Quick note on campaign map, AI spams slingers 50-80% and much less active than Vanilla. Tested on legendary, 40 turns in.
Just tested a custom battle between Seleucid v. Pontos. An issue that I noticed is that some of the Agema cavalry had invisible arms and disembodied hands, and the Pontic swordsmen had no shields or swords.
Anyone else seeing that certain roman soldiers have dark green stuff on their faces? looks like mud kind of?
2tpy is a better option imo, however if you make units take more than 1turn to make then the AI will fail at recruiting them. As this mod is only in the very beginnings these sorts of hiccups can be granted, for now I hope AGA will continue until this is more viable option.
Thks for all the feedback guys. Indeed we will fix quickly those issues you reported. Stay tuned for V0.1b !
Thx for this awesome mod! When will be ready the steam version?
I think we will directly upload there the fixed version !
awesome work guys cant wait to play now
keep it up all of you
AGA was awesome on its own and then you guys do this
amazing!
this looks a great mod! well done lads
To all:
Sorry for the problems to Pila, I will resolve them soon.
As for the turns per year and the recruitment times it was decided 4tpy but I see that people prefer 2tpy instead so we can opt for that way instead.
I prefer 3 turns a year. The reason to AI problems right now is almost 100% sure to be the recruitment times, AI can't handle more than 1 turn recruitment.
I also have a little request that i think would be good for everyone, could u guys increase siege time? For exemple 4 turns a year the siege should take 4 times the base time. Right now it is too easy to just wait for enemies to surrender( with a high level general most citys take 1 turn to surrender, I realy dont care about the small ones but big walled citys should last at least 10 turns even with all skills to reduce siege time).
Last edited by Gaios; November 20, 2013 at 03:49 AM.
ex-carthaginian noble cavalry have no horses at least in custom battles![]()