I've got to second what Krixux says.
I simply can not play the campaign without this. It radically improves the strategic campaign.
Even the AI benefits by having more time to react and defend itself, which is amazing.
I've got to second what Krixux says.
I simply can not play the campaign without this. It radically improves the strategic campaign.
Even the AI benefits by having more time to react and defend itself, which is amazing.
Thank you
As i said before:
I was also suprised what huge effect for the campaign map this small changes brings with it.
Last edited by DonKanallje; January 27, 2015 at 12:49 PM.
D I V I D E - ET - I M P E R A
& A PROPER EMPIRE: TERRA INCOGNITA .... A P E - T I
__________________________________________________________________________________________________"Perhaps, as some wit remarked, the best proof that there is Intelligent Life in Outer Space is the fact it hasn't come here. Well, it can't hide forever - one day we will overhear it."
Wow, now I am really curious!
I love this mod. Game is now unplayable for me without it.
I am hoping that if you get Attila, you import this mod to that game also. Because seeing armies jump from city to city is just lame and eliminates any strategy.
Anyway u could add a Roman version?
According to http://orbis.stanford.edu/ it took an army about 41 days to reach Londinium if they sailed from Alexandria.
Real world was real time also. In our case Londinium would have not time to react before siege
EDIT:
Could you also make it work with Wrath of Sparta. For me it seems that armies move like in vanilla DeI?
Last edited by Jin-; February 02, 2015 at 04:00 AM. Reason: typo
I've noticed that if you stick a piece of artillery in the army, with this movement reduction, it moves even less distance.
I seem to remember that from the first rome, but didn't notice it in un movement modded DeI.
Do you think you could eliminate the movement loss caused by having artillery in the army? That just causes movement range to be completely abysmal.
MAybe after Populous has been integrated into DeI army limits will be scratched? Would make sense, this way we could just muster our armies with as many men as we deem wise, and artillery can be transported with a small guard.
Supplies and a siege train made armies way slower than they were, so i think this range is quite acceptable for them
"Ceterum censeo Carthaginem delendam esse!"
Marcus Porcius Cato Censorius
"I concur!"
Me
Just sticking a single ballista in with a general alone causes that armie's movement to be reduced by 50%.
I think it must be, no reduction in campaign movement from just cavalry (or minimal, maybe 10%), a higher amount for infantry, though I'm not sure how much. Then 50% for artillery.
With this mod, that actually makes the army move 70% less, which crazy. Even if it's realistic (and I doubt it is), it still kind sucks for play balance.
Edit: If anyone could tell me where the line that affects army movement regarding what unit type is in the army is, I could edit myself if I'm the only one who doesn't like it.
Last edited by Ivan_Moscavich; March 06, 2015 at 12:50 PM.
Look at the general unit as escort, and it makes sense. An ox cart simply canīt move as fast as infantry.
"Ceterum censeo Carthaginem delendam esse!"
Marcus Porcius Cato Censorius
"I concur!"
Me
My point isn't whether or not it makes sense, it's that it's not even worth it to use artillery because of the total of 70% movement reduction.
It's a balance concern, not a logic problem.
It took me three turns to get an army from Karalis to the north end of Sardinia. Not the north of Corsica, just the end of Sardinia.
And who says an ox cart can't go as fast as infantry?
The romans sure as heck had integrated artillery and were able to move vast distances.
Even before the marian reforms, the baggage train followed the infantry, and that didn't slow the army down drastically.
There is zero reason for artillery to slow down armies.
@ Ivan_Moscavich: Try this: @_movementrange_doubletime_artillery.zip
Haven't tested it. So let me know if it works
Last edited by DonKanallje; March 08, 2015 at 04:46 AM.
Is that supposed to download a file called Remove_penalties_from_buildings.pack rather than the linked name in your post? It's giving me conflicts on the building tables, but I'm booting up now with it to check.
Edit: It seems to be working. And all the negatives still show up on my buildings despite the tables conflicts being listed so that's good.
Comparing the difference between the normal movement range with naval double time and the one you just made, there is indeed a 50% increase in movement, just about.
So it works perfectly.
Thanks a lot, now I can at least move nearly all the way across one of my regions in one turn if artillery is inbedded.
I am all for the reduced movement range, but an 80% reduction in movement range was just horrible.
Edit: Small problem. Double time for fleets doesn't work with this pack though. And any units that were in double time are now stuck in double time.
Last edited by Ivan_Moscavich; March 07, 2015 at 02:43 PM.
uups, i linked to the wrong file.
sorry, try again now
So I was seeing a movement range increase because it went back to vanilla movement then? lol
I'll check the file later today and report back, but I'll just assume it'll work great.
And to think, you could have not said anything and i'd have been none the wiser!
Edit: Works great, thanks again!
Last edited by Ivan_Moscavich; March 10, 2015 at 08:55 PM.
How do you edit movement points in the PACK? I want to do the opposite of what this mod does, increase movement points.
@SacremPyrobolum: in my mod is: db - campaign_difficulty_handicap_effects_tables - campaign_difficulty_movement
there are 10 tables called: rom_force_campaign_mod_movement_range
change the number under "effect_value" to any higher
This mod is great, really it gives so much more depth to the game and flow of a campaign !! thanks
a quick question: is it compatible with the Naval overhaul for DeI ?
If yes, which one should i put at the top of the mod manager between the two ? Naval or movement ?
thanks,
@ le_fred: Yes, it's full compatible. I also use the naval overhaul submod
It doesn't matter which one you load first, because this two submods change completely different tables.
Just load them before DeI