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Thread: [ Submod ] Realistic campaign movement for land armies. With less mov points in enemy regions.

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  1. #1
    Libertus
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    Default [ Submod ] Realistic campaign movement for land armies. With less mov points in enemy regions.

    So, i have done it. Now movement points cost has been upped for all terrain and roads resulting in roughly 60% less movement zone in campaign. This is for the player and the AI.
    Also, when you are at war with someone you lose 30% more movement points and the enemy does not. This only works in regions that you are in war with. If you are not in war with them, normal mov points come in.
    Anyway, you can invade the enemy without the movement points loss if you attack and can reach their city or your objective from your region where you have normal mov points. But if you can not reach them and have to wait in their territory and city is a couple of turns away then you will lose even more mov points and it will take you even more turns to reach their city, thus allowing their armies to regroup and destroy you, but if you want to escape, then they will hunt you down because they have more mov points than you.

    So to be clear i made this mode to represent the ancient warfare, if you are in enemy region they will guerilla attack you, your supplies, caravans etc. Just look at Napoleon in russia

    I hope this will prevent the AI in steamrolling and slow him down in his expansion even more.

    So, just download the file, unrar, and put in data folder and load it above DeI and everything else just to be sure. I have not tried this on campaigns in progress. I think it should work. Tell me if it doesnt.

    All feedback is important cause i want to fine tune the values for every movement and for movement in enemy regions.

    Download. Version 1.0
    _Dei_realisticmovement.rar


    Other mods i recommend playing with are for added realism and a harder campaign:

    Limited Recruitment BETA - For even more realism when it comes to recruiting units and from stopping the AI in steamrolling the larger factions.


    Conquest = PO Nightmare - I use it myself, it makes you become very carefull over losing a region and expanding too fast. Reduces steamrolling by a large amount.

    Naval points are not changed, you can install the Naval overhaul if you would like to change the naval movement etc.

    This mod should be compatible with every other mod. As long as they dont change the mov points etc.

    Big thanks to Dresden and his limited recruitment, i used its way for adding bonuses to the city as a base for this mod. And to the DeI team too.
    Last edited by Ghost9489; August 22, 2014 at 10:10 AM.

  2. #2

    Default Re: [ Submod ] Realistic campaign movement for land armies. With less mov points in enemy regions.

    Sorry ghost but road variables dont work. They will limit your agents but not your armies up to a certain limit. The limit set is hardcoded and there's nothing we can do about it.

  3. #3

    Default Re: [ Submod ] Realistic campaign movement for land armies. With less mov points in enemy regions.

    I wish there was some way to affect an army right when it enters enemy territory, rather than requiring it to be in the region for one turn before it is affected. I have been working on army movement a lot for 1.0 (I want to remove the across-the-board seasons movement reductions and use the terrain effects instead). However, there does seem to be some hardcoded elements.

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  4. #4
    Libertus
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    Default Re: [ Submod ] Realistic campaign movement for land armies. With less mov points in enemy regions.

    Hmm, they are hardcoded, but by upping the cost i have seen that forces have a lot less movement points. Try it, it works, it could be better i do not say it cant but this is to my limits There is no effect, alas i tried every single effect, changing them to regionwide, provincewide, factionwide and no luck, only this one with enemy forces works after changing it to regionwide. Well, at least forest and other terrain offsets your armies even more, if roads remain the same. But in enemy territory after a turn, whole campaing movement, including roads and other terrain gets reduced cause the effect is -30% campaing map movement for enemy forces. Maybe we can force that in faction wide by making it decrease so then roads get decreased also, but we can add a second effect that makes your armies move faster in home regions. CA needs to release some tools for you guys

    Still if anyone likes it, then use it, i hope i can fiddle around even more and improve it by little. It works for me, now its a problem to take out a large faction. Cheers

  5. #5

    Default Re: [ Submod ] Realistic campaign movement for land armies. With less mov points in enemy regions.

    Another way to do it is to reduce army movement and then give a bonus to your own forces in your own territory. Unfortunately it has the same problem, the army will still have more movement until after they have been in enemy territory for a turn.

    Either way, I think having a submod that lowers army movement is a good idea and great job

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  6. #6

    Default Re: [ Submod ] Realistic campaign movement for land armies. With less mov points in enemy regions.

    Ghost I want you to set the limits to an absurd amount and you will see that your army movement will not go lower up to a certain point.

    But good on you for experimenting and trying out the region movement penalties. Believe me this is something we've all wanted to implement for a while now.

    Cheers
    Last edited by BunnyPoopCereal; August 16, 2014 at 02:39 PM.

  7. #7
    Libertus
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    Default Re: [ Submod ] Realistic campaign movement for land armies. With less mov points in enemy regions.

    Hmm, i see. But using the reduced or increased bonuses like the one in buildings or agents really brings it down. Well, this will have to suffice for now i think, hope someone will figure it out or CA will let go of hardcoded settings.
    Oh and how much posts till i can edit my posts, kinda annoying that i cant

    Thanks guys. Cheers

  8. #8

    Default Re: [ Submod ] Realistic campaign movement for land armies. With less mov points in enemy regions.

    Hi ghost, Thank you for your effort! Your mod works and it has to be loaded before dei main mod to take effect.

    I would suggest you do the following change if it is possible:
    I would suggest you increase the movement point but reduce it to a third not only in enemy territories but in your own territories if the public order is in negative. The reason behind it is that the ai never able to defend their territory once it grows a large empire, which leave the player invade freely their non garrisoned territories. It may help ai reinforce their land if they can acturally move fast from one side of the map to another in their own land, while the player has to suppress the rebel before moving on to the next target. I feel the current campaign ai is extremely lame in late game as player can just steamroll ai's land cause ai cant reinforce their own land.

  9. #9
    Libertus
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    Default Re: [ Submod ] Realistic campaign movement for land armies. With less mov points in enemy regions.

    Hey, well right now, all updates are on hold, my hdd is going to die, pretty soon, so i tried to fix it by formating and many other things, just had my hopes up and started to redownload rome 2, it began causing problems again. So until i get my hands on a new one, probably an SSD, i cant do anything or change anything. But i will try to change it from my friends computer but i cant promise anything cause i am one week away from my anatomy exam

    Hmmm, i dont know if i can connect the movement with the public order negative, if there are previouse uses for it, lowering something else if PO is in negative then i can modify it and make it reduce movement speed.
    Well, that issue with AI never defending their territory was here from begining so i dont think that i can change that, do you mean that i need to add a bonus to AI for moving in their lands ? That would be hard while keeping this.
    I will give my best to resolve this hard drive issue as fast as i can and get back to you on connecting the PO negative to movement points. Maybe i can give a boost to all home regions for the AI and player in like 10%, that would mean in regions you own, you can move faster and the more regions you have you can move even faster. That would be interesting to fiddle with.

    Anyway, thanks for feedback, i appreciate it very much, will try to fix this problem with my hdd as fast and throw myself into the pfm again to try to make this possible

    Cheers

  10. #10

    Default Re: [ Submod ] Realistic campaign movement for land armies. With less mov points in enemy regions.

    Hey, thx for your quick response, and hope you have your ssd ready soon. I can guarantee you that it is like day and night compared with your hdd! Anyway, I hope you can figure out a way to reduce movement point in public order negative regions, and increase it on home land with positive public order and this will definitely bring more death to the strategy play as player can no longer take a bunch of adjacent regions in few turns! Btw, it is even better if you can slightly tweak ai to have even more movement point on their home land while decreasing it when they attacking the others' regions.

    I really felt the current movement system is a total failure as it neither historical accurate nor enjoyable as the movement points are the same between home region and enemy territory, which leave little strategy other than moving and taking settlement in one turn while transport an army cross France takes a full year! I would like it reversed as moving in enemy land takes longer and transporting army inside home region takes shorter! (btw it should take longer in rebellion regions).

  11. #11
    Libertus
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    Default Re: [ Submod ] Realistic campaign movement for land armies. With less mov points in enemy regions.

    Well it shall be in my PC by the end of the week, but next week is my exam in college, so i will try to add PO bonuses and negatives during this weekend, but if i fail at adding them, i will look into it more after my exams.
    Should have taken history college not medicine, then playing Rome 2 would reflect on my grades

    Yes, well the movement system is bad, it should take you about a year to travel from Rome to massilia. Will try to improve it

  12. #12

    Default Re: [ Submod ] Realistic campaign movement for land armies. With less mov points in enemy regions.

    Works great for me. Can you higher the movement points cost for all terrain and roads resulting in 80% instead of 60%?

  13. #13

    Default Re: [ Submod ] Realistic campaign movement for land armies. With less mov points in enemy regions.

    is this mod on steam workshop?

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