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January 14, 2015, 05:27 AM
#1
Tiro
[BUG] [SUGGESTION] Something wrong with rebels.
There is something wrong with rebel armies. Even after 103a (removed Libyan Peltasts) rebel armies (Iberian, Carthage) are created only with missile units. Now they have only Iberian skirmishers (or something like that). In Italy provinces, rebels army have only PLEBS
I dont know how it looks in other regions/province/culture because I fight on Africa now. I use the Conquest = PO Nightmare Regular Mod, so i see often a rebels armies. IT's very boring to "fight" against them.
I don't know hot to fix it.
But I have a suggestion too. Create a new units for rebels,like for garrisons. Each rebel faction/culture/region should have own units. If the province/region is hellenic (it should have only Hellenic rebels.
How the units should "look":
- more men in units (about 25% more soldiers than in normal/regular units)
- stats of rebel units should be lowered then regular units. But morale shouldn't be lowered too much. But - because rebels armies always have experience (one silver bar), the stats should contain this buff.
- Each of culture should have at last one "veteran" units depended on culture. This units should have similar stats compared but lowered with regular army.
- Rebel units should look like miscellany of people, so random shields, random weapons, random clothes but all from they culture. So units with a 2-3 different swords, hatchets, pitchfork - a bunch of people not a regular army. This should look amazing 
- each culture should have few units. Hellenic culture should have about 2 difference spear units (better and weaker), 1 sword unit, 1 cavalry, 1 missile unit.
Italic 2 sword units, 1 spear, 1 cav (or even non), 1 missile. Iberian 2 sword, 1 spear, 2 cav, 2 missile. But this is example, the variants and numbers of units should depend on the culture.
- they shouldn't use a formation, ordered spacing or abilities, only the better "veterans" rebel units should have this ability.
- slave rebellion should have a units something like gladiators. It will be great if slave rebels on Roman controlled land, will have more gladiators in army.
What do you think about it ?
Is there any way to make/fix a rebel script? What to fix:
- numbers of units in rebel army after spawn
- number of armies
- place of spawn - not always near cities.
- and add something like if there is a -100 of PO there is NOT 100% chance of rebellion, but for example 75% and each next turn give 1% more.
And one more suggestion. Events that make some small changes of rebellion even with high PO. This events should occur in whole country, or only in one region, depending on what even we have.
Example:
Event after when you lost a capitol province, rebelion in this province or in neighbouring province.
Even when the fraction leader die - in whole country.
Some diplomatic event: war, etc.
I know that this will be hard to make but maybe there is a change.
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January 14, 2015, 06:07 AM
#2
Re: [BUG] [SUGGESTION] Something wrong with rebels.
Well. Dresden is already working hard also on this and as I understand it seems to be quite difficult to do anything with slave revolts and rebels. Might be hardcoded but Im not sure and Dresden is on vacation.
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January 14, 2015, 12:45 PM
#3
Re: [BUG] [SUGGESTION] Something wrong with rebels.
We may work on custom rebel/slave units in the future for each rebel group. The reason they are mostly mobs and skirmishers right now is because I felt that full stack silver chevron mega elite slave armies didn't make much sense.
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