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Thread: RS2's Future and Mod Ideas:

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  1. #1

    Default Re: RS2's Future and Mod Ideas:

    Quote Originally Posted by High Fist View Post
    I wonder if a supplies system like in Stainless Steel would be possible with Rome? Doubt it or else it'd be done already.
    I really don't think its possible . If not any good modder would have done it by now.
    Or maybe it can be done via ancillaries or traits but still don't think so.

  2. #2

    Default Re: RS2's Future and Mod Ideas:

    Quote Originally Posted by TRON ŘĭnzŁȅr View Post
    I really don't think its possible . If not any good modder would have done it by now.
    Or maybe it can be done via ancillaries or traits but still don't think so.
    Traits, yeah. You could add several levels, as you go up you will get more and more penalties, and ending turn in a settlement resets you to the bottom.

    If I recall, Stainless Steel had it only as a player handicap, the AI did not get it as the AI just gets itself the max level and you wipe it out because the AI doesn't "know" how to handle it.
    Last edited by Alavaria; January 31, 2014 at 03:08 PM.

  3. #3
    dvk901's Avatar Consummatum est
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    Default Re: RS2's Future and Mod Ideas:

    You can script taking money away from the player and the AI for armies in the field, which is a good idea...it's just that it's something you don't visually 'see' happening, so it becomes a 'ghost' way of taking money away. Still, I have done it in a test install I use, and I rather like the idea.

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  4. #4

    Default Re: RS2's Future and Mod Ideas:

    The ideal way, rather than 'money', is some sort of 'Supply' system. This can represent all those things that are needed to support troops in the field, such as: Food; Fodder; Replacement Weapons/Armour; etc.

    Obviously RTW wasn't designed for that, but there is a way it could be done if wanted and the scripting were feasible - but it would take a unit slot (and indeed possibly one of the 20u slots in an army, unless the subsequent script coped with that). This 'Supply Unit/Baggage Train' would exist like any other unit, except that its unit strength would be reduced by script each turn that it spent in the field based upon the number of units it was having to support. Units in Settlements/Forts wouldn't need 'Baggage Trains'.

    Units without 'Supply' could be subject to attrition; the 'Baggage Trains' could potentially be lost; replacements would need to be provided (all settlements should be able to build them); their speed should be relatively low (lower than Siege Weapons, which could themselves be reduced).

    If a unit slot were created and the necessary scripting possible, then I would immediately suggest that the Roman Early Praetorian First Cohort be a suitable candidate.

    I would understand if the only way such scripting were possible would be to tie it to characters (just like the Imperium Trait is outside settlements) and this would simply mean that troops couldn't be moved without 'Generals' (a bit like Rome2, but without the restrictions), but this simply introduces an additional element to the 'Supply' criteria. All of which is quite reasonable for those of us who are happy (and realistic) Logisticians. But if it could be an 'option' then that would be highly desirable.
    "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

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  5. #5
    dvk901's Avatar Consummatum est
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    Default Re: RS2's Future and Mod Ideas:

    Wow....that's a great idea! I'll have to do some experimenting with that.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
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  6. #6

    Default Re: RS2's Future and Mod Ideas:

    dvk, that would allow you to add costs to units "being used" as opposed to "in garrison", tweaking the unit upkeep of the supply baggage unit. Granted, there's the oddity of the upkeep being lower if you have less supplies ...
    Last edited by Alavaria; February 02, 2014 at 01:11 PM.

  7. #7
    dvk901's Avatar Consummatum est
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    Default Re: RS2's Future and Mod Ideas:

    I can envision in my head how this all might work.....the 'Baggage Train unit would actually have to be a 'general', ie., a character you recruit for it to work the best. Easy enough to do. Viewing the 'general's' bodyguard would just show a 'wagon' or something..ie, supplies. He can get traits based on what his unit is..I think, and his traits in turn would have an effect on the army he is in.

    I just need to find a 'wagon' or something that could be used for a 'unit' of this type. The unit wouldn't be entirely worthless either, as at least in the case of the Romans, the men would've likely been soldiers anyway. Needssome thought...but I like it.

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  8. #8

    Default Re: RS2's Future and Mod Ideas:

    Pack mules, perhaps? With a soldier leading them I suppose?
    Quote Originally Posted by dvk901 View Post
    I can envision in my head how this all might work.....the 'Baggage Train unit would actually have to be a 'general', ie., a character you recruit for it to work the best. Easy enough to do. Viewing the 'general's' bodyguard would just show a 'wagon' or something..ie, supplies. He can get traits based on what his unit is..I think, and his traits in turn would have an effect on the army he is in.
    Wait, multiple generals can affect an army? I thought besides the one leading it, the rest are just soldiers in a unit of bodyguards...
    Last edited by Alavaria; February 03, 2014 at 12:28 AM.

  9. #9
    dvk901's Avatar Consummatum est
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    Default Re: RS2's Future and Mod Ideas:

    'Command' units, which in this case the 'Baggage Train' unit would have to be, always have an effect on surrounding units. It is an effect on the unit's immediate surroundings, but that's as good as it gets.

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  10. #10

    Default Re: RS2's Future and Mod Ideas:

    Quote Originally Posted by dvk901 View Post
    'Command' units, which in this case the 'Baggage Train' unit would have to be, always have an effect on surrounding units. It is an effect on the unit's immediate surroundings, but that's as good as it gets.
    But this will be taking a unit slot for the army correct?
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  11. #11

    Default Re: RS2's Future and Mod Ideas:

    Iberia Total War, RTR Anabasis and Rome Total History I believe each have a Supply unit with a Wagon. RTH's is a unit called 'Sutler Train' I don't know if it has a wagon for sure or not.

  12. #12
    dvk901's Avatar Consummatum est
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    Default Re: RS2's Future and Mod Ideas:

    Downloading RTH, seems to be the only one with a working download link.

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  13. #13

    Default Re: RS2's Future and Mod Ideas:

    I don't know how different the RTW and M2TW engines are, but maybe this mod helps:

    http://www.twcenter.net/forums/showt...ptional-Extras

    Regards, KFM2

  14. #14
    dvk901's Avatar Consummatum est
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    Default Re: RS2's Future and Mod Ideas:

    Very interesting...thanks for posting that.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
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  15. #15

    Default Re: RS2's Future and Mod Ideas:

    Quote Originally Posted by dvk901 View Post
    Very interesting...thanks for posting that.
    The old version II already includes a nice supply system. It would be great to have something similar in RSII:

    *Supplies are carried with armies, which are consumed only when a region has been fully foraged.
    Supplies decrease in 1/4 chunks.

    *Resupply via settlements and Supply Ships. Marching along the coast being supplied from ships is now a reality.
    Resupply is at a rate of 1/2 per turn.

    * Conquered settlements will only provide supplies once their population is at least 50% supportive of your religion.

    A newly conquered settlement only supplies an initial resupply of 25 to 50% which you steal from the population.

    Send in your priests, ideally in advance and build churches fast.

    Meanwhile your army can sustain itself by remaining in the city, it just can't get enough supplies to replenish its stores.

    *Foraging. Before you need to consume a portion of your armies supplies you may live off the land by foraging. On the 2nd turn of foraging in a foreign region or the 4th turn in one of your own regions, foraging runs out and your army must consume some of its own supplies instead whilst the region recovers from foraging.

    As each region has a limit to how much continuous pillaging (foraging being the polite word) it can sustain. You may for example forage for 1 turn in a foreign region then move to another indefinitely and thereby avoid consuming your own supplies.

    A region will replenish its foraging capability either by the general leaving it for 1 turn or by consuming his own supplies for 1 turn (automatic)

    Sieging and long marches in the same region will cost you the most in supply terms.

    *Capture enemy armies' supplies to sustain yourself longer in the field.
    Simply win a battle against an army of at least half your army's size and steal their supplies to top your own up.

    *Realistic penalties for running out of supplies
    No one likes to go hungry. Your generals will get the blame if they run out of supplies. Your troops will become weaker, less loyal and undisciplined as they desperately forage for scraps to survive on.

    *The enemy can prevent you foraging, causing you to use up your supplies.
    The enemy can do this on first contact with you. i.e. when he holds up your movement for a turn.
    If the enemy or any army prevents your movement, foraging will be prevented for a turn.

    *Lose supplies to the enemy when you lose a battle- this is designed so that if you quit the battle in time then you may retreat with supplies intact. Some random factor is used here for how much you lose.

    *Plan your supplies in advance. An enemy region with a vast hinterland could become your toughest target as was so often the case in history. Will you or can you use supply ships? Will your supply train last the distance?

  16. #16

    Default Re: RS2's Future and Mod Ideas:

    Hey guys little question here:

    - Is there any plans to move the map a little more on the eastern side ? (I mean maybe to reach the far Parthian territories or even Bactria).

  17. #17
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    Default Re: RS2's Future and Mod Ideas:

    Small change: could slingers' range be increased too? It's fairly low atm.
    The only self-discipline you need is to finish what you sta-

  18. #18
    dvk901's Avatar Consummatum est
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    Default Re: RS2's Future and Mod Ideas:

    Quote Originally Posted by Δriël View Post
    Hey guys little question here:

    - Is there any plans to move the map a little more on the eastern side ? (I mean maybe to reach the far Parthian territories or even Bactria).
    Not at this time. Changing the map would be a massive project, unfortunately, and one I wouldn't want to tackle. Doing so would also increase the area covered, but DECREASE the size and scale of the map, which was one of the main reasons we decide not to go any further east than we did.

    Quote Originally Posted by High Fist View Post
    Small change: could slingers' range be increased too? It's fairly low atm.
    Hmmm....please explain? Is there a problem with them?

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  19. #19
    High Fist's Avatar Vicarius
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    Default Re: RS2's Future and Mod Ideas:

    Quote Originally Posted by dvk901 View Post
    Hmmm....please explain? Is there a problem with them?
    Their range is a good bit lower than should be, from the discussions and stuff that I've read.
    The only self-discipline you need is to finish what you sta-

  20. #20

    Default Re: RS2's Future and Mod Ideas:

    I'm very excited to see you're considering expanding the creative abstraction in the game's dynamics. Would you actually consider replacing the general's bodyguard with something vastly different? I've messed around with turning them into a 'command camp' or 'supply train', and keeping them out of the fray. Just doing a custom battle with a siege engine as the ai general produces some cool results. This could be really interesting!

    I also think that asymmetrically hindering player family members is an underutilized way to make the game harder for the player. How many of us play with "manage all settlements" turned off? I think it's the only way to go personally, and it would be really cool if governors were very precious. They could be treated like an administrative-power-allocation, and if armies in the field were drastically less usefull when led by a captain, this would force the player to be even much more careful and creative.

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