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June 30, 2012, 02:12 PM
#1
Foederatus
Disabling RR/RC in 6.4 purposefully?
Just out of curiosity, is there any real disadvantage to disabling RR/RC in SS 6.4? I've actually never really tried using it, simply because I don't quite fully understand what it does, and because I've been playing Medieval II so long that from the sound of it, it seems like a complete overhaul to a system I don't have any problems with.
The only things I've seen that I imagine would be fixed by enabling it would be the appearance of the rarely-available-but-godlike Feudal units early on in the game. While I actually like that feature, I'm worried about possibly missing out on units that would otherwise become available later in the game because I've disabled it?
Could someone possibly briefly summarize what differences RR/RC brings to the table? Also, what's the difference between the two options on the SS setup (Version 2.x vs 4.x or something?)
I've tried searching, but I really haven't found anything concrete other than that it "changes combat mechanics" and something about a "Total Unit Pool" which I didn't fully understand.
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June 30, 2012, 03:48 PM
#2
Foederatus
Re: Disabling RR/RC in 6.4 purposefully?
Hmm... I guess I can't edit yet. Please ignore the version question, I didn't realize I was confusing RR with the BGR thinger..... buuuuut if someone could explain those too, it'd be appreciated!
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July 01, 2012, 04:01 AM
#3
Re: Disabling RR/RC in 6.4 purposefully?
Don't disable RR/RC, as recruitment won't work properly otherwise. Not sure what doesn't work with RR/RC disabled, but if you do a search of the forum using the search function, it'll probably turn something up. Besides, RR/RC tries to reflect how recruitment would have really happened, slowing down unit replenishment, especially of the more elite units, and also making available certain units after specific events (it is one reason cited why people prefer to play the Late campaign over Early, since while they still have to wait for units, the starting rosters are more varied).
Byg's Grim Reality is a hard-core addon. It adds a lot of extra features including supply lines, foraging, personal allowances for generals (which you have to manage VERY closely to prevent them from going into debt, because then even worse things happen), army morale based on different conditions (marching across countryside for years on end will lead to a demoralised army), Crusade taxes, and much more. I'd advise that, if you wish to try out BGR, try BGR II or III first - IV is quite complex, and V goes to a whole new level of difficulty (that probably sounds a little condascending, but let me assure you that the amount of scripting that Byg has put into his latest version leads to a very complex system to get your head around, and you can end up in a world of pain if you make a mistake).
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July 01, 2012, 07:08 AM
#4
Foederatus
Re: Disabling RR/RC in 6.4 purposefully?
What do you mean recruitment won't work properly? As in instead of having limited availability of units based on time/events/etc? I'm on turn 125ish now with 10 regions until victory, but I can't really see what ISN'T enabled outside of the location and time based unit recruitment? It seems like a lot of the features mentioned in the mod are just hardcoded into SS 6.4? At least the unit stats seem to be.
I was reading something about a more realistic approach to combat based on specific weapons, too? I'm just asking because I tried starting a new campaign with it enabled, but didn't seem to notice any difference whatsoever... granted I only played for 20 turns or so.
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July 01, 2012, 02:36 PM
#5
Re: Disabling RR/RC in 6.4 purposefully?
I can't remember what's supposed to be broken, it might be recruitment of higher level units or how some of the requirements work. It's been the advice I've seen before a number of times, though, to not disable RR/RC.
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July 01, 2012, 05:13 PM
#6
Foederatus
Re: Disabling RR/RC in 6.4 purposefully?
I did some testing and now I can see some major differences-- the first one being that the building browser isn't showing every recruitable unit right off the bat, and the second being that some units take more than one turn to train now. Haven't expanded enough to try out the whole recruit-different-units-in-different-areas thing but I'm definitely curious!
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