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Thread: A question about the "0-turn" option.

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  1. #1

    Default A question about the "0-turn" option.

    The FAQ says this:

    "In 1 turn, it takes 1 turn to recuit 1 unit. In 0-turn you can fill a city with 9 units and recruit all of them in 1 turn, in 1 turn you only recruit 1 of those units. Note that the mod is balanced for 0-turn, but that can lead to a lot of stacks which some players may not like for whatever reason. They may prefer to play a 1-turn campaign."

    How is the mod balanced for 0-turns? What is different about the game compared to vanilla R: TW that makes the game balanced for this kind of thing?

    The reason I ask is because I haven't played this mod before and want to try it but don't want to start a campaign before I know this. The idea of being able to recruit all your units in a single turn sounds interesting but also game breaking, so I want to know how the mod has been "balanced" to take this into account.

    What is preventing the AI from simply filling it's cities with new units after you start a attacking it, for example? Also, if you destroy an army won't the AI be able to just instantly get its army back the next turn by rebuilding it all at once?

    This 0-turn thing sounds interesting, but I want to know how its balanced before I try it out.

  2. #2

    Default Re: A question about the "0-turn" option.

    By 'being balanced for 0turn' it essentially means that the underlying economics has been re-balanced to allow units to be recruited that fast without 'breaking the bank. This might possibly be true, but I didn't find it so on the one occasion I tried 0turn before disliking it so (nothing like a realistic simulation in fact, and based upon a desire to generate lots of big battles). Since then it's been 1turn all the way (mostly Roman in testing by me as that's the core).

    I am most definitely a 1turn devotee, as something of a military historical wargaming type, it's just more reasonable in the longer term. A great deal of additional balancing has now been done in testing and the 1turn game has come on in leaps and bounds. It works in v2.5Beta currently and you can enjoy it. If playing as the Romans then I would suggest disabling the 2nd Rebellion, however, as there is a problem and it's the main thing being worked on.

    By all means try both styles at the moment. By the time you are happy with the fundamentals of the mod, then I can hope that the fully re-vitalised v2.6 is ready for you to enjoy.

    Your query is actually correct, both you and the AI can fill their recruitment queues (subject to the money being available) each and every turn and replace a whole stack in a little over 2 turns in a single settlement. Lots of 'stack spam' results and many, many battles.
    "RTW/RS VH campaign difficulty is bugged out (CA bug that never got fixed) and thus easier than Hard so play on that instead" - apple

    RSII 2.5/2.6 Tester and pesky irritant to the Team. Mucho praise for long suffering dvk'.

  3. #3
    dvk901's Avatar Consummatum est
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    Default Re: A question about the "0-turn" option.

    As my esteemed colleague has noted, the differences between 1 and 0 turn in terms of balancing are mostly economic and population configuration differences. In 1-turn, less money and less population growth are necessary, as you tend to have fewer armies. The value of individual battles becomes more essential, because it will be harder to replace lost armies and units.

    Zero-turn requires more money and more pop. growth, as there will be more armies involved for the AI, and for you as well to defend yourself. Individual battles are multiplied into several battles for the same area. For example, you may stand your army in an enemy's territory, hit end turn, and then be attacked by multiple armies in succession. There will be larger armies, most likely, and longer turns.

    For version 2.6 we've done a great deal of work to make both styles more enjoyable and challenging, and it appears we have the Roman Rebellion fixed. It's just a matter of fine tuning now before release....I hope.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
    R.I.P. My Beloved Father

  4. #4
    tungri_centurio's Avatar Senator
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    Default Re: A question about the "0-turn" option.

    [QUOTE=dvk901;1293424
    For version 2.6 we've done a great deal of work to make both styles more enjoyable and challenging, and it appears we have the Roman Rebellion fixed. It's just a matter of fine tuning now before release....I hope.[/QUOTE]

    thats great news and fine update,keep up the good work, looking forward to2.6 +rep

  5. #5

    Default Re: A question about the "0-turn" option.

    Oh yes! Makes me more excited! This very good news and my edit on a spartan unit is working now. I hope it's coming soon.

  6. #6
    Stath's's Avatar Protector Domesticus
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    Default Re: A question about the "0-turn" option.

    yes, i 'm dying of waiting to play my Dacians, Romans, Pergamon and everyone else.


  7. #7

    Default Re: A question about the "0-turn" option.

    will 2.6 support save games from 2.5 ?

  8. #8
    ImperialAquila's Avatar Domesticus
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    Default Re: A question about the "0-turn" option.

    Quote Originally Posted by evya View Post
    will 2.6 support save games from 2.5 ?
    I think it won't be. 2.6 will contain many updates and bug fixes.
    Last edited by ImperialAquila; June 15, 2013 at 03:30 PM. Reason: typo again

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