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Thread: [Feedback] Suggestions, Critiques & Requests

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  1. #1

    Default Re: Feedback, suggestions, critics and requests

    Quote Originally Posted by Luis Daoiz y Velarde View Post
    nomad horse archer stacks are really hard and boring to deal with
    Slingers. Lots and lots of slingers. Archers are fine, too, but IIRC slingers will always have longer rage and higher rates of fire. Assuming a full stack of horse archers and 1-on-1, your army should be made up of 10-14 slingers, 3-4 spears or pikes that are good against cav, and another 3-4 "meat shield" units that you don't mind losing. You'll want a general with good armor, and if you're going to use this stack or stacks as an anti-nomad army, go for traits and talents that up ammo and range.

  2. #2

    Default Re: Feedback, suggestions, critics and requests

    Quote Originally Posted by zombieflanders View Post
    Slingers. Lots and lots of slingers. Archers are fine, too, but IIRC slingers will always have longer rage and higher rates of fire. Assuming a full stack of horse archers and 1-on-1, your army should be made up of 10-14 slingers, 3-4 spears or pikes that are good against cav, and another 3-4 "meat shield" units that you don't mind losing. You'll want a general with good armor, and if you're going to use this stack or stacks as an anti-nomad army, go for traits and talents that up ammo and range.
    Unfortunately, Lugii don't have access to slingers except through AOR units (all of which are far from their starting location). However, they do have access to AOR Germanic Longbow Hunters from the start, and later they can get very good longbowmen of their own (Bugimannoz). But for fighting the Budini early on in the campaign, my recommendation is: stick to city/river/fort battles where you can funnel the horse archers into melee range. And of course, capture Tur as quickly as possible. Then you won't have problems with them.

    Also a question for the team: Any chance of barbarian faction research buildings getting a boost? The research rate in my last Lugii campaign was far too slow - but maybe I just didn't build enough of those buildings, and my influence was around 50% the whole campaign so no boost there either. Still, I played 400 turns and never finished the tech tree. I did have generals and governors with +research rate bonuses... and they're actually better than the library buildings for barbarians. I checked on Honga, and Lugii (and probably other barbarians) only have two +research rate buildings, that can give you +8% maximum each. Greeks get 24% from their library, and Romans 20%. Sure, barbarians weren't as educated, fine. But it's damn near impossible to research the whole tech tree with them.

  3. #3
    Litharion's Avatar Artifex
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    Default Re: Feedback, suggestions, critics and requests

    maybe lowering the turn time requirements for later barbarian technologies will do the trick.

  4. #4
    Foederatus
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    Default Re: Feedback, suggestions, critics and requests

    Sadly one thing this game lacks is immersion, especially when you've conquered half the world with a general who has over 1000 gravitas and once he's dead he disappears from the face of the game forever.

    Is there anyway you could incorporate an honours board for the greatest general(s) and perhaps if they're super important enable the option to build a shrine or statue to him so that even after his death the faction can still benefit from all the hard work spent building him up? Perhaps a monetary bonus to the main province, plus a diplomatic and morale bonus for the whole faction.

  5. #5

    Default Re: Feedback, suggestions, critics and requests

    Is there any way to have more spacing between the barbarian units?
    I love this mod and I'm playing as Suebi, but this thing bugs me, even though it might not be historically accurate in some way.
    I found this mod on the steam workshop and it suited me just perfectly but it's not compatible with DeI.
    http://steamcommunity.com/sharedfile.../?id=312564166

  6. #6

    Default Re: Feedback, suggestions, critics and requests

    Quote Originally Posted by Robot_Sandwich View Post
    Is there any way to have more spacing between the barbarian units?
    I love this mod and I'm playing as Suebi, but this thing bugs me, even though it might not be historically accurate in some way.
    I found this mod on the steam workshop and it suited me just perfectly but it's not compatible with DeI.
    http://steamcommunity.com/sharedfile.../?id=312564166
    The slower battles and historically accurate battle submods both have options for looser spacing for barbarian units.

  7. #7

    Default Re: Feedback, suggestions, critics and requests

    Is there any way ti give the real penalty to the AI?
    I'm on turn 184 and for 10 whole turns there was no public unrest for the diferent religion.
    And as it looks, it does not matter if they have -23 food

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  8. #8
    FlashHeart07's Avatar Praepositus
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    Default Re: Feedback, suggestions, critics and requests

    Quote Originally Posted by Krieg_Boy View Post
    Is there any way ti give the real penalty to the AI?
    I'm on turn 184 and for 10 whole turns there was no public unrest for the diferent religion.
    And as it looks, it does not matter if they have -23 food

    The PO system is being reworked for version 1.0 but the AI needs some kind of bonus to food and PO otherwise they will crumble. It is too dumb to cope with stuff like that.

  9. #9

    Default Re: Feedback, suggestions, critics and requests

    Critics in he thread title should be Critiques.

  10. #10
    Hoplite of Ilis's Avatar Domesticus
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    Default Re: Feedback, suggestions, critics and requests

    Thank you all for your explanations. I was playing vanilla game to see the differences and I accidentally enabled your mod for a couple of turns. When I disabled it, my current technology remaining number was 3981!!! I guess this campaign is no more.

  11. #11

    Default Re: Feedback, suggestions, critics and requests

    Quote Originally Posted by Hoplite of Ilis View Post
    Thank you all for your explanations. I was playing vanilla game to see the differences and I accidentally enabled your mod for a couple of turns. When I disabled it, my current technology remaining number was 3981!!! I guess this campaign is no more.
    Try going to the next turn, that usually sets the number to the proper value. If not, then research something else and come back to it. But yes, that is a bug from changing tech times in the middle of a campaign.

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  12. #12

    Default Re: Feedback, suggestions, critics and requests

    Hi - I just posted in the main thread but I as it's constructive feedback I'll post here too.

    "I have been enjoying a new campaign as Pontus today and just gota couple of feedback points:

    i) Many units are redundant because their stats are almost identical / worse than other available units. (e.g. What's the point of recruiting tribal axemen when Hoplitas are all round so much better? Two types of jav units that are available with skirmisher camp II are, to all intents and purposes, identical). I think each recruitment building should unlock units of a similar ability but each having their own tactical advantage on the battle map. At the moment I'm just spamming Hoplites making the game slightly tedious.

    ii) In battle I've noticed it now takes units a lot longer to go from broken to shattered. Is this intentional? It's fairly annoying chasing broken units for so long, that isn't where the fun is and where the tactics are. However on reflection I guess it could be 'realistic'.. but I wouldn't know."

  13. #13

    Default Re: Feedback, suggestions, critics and requests

    Hey guys, I'm having trouble which version I currently have. Is it possible to have something like "Divide_et_Impera_05d.pck" on each release? Maybe even just for the ZIP download.

    Thanks guys.

  14. #14

    Default Re: Feedback, suggestions, critics and requests

    hmm I think royal peltast should be elite unit well-trained. They are stronger than oathsworns, cheaper (not too much) and well-trained unit so player can have 5 of them in the army why a gallic player only 2 that can counter them

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

    Some suggestions

    I didn't much play Rome 1 but Medieval 2 must have been the strategy game I played the most. My favorite modification for it was Stainless Steel. It had the strong point of integrating many historical events into the campaign, some as just "trivial" text such as births/deaths of important people or events such as the 4th crusade, sacking of Constantinople or the creation of the magna carta. Other events had not only an historic background but also had an effect on the gameplay. It really did much to the extent that you feel immersed into the world and you know things are happening outside of just your lands.

    I would like to see you integrate Meneros work the religious buildings of the Thracians and Illyrians and maybe extend this. Sadly reworked cultures as a whole is not yet possible as far as I know. Reworked confederacy names would also go well with this.

    I don't know how feasible it is but having some of the generals actually use their unique model (which are already in the gamefiles) would be neat. This is something,the upcoming DLC in mind, which could be even more expanded(Vercingetorix says hi).

    Adding negative faction traits to the new factions would be nice. Right now, official factions all have 2 positive traits and one negative and "unofficial" factions have 3 positive faction traits.

  16. #16

    Default Re: Feedback, suggestions, critics and requests

    I'm with Wrayne on the current non-official factions all having 3 positive traits. The style of two positive and one negative should be a sort of guideline for that.

  17. #17

    Default Re: Feedback, suggestions, critics and requests

    @Wrayne, Ivan_Moscavich The next update will fix minor faction traits to be similar to major factions (2 positive, 1 negative and less values). Also, it will incorporate Meneros' new temples and Hellenic level 5 ports.

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  18. #18

    Default Re: Feedback, suggestions, critics and requests

    I posted this on Steam, but seems like replies there - if not caught right away - can get buried under a mountain of 'how do I install', 'this sucks', and etc. I had a bug (of a sort) to post and a question/suggestion, and I'll put the latter here with the bug where it belongs. The question being: why did you pick the Gatae as the Dacian faction? Nothing against the choice, obviously; it is nice to play as the Dacians themselves, but the Belphi to their north (the owners of the major city) start A) At war with a nearby neighbor, B) with mixed relations with nearby tribes, and C): With a trade/easy-to-obtain ally (the Gatae, no less), making them feel almost like most one-territory starting barbarians.

    Just a personal comment/curiosity and not harping on your choice of factions to include.

  19. #19

    Default Re: Feedback, suggestions, critics and requests

    Quote Originally Posted by Mercarian View Post
    The question being: why did you pick the Gatae as the Dacian faction? Nothing against the choice, obviously; it is nice to play as the Dacians themselves, but the Belphi to their north (the owners of the major city) start A) At war with a nearby neighbor, B) with mixed relations with nearby tribes, and C): With a trade/easy-to-obtain ally (the Gatae, no less), making them feel almost like most one-territory starting barbarians.

    Just a personal comment/curiosity and not harping on your choice of factions to include.
    Just bumping this up a bit since it got lost - understandable, though; fixing Roman traits is a tad more important.

  20. #20

    Default Re: Feedback, suggestions, critics and requests

    So I now have two walled naval invasion siege battles under my belt with this mod, and have some conclusions to share. I am sure that a good deal of this is due to the vanilla siege AI being dumb, but I am hoping the modders can glean some info from all this. I have the replay for the first if you would like it, the second was a sham of a battle and I did not save.

    Both were for Tingis (hoping I remembered the name right), the city on the south side of Gibraltar. I was carthage, and my enemy was the gaetuli. I sent a full stack away from Tingis to capture their only town, and they decided to send their main 20 stack by sea to tingis. While the walls were not upgraded (I was building up in southern spain instead, as the spanish tribes are numerous and Smartly allying with each other), I decided to let the Gaetuli come and use it as a test run for defending against a naval invasion. Hilariously they were led by a general named Dakka, which shows his orky skill at war.

    First battle, I won this by running out the clock. I get to see the map I have to work with, there is a HUGE landing area within the walls which the AI makes a point to use, sending half his army there. The other half was mostly evenly split, landing on exterior beaches and sent around my walls to gates. So far so good AI, this looks like a loss.

    Sadly, this is the point where the intelligence stops. All the units who landed in my walls basically just sat there. All the units who ran to my gates sat there, at their maximum range (they were slingers) but well withing the towers range. My towers had an excruciatingly slow kill rate on some units, and more acceptable on others. The towers who where shooting the ones on the beach within my walls did almost nothing for the entirety of the battle, killing a total of about 30 units each for the whole battle. The double towers at my gates were getting kills rates which I would expect, routing units in about 3-4 minutes each, eventually routing everything except for the general who was also outside.

    One SINGLE unit who landed on my beach attacked on its own, a unit of desert slingers. I had setup my two unarmored hoplites in phalanx formation across the main entrance from the beach, to hopefully make a stand in case their army rushed. This unit of slingers wasted its entire ammunition supply against one of my units, and scored a grand total of 3 kills. While I do not expect slingers to wipe such a defensive unit from the front, the problem was that they were not actually hitting my hoplites. The vast majority of the shots seemed to fly roughly 20 "man widths" back (35 feet or so IRL, its hard to measure in game), with only like 10% of shots actually going low enough to hit my unit. I can understand sling bullets bouncing relatively harmlessly off the front of units with shields and devastate units with little to no armor (or the sides of units with shields but no body armor), but to have them balanced by making them miss so much makes them pretty much worthless.

    The enemy did EVENTUALLY start trying to torch my gates. I do not know what triggered it but Dakka himself burned down my gate. He did this after every single other unit outside my walls had routed from tower fire, which is ridiculous. As soon as he stepped into my city, all the beach unit's brains suddenly turned on and they started actually attacking. I would of lost had this not of occurred with only 3 minutes or so left, I managed to hold them off at the beach with phalanxes and prevented Dakka from taking my towers with a mob unit.

    The Second battle was a turn later, this time I tried something different. In the first battle i put my coast guard hemolias onto the big interior beach to take up slots to prevent enemy units from landing. This time though, I figured I would attempt to sink some ships who decided to go to my exterior beaches. I moved my ships out of my harbor and hit start. The AI, rather than storming my everything, decided to slowly turn his fleet and come after my ships. Panicking slightly, I retreated my hemolias to the edge of the map, hoping I could beach them and run them in the gates so even more hopefully the AI would beach the majority of his army outside of my walls. The enemy fleet moved like a big block westward, imagine like a big square on the ocean. Imagine though, a small corner of this square goes out of bounds, along the red line. Instead of logically just pushing on, the entire fleet stops as two ships attempt to move out of bounds to complete the square. So they stopped, and they spent 45 minutes sitting there.

    I simply hit fast forward like I did the other battle, but this time, something amazing happened. About 30 minutes into my waiting time (I read a book, ugh Rome 2 why), I am jolted up to the words "THE ENEMY GENERAL HAS FALLEN". I was confused and terrified at first because I thought in my book reading neglect the AI had got in my walls and got MY general. But no, lo and behold, the enemy fleet was still stuck. I confirmed that Dakkas unit had dropped from the 76 it started the battle with to 75 (I was thinking of assassinating him with my coast guard). I guess the game decided the world had enough Dakka and he died of a heart attack. His fleet was well out of range of my towers and everything else, so I have no idea what triggered this. He was replaced with a new general in the next turn, so he did indeed die.

    To test if poking the fleet would do anything, i sent my coast guard near the enemy ships with 3 minutes left and the ships did indeed turn and chase my ships. I just used row hard and ran away until time ran out.


    I would like to reiterate that I do NOT place blame for the modders for this, I am just trying to illustrate what is going on in their mod. Hopefully the 'checks' that invading AI needs for different phases of the siege could be redone somehow.

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