Results 1 to 5 of 5

Thread: Naval transports and unit size, any ideas?

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Naval transports and unit size, any ideas?

    First off, I love the mod. It's the only reason I bought another copy of the game for a friend. Unfortunately our Rome/Syracuse campaign is grinding to a halt because every other turn results in a painful, buggy naval assault on Lilybaeum from Carthage. Everyone probably already knows the problems with transports...they only carry 160(?) men, so any extra troops appear under the ground/water somewhere on the map. This affects the remaining troops formation and their ability to be attacked. Sometimes a routing unit can't be attacked by melee because their pursuers will charge off to attack the remaining soldiers that are underground. Missile units appear to have trouble targeting landed units as well. Also there aren't enough landing spots for three stacks of ships on these maps so the remaining ships just wait for the timer to run down (60 minutes in our campaign... really wish there was a way to change that mid-game).

    Fighting one of these battles once a while isn't a problem but doing it every two or three turns is bad. So I was thinking about ways to fix this problem instead of abandoning the campaign and playing landlocked factions only or auto-resolving and losing our coastal cities.

    Is there perhaps a way to automatically inflict casualties on a unit entering a boat on the campaign map, like a one-time attrition hit that lowers the unit size to vanilla numbers and keep them from reinforcing so long as they are in a transport fleet?

    Failing that, maybe a way to allow players to safely autocalc a battle like this by lowering the autocalc strength of units in transports? Like increase the penalty for attacking via transports assuming there even is one?

    Would any of these changes be save compatible?

    Thanks

  2. #2
    Litharion's Avatar Artifex
    Join Date
    Sep 2013
    Location
    Germany
    Posts
    2,622

    Default Re: Naval transports and unit size, any ideas?

    This is a simple mod I made. Landing troops will use 2 ships per unit. As the AI has problems handling it you should play as AI on naval assaults.

    http://www.twcenter.net/forums/showt...Ships-per-unit

  3. #3

    Default Re: Naval transports and unit size, any ideas?

    For some reason the only available option for the other player is "spectate" when the battles appear. Is there a mod that enables "play as AI"?

  4. #4
    Barune's Avatar Miles
    Join Date
    Oct 2013
    Location
    Virginia, USA
    Posts
    334

    Default Re: Naval transports and unit size, any ideas?

    Going to have to auto resolve it i think. Your playing co-op. can only play as AI in a Head to head.

  5. #5
    McCarronXLD's Avatar Senator
    Join Date
    Jun 2009
    Location
    Maine, USA
    Posts
    1,148

    Default Re: Naval transports and unit size, any ideas?

    I like your idea for lowering the strength of units in transports for auto-calculation. Is it possible?
    "You hurt me long ago; my wounds bled for years. Now you are back, but I am not the same."

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •