I'm opening this thread in response to these messages\questions\concerns:
In answer to #1: As stated by my esteemed colleague, there is a fine map in the 'important_stuff' folder, however, it became a bit outdated due to some changes that were requested during our work on v2.6.Originally Posted by ur-Lord Tedric
#2: By the time our mod starts, the term 'tarentine' in reference to cavalry no longer had any connection to the city that gave them their name. Yes, they first came from there, but the term was by our time applied as a 'tactic' or method of fighting, as in skirmishing cavalry, and had been for centuries. However, being able to actually recruit them in Italy like a regular unit was limited to effectively force the issue that the Romans had weak cavalry, and in a sense, had to go hunt for it and use mercenaries....which they did.
The Cretan archer was a bit different, as the Romans used them widely throughout the Republic and the Empire. I suppose this was a bit of a concession to those who wanted at least 'an' archer for the Romans during Republican times...there was at least good evidence that they were used widely.
#3: Non-regular units being recruitable from a barracks building was at first my idea...the idea was that if you conquered a region you could, in time, be able to recruit local units just like your own, and, be able to retrain them. However, I have to a admit that this caused all manner of problems with recruitment cues for all factions, and in my opinion, a decent 'idea in theory' doesn't play out as necessarily a good one in practice.
Having studied the M2TW method of recruitment, I realized for the first time that the mercenary cue in RTW works exactly like the regular recruitment in buildings in M2TW. It's too bad that this wasn't also done in RTW....it would've made recruitment a lot more flexible and controllable.
I am thinking of changing 'recruitment' in general for everyone, and making better use of the mercenary mechanism to help control the sometimes wild availability of units for both the player and the AI. I just haven't had the time yet to sit down and figure out how exactly to do that. I have started, however, to exit the 'investigative' stage and am actively working on RS2.7 now.
Suggestions and ideas are welcome as always.![]()






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