weird on the campaign map

    What's up with this? It's fine on the main menu for instance but it's got this weird mouse movement acceleration thing. It's hard to describe. Dunno if it's specifically related to this mod, but any help would be appreciated.

  16. #16
    DimeBagHo's Avatar Praeses
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    Default Re: Mouse movement is all weird on the campaign map

    I doubt if it has anything to do with XGM, although the Mundus magnus map might be a strain on some machines. Try taking a look at xgm/preferences/preferences.txt. There are a couple of lines that looks like this:

    CAMPAIGN_MAP_SPEED_UP:TRUE
    CAMPAIGN_MAP_GAME_SPEED:70

    Try changing those settings to see if it helps. *Edit* I merged all the questions into one thread.

  17. #17
    DimeBagHo's Avatar Praeses
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    Default Re: Venom's Questions

    If you are looking for a unit to form the core of an army, in the way that 1st cohorts do for the Romans, then I think that either Spartan Phalangites, or the Sacred Band would fit the bill. I tend to keep the Spartan Royal Guard with the head of the Spartan sub-faction, or his heir.

  18. #18
    DimeBagHo's Avatar Praeses
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    Default Re: Venom's Questions

    It makes no changes to the original files.

  19. #19

    Default Re: Venom's Questions

    If the Greek Cities are controlled by the AI, will they produce this unit? It wouldn't be good if it was constantly trying to do this.

  20. #20
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    Default Re: Venom's Questions

    Quote Originally Posted by Venom
    If the Greek Cities are controlled by the AI, will they produce this unit? It wouldn't be good if it was constantly trying to do this.
    If you mean the Spartan Royal Guard the answer is no. I think the costs puts the AI off.

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