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Thread: [Feedback] Suggestions, Critiques & Requests

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  1. #1

    Default Re: Feedback, suggestions, critics and requests

    so, gave this a try and while i like most of it, i am wondering : Is it normal that battles take FOREVER ? I'm playing the CiG campaign (as roman) and melee combat takes like an hour lol. I mean My Legionarii just won't die, but at the same time it seems like they can't kill anything either. SO usually i end up with big blops of enemies surrounded by my legionariis and celt levy troops. And then it's going on for ever and ever.

    just wondering.

  2. #2

    Default Re: Feedback, suggestions, critics and requests

    Hi Guys,
    First a massive thank you for all of the work and especially for the incredibly fast updates that allow us to continue our campaigns after patches, DLC etc break the version currently in use. The DEI version of Rome II is a very different challenge from the vanilla.
    Some recent problems do seem to have arisen. Seaborne movement of armies has gone to a snail's pace, it is currently taking me 3-4 turns to travel from Britain to Ireland which can't be right. The whole embarking/disembarking thing seems glitched, it's not just armies but agents too who may or may not decide to take to the water or return to land.
    I am also having a lot of trouble recruiting missile troops. I am playing as Romani but don't seem t have any opportunity to recruit germanic or celtic slingers, bowmen or whatever. After the last set of reforms I lost the possibility of recruiting javelinmen through the manipular/cohort barracks route too. Luckily I have bucket loads of money at the moment so I can cover these problems but I am sure this is not how the recruitment system is supposed to work.
    I hope you find this constructive, these problems may already have been commented on. I do not doubt that you will fix things when time allows. I can guess that this week has been pretty stressful for all DEI contributors.
    Thanks again for your fabulous version of the game

  3. #3
    Baldos's Avatar Tiro
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    Default Re: Feedback, suggestions, critics and requests

    Quote Originally Posted by DirtyDigger View Post
    Hi Guys,
    First a massive thank you for all of the work and especially for the incredibly fast updates that allow us to continue our campaigns after patches, DLC etc break the version currently in use. The DEI version of Rome II is a very different challenge from the vanilla.
    Some recent problems do seem to have arisen. Seaborne movement of armies has gone to a snail's pace, it is currently taking me 3-4 turns to travel from Britain to Ireland which can't be right. The whole embarking/disembarking thing seems glitched, it's not just armies but agents too who may or may not decide to take to the water or return to land.
    Thanks again for your fabulous version of the game
    I agree with this post. Great Mod....but sea movement is a big drag on the game. I always use navel units in TW games to explore and find new trade partners. The very slow movement of navel units is not just very unhistorical but has a very detrimental effect on game play. I makes no sense to nurf the navy just to slow down AI inavasions...

  4. #4

    Default Re: Feedback, suggestions, critics and requests

    Quote Originally Posted by Baldos View Post
    I agree with this post. Great Mod....but sea movement is a big drag on the game. I always use navel units in TW games to explore and find new trade partners. The very slow movement of navel units is not just very unhistorical but has a very detrimental effect on game play. I makes no sense to nurf the navy just to slow down AI inavasions...
    I also concur with these posters. I think that the navy movement should be increased in future updates.

  5. #5
    Sketchik's Avatar Libertus
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    Default Re: Feedback, suggestions, critics and requests

    Quote Originally Posted by Malistair View Post
    I also concur with these posters. I think that the navy movement should be increased in future updates.
    Yes please, I'm playing as athens and it takes 5-10 turns just to pass the Mediterranean Sea (~2 years)
    It is impossible to explore this way and also troop transports are faster than the expensive battleships which makes me hate them even more

  6. #6

    Default Re: Feedback, suggestions, critics and requests

    Guys, please, make elephants stronger. I started a campaign as Carthage and was upset on how useless elephants are now. They have no chock value, their kill rates are painfully low (even when atacking in the back or flanks of engaged units), die WAY too easily to basically any unit in the game, are expensive to train and keep and if it has a morale effect, it is pretty low. I simply don't see the point in this, in real life, elephants were crazy scary to enemy units and were fairly powerfull, even though they were really expensive units. As I see it, elephants should be a high risk, high reward unit: costly to keep, frail against missiles and head-on pikes, but brutal on other circunstances, speacially in a charge were it can trample down simple infantry. Seriously, I've found through testing that medium/ligth melee cav is more powerful/cost effective than elephants. I mean, I threw one unit of those guys in the back of a pike phalanx and in a matter of seconds they started to drop like flies. So please, I know you guys are worried about balancing, but it is really a shame you can't relly on elephants as Carthage (especially since all their initial generals are in elephant units =/) or as any other faction. Perhaps you could balance elephants through cost instead of stats, and as it is, elephants are already very vulnerable to missiles, so a smart player can make the beasts bite the dust fairly easily, but would have to be careful enough to not let its infantry line get trampled, adding more of a strategic sense to how you use elephants in the game. I dunno if it was requested before, but please look at it. Despite this, and other minor stuff, AWESOME mod, it is really enjoyable (even though I'm not much in for difficulty) and a great add to the game.

  7. #7

    Default Re: Feedback, suggestions, critics and requests

    Is it possible for you guys to release a standalone mod that just has the changed appearances of units?

  8. #8
    Scavrvs's Avatar Foederatus
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    Default Re: Feedback, suggestions, critics and requests

    Hi guys,
    I've noticed a bad AI behaviour in siege battles since the last CA patch (season and Co.): I was defending my small Roman town against a huge Liguri army. For sure they could win, but I've placed all my forces in a desperate defense of my unique Capture Point and I settled my Cavalry General outside the town for a counter attack. (I'm using DeI, of course).
    The enemy begin to follow my General (even if hidden into a Wood) without attacking my small defense forces. At the end, I manage a easy victory moving my general from a corner to another corner of the map.

    Could you try to disable this behaviour with your mod?

    Bye

  9. #9

    Default Re: Feedback, Suggestions, Critiques & Requests

    A small suggestion.

    Since Syracuse has been deemed "OMG DLC DO NOT UNLOCK," would it be possible to replace them with something else? Perhaps a faction called "Magna Graecia" which, while including Syracuse' territory, would not actually BE Syracuse?

    I seem to recall that at least one Shogun 2 mod did this, replacing the Iga with the Iga Republic (or something similar.)
    The above post is in a pre-alpha state and does not nessecarily reflect the final writings of the poster. As such the poster cannot be held responsible for any statements made in this post.

  10. #10

    Default Re: Feedback, suggestions, critics and requests

    Suggestion:
    Replace the Roman ruling families with something like this gentleman's mod:
    http://steamcommunity.com/sharedfile...12&searchtext=

  11. #11

    Default Re: Feedback, suggestions, critics and requests

    Hi - I hope it is possible to one day fix the generals simply "popping out of the ground" to replace dead generals. Having a complete fresh general unit after a crushing defeat is ridiculous.

    If generals are to be instantly replaced they should start with a depleted unit. Otherwise the army should be "frozen" while it awaits the arrival of a new general.. say 2 turns. Or the general'less army should make an automatic retreat back to the nearest settlement to collect the replacement general.

    Something like this anyway. Basically the current system needs work and I hope DeI team consider this proposal at some point in the future.

    Thanks.

  12. #12
    FlashHeart07's Avatar Praepositus
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    Default Re: Feedback, suggestions, critics and requests

    Quote Originally Posted by rjacko10 View Post
    Hi - I hope it is possible to one day fix the generals simply "popping out of the ground" to replace dead generals. Having a complete fresh general unit after a crushing defeat is ridiculous.

    If generals are to be instantly replaced they should start with a depleted unit. Otherwise the army should be "frozen" while it awaits the arrival of a new general.. say 2 turns. Or the general'less army should make an automatic retreat back to the nearest settlement to collect the replacement general.

    Something like this anyway. Basically the current system needs work and I hope DeI team consider this proposal at some point in the future.

    Thanks.
    Nice suggestion. Something that has annoyed me aswell. Not much just a little. And know you think about it. It kindda removes any realistic feeling to the aftermath of a battle. Tje DeI team has done alot with battles both before and after but this suggestion by rjacko10 or something similiar would be awesome

    Sendt fra min GT-I9100 med Tapatalk

  13. #13

    Default Re: Feedback, suggestions, critics and requests

    I noticed a difference in archery vanilla and DeI.
    Is it possible to enter two archers firing mode - parabolic and direct, depending on the distance (add button skills or automatically). Fore example direct (vanilla) + accuracy - range ; parabolic (DeI) + range - accuracy, lethal force.
    And some troops just a straiht shot - elephants, chariots.

    Sorry for my english.

  14. #14

    Default Re: Feedback, suggestions, critics and requests

    As of the latest update, Pikemen seem very overpowered. In my last battle against epirus as Sparta, I used a Perioikoi hoplite unit to pin levy pikemen in place while some Metioikoi hoplites hit them in the flank. Despite being hit in the side of their formation, this seemed to have no effect. Even after 5 minutes into the battle, that unit of levy pikes still was yet to take a single casualty.

  15. #15
    Ioannes Palaiologos's Avatar Laetus
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    Default Re: Feedback, suggestions, critics and requests

    Awesome job guys! Great job from a great team!!

    I like that you have made the borders of states more realistic since realism is one of your objectives and you 've made states that didn't exist by then dissapear in favor of others such as the absortion of libye, new carthago and corsica to carthage and Cyrene's to Egypt. I 've notised however some more tweaks you can do for an even better approach:
    I 've made a little research in books and maps (and wiki) and the Seleucid kingdom was streching to Bactria and lake oxianus. i know of course that an extent like this would had the Seleucids overpowered but i strongly believe that at least the existance of ''Persia'' is all too anachronistic and an absortion to the Seleucids is far more accurate. Additonally an extent to Iconium in Asia Minor whould display better the ''hegemony'' it really had in the peninsula.
    On the other hand it's rivl Egypt could annex Cyprus and it's Cilician territory as it had since the independence of Cyprus was gone by some time. That way Egypt is strong enough to put fierce resistance to any plans of the Seleucids for an extent to Asia Minor or even take the initiative and to keep the Seleucid fleet at bay maintaining the rule in eastern Mediterranean.
    Last, i found that Epirus didn't had Thessalia by then-capital Larissa- (never had actually) but instead Thessalia was divided between Macedonia and the Aetolian League. I 'm not sure if you are willing to make a new state from Zero (the Aetolians would be actually cool) as an annexation from Macedonia would be easier.

    Keep the good job!!!!

  16. #16

    Default Re: Feedback, suggestions, critics and requests

    Hello. I greatly appreciate this mod and its style. These are a few problems that bothered me in playing.

    Criticism - 1. I found out that the spartan helot hoplites have expert charge defense, while the more elite units like the royal spartan hoplites do not. This can't be right.
    2. The hoplite phalanx ability has the men start yelling each and every time the ability is activated. I think this is unnecessary and phalanx should be made without the annoyance of all that yelling. On top of that the barbarian yell sound comes when you click on the ability, further making the men seem like barbarians on the charge when they are simply making a shield wall. Unless its historical or absolutely has to stay for some reason, I do not see the point of it.
    3. The unit names can be very confusing. Although some factions like the romans with hastati and such can have their old actual names, for every unit to be subjected to this is questionable. I do enjoy just seeing javelin men of whatever culture being simply "celtic skirmishers" "helot javelinmen". This annoyance is not really a problem and is merely commentary.
    4. Having things like "javelinmen" being the sword unit masaesyli has at first, making a very contradictory and confusing name.
    5. Generally when you are researching down a tree for buildings it is pretty self explanatory, but what must be considered is the fact that there are new buildings and systems, entire reworks for how this part of the game works. Now I am left lost as to what going down a tech tree or upgrading this or that building will do. The only wikipedia is honga.net, which provides an excellent way to actually tell what you are going to get into. I am a huge fan of always seeing what the next buildings down the line will give me, and all kinds of information provided in planning because of the in game wiki. Here is the thing - not everyone has access or knows of this wiki. It would be helpful to point them to it, as everyone needs it to play the campaign.
    6. Unit cards - I love having the information on unit cards for soldiers, but the ones with custom made descriptions provide a lot of the time almost unreadable english with descriptions that I cant actually read in a nice paragraph in the wiki. Instead these histories for soldiers (which I do like to read and learn about) are made with well intention, but usually cut off mid-sentence because the description ran out of room.
    Thank you for your time, this mod is very impressive and I did notice good polishing with the latest patch.

  17. #17
    Paladin94610's Avatar Senator
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    Default Re: Feedback, suggestions, critics and requests

    Regarding the bugged hoplite phalanx, have you guys tried out giving hoplites pike phalanx formation??

    http://forums.totalwar.com/archive/i...t-111402.html?

    It was a very old desperate fix made last year. I'm not sure if it is really compatible with the game right now. And I'm not sure whether it affect stats of fighting units, especially phalanx units versus non-phalanx spear units.
    Formerly Iberia Auxilia


  18. #18

    Default Re: Feedback, suggestions, critics and requests

    A small (if it's possible) UX request:

    In the Faction interface in the list of "Important Characters," it would be nice to be able to jump to one of the characters on the map, such as by double-clicking on the character's tile in the list or adding a button somewhere in the larger pane that displays the character details.

  19. #19

    Default Re: Feedback, suggestions, critics and requests

    Hello!
    been playing 0.96 at medium diff on multiplayer with the lugii for quite a bit now, heres some things I've noticed.

    1-lugii units:
    -they have no cavalry
    -stables dont recruit anything (level II)
    -they have no 1 turn reform tech
    - the tech for researching souterrain is doubled (you need both)

    2- nomad horse archer stacks are really hard and boring to deal with

  20. #20

    Default Re: Feedback, suggestions, critics and requests

    Yeah, I think there's an issue with the first Lugii cavalry unit not being recruitable from the stable building.

    Lugii don't actually use the reform tech, so that's not an issue. You'll get the reforms when you hit the requirements.

    The souterrain thing is right, that's a bug I believe. I reported it a while ago.

    As for horse archers, yeah... not fun early on.

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