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  1. #1

    Default Sea movement

    Sorry if this is a topic already been thoroughly discussed.

    I take issue with the sea movement. It should not take more than a year for me to move an FM from Rome to Iberia; a single season, one turn, is longer than it took in real life, no? Nor should it take me more than a year to move a legion that far. I do not know why you place such small movement limits on naval vessels, but the result is just not realistic.

    Can you make new sea units? Troop transports? Can you have unit capacities on them, such that to move a legion you must have N number of transports? Give them more range? Make them easy to build (one turn), easy to group together? It just is not realistic to have a legion being carried by a single (name your boat).

    If you cannot change the transport capabilities, OK. But still, can you address the amount of movement?

    I hope you understand that I am loving the game. I do not mean to sound critical, but it is not perfect yet.

  2. #2

    Default Re: Sea movement

    You should try some other mods, I think Roma Surrectum has adressed this issue, your right though, there are some things that just don't make sense, a year to go to spain from Rome over the Sea is a bit too long. What I find, Ihate is retreating soldiers who have to run back through the enemy, which at this point you have lost your whole unit, or a retreat on Campaign map, it moves back one step....omg...there is no point retreating in most vanilla games...or how about the speed that soldiers can run at, they can outdistance and outrun a horse....lol...or when a fully armoured horse bounces off the back of a man holding a spear..ha ha ha, I raised horses for a few years and find this a joke, and probably the most unrealistic thing, a 1000-2000 pd animal at full gallop bouncing off the back of a man, I don't care if the man is 10 feet tall and built like a brick house....he's going to feel something..ha ha...try some other mods untill you find the one that you find more realistic.

    Have fun,

    DHS,
    "Today I saw a slave become more powerful than the Emperor of Rome"

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  3. #3
    Hannibal Baca's Avatar Decanus
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    Default Re: Sea movement

    I agree whole sea in RTR shoud be traveled from one end to another just 3 turns.
    So movment speed shoud be incresed for navy.
    @Dark_horse_spirit in RS2 you can transport whole sac in one boat -_-,no modification chandged that i think it is hardcoded (not comfirmed just my opinion).

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  4. #4
    Mausolos of Caria's Avatar Royal Satrap
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    Default Re: Sea movement

    I think the original idea of restricting sea movement to certain routes and coastal areas is a very good one. It's a thing we can also see in Shogun and represents that most ships were barely able to hold out at the open sea.
    Of course we have proof in primary sources about Greek sailors even in Archaic times sailing through the open sea, but regular ships had to stay near to the coast lines and that's well represented in RTR 7. It also makes tactics to block sea routes and defend ports much easier and more useful.

    That being said I agree with you that the movement points for ships should be increased because I need 5 or 6 turns to take a ship from Carthage to Corsica and that's a bit too long and a bit annoying I think Maybe that could be adressed in the next patch, unless the mod team is content with the current situation regarding fleet movement range.
    "Pompeius, after having finished the war against Mithridates, when he went to call at the house of Poseidonios, the famous teacher of philosophy, forbade the lictor to knock at the door, as was the usual custom, and he, to whom both the eastern and the western world had yielded submission, ordered the fasces to be lowered before the door of science."

    Pliny the Elder, Naturalis Historia, 7, 112

  5. #5
    Muizer's Avatar member 3519
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    Default Re: Sea movement

    If you look for the trait faster_admirals in export_descr_character_traits.txt, you can increase the movement bonus for various ranks of admirals. It can be a bit glitchy though. Sometimes, the area that initially shows up as green underestimates the distance you can actually travel by quite a margin.
    "Lay these words to heart, Lucilius, that you may scorn the pleasure which comes from the applause of the majority. Many men praise you; but have you any reason for being pleased with yourself, if you are a person whom the many can understand?" - Lucius Annaeus Seneca -

  6. #6
    Maurits's Avatar ЯTR
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    Default Re: Sea movement

    When selecting the ship-units instead of the complete stack, you will be able to travel much further. Then the movement isn't restricted by the boarded army.

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  7. #7

    Default Re: Sea movement

    Quote Originally Posted by Maurits View Post
    When selecting the ship-units instead of the complete stack, you will be able to travel much further. Then the movement isn't restricted by the boarded army.
    Hey, thanks. That works. Only draw back is that you cannot unload troops on the turn that you use the extended movement, so for short voyages it does not make a difference. If it normally took two turns to load, move, and unload it still does.

  8. #8
    Caligula Caesar's Avatar Horse Lord
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    Default Re: Sea movement

    There is the option of upping the movement for all armies and etc, which I prefer, but the problem is, it messes the AI up a bit, because the trait used to stop the AI generals from leaving settlements too early starts to not work perfectly, allowing the generals to move one pixel, so they may leave the settlement, which will probably result in it revolting.
    RTR-VII Team Leader and Leader of Fortuna Orbis, an RTR Submod

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  9. #9

    Default Re: Sea movement

    Quote Originally Posted by Caligula Caesar View Post
    There is the option of upping the movement for all armies and etc, which I prefer, but the problem is, it messes the AI up a bit, because the trait used to stop the AI generals from leaving settlements too early starts to not work perfectly, allowing the generals to move one pixel, so they may leave the settlement, which will probably result in it revolting.
    I don't mind the army movement rates as they are. There is always a trade off between realism and playability in every war game I have ever played. If you really wanted a realistic movement rate, the larger the stack the less ground it can cover per turn.

  10. #10
    AngryTitusPullo's Avatar Comes Limitis
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    Default Re: Sea movement

    Quote Originally Posted by Zom View Post
    I don't mind the army movement rates as they are. There is always a trade off between realism and playability in every war game I have ever played. If you really wanted a realistic movement rate, the larger the stack the less ground it can cover per turn.
    In RTW IIRC the movements are the same for army and navy. In Med2 however you can have separate between navy/army/agents.

    If you want to change it yourself you can open descr_character.txt and change the number in starting_action_points 80 to any number you want (not sure the max, 200 maybe ?

    The number 80 is vanilla default if I'm not mistaken so I'm not sure what RTR VII number is.

    As some said however this might mess up the AI movements so it's your own risk if you want to try though.


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