Well, you're welcome to come get some!!
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Well, you're welcome to come get some!!
![]()
Old age and treachery will always beat youth and exuberance-David Mamet
Old age and forgetfullness makes it . . .er, I forgot-Loose Cannon
Portugal !
Poland
Gaza retaken!
France
http://www.filedropper.com/aohfrance29
awesome pace guys, lets keep it up!
What the hell? I missed this but will have it up the morning.
Old age and treachery will always beat youth and exuberance-David Mamet
Old age and forgetfullness makes it . . .er, I forgot-Loose Cannon
In case anyone is wondering what's up? I played the turn days ago and I'm still playing it. When you see the screens maybe you'll understand my disgust with this poorly executed mod.There's a severe bug(?) in it and this will be my last turn playing in it. I can accept getting beat in a fair fight but not when the game is this flawed. I'll finish up the turn soon and explain fully.
Old age and treachery will always beat youth and exuberance-David Mamet
Old age and forgetfullness makes it . . .er, I forgot-Loose Cannon
Oh... ok... sorry Loose I didn't see you posted in the thread when I sent that vm...
Let's start with a couple of screens. In case you can't see all of them Denmark has 4 armies poised to invade. But because of nightfighter on both of my generals he never gets more than one in a battle.So I should be able to kick his ass, right?
The first is from the start of a battle. The second is taken as I check the opposing army (the 2 units not seen are town milita with leather armor upgrade) and the third is from when I close the second shot. Notice how the odds have changed and my general has lost a star. Now I can never remember seeing that happen but let's look at army compositions. Denmark has one peasant archer, 1 spear militia, 3 town militia, 3 spears with armor upgrade, and 11 townies with armor in his FH's army. I've got 1 merc crossbow, 2 merc sprears, 2 pikemen, 9 spears, and 5 townies. My FL's army is better with mailed knights replacing the townies. It doesn't seem to matter which army I lead the attack with the results are similar. A clear victory where I lose as many (or more)men as Denmark. Second battle is the same and I lose the third battle even after hiring another merc and bringing in some fresh units. My reinforcements lose more men than they kill.One time I seemed to run out of movement so I brought over a third army (one cavalry) which resulted in a clear defeat (losing 12 men total
and killing no one). There's nothing sensible about the results I'm seeing.
Also the change in the odds didn't seem to change the outcome. Results are similar if just go to the battle. And I've played this part of the turn a dozen times.Wait, it's not funnny
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Old age and treachery will always beat youth and exuberance-David Mamet
Old age and forgetfullness makes it . . .er, I forgot-Loose Cannon
When you right click the portrait to see the enemy army then close it, you have to turn off then on again the night battle option to not lose that command star. It's a game bug not just in this mod. Is it the same when odds change or did you reload and changed something and got the 1:2 odds?
This is my complains about this mod:
- you can take an AI settlement just by entering in the battlefield and then hit quit immediately , you will get a close victory. crazy glitch(same for battles)
- sicily is to overpowered for no reason , they have that militia stronger than any other faction , why?
- the ship battles are 100% broken , i did too many in this HS .you can win every time . only thing that stops you is the good manner to not post ridiculous odes on the thread
- land battles are broken too , just put best infantry and you win by reloading , archers and cav are useless .
- if you want to take a settlement you need to have 2,5 times more than the garrison just for winning but you will lose half.wtf!!!!!!!!!
All this thing are little bit tested.
This is my complains about this mod:
- you can take an AI settlement just by entering in the battlefield and then hit quit immediately , you will get a close victory. crazy glitch(same for battle a => Yea, you right, and I saw that many times, what actually is a bit gay, but matters only on rebel faction![]()
- sicily is to overpowered for no reason , they have that militia stronger than any other faction , why ?=> Sicily has the same units in the normal game m2tw, you can take a look![]()
- the ship battles are 100% broken , i did too many in this HS .you can win every time . only thing that stops you is the good manner to not post ridiculous odes on the thread => yea, you right, when the stars dissapear before the battle...but if you want to win or to be sure that your ships are safe, get more and more ships, it is logic![]()
- land battles are broken too , just put best infantry and you win by reloading , archers and cav are useless .not really, archers are good, better than normal game, also the cav is ok, is depending what units has your opponent, if they have units good agianst cavalary, then you can say that are useless.
- if you want to take a settlement you need to have 2,5 times more than the garrison just for winning but you will lose half.wtf!!!!!!!!!=> This is written when you start a campaign or hs game, this is moddified, cities and castles are hard to be conqured.
All this thing are little bit tested.
But what I hate the most is that you can not kill a spy in a fort or other agent which is annoying.
Last edited by Dur3X; January 31, 2015 at 11:35 AM.
everyone have spear militia in this game , so the cav is useless.if they have units good agianst cavalary, then you can say that are useless.
Loose how many HS you have to quit ??? every time when you are attacked ??
are you going to post the save ???
Are you going to be more active ??
are going to do something ???
..........???
.......???
!!!))))))))))))))))))))
please dont answer with yes or no?![]()
So things to work on someday if people would still want to play a hotseat with this
1) Exiting battle vs rebel gives draw/victory (?) I think it's a vanilla thing, and vaguely remember TWL mentioning it in exploit guide or the (now 7 turns) challenge to conquer all map. I wonder if new battle/campaign AI's will solve this.
2) Sicily militia, well all italian militia are so from vanilla, indeed probably should be toned down a bit
3) Ship battles, I do not remember any modification that would affect naval battles so it should be the same as vanilla or retrofit. Anyone remembers how naval battles were in those?
4) Archers and cavalry got some "hidden" boosts, this is where a problem could have been as they would not show in the odds, missiles with huge (missile) attack possible to be OP, while horse archers would still be useless.
5) I think settlement defense values for autoresolve were taken from Kingdoms campaigns and doubled or something, so those will have to be lowered. Still I don't understand why in Loose's case of mostly better spearmen vs weaker spearmen would give him many casualties. In a field battle. (It was a field battle right Loose?)
6) Agent mission chances, we could take the values from SS, would that be ok?
7) What do you guys think about the recruitment system, rather plentiful of units but only able to recruit mostly 2 units per turn. I think I'd prefer units to replenish slower but be able to recruit more in 1 turn. And definitely lower down most units by 1 level, first level of barracks and stuff should give real units not peasants and town militia, these could be transferred to first walls level.
1. I've seen the video Tw_L posted but haven't tested for that bug in SS. If it doesn't happen in SS then we should think about using G5's BAI in this mod.
2. Compared to town & spear militia, yes they are.
3. A complete mystery there.
4. When Yuonyuon beat me with javelinmen, I started building ranges. I had concentrated on barracks before as archers were not supposed to be effectivein this mod.
5. Those were field battles. I think the smith building must be giving more than just 1 to defense. What does "armour 1" in the EDB really mean?
6. Using percentage chances and limiting number of agents (assassins) in the rules is more effective than disabling them thru game mechanisms.
7. Stone wall only recruit 2 like wooden walls. Maybe increase to 3, with large recruiting 4, and Huge 5. Also raise fortresses to 3. The "walls" should only recruit low level troops-peasants, town militia, peasant archers. Not Bodyguards(infantry unit-you should eliminate this unit type)/General's Bodyguard (cavalry)-even if this is only possible on citadel/huge walls. Recruit better units from their higher level barracks/ranges/stables. You could actually do away with the idea of separate castles and cities. In this time frame castles were fortified residences for nobility, not a type of city.
One thing you need to do is increase admirals' starting movement points. Right now it's 100 same as a general but less than a spy (135) or assassin (125). I think we all agree boats should move farther per turn? I think 150 would be a good start.
I've got more ideas if you'd like to hear them.
Old age and treachery will always beat youth and exuberance-David Mamet
Old age and forgetfullness makes it . . .er, I forgot-Loose Cannon