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  1. #1

    Default Re: ArchiMod: Rome 2 - UPDATE 0.98 - DEC 5 2013

    Tis' indeed very strange indeed.
    Here's what happened:
    I played about 60 turns being very loyal about all my deals. Often other factions were doing what adambajer was describing: "millionary" offerings.
    Then I decided to test if I could simply ask for gifts, in exchange for nothing. And voi la. I've asked to six friendly factions for gifts ( giving NOTHING in return ). Each one gave me the maximum allowed ammount: 20k. i've tested this for 5 consecutive turns. I looted the crap out of them just gently telling them "all your gold are belong to Rome".

    I've started a new campaign to test 0.98 and already (re)modded the diplomacy table for personal use, i'm searching for balance. Something that allows trade to occur more independently from friendly/unfriendly status (since historically, that makes sense to me until a certain point) and balancing the gifting behavior.
    I'm still trying to understand the dynamics but I think I'm about to fix it. Going to play it during the weekend and see if it works.

    Nevertheless, the mod is very very good all around.

    Some feedback about 0.98:
    I've already noticed that the early units are more powerful than in the previous release. The old stats were really underpowered so I think it's a positive change. However i'm not really sure if the early hastati should have armor 70 (the same a Triiari unit has). BTW Levies can shoot really fast now (12/turn) so I tunned it down for myself to 8/turn)
    love the way that Velites are far better than levies, despite having the same stats. Very subtle and nice.

  2. #2
    Archimonday's Avatar Senator
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    Default Re: ArchiMod: Rome 2 - UPDATE 0.98 - DEC 5 2013

    Quote Originally Posted by bozu View Post
    Tis' indeed very strange indeed.
    Here's what happened:
    I played about 60 turns being very loyal about all my deals. Often other factions were doing what adambajer was describing: "millionary" offerings.
    Then I decided to test if I could simply ask for gifts, in exchange for nothing. And voi la. I've asked to six friendly factions for gifts ( giving NOTHING in return ). Each one gave me the maximum allowed ammount: 20k. i've tested this for 5 consecutive turns. I looted the crap out of them just gently telling them "all your gold are belong to Rome".

    I've started a new campaign to test 0.98 and already (re)modded the diplomacy table for personal use, i'm searching for balance. Something that allows trade to occur more independently from friendly/unfriendly status (since historically, that makes sense to me until a certain point) and balancing the gifting behavior.
    I'm still trying to understand the dynamics but I think I'm about to fix it. Going to play it during the weekend and see if it works.

    Nevertheless, the mod is very very good all around.

    Some feedback about 0.98:
    I've already noticed that the early units are more powerful than in the previous release. The old stats were really underpowered so I think it's a positive change. However i'm not really sure if the early hastati should have armor 70 (the same a Triiari unit has). BTW Levies can shoot really fast now (12/turn) so I tunned it down for myself to 8/turn)
    love the way that Velites are far better than levies, despite having the same stats. Very subtle and nice.
    Thanks for highlighting this. I will look into it.

  3. #3

    Default Re: ArchiMod: Rome 2 - UPDATE 0.98 - DEC 5 2013

    You're welcome Archimonday.

    I think I've fixed the problem, but it is quite a change to a few variables of a couple of diplomacy tables to accomplish the following:
    1. To make trading easier and more independent of unfriendly diplomatic stances. Now it is not so difficult to sign trading agreements, specially with factions that are well know to be the great traders in the world. Now trading is a way to build relations, and you don't need non-agression pacts (which BTW can transform TW in Total Peace).
    2. The ammount of money offered by factions is much much lower.
    3. It is still possible to ask for gifts but very occasionaly and the ammount of money that is possible to request is CONSIDERABLY lower (it was maxout 20k and now it is around 1k, with allies and seldom an agreement will be reached).

    One irritating problem is that the dimplomacy UI only allows for increasings in 2000 denarii steps. I don't know how to lower that to meet the new standards. Does anyone know which table/ variable to edit to decrease the step to a more gradual level, say 400 denarii?
    At the state it is (still vanilla) to find a compromising offer, the player must actually switch between Offer and request options adding / decreasing the amount in order to propose a value that is lower than 2000.

    While i was at modding you mod for myself, i've changed other few things:
    Changed the morale impact (for rear/side charge) to a value in between your previous release and this last 0.98 (although more in line with the later parameters).
    The early hastati was overpowered in comparison with hastati, so i've lowered the armor (edited the armor table and amod land units)
    I think the cost per turn for naval units need to be modded too to be in more line with land units so I shall gradually do that as well.
    I've reinstated the Forced March for myself, but it is now different from vanilla (the distance is only +25%) so it is still possible to use the feature in some vital circumstances. By using forced march the units will also suffer a charge penalty.

    Another thing I would like to suggest (or implement myself if I can) is a way to make minor factions that are hostile to confederate or form a allied axis against the player. The way vanilla is, they will never declare war alone (which makes sense) but why in Hell did they not gang together against major powers? That would add a fresh layer and more tension, since the player would find himself working to dismantle allegiances that would otherwise challenge his faction hegemony.

    I still need to test it more nest weekend.I do not play that much, but I'm satisfied so far.
    Unless you're okay with it, I will not publish this file, after all it is your mod. If you want the modded mod, let me know.

    All the best

  4. #4
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    Default Re: ArchiMod: Rome 2 - UPDATE 0.98 - DEC 5 2013

    Quote Originally Posted by bozu View Post
    You're welcome Archimonday.

    I think I've fixed the problem, but it is quite a change to a few variables of a couple of diplomacy tables to accomplish the following:
    1. To make trading easier and more independent of unfriendly diplomatic stances. Now it is not so difficult to sign trading agreements, specially with factions that are well know to be the great traders in the world. Now trading is a way to build relations, and you don't need non-agression pacts (which BTW can transform TW in Total Peace).
    2. The ammount of money offered by factions is much much lower.
    3. It is still possible to ask for gifts but very occasionaly and the ammount of money that is possible to request is CONSIDERABLY lower (it was maxout 20k and now it is around 1k, with allies and seldom an agreement will be reached).

    One irritating problem is that the dimplomacy UI only allows for increasings in 2000 denarii steps. I don't know how to lower that to meet the new standards. Does anyone know which table/ variable to edit to decrease the step to a more gradual level, say 400 denarii?
    At the state it is (still vanilla) to find a compromising offer, the player must actually switch between Offer and request options adding / decreasing the amount in order to propose a value that is lower than 2000.

    While i was at modding you mod for myself, i've changed other few things:
    Changed the morale impact (for rear/side charge) to a value in between your previous release and this last 0.98 (although more in line with the later parameters).
    The early hastati was overpowered in comparison with hastati, so i've lowered the armor (edited the armor table and amod land units)
    I think the cost per turn for naval units need to be modded too to be in more line with land units so I shall gradually do that as well.
    I've reinstated the Forced March for myself, but it is now different from vanilla (the distance is only +25%) so it is still possible to use the feature in some vital circumstances. By using forced march the units will also suffer a charge penalty.

    Another thing I would like to suggest (or implement myself if I can) is a way to make minor factions that are hostile to confederate or form a allied axis against the player. The way vanilla is, they will never declare war alone (which makes sense) but why in Hell did they not gang together against major powers? That would add a fresh layer and more tension, since the player would find himself working to dismantle allegiances that would otherwise challenge his faction hegemony.

    I still need to test it more nest weekend.I do not play that much, but I'm satisfied so far.
    Unless you're okay with it, I will not publish this file, after all it is your mod. If you want the modded mod, let me know.

    All the best
    I've worked the diplomacy again, and its much better now. Your conflicts will feel more local.

    Early Hastati have also had their armor type fixed. They were using mail.

  5. #5
    Foederatus
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    Default Re: ArchiMod: Rome 2 - UPDATE 0.98 - DEC 5 2013

    On thing that I just found out. One city nations do not have enough food. They just starving. I have sent my scout and on the pictures you can see that.

  6. #6
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    Default Re: ArchiMod: Rome 2 - NEWS - DEC 10 2013

    Its a good catch. I had noticed some other nations which had small territories suffering from food shortages as well. These often resolve themselves quickly though. There is a whole host of starting building changes that need to take place to better balance some of the factions.

  7. #7
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    Default Re: ArchiMod: Rome 2 - NEWS - DEC 10 2013

    A few changes to the Roman Military Management tree tonight:

    Supply Reforms, the top technology, is now called State Service, and will have the following effects:



    Professional Soldiery has been renamed the Polybian Reform, until a later edit. The ability to build the Legion Barracks has been moved until the Marian Reforms are researched at the end of the tech tree:


  8. #8
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    Default Re: ArchiMod: Rome 2 - NEWS - DEC 10 2013

    An Update about some more of the technology tweaks coming for the Romans in Saturday mornings update.

    Plan to release a new version every Saturday morning regardless of its current state. So expect that to be the regular update schedul from now on. As for news, I attempt to make an effort to post an news post everyday in the OP, so keep updated there in the update section.

  9. #9
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    Default Re: ArchiMod: Rome 2 - UPDATE - DEC 14 2013

    Update 1.05 Released. Check OP For Changelog.

  10. #10

    Default Re: ArchiMod: Rome 2 - NEWS- DEC 15 2013

    i have enjoyed your mod so far, but i dont know if you done it on purpose, but in my game as Carthage ( around turn 35) all nations are at war with eachother. It seems that countrys just randomly declares war on each other, despite they are a whole map apart. I am playing on Very Hard campain difficulty, dont know if that plays a part?

    Otherwise great AI

  11. #11
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    Default Re: ArchiMod: Rome 2 - NEWS- DEC 15 2013

    Yea, I have noticed the nations love of war. Am currently working on adjusting the diplomacy a bit more. Last test decreased the likely hood of war by 20%, its all a matter of trial and error, and finding the right balance.

  12. #12
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    Default Re: ArchiMod: Rome 2 - NEWS- DEC 15 2013

    They are declaring wars more often. Thats ok with me. I like that. But even if they are in war in most cases they just stacking armies around settlement and doing nothing unless I go there and provoke them.
    Declaring war and doing nothing seems to me the same as non-aggression pact or peace. Maybe it's hardcoded and we have to wait till CA will correct this. If?
    I am still noticing money problems in diplomacy even in new version. AI is still giving me great sums of money. ( for example 17000 for non-aggression pact) its weird. I am trying to decline these offers but they are repeating them almost every turn with diffrent sums. I am playing with campaign difficulty very hard and battles normal ( I like fair battles ).
    Thank you for your effort. Your mod is the best for my taste

  13. #13
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    Default Re: ArchiMod: Rome 2 - NEWS- DEC 15 2013


  14. #14
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    Default Re: ArchiMod: Rome 2 - NEWS- DEC 15 2013

    Thanks for the feedback!

  15. #15
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    Default Re: ArchiMod: Rome 2 - NEWS- DEC 15 2013

    Tracking Patch 8 incompatability. Will work on fixing it when I get the chance tonight.

  16. #16
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    Default Re: ArchiMod: Rome 2 - NEWS- DEC 15 2013

    Well, thought I had it solved, but Patch 8 has bested me with my limited time today. Will work hard to finish an update tomorrow.

  17. #17

    Default Re: ArchiMod: Rome 2 - NEWS- DEC 15 2013

    Arhi, one suggestion - remove the formed attack from units, and adjust the charge distances down for disciplined units.. this way you will get rid of those crazy dancing units, while combat lines will look a bit better.. While they wont be looking like at military parade, its still better than that turnaround nonsense CA made...

  18. #18
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    Default Re: ArchiMod: Rome 2 - NEWS- DEC 15 2013

    Lol, I'll try it out as soon as I get it working again. I'm pulling my hair out, I don't know why Patch 8 is kicking my ass so much. Its like the Patch 4 nightmare all over again!

  19. #19
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    Default Re: ArchiMod: Rome 2 - NEWS- DEC 15 2013

    I´m so eager to play . I have heard that siege are better now with 8.1. Will the new version be compatible with it?

  20. #20
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    Default Re: ArchiMod: Rome 2 - NEWS- DEC 15 2013

    Yes, tonight I should finihs. Its been beating me.

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