I'm not sure my Emperor Edition beta is working correctly. How the hell do I start an Augustus campaign? Its nowhere to be found!
I'm not sure my Emperor Edition beta is working correctly. How the hell do I start an Augustus campaign? Its nowhere to be found!
IB:Restitutor Orbis Signature courtesy of Joar.
I don't know if it's [patch 15/Emperor-edition] related, but the Seleucids now have Roman-style voices on the campaign map. "It is an honor, to DIE for Rome!" and that kind of stuff ...
Spoiler Alert, click show to read:Si votre cannon tire, nos rochers n'en seront pas epouvantés
Waldesian fighter to French officer demanding surrender,
Battle of Balziglia, 24th of may, 1690
I have to say the diplomacy is great right now.
As the seleucids many people have declared war at me but as soon as I started to win battles and defeat one or two armies from the enemy faction they ask for peace.
however there is a slight annoyance.
factions continue to recruit units, it is only 35 turns into the game so neither I or the AI has had the time to really build a great military infastructure but I am building tier 2 units vs tier 0 units (basically none barracks recruiting).
I haven't had time to play the beta yet, but anyone have any comments/feedback about the improved politics and civil war? Are armies still magically appearing or do your own soldiers switch sides?
Seeing as how the Roman Republic/Empire lasted around 1000 years, 4TPY equals 4000 game turns. No one is going to play a 4000 turn campaign and this is why CA will stick with the current TPY. I've tried 4 TPY mods with 4TPY difficulty and the game is painfully slow. And using 4TPY mods without 4TPY difficulty mods is just cheating. 280 year old maaaaaxed out generals. Really. I'm sure CA would have liked 4 TPY, but it is just not practical for this time frame. This "poor benighted vanilla player" will stick with vanilla thanks.
I can confirm this. "I am honored to serve Rome" WTF? Caught me off guard lol.
Factions do seem to peace out more competently now. They'd rather stay alive and pay me money, fine by me for the most part . Also the first time Media has actually declared war on me, so I can finally recapture Seleucia with out feeling bad .
Last edited by DarthShizNit; September 03, 2014 at 06:09 AM.
I don't think the vanilla game is 1000 turns. Most TW games have been 200-400 turns on Vanilla. There are more reasons to use 4 turns per year than just having Generals and agents last a long time. The 4 turns per year mod incorporates seasons which give some leeway and some challenges when planning your large scale strategy. There's also some aesthetic appeal to seeing the seasons change between turns.
I have to say im enjoying this quite a bit, im using the ABH's strategic governance edict mod along with radious's and champloo's unit packs. The game is pretty decent, Siege AI was fixed in patch 14 and and i have definitley noticed better campaign AI. Diplomacy has been improved aswell, i was playing as sparta and ive never ever played this far into the game.
This is the situation about 50 turns in.
The Seleucids got their daylights beaten out of them by Egypt who've taken all of syria, apart from antioch. Theyre also at war with all their satrapies and offered me 8000 to become my client state.
Rome has taken over all of sicily after about 8 battles with carthage there, it took over cisalpine gaul and now has an army besieging massalia. The getae just took over all of dacia and armenia is pushing way up towards the caucus mountains. Pontus has been destroyed but the main factions are really moving around and conquering
If you work to earn a living, why then do you work yourself to death?
AI Siege:
Opponets:
A full Legion (20 units)
4 Celtish armies :
2 Full armies with total 6 artilery units.
1 2 units naval unit
1 Small (3 units) army that started the assault.
Again game places ladders in two diferent sides of the city (possitive).
I place 4 units to defend the landing zone because the baval units comming straight to the city port (possitive).
The 1st full stack army runs to help the 1st small one because i sallied out to delay their placing of ladder on my walls (possitive).
While their artilery is slower than their troops i sent my cavalry to hit them from rear to eliminate the threat but AI spoted my units and sent its own cavalry against mine (possitive).
While the 2nd full army arives in battlefield it does NOT use the other side ladders but it also runs where the other 2 armies fight (negative).
Evidence:
Spoiler Alert, click show to read:
That alone could be not so "damm" but what follows it is!
The entire number of the 3 armies try to use only one ladder that reach walls and the 2nd comes up and down trying to find a path to move!
Evidence:
Spoiler Alert, click show to read:
What follows is something that i have not deside if I had to laugh or cry with this game's AI performance.
AI artilery is in place and launches a huge barrage on a small section of the wall (possitive).
When walls colapse AI leads it armies to that gap (possitive) and I am ussing al my units to seal that gap (remember though that AI did not use the other two ladders to force me split my units). At this point AI simply did not sent any unit (cavalry maybe?) to torch an other gate to enter the city!!!!!!!
Spoiler Alert, click show to read:
At some point the remaining forces of mine rout and flee!!!!!!!!
All i have in city is my general and the artilery crew!
The gap on the walls in UNDEFENDED BUT....
Spoiler Alert, click show to read:
On my huge surpise NO ONE enters the city!!!!!!!!!!!!!
All AI did was to sent its artilery in the other side of the city.
Spoiler Alert, click show to read:
AI sent a general in to the gap 1 minute before time expires and only when all the infantry units of all its armies were dead by the two undefended towers near the wall gap!
Now I can understand why CA AI developers refused so hard to give legionaires defensive fire!
Now i can understand why CA gave AI HUGE numbers of artilery but still AI dies before walls because it has NOT the AI level of Rome I AI that used siege equipment in 2-3 sides of a city with multiple rams, siege towers and ladders and more realisticaly TUNNELS!!!!
And I do not speak for modded Rome 1!!!!!!!!!!!!
CA i post these results of my today defensive battle only because the patch 15 is in betta stage!
You still have time to fix this AI that ruins the fun!!!!!!!!
Instead of filling the AI armies with huge artilery that never HAD, give AI the pathfinding to use multiple siege primitive equipment!
No need to errase torches! Torches are good for sending cavalry to bring down gates!!!!!
But instead of 24 catapults AI should use 2-3 rams, 2 sets of ladders and 2 siege towers and be able to attack in the entire wall front!!!!!
Each AI army must have its own siege equipment placed (the armies) from the battle start like in Rome 1 in to its own front/side!!!
Its NOT too late to fix this in patch 15!
Please provide us with realistic battles that will offer us fun no matter if we lose or win!!!!!!!!!
TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
Despite the mod is dead does not mean that anyone can use its material
read this to avoid misunderstandings.
IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.
Since no one plays out the entire length of the actual Empire, as the campaign will have resolved itself long before that, this argument is meaningless. By all means, have fun with vanilla, but do realize that you're reducing the game's immersion level for the sake of a historical reality that you will never see in any campaign you play.
TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
Despite the mod is dead does not mean that anyone can use its material
read this to avoid misunderstandings.
IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.
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2016 TW: Warhammer Modding Winner!
SPARTAN VI's Building Progression Icons Mod
Streaming Total War & Strategy Games - SPARTAN VI's Game Night
Please bare in mind these is all based on a small number of 1v1s between different grades of legionary's vs hoplites. (All tests were done allowing the Romans to expend their ammo and get the charge, which should give them a distinct advantage). So I tried out some quick unit 1v1s and the following is what I found: on average, with fire at will on, a roman legionary will kill between 4-7 men of an equivalent worth and armour type (With ultra unit size) (Legionaries vs. Thorax hoplites = 7k, 8k, 6k)(Praetorian Guard v Spartan Royals = 6k,4k,4k). In regard to putting swords v spears, equivalent worth, if there is even the slightest tiniest uphill, spears will win hands down. If on level fighting terms, mid price range swords vs mid price range spears will see a victory in favour of the swords, which they should. Shield bearers vs an evocati cohort will always end in favour of the hoplites, it seems to some extent the more elite the swords and spears facing eachother, the more likely the spears are to win (Even though there is a price difference of around 200, id expect my 200 less swords to beat the more expensive hoplites, just in term of the financial viability of the swords). In terms of balancing it has in many aspects nerfed romes capabilities. Being a faction that only has one viable, yet overpriced+ pre marian, spear unit. This game has always been about countering your oppositions units with yours, and it seems like now there really is much less of a point investing in sword units, at least in regard to Rome. Also, in regard to Romes effectiveness, the praetorian cav no longer has draco (don't know about the others one's), which really weakens there cavalry element as that ability was what kept the roman cav alive against other elite cav that cost the same yet have higher stats. For example I charged a static companion cavalry unit with praetorian cav (these have a price difference of 50 in favour of the romans) and all my cav could achieve was an equal ratio of kills. Which confused me seeing that melee cav now have bonuses against other cav, which is what I imagine to facilitate them taking the role of counter cav, whereas shock would then be more geared towards flanking maneuvers. I haven't tried this with other cav yet, but I think it serves to illuminate the weakness of roman cavalry.
All in all, I think this patch has offered a lot of changes which are going to have a profound role on how the multiplayer is played, if things stay the way they are I think there will be a big move away from sword armed units towards the preference for spears on the flanks and a center of pikes (if they are now truly viable?), due to their relative fighting capacities and the added bonus of being anti-cav. I don't see how Rome can offer as much competitive multiplayer appeal as it did with these new changes, the loss of draco for the cav is like straddling those heavy clad roman veterans on Shetland pony's.
Not a complaint, I can dig change, just what I've noticed. Figured i'd start testing the new patch and decided to start with rome who seem to have got the short end of the stick on this rebalance.
When I have more time i'll test the other factions and see how it all works, I specifically want to test pikes and archers still, I saw on the forums they got buffed up,,
Once I've done some more testing I can offer a more holistic view, but this is what I've noticed so far, hopefully it can offer some help to your balancing and development of this patch
I play well beyond the `end` game. I played Empire until the year 2007 (I'll admit I was testing there) and very long in older TWs as well. Of course, how long I stick RTW2 out is another story, but if it's as good as it's getting I won't stop until I lose - and it won't be when the game tells me I've lost.
Anyway, this 1t urn per year just shows how badly planned out the game was, especially when the only way they could implement seasons is by a completely unrealistic 1 season per year tack-on. I mean seriously? these are the PROGRAMMERS! they couldn't figure a better way? Anyone worth their salt would've planned it far better than this.