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Thread: [Feedback] Suggestions, Critiques & Requests

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  1. #1

    Default Re: Feedback, suggestions, critics and requests

    Hello and congrats for the good path of your mod. I am very impressed with it and I literally LOVE your new features and units, but i have a question.
    The spartans use the tracian helmet, typical in the macedonian phalanx, and it seems like you have deleted the crossed helmet that spartan heroes used to wear in vanilla game. My doubt is: if your intention is the historical view ¿will you return to them the pilos helmet and other proper of their time? This is not very important for the general development of the mod but kills immersion. Also, too many of them use a shield with other emblem instead of the lambda, will you revise this aspect? Some pics so you can understand what i mean:
    [IMG][/IMG]
    [IMG][/IMG]

    Thank you again for your mod and patience.

  2. #2

    Default Re: Feedback, suggestions, critics and requests

    Quote Originally Posted by Bhirumuz View Post
    Hello and congrats for the good path of your mod. I am very impressed with it and I literally LOVE your new features and units, but i have a question.
    The spartans use the tracian helmet, typical in the macedonian phalanx, and it seems like you have deleted the crossed helmet that spartan heroes used to wear in vanilla game. My doubt is: if your intention is the historical view ¿will you return to them the pilos helmet and other proper of their time? This is not very important for the general development of the mod but kills immersion. Also, too many of them use a shield with other emblem instead of the lambda, will you revise this aspect? Some pics so you can understand what i mean:
    [IMG][/IMG]
    [IMG][/IMG]

    Thank you again for your mod and patience.
    I quote myself in order to obtain response.

  3. #3
    Decanus
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    Default Re: Feedback, suggestions, critics and requests

    Quote Originally Posted by Bhirumuz View Post
    I quote myself in order to obtain response.
    I don't see any shields in that screenshot without the lambda?

  4. #4

    Default Re: Feedback, suggestions, critics and requests

    Quote Originally Posted by wrcromartie View Post
    I don't see any shields in that screenshot without the lambda?
    I mean that the in game spartans, in this mod, wear tracian helmets more than pilos helmet and other shield symbols than the lambda, which is not historically accurate. These spartans looks like a macedonian phalanx members instead of real spartans. I mean that vanilla spartans sprites are much accurate than in this mod, and that's what i am asking for: ¿will modders change that?

  5. #5

    Default Re: Feedback, suggestions, critics and requests

    Before anything else, I thank you for a mod that makes this game actually engaging.
    Here is a list of things in no particular order:

    1. Kill rates are substantially lower, it is hard to get used to since its to easy to die in vanilla, but I think it is better overall. However it seems the way it was done was to give units substantially more health, which means that they are getting numerous second chances that they would not be otherwise getting. I think this is why it is so hard to kill routers. I mean when I break a unit and run it down, there are numerous little animations of routers defending themselves and then just turning around and keep running. In vanilla each of these animations was a deathblow to the unit. Something was changed to make this so, and I heavily suspect its whatever making the regular fights last so much longer. If its not health, it could be the 'saving roll' mechanic constantly rolling higher than vanilla. I know generals have this roll, I do not know if all units do.

    2. Related to kill rates, boarding is pretty much pointless. I had my starting Carthaginian admiral board one of the coast guard hemolias (the ones with peltasts in them) in my taking of syracuse. Not only did they proceed to never break and slowly murder my entire admiral unit, I had ANOTHER ship (unarmored carthage hoplites) board them and they ALL still lost. They did have the second coast guard hemolia helping them by hurling their javelins, but are admirals meant to be this weak?

    3. In the same battle, I hired some mercs for the land operation. A unit of Tarantine cav (the ones with swords, not bows) ran down a side of the city and dropped from fresh to active. In the same battle I had levies run the same distance and they did not drop to active from fresh. I have not had much experience with horses in this mod yet though, so it might only be this unit.

    4. As you can probably guess, I am playing a carthage campaign. It is nice that some units have their proper names in parenthesis on the unit info card. However some units do not have this parenthesis english name, so I am at a loss sometimes in knowing what certain units even are. I am familiar with latin languages so in fighting rome I know what everybody was, but for the life of me I have no idea what any of the Carthaginian or Greek units are. If it wasn't for the unit icons I would be totally lost. I am aware that this is not your direct mod, but it makes your mod harder to play than it needs to be.

    5. I praise you for modding this unfinished game. CA changing things around with every patch must feel like building atop shifting sand.

    6. It seems you are attempting to post changelogs in three different threads here, and sort of doing it on the steam page too. Would it not be better to post it in one place and link everything else to it?

  6. #6
    Black9's Avatar Biarchus
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    Default Re: Feedback, suggestions, critics and requests

    A bit of feedback and it may not be too well-received, but here goes: When playing as Rome, generally, the most effective way to use your legionnaires is to have them charge, throw pila, then after they hit activate fulcum. That's all well and good, but in a large battle when the lines don't meet at the same time it's like a frantic click-fest to make sure they're A) throwing/charging since they don't do it on their own, and then B) after they hit (gotta get that charge bonus) activating fulcum. I understand that the name of the game is to NOT have Rome just stomp everyone and win through superior tactics but this method seems anti-fun to me. Wouldn't it be easier to just add the fulcum bonuses in to formed attack? To me it just adds an extra step that is tedium, not tactics.

    Now, if it couldn't be used after entering combat, and was a "shield wall" type formation that is supposed to stop charges dead, then I can dig that. Just my 2 cents. Doing a great job guys!

  7. #7
    Decanus
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    Default Re: Feedback, suggestions, critics and requests

    Dresden - just saw your Tetrarchy : Civil Wars mod on the workshop. Great idea there (I think CA is going to do their own version as DLC personally).

    Any thoughts on making a version compatible with DeI? For any who haven't seen:

    http://steamcommunity.com/sharedfile...16&searchtext=

    This a completely new scenario for Rome II, set in 311 A.D. The Tetrarchy of Diocletian Augustus divided the Empire in 293 A.D. Not long after, tensions arose between the various Emperors, all vying to become sole sovereign of the Roman world. DO NOT USE OTHER TURN PER YEAR MODS WITH THIS.
    Last edited by wrcromartie; December 05, 2013 at 04:37 PM.

  8. #8

    Default Re: Feedback, suggestions, critics and requests

    Quote Originally Posted by wrcromartie View Post
    Dresden - just saw your Tetrarchy : Civil Wars mod on the workshop. Great idea there (I think CA is going to do their own version as DLC personally).

    Any thoughts on making a version compatible with DeI?
    If you load Tetrarchy first, it should be compatible with DeI.

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  9. #9

    Default Re: Feedback, suggestions, critics and requests

    in hoplite units. Thanks and good work!

  10. #10

    Default Re: Feedback, suggestions, critics and requests

    My suggestion is to remove the magical abilities completely from generals too. It would definitely be more realistic, and would suit this mod as it is supposedly about realism.

  11. #11

    Default Re: Feedback, suggestions, critics and requests

    Quote Originally Posted by Jeebum View Post
    My suggestion is to remove the magical abilities completely from generals too. It would definitely be more realistic, and would suit this mod as it is supposedly about realism.
    Well, apart one or maybe two exceptions the abilities of Generals are all plausible; even Second Wind is perfectly plausible as an adrenaline surge, for example.

  12. #12
    Decanus
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    Default Re: Feedback, suggestions, critics and requests

    Quote Originally Posted by Selea View Post
    Well, apart one or maybe two exceptions the abilities of Generals are all plausible; even Second Wind is perfectly plausible as an adrenaline surge, for example.
    For what it's worth I think current general abilities are logical and work well in game.


    Sent from my HTC One using Tapatalk

  13. #13

    Default Re: Feedback, suggestions, critics and requests

    I realise that armour stats of the armoured greek peltast (roman auxiliary) is weirdly the same as the lightly dressed velites (nothing but clothes), perhaps this needs a little bit tweaking?

  14. #14

    Default Re: Feedback, suggestions, critics and requests

    where is catapults ?? i play for rome

  15. #15
    Decanus
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    Default Re: Feedback, suggestions, critics and requests

    Just a little feedback on the latest version. Playing on VH Campaign / H battles. It does feel like the levy spearmen units are a little too tough in terms of their morale - if they are flanked & just getting pummeled in a fight, IMO they should rout around 60-75% casualties without other external factors. I just had a fight where I had killed the enemy general & had probably taken down the army to less than 50% of its total numbers. I had a levy spearmen engaged with a thorikai swordsmen and a gallic swordsmen unit, and was repeatedly cycle charging my general into its flanks. It took about 6 charge cycles to finally break the levy spearmen at about 30 men remaining, which inflicted almost 50% casualties on my general - who was charging a pinned unit.

    I think you guys are doing great & CA has helped you out a bit on patch 9. Selea, I'd say you should push a little more towards your original vision in terms of morale - where things like flanking, overall army losing a fight, currently losing a fight badly, etc. matter much more than % of unit still alive. I know you tried this on earlier versions & it was a little too extreme/buggy - but it seems like with the additional polish you guys have achieved and the changes CA has introduced to animations / unit collision in patch 9 has really made it more possible now for you to tune the battle system to an even higher degree of awesome.

    One other thought for Dresden or whoever is looking at battle AI (if anyone) - I love playing with the ultra unit sizes, and I really don't play naval battles at all. But one thing that does cause me some suffering is any naval invasion / combined assault against one of my cities. I usually want to play these battles & I have found that when enemy units disembark it is a mess trying to fight them. You can't rightclick-attack them, sometimes missile units cant target them etc. But worst of all, often the enemy units will just stand around doing nothing immediately after disembarking & cannot be targeted at all. Usually in this case, the player ends up having to wait out the battle because you can't kill enough of them to rout them, as some of the enemy units aren't actually there.

    SO - that is a longwinded explanation of the problem. My proposed solution is to implement a priority for disembarking AI troops to storm directly to the city center first, rather than trying necessarily to kill my troops first. It certainly isn't ideal, but at least they might try to actually fight in that case.
    Last edited by wrcromartie; January 26, 2014 at 12:24 PM.

  16. #16
    Black9's Avatar Biarchus
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    Default Re: Feedback, suggestions, critics and requests

    Quote Originally Posted by wrcromartie View Post
    Just a little feedback on the latest version. Playing on VH Campaign / H battles. It does feel like the levy spearmen units are a little too tough in terms of their morale - if they are flanked & just getting pummeled in a fight, IMO they should rout around 60-75% casualties without other external factors.

    I think you guys are doing great & CA has helped you out a bit on patch 9. Selea, I'd say you should push a little more towards your original vision in terms of morale - where things like flanking, overall army losing a fight, currently losing a fight badly, etc. matter much more than % of unit still alive. I know you tried this on earlier versions & it was a little too extreme/buggy - but it seems like with the additional polish you guys have achieved and the changes CA has introduced to animations / unit collision in patch 9 has really made it more possible now for you to tune the battle system to an even higher degree of awesome.
    I actually agree with you here.

    One other thought for Dresden or whoever is looking at battle AI (if anyone) - I love playing with the ultra unit sizes, and I really don't play naval battles at all. But one thing that does cause me some suffering is any naval invasion / combined assault against one of my cities. I usually want to play these battles & I have found that when enemy units disembark it is a mess trying to fight them. You can't rightclick-attack them, sometimes missile units cant target them etc. But worst of all, often the enemy units will just stand around doing nothing immediately after disembarking & cannot be targeted at all. Usually in this case, the player ends up having to wait out the battle because you can't kill enough of them to rout them, as some of the enemy units aren't actually there.

    SO - that is a longwinded explanation of the problem. My proposed solution is to implement a priority for disembarking AI troops to storm directly to the city center first, rather than trying necessarily to kill my troops first. It certainly isn't ideal, but at least they might try to actually fight in that case.
    Units aren't disembarking properly because the unit sizes are so large that they can't all fit on the boat, so the engine is rendering them below the map or something like that. Selea says that the only way to fix it is to remodel the transport ships. I haven't a clue as to how much work that entails with the new Assembly Kit.

  17. #17

    Default Re: Feedback, suggestions, critics and requests

    Great mod guys. Probably been asked for before, any chance of being able to have a visual change to units after upgrading weapons and armour? Also your Syracruse pikemen dont seem to have a pike formation option. Needs fixing because they dont work properly. Cheers

  18. #18

    Default Re: Feedback, suggestions, critics and requests

    Quote Originally Posted by Arimnestos View Post
    Great mod guys. Probably been asked for before, any chance of being able to have a visual change to units after upgrading weapons and armour? Also your Syracruse pikemen dont seem to have a pike formation option. Needs fixing because they dont work properly. Cheers
    I am not sure the visual change after equipment upgrade is possible.

    I don't think there are Syracuse pikemen, they are hoplites so that is why they don't have the pike formation.

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  19. #19

    Default Re: Feedback, suggestions, critics and requests

    Cheers for reply. Shame, medieval 2 had that feature. Sorry, meant white shield pikemen. They don't have any formation option at all. They have the pikes but don't use them

  20. #20

    Default Re: Feedback, suggestions, critics and requests

    The chariots for epirus do not have javelins in their hands. Just a tweak, great job with the mod guys

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