So I've been playing DEI quite a lot the past few days (about 40 hours) after not having played the game at all since release, and I must admit that you guys are doing an absolutely amazing job at this mod. Again I am astounded at what the community of TW has done, that CA should have been able to do themselves from the get go, and I can't wait to see what you guys will pack into the mod come v1.0 - here's to hoping for better unit cards, aesthetics, better (it's already quite good) CAI behaviour, balancing (as I've heard you're working on) of units etc.
However, currently I do have one gripe with the game, and this has always bothered me with R2: what is up with the movement point, particularly fleet movement? Most mods don't, it seems to me, go that much into movement points, for reasons I can't understand - Darth got it right in Empire, where fleets had significantly longer movement range than armies, as they should have. In Darthmod Empire, as you prolly remember if you played it, you could sail from Florida to South America in one turn, and land an army the movement of which would then be strongly inhibited for the remainder of that turn.
Currently (and I know the transport mechanic ised for all sorts of reasons), whenever I try to transport an army over even the smallest stretch of water, they move into the sea, and is then completely stuck, regardless of how many movement points that army had left before going to sea, and barely being able to move in the following turns - at one point it took me 5(!!) turns to cross from Epirus back to Brundisium, without any meaningful reason. I am aware that the seasons affect the movement range of fleets and armies, but there is something.. fishy.. about how this works. As it stands right now, it seems to me that fleets have LESS (and quite significantly so) movement points than armies.
I fully understand that we can't be fully realistic regarding movement points, and that it's a delicate matter, but right now, you can't even sail from Italy to Sardinia in one turn (even with that once stance, the name of which I forget), or from Italy to Greece, or Sicily to Africa - all relatively small straits of water. As I see it, it seems that there is some sort of mechanic that inhibits movement once an army turns into a transport, and I fully support the idea that armies should not be able to move as well on water, as they can on land (again, currently armies move quite far on land, longer than fleets, comparatively, in my view), but wouldn't it be better to introduce a 'landing penalty', instead of a 'launch penalty' - again, currently it seems like an army gets stuck for the remainder of the turn once it launches into the sea; wouldn't it make more sense, if it got stuck for the remainder of the turn once it lands?
Is this a thing being looked into for future versions?
Also, on a slightly related note, Dresden wrote in my last thread that the AI can't handle water. How not so? I would believe that Carthage can't (in that they don't seem to be able to defend their own capital, even with transports sailing about just off the coast), but other factions (Syracuse comes to mind) seem to be perfectly fine with it? What is happening here?




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