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Thread: [Feedback] Suggestions, Critiques & Requests

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  1. #1
    Foederatus
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    Oct 2013
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    Default Re: Feedback, Suggestions, Critiques & Requests

    Just started a new campaign as Macedon (hard level) using DeI 0.81c.

    Issues I've found so far:

    -Javelins are terribly unbalanced, they can kill 1/4 to half my regiments of hoplites & cavalry in just a few waves. My javelin units (and also the rest of my missile troops), on the other hand, are nearly useless, they are only good for driving enemy units away (getting killed in the process).

    -This is a classic in TW games but it's still false> Enemy factions don't seem to be limited by army upkeep/settlement revenue the same way the player does. Right now my neighbors, Tylis, only control one settlement, Antheia, and with it they can muster a couple of full armies. I control Pella and Pulpudeva and yet I can't muster those numbers even after I raise taxes to the max and open trade with all the possible factions. If Tylis were controlling a big profitable city like Ephesus/Tarsus/Alexandria, then I'd understand, but they are controlling freaking Antheia, which doesn't provide much revenue... It's too hard to get rich (therefore, to be able to raise enough armies/fleets to survive) in DeI, even after successful campaigns which granted control of entire provinces.
    On my last Macedon campaign (DeI 0.75, hard level) I conquered Asia, Aegyptus, Libya and also formed the Hellenic League with Sparta and Athens (adding Hellas and Thracia to my territories). After dismantling fleets and expensive mercenary units of all kind (formerly AI controlled) I still couldn't reach 5000 income per turn (got around 2500 with a reasonable level of taxation). Obviously, I had to pay upkeep for 8 full armies and a couple of medium-sized fleets, which were essential to the survival of my faction. None of that mattered in the end, as Hayasdan and the Suebi (both factions had grown incredibly powerful during the game, swallowing every minor and major faction in their way) eventually declared war, effectively surrounding me (Suebi+allies to the North and West, Hayasdan+allies all over the East)... I was able to fight off the Suebi+allies on the Balkans (using all my western armies and losing a lot of troops), but then I couldn't fight off Hayasdan+allies and defend my African/Asian borders at the same time. I ended up collapsing, to my despair. Income levels were too low, upkeep was too high, profitable buildings caused too much unrest, with all those provinces under my control I should've been able to raise more armies than any other faction (I was the largest one), but it seemed that Hayasdan and Suebi could match and even surpass my numbers, even when they controlled half the number of settlements... Sure, they did have lots of cheap skirmisher units and my armies were largely formed by expensive hoplites, but even so, enemy skirmishers are much better than the Macedonian ones, that's why I didn't waste money on them, all they are good for is dying and (sometimes, when I'm lucky) decimating enemy units while shooting from the safety of city walls.

    -Major factions like Rome always get their ass kicked rather early in the game and end up doing nothing/getting destroyed.

    -I've noticed my Machairaphoroi (early hoplites armed with swords and shield) have 48 armour even when they aren't equipped with linothorax, in fact, they aren't equipped with any kind of armour at all, just the shield... Same goes for all units with "unrealistic" armour values (i.e. having decent armour values even when they carry none).

    -I'm guessing the answer will be either "no" or "try to do it yourself" but I feel ALL TW games should have advanced trading features. Since the days of Rome:TW I've always missed the ability to set prices, amount, availability, etc. of goods.
    Have you ever played "Emperor: Rise of the Middle Kingdom"? Say what you will, but that (old) game had a great trading system, there were plenty of tweakable trading and production options, you could set prices, hold products to increase demand (and prepare for possible famines), choose which goods to trade with every trading partner, etc. I think these features would be extremely useful if implemented in TW games.

    -I'm not sure what's the problem but my infantry units always do weird stuff when I order them to attack the flanks of enemy formations. They end up attacking their front more often than not.

    Thanks for this mod and keep it up!

  2. #2

    Default Re: Feedback, Suggestions, Critiques & Requests

    Is possible to randomise rebels army. All rebel army when they rise have 3 units. Why not make them between 4-20. Sometime you will have small army, but sometime this army should be big and - now you will have more trouble. . now its very pathetic and easy to kill.

  3. #3
    KAM 2150's Avatar Artifex
    Patrician

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    Default Re: Feedback, Suggestions, Critiques & Requests

    Quote Originally Posted by NiKuTa View Post
    Is possible to randomise rebels army. All rebel army when they rise have 3 units. Why not make them between 4-20. Sometime you will have small army, but sometime this army should be big and - now you will have more trouble. . now its very pathetic and easy to kill.
    They get bigger with each turn, but yes, 3 units is to small.
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  4. #4
    Zonac's Avatar Miles
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    Default Re: Feedback, Suggestions, Critiques & Requests

    hi i just do not understand why the iberian "lancari" unit (shock cavalry) which represents a armored horse + celtic shild + iberian scale armor has less armor in stats than the melee counterpart "arjos epones" which has just a scale armor + celtic shild?
    Or is there a good explanation for that?
    Thank you very much in advance

  5. #5

    Default Re: Feedback, Suggestions, Critiques & Requests

    Quote Originally Posted by Zonac View Post
    hi i just do not understand why the iberian "lancari" unit (shock cavalry) which represents a armored horse + celtic shild + iberian scale armor has less armor in stats than the melee counterpart "arjos epones" which has just a scale armor + celtic shild?
    Or is there a good explanation for that?
    Thank you very much in advance
    In DeI mod there is much more "bugs" in armours stats like this one. For example very good armoured unit like Socii Extraordinarii (in game armour-52) is little better then hastatii (armour 44-46) which was poorly armoured. Early hastati (44) don't have any body armour except single graves on left leg + bronze helmet and shield of course. Late hastatii (46) which should have some body armour (pectorale - small square chestplate) are +2 better then early hastatii and only 6 worst then Socii Extraordinarii which was good armoured unit - this unit was armoured liek the best hoplite units (bronze Clipeus shield, bronze helmet, bronze graves, bronze plate armour. Early Triarii which should be similar armour like Socii Extraordinarii have only 47 armour (3 better then early hastatii).
    What is the best, Painted Ones which was almost naked men (some shield + trousers + sometimes some cloak have armour 32. Now units are unbalanced - have to high or to low armour stats. For me this is the worst part of DeI mod.

    For me armour system in DeI is not good as it should be. Selea have good idea with this system but put truly incorrect values. Bronze shield, or bronze plate armour, for all nations should have the same values or similar (+-2) to difference of quality of armours/shields. The main difference between nations should be in defence, attack stats and abilities.
    Last edited by NiKuTa; March 12, 2014 at 09:59 AM.

  6. #6

    Default Re: Feedback, Suggestions, Critiques & Requests

    Shouldn't polybian units have some testudo ability? I thought that historically polybian units were known to use it from time to time.

    Something needs to be done with garrisons, though I understand there are limitations with this given how reforms work. What I think might be a good idea, at least for Rome (and something similar with other factions) is to have a level of reform of garrison units tied to building level. I'm not sure at what pace most people's campaigns run, but I can say that my building level is approximately in line with my reform level. Right now I'm in the polybian reforms and the standard level of all my buildings is the 2nd level, and I can say with a fair amount of certainty once I hit the marian reforms and have re-equipped the majority of my armies, the standard level of my buildings will be the 3rd. Whereas now, I look ahead to the garrisons of 3rd level buildings, I'll still have mostly camillan units when I'm in the marian reforms.

    Are late Socii Triarii Extraordinarii supposed to have have a looser formation and no phalanx ability compared to their Roman counterparts?

    Edit: and on the note of garrisons, I'm another that thinks it would be a fairly decent idea to replace the peasant mobs with something a little less useless. They route practically as soon as contact is made in a charge
    Last edited by tomFoolery; March 12, 2014 at 08:15 AM.

  7. #7

    Default Re: Feedback, Suggestions, Critiques & Requests

    I think when rebels appear with small army and grow bigger after several turns is very good. If rebels will start with full stack it would be very hard to stop them.

    Please change garrison values, plebs and mob are useless, only take space in garrisons. Must always look what size is garrison, how many mob there are and to exclude them (they are totally worthless). Better replace 3-4 mobs with 1 spear unit.

  8. #8

    Default Re: Feedback, Suggestions, Critiques & Requests

    Quote Originally Posted by Relax View Post
    If rebels will start with full stack it would be very hard to stop them.
    Even the slightest suggestion of that is bringing back PTSD inducing flashbacks from Napoleon TW where I would have rebel stacks appear made half of elite units.

  9. #9
    dom385's Avatar Senator
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    Default Re: Feedback, Suggestions, Critiques & Requests

    I agree, a lot of the new units need rebalancing, most of them have identical stats to vanilla units or worse and at the same price. Celtic noble spears are crazy powerful too, in my suebi campaign i just couldnt make any progress because all the boii armies were using them as bodyguards and the chewed through everything including my bodyguards.

  10. #10

    Default Re: Feedback, Suggestions, Critiques & Requests

    Quote Originally Posted by dom385 View Post
    I agree, a lot of the new units need rebalancing, most of them have identical stats to vanilla units or worse and at the same price. Celtic noble spears are crazy powerful too, in my suebi campaign i just couldnt make any progress because all the boii armies were using them as bodyguards and the chewed through everything including my bodyguards.
    I tasted the same feeling

  11. #11

    Default Re: Feedback, Suggestions, Critiques & Requests

    Quote Originally Posted by dom385 View Post
    I agree, a lot of the new units need rebalancing, most of them have identical stats to vanilla units or worse and at the same price. Celtic noble spears are crazy powerful too, in my suebi campaign i just couldnt make any progress because all the boii armies were using them as bodyguards and the chewed through everything including my bodyguards.
    Cav or infantry? The cav unit is bugged with infantry melee weapon

  12. #12

    Default Re: Feedback, Suggestions, Critiques & Requests

    "Character Skills Sreadsheet" is not working for me? Anyone else with the same problem?

  13. #13

    Default Re: Feedback, Suggestions, Critiques & Requests

    @Ascaron Mediafire is acting weird right now.


    To others - as far as unit balancing goes, we have been adding a ton of new units in with the last few updates. Once we have the next updates completed (which will have even more units), I am sure there will be a point where balancing will have to occur. This includes looking at the prices and the stats of the various units.

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  14. #14
    Shneckie's Avatar Vicarius
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    Default Re: Feedback, Suggestions, Critiques & Requests

    Campaign AI is extremely smothering. I had barely just took control of Northern Italy and Sparta decided to declare war. Cool with that, Greece was next on the agenda for me. Couple of turns later, a Spanish faction declares war on me followed by the Suebi who were followed by a selection of Germanic tribes a few turns later. Not 50 turns into the Campaign I was thrown into a 3 front war with an economy only able to maintain 2 full stacks and the scrapings of a navy. It just seems to me that the AI is excessively aggressive.

  15. #15

    Default Re: Feedback, Suggestions, Critiques & Requests

    Quote Originally Posted by Shneckie View Post
    Campaign AI is extremely smothering. I had barely just took control of Northern Italy and Sparta decided to declare war. Cool with that, Greece was next on the agenda for me. Couple of turns later, a Spanish faction declares war on me followed by the Suebi who were followed by a selection of Germanic tribes a few turns later. Not 50 turns into the Campaign I was thrown into a 3 front war with an economy only able to maintain 2 full stacks and the scrapings of a navy. It just seems to me that the AI is excessively aggressive.
    Were you making non-aggression pacts/trade agreements with neighbors and other nearby factions? I do have some factions make completely random declarations of war (I hadn't even touched Iberia yet, and for some reason, at only a -5 or so relation value, I had a Lusitanian faction declare war on me, but their main stack never even left the borders of their province or take to the sea ever anyway, and they took a peace offering at a certain point later anyway), but establishing some light diplomatic agreements with a faction or two (or 4 or 5, in the case of trade agreements) is a good way to avoid with what happened to you, from my experience at least.

  16. #16
    Ganossa's Avatar 최정장군
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    Default Re: Feedback, Suggestions, Critiques & Requests

    Third and last battle in my DeI iberian campaign on very hard Rome II became so difficult with that mod.

  17. #17

    Default Re: Feedback, Suggestions, Critiques & Requests

    Aside from generally loving this mod and how fast it's updating/growing, I was wondering if there was a way you guys might script a workaround for the "Subjugate" option. What I mean is when you subjugate a faction that faction should be essentially "reset"--at least diplomatically-- which would involve them getting a clean slate with factions that were at war with them prior to being subjugated.

    E.G. As Athens I seized Antheia (tylis) who was at war with myself, Pontus, Bithynia, and Antigonidai. After I subjugated them they were still at war with all the factions they were before save for myself (Athens). This then creates a catch 22 as my new subjects are still warring with my friendly neighbors, and this doesn't suit me or make much sense IMO since you would think that you would force your new subjects into neutrality/ would expect your friends to declare neutrality to your new subjects.

    Does this already work itself out through AI diplomacy after a few turns or...? (Excuse my ignorance if so as I am still getting into R2 )
    Cheers

    EDIT:

    Since this is my first post on your mod page I'll add my voice in saying THANK YOU for all your team's hard, hard work
    Last edited by Moonflower; March 12, 2014 at 08:52 PM. Reason: Praise!
    Spoiler Alert, click show to read: 
    Quote Originally Posted by King Kong
    Hey moonflower, just wanted to say that your descriptions are indeed the best, so I will use all of them, of course. Regards

  18. #18

    Default Re: Feedback, Suggestions, Critiques & Requests

    Please add a royal family for Spartan ,there are double kingship
    Last edited by Yale Beason; March 12, 2014 at 09:16 PM.

  19. #19

    Default Re: Feedback, Suggestions, Critiques & Requests

    Request: Alter the tooltip of the "liberate" option so as to include the name of the faction which will be liberated.

  20. #20

    Default Re: Feedback, Suggestions, Critiques & Requests

    Quote Originally Posted by icerunner5326 View Post
    Request: Alter the tooltip of the "liberate" option so as to include the name of the faction which will be liberated.
    That's a good idea.

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