This was moved from Faction Discussion/ Game Play Discussion. The Faction Discussion thread is only for the discussion of modifying the Faction of Spain. General discussion questions should not be in that thread.
Please post all general questions and comments in the main forum or in the suggestion threads.
Thank you
PikeStance
A suggestion, make rosters optional, one reason why i gave up on a mod and went back to vanilla and just edit myself
is that it had so many units so it became very difficult to find and select a unit to conjure.
(yet another unit with a 2 unit recruit limitation every half millimeter, as if i needed more)
and altho i much prefer to auto-resolve, the difficulty was such that i had to fight some battles myself,
and at least for me it helps if my units of for example line infantry is identical, for a more intuitive play.
In my experience, most mods has berries that i like to a varying degree,
and in an ideal world, everything would be sub-mods where i can cherry-pick which pieces i want.
Does this mod have more factions and regions i can trade with ?
Last edited by PikeStance; April 05, 2014 at 11:46 PM.
A suggestion, make rosters optional, one reason why i gave up on a mod and went back to vanilla and just edit myself
is that it had so many units so it became very difficult to find and select a unit to conjure.
(yet another unit with a 2 unit recruit limitation every half millimeter, as if i needed more)
and altho i much prefer to auto-resolve, the difficulty was such that i had to fight some battles myself,
and at least for me it helps if my units of for example line infantry is identical, for a more intuitive play.
In my experience, most mods has berries that i like to a varying degree,
and in an ideal world, everything would be sub-mods where i can cherry-pick which pieces i want.
Does this mod have more factions and regions i can trade with ?
Poa you should read what the aim of this mod is about... we seek to be historically accurate. This means you recruit "types" of units not individual units like other mods do. As a result our queue will be quite reasonable. We will also have units that can only be recruited from specific areas (AOR).
I honestly will never understand why you want to to play Total War series and NOT want to fight the battles. It the beauty of the game. (though it is shame they screw it up so badly, but I can remember the horrible days where autoresolve was all that you had).
I do not know what you mean by "more factions and regions I can trade with" We do plan on having global trade have a greater impact on the economy of your faction; protecting your trade route would become even more important.
With more regions and factions, i mean new extra nations, like the added nations that are in Imperial Destroyer mod,
(gawd i wish i could extract the extra nations there !)
quite a bit of more nations over at India, which directly thwarts the orange plague btw,
Hetmanat nation in Ukraine, the native american indians have ports that enable trade with them.
ed: On battles, it is safe to say that no man ever fought as much as i have in Shogun 1 TW,
and i think it was heads, shoulders, torso arse and knees above ETW.
I think there are several reasons for this
1]# deployment zones, now i all of the sudden start already in engagement, but maneuvering start well before that IRL,
and can do so in a game as well, (see STW)
2] terrain, there is none in ETW, and that has implications on battle AI as well,
back in shogun, AI would take up position on the high ground, if i was the attacker,
and they would hold that high ground, it was me that had to advance and charge under unfavorable conditions.
3] the fkn camera, why isnt it a tilted top-down camera that i can zoom out until i see the entire battlefield below !?
they made this camera angle on the strategic map so surely it is compatible with the game
4] the size value of the soldier has to be increased by 3x to get full value from the superior camera angle
5] to be continued when i no longer have a hangover
#1] in fact maneuvering start already on campaign map,
especially when i reduce movement points on infantry almost in half,
cut artillery above 12 lbs by more than half, and reduce cavalry movement points a bit too
1- Deployment zones
I am planning on creating a submod where you start well out of range and you need to march into position. Many battles were won long before shots were fired. Once we mod a better line of sight it will make spotting the AIs movement more difficult. This will make Dragoons, Light Cavalry, and horse artillery more important. So far, I can't find one that works. On thing that would have to be changed in the early period, all fixed artillery will have to be "unfixed" artillery and have them move painfully slower.
2- Terrain
I don't find them that uninteresting. The custom battle terrains are hopeless; I really do not like any of them.
I did recently fight a battle where the AI took up a defensive position on a significant hill. It placement of its artillery was a bit odd, but I can understand why an AI would do it. I should had taken pictures. On the back side of the hill it placed barriers to prevent Cavalry charges and to slow down infantry advance. In the end, I won the battle with numbers, but its positioning cost me more men than the advantage in manpower should had dictated.
Overall, I think my battle mechanics combines with darthmods group formations makes the battle more interesting. I think more tweaks is needed on my mechanics, but I am interested to think what other people think. So far, no comments. The group formations will also have to be tweaked to be more historically accurate.
#1 Troop Movement
We reduced the movement of the units. However, it needs to be balanced with range.
Camera
I like the camera better for ETW than Rome II. More angles would be better; but at least I can go quickly where I want to go... in Rome II I went all over the place; it drove me nuts. To each his own I guess.
Factions :
We are limited with the number of factions we can use.
As we didn't have been able to create true new factions, we have to use those already existing in game (but not necessarily used).
It should look like this :
Note this map represent emerging regions for factions, not starting locations for factions.
Moreover, we will have to remove one faction or, at least, convert it to rebels, quite likely the Zaporizhian host.
Units :
First of all, I.S goal is to be as historically accurate as possible, but without destroying the gameplay.
This means that we will not create "clone" armies using "generic" units.
On the other hand, we will not add "all historically units".
When working on faction units roster, we try to keep faction's particularism, but units are grouped by "types" such as "French line infantry fusiliers", "French line infantry grenadiers".
On the other hand, we keep particularism such as "French line infantry petits vieux fusiliers", "French line infantry vieux fusiliers", "Gendarmerie de France" (heavy cavalry), etc.
This is shown here :
Moreover, the unit icon system should reflect this. Colors and symbols should help players to quickly find units :
UNIT ICONS SYSTEM
Grenade symbolized grenadiers.
Some other symbol (work in progress) :
Recruitment system :
Our goal is to create a new recruitment system based on region.
This means that the number of different units in building recruitment queue should be limited.
On the other hand, the unit recruitment queue for general will be unusable.
The new recruitment system should be similar to the one that Steph developed for Master of Europe
MoE Recruitment System
I.S future Recruitment System
« Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES