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Thread: Empire Realism - Feedback and General Discussion

  1. #1241

    Default Re: Empire Realism - Feedback and General Discussion

    decided to change the General unit to Grenadiers, as they are more common, yet still special unit than Guards, which dont make much sense to be present in North America, while Grenadiers were always there with their parent regiments. Plus, if you have seen any paintings with General leading the charge, he is usually painted in front of Grenadiers..


    Also, i managed to change the radar icons to something simpler and closer to symbols used with battle maps:




    Infantry is ordinary square, Artillery square with a dot in it, and commanding unit is square with cross in it.
    Last edited by JaM; January 30, 2018 at 09:17 AM.

  2. #1242

    Default Re: Empire Realism - Feedback and General Discussion

    Is it possible to add a new diplomacy effect? After sealing an alliance with X faction, you are automaticaly pushed to war against X's enemies.

  3. #1243

    Default Re: Empire Realism - Feedback and General Discussion

    nope, all these things are hardcoded. One thing i did change with diplomacy is the weight of player's diplomacy proposal. Yet AI tends to underestimate your deals anyway.. Also with ER 5.0 i have also added number value to power and prestige values to help player better assess the diplomacy situation (to see what enemy rating is on scale vs your own) Its simple 0-5 number added, where 5 is highest and 0 lowest.

    Empire engine is very limited, things that are possible in Napoleon or Rome 2 are completely missing in ETW.. Who knows, maybe in future CA makes a new Empire, or somebody else does..
    this in particular seems promising: http://www.grandtactician.com/
    Last edited by JaM; January 31, 2018 at 02:04 PM.

  4. #1244

    Default Re: Empire Realism - Feedback and General Discussion

    Okay. Just a quick question: can AI declare war on a trade partner?

  5. #1245

    Default Re: Empire Realism - Feedback and General Discussion

    in general or in mod? in vanilla it happens all the time.. in ER i tried to reduce it, by increasing the positive effect trading has on both sides, anyway if you play VH, then AI might do it anyway sometimes.. especially when you hold their victory region for example..

  6. #1246

    Default Re: Empire Realism - Feedback and General Discussion

    btw, planned release, this week most likely Thursday.

  7. #1247

    Default Re: Empire Realism - Feedback and General Discussion

    as promised, version 5.0 is up. please post your feedback, or any bugs, i will update the mod on regular basis.

  8. #1248

    Default Re: Empire Realism - Feedback and General Discussion

    Thank you very much!

  9. #1249
    Marku's Avatar Domesticus
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    Default Re: Empire Realism - Feedback and General Discussion

    download the mod now, will give feedback here.

    "It's not always possible to do what we want to do, but it's important to believe in something before you actually do it"

  10. #1250

    Default Re: Empire Realism - Feedback and General Discussion

    The removal of economic growth due to buildings, of the latest release, is proving to offer quite the change of pace to the campaign. With this idea in mind, do you intend to bring this feature over to NER? I would think that slowing the economic growth would make sense in the small time span of NTW, or at least less than it is now. Though, considering that one would like to continue fielding large armies, one would probably have to increase the starting region wealths.

  11. #1251

    Default Re: Empire Realism - Feedback and General Discussion

    yes, its one of things i will also add to NER.

  12. #1252

    Default Re: Empire Realism - Feedback and General Discussion

    I played through the Road to Indenpendence Campaign, Chapter 1 and 2. I think I got the gist of the new system (instead of light cavalry I used the skirmishers to run down broken, fleeing enemy units). Next is Chapter 3...

  13. #1253

    Default Re: Empire Realism - Feedback and General Discussion

    Quote Originally Posted by CommanderGenda View Post
    I played through the Road to Indenpendence Campaign, Chapter 1 and 2. I think I got the gist of the new system (instead of light cavalry I used the skirmishers to run down broken, fleeing enemy units). Next is Chapter 3...
    I meant Episodes 1 and 2.

  14. #1254

    Default Re: Empire Realism - Feedback and General Discussion

    Playing as Sweden with 5.0 up until turn 6, and Morocco (Barbary States) still hasn't inherited the barbary states, while it should have happened already according to the changelog. A bug or a faulty install?

  15. #1255

    Default Re: Empire Realism - Feedback and General Discussion

    what scripting.lua file are you using? the one that is directly in the zip file has it (Dont use lua zip files form previous version)
    Last edited by JaM; February 12, 2018 at 10:28 AM.

  16. #1256

    Default Re: Empire Realism - Feedback and General Discussion

    Quote Originally Posted by JaM View Post
    what scripting.lua file are you using? the one that is directly in the zip file has it (Dont use lua zip files form previous version)
    That explains it, I extracted the Swedish scripting file into the main folder; my bad, I'll start a new game.

  17. #1257

    Default Re: Empire Realism - Feedback and General Discussion

    yeah, one of forgotten changes was to discontinue the scripting files with specifically blocked land trading.. Instead, even player i prevented to trade lands, therefore only single file is needed.

  18. #1258
    Goutlard's Avatar Janissary
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    Default Re: Empire Realism - Feedback and General Discussion

    Something I read among the changelog before downloading :

    (For example as Ottomans, you need to convert population to own religion to occupy the province without major rebellion every turn. Only way how to do it, is by sabotaging enemy religion buildings in province, yet enemy will repair them constantly, therefore sending own light cavalry to raid these buildings is more effective, as enemy cannot repair a building with enemy unit in it.. this way they lose religion conversion bonuses these buildings provide and province is easier to convert by own clerics. Plus, if enemy attacks, light cavalry can retreat, and return next turn)
    That doesn't make all that much sense to me since there were hardly any religious revolts in the Ottoman Empire because of the millet system and the policy to lower taxes when a new territory was conquered - so that people would feel as though the ottomans were less economically demanding then the previous rulers.

    The way you use religion may be an interesting gameplay mechanic, but isn't historically accurate.
    Wind from the East's Awards :

  19. #1259

    Default Re: Empire Realism - Feedback and General Discussion

    rebellions are not happening with mixed populations, only if you conquer province with very low (close to 0%) own religion. Overall, this is mostly AI blocker, to make sure AI wont go on and wipe out Ottomans while they struggle economically. same thing other way around. And that part you quoted, its actually what i did in my campaign as Ottomans, where i didn't take region unless its converted at least 50%. Unrest increases autogarisson cost, therefore taking a province where population hates you calls for more trouble than what its worth..

  20. #1260

    Default Re: Empire Realism - Feedback and General Discussion

    I got through Episode 3 from The Road to Independence Campaign. I noticed three things: The scale was four turns per year, and the line infantry, with which the British AI started, did only have 100 men. Their recruitment centers did not provide line infantry, so their armies consisted mostly of colonial militia (the brownshirts).
    But otherwise I am very pleased with battles and campaigns.

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