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Thread: Naval movement ranges

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  1. #1

    Default Naval movement ranges

    I know that CA has messed up troop transport movement ranges, but is there a reason why normal fleets take 20+ (5 years!!!) turns to move across the Mediterranean? I tried changing the movement points with the PFM, but now DeI won't even start up. Can't you guys increase it on your end? I think the mod would benefit from it.

  2. #2

    Default Re: Naval movement ranges

    Afaik naval and land movement tables are fused together now

  3. #3

    Default Re: Naval movement ranges

    Quote Originally Posted by Butan View Post
    Afaik naval and land movement tables are fused together now
    Well... . Back to Shogun 2 until CA gets their act together I suppose.

  4. #4

    Default Re: Naval movement ranges

    well you have those mali on movement range on land. Does those apply on water to? maybe the issue is that those mali are overlapping. Or can you set other effects up for the ocean?

  5. #5

    Default Re: Naval movement ranges

    i am convinced they actualy forgot how boats work and just swim everywhere now.

  6. #6

    Default Re: Naval movement ranges

    I believe it was an attempt on CA's part to reduce the AI's tendency to move its armies over water.
    Last edited by Post Hoc; May 19, 2014 at 05:11 PM. Reason: Armies not fleets :)
    "To say of what is that it is not, or of what is not that it is, is false, while to say of what is that it is, and of what is not that it is not, is true" ~ Aristotle

  7. #7

    Default Re: Naval movement ranges

    I know that CA has messed up troop transport movement ranges, but is there a reason why normal fleets take 20+
    You know, I've seen this question asked repeatedly with the same answer provided (CA), yet I doubled all the naval movement points in the game with no problem on .85. It works great. Transports are still the same, but the actual naval units can travel all over the map. I may go real crazy and increase it another 50-100% further from where it's at (8000 or so on average currently). For realism and enjoyment. I actually use navies now when I had never bothered in the past.

    EDIT - So, movement points always bothered me. For all the talk of realism, the reality is there's nothing realistic about how little armies can move given the turn times. I went ahead and doubled all army movement points from DEI, and quadrupled naval movement points. For reference, it looks like an army can move from the coast of Iberia to past Massila, or through the entirety of Greece in one turn. A navy can sail from Cartagena all the way to Carthage in one turn.

    I'm also currently playing at 2 turns per year. I figured I'd post this here for anyone who is interested. I'm curious to see how the AI responds. I think it may actually help it. The ability to plan ahead is an issue, but the AI can generally make a somewhat intelligent short term decision. So, perhaps it will be more aggressive in attacking the player with more movement points.

    Agents, whose actions I have disabled (or at least I've taken away the AI's budget for it), can now move farther than navies. I use them primarily as scouts (never use the actions myself).
    Last edited by ABH2; May 18, 2014 at 10:39 PM.

  8. #8

    Default Re: Naval movement ranges

    When I tried multiplying the movement points of all naval vessels, the game refused to even boot. Did you change only the "real" naval vessels, or the transport ships too? Also, what tables did you modify for this?

  9. #9

    Default Re: Naval movement ranges

    In the DEI pack file I edited the naval_unit_tables and the DeI_naval_units subdivision. Land_unit_tables (which has four subdivisions - Bar_land_units, DeI_land_units, Hel_land_units, and Rome_land_units) for land units, obviously. I just changed all the movement point figures and it applies to my saved games the next turn (it actually does so instantly, but the game counts the units as having used the new movement points already that turn instead of them being full). In the DeI_naval_units table there are units listed as transports that I changed, but it created it no issue. I'm not sure which units they are referring to exactly. I do know that when I increased the range of land units, the transports are also capable of moving farther.

    To modify agents, I simply edited the agent_tables/DeI_agents subtable movement points.

  10. #10

    Default Re: Naval movement ranges

    I have also edited the movement tables for naval units without problem, and it works. Fleets do indeed travel further.

    Doesn't work for transports (unfortunately).

  11. #11

    Default Re: Naval movement ranges

    On land units - a few turns in, fighting the Seleucids as Rome at around the year 150. They had been completely passive as I cleared out Asia Minor and liberated the Ptolemies, but have begun hurling armies at me in response. Multiple at a time.

  12. #12

    Default Re: Naval movement ranges

    You ran raise the movement range for ships but not for transports.

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