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Thread: Fans suggestion thread for future releases

  1. #2261

    Default Re: Fans suggestion thread for future releases

    At that point AS and Ptolemaioi more or less have to pay for their settler cities twice, which isn't great. Consolidating as I suggested leaves cheap reforms for AS and Ptol while costing the normal amount for NoMak regions.

    Real talk, I don't understand what good it does limiting helcon_three construction to places that had Makedonians. It's definitely a lot of work to decipher the "not greek1 and not hellen2 and event_counter" mumbo jumbo, but differentiating helcon_three recruitment province by province is certainly doable, and mechanically would be the simplest and most elegant solution. Is the main reason y'all are stuck to the way colonies currently work because you are unwilling to rework the recruitment, or is there a thematic/historical reason for helcon_three to be limited to Makedonian-settled provinces?

  2. #2262

    Default Re: Fans suggestion thread for future releases

    The latter, helcol_three only represents the places that had large-scale Makedonian migration.

    Helcol_ref is a "what if" for places that didn't historically expand as large as that, and a gameplay conceit to allow conversion to continue.

    Coding new pools isn't that big a deal, the helcol_three used to have them before it was changed.

  3. #2263

    Default Re: Fans suggestion thread for future releases

    I was recently playing a Pergamon campaign, and my Galatian client ruler led his troops to a "Heroic Victory" over the Seleukids, killing their Basileos in the process...

    Needless to say, I was very impressed, and when the "Man of the Hour" event kicked in after the battle, I immediately adopted him into my family.

    Unfortunately, he still has the Client Ruler trait, so I can't bring him into any non-client city without triggering the Interloper penalty, and he's stuck with reduced movement.

    Would there be a way to use the script to remove the client ruler trait (if it is present) upon adoption into the family tree? I think this would be a worthwhile addition to the script, despite the rarity of such an event firing for a client ruler.

    This way, if the player wants to keep him as a client, all one has to do is decline the offer of adoption.

    If the team doesn't want to include such a change in the mod... could someone help me figure out how to add something like this into the script for a submod?
    . .

  4. #2264

    Default Re: Fans suggestion thread for future releases

    Quote Originally Posted by Aleksander the Average View Post
    I was recently playing a Pergamon campaign, and my Galatian client ruler led his troops to a "Heroic Victory" over the Seleukids, killing their Basileos in the process...

    Needless to say, I was very impressed, and when the "Man of the Hour" event kicked in after the battle, I immediately adopted him into my family.

    Unfortunately, he still has the Client Ruler trait, so I can't bring him into any non-client city without triggering the Interloper penalty, and he's stuck with reduced movement.

    Would there be a way to use the script to remove the client ruler trait (if it is present) upon adoption into the family tree? I think this would be a worthwhile addition to the script, despite the rarity of such an event firing for a client ruler.

    This way, if the player wants to keep him as a client, all one has to do is decline the offer of adoption.

    If the team doesn't want to include such a change in the mod... could someone help me figure out how to add something like this into the script for a submod?
    No scripting required, that's a fairly straightforward trigger in the EDCT.

  5. #2265

    Default Re: Fans suggestion thread for future releases

    I would suggest you guys doing the Scandinavian land immovable and not traversable unusable because Svuebic CAI constantly has to baby sit with a full stack from Denmark over the water to a rebel stack in Scandinavia and yes it happens in all campaigns, rebels spawn there and stand doing nothing confusing CAI to leave a full stack of troops just to sit and you know that CAI is not "intelligent" to bring a boat and fight rebels over a water gap. Also the same problem again and again is with Belearic Island where one part of it has a city and another a port and traversable land for a full stacks of rebels sitting there confusing CAI. It actually brakes factions who own it.

  6. #2266

    Default Re: Fans suggestion thread for future releases

    Quote Originally Posted by QuintusSertorius View Post
    No scripting required, that's a fairly straightforward trigger in the EDCT.
    Awesome. Hope to see it in the mod.
    Last edited by Aleksander the Average; April 28, 2021 at 11:55 PM.
    . .

  7. #2267

    Default Re: Fans suggestion thread for future releases

    Few suggestions regarding the KH:

    - There's a good case to be made for there to be three Sympolitai (top government) available, rather than two. Gameplay-wise, it brings the KH into line with other Hellenistic factions (Epeiros for example) who get three Basilike Patris. Roleplay-wise, this government represents the founding cities of the KH, and the KH was started by three cities; Athens, Sparta and Rhodes.

    - I made the suggestion waaaaaay back of enabling Spartan FM's to go into mercenary service, like barbarian FM's. Is this being considered for future updates?

    - While we're on the subject of Spartans, in EB1 Spartan suiters/adoptees usually spawned with Agoge traits, is this possible in EB2?

    - Will the Olympic traits make a return?

    - Thorakitai recruitment as it stands is far too low to replace the classical hoplite for the KH. This leaves the KH in a weird limbo in the late game where neither of its main heavy infantry units are common enough to fill its battle lines properly (unlike the other Hellenes who get phalangites), leaving it to rely on lighter Hellenic troops and regionals (in my late 2.35 KH game I found myself shipping boatloads of Lakonike Hoplitai to warzones from Anatolia to Massalia). Is this by intent?

    If not there should really be either another unit/armour-upgrade to plug the gap in the KH late-game roster(chainmail-bearing hoplites anyone?), or Thorakitai/hoplitai recruitment should be tweaked for KH governments.

    - Small niggle, but maybe rename the "Navarch" (can't remember how its spelled in-game) ancillary to something more land-based?

    As an aside, its 100 turns in to my current game and the Yellow Fever has besieged Lipke. Looks like fully blocking off Cyrene from North Africa is the only way to prevent this. Also happy to see that the lethality is being reduced in the next release. Apart from that, fantastic patch!
    Last edited by Aodh Mór Ó Néill; May 05, 2021 at 08:05 PM.

  8. #2268
    Antiokhos Euergetes's Avatar Primicerius
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    Default Re: Fans suggestion thread for future releases

    I do try and bribe the odd KH family member to be a "mercenary general"

  9. #2269
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    Default Re: Fans suggestion thread for future releases

    Quote Originally Posted by Antiokhos Euergetes View Post
    I do try and bribe the odd KH family member to be a "mercenary general"
    That's cool, how often does it work? I can't remember the last time I've been able to successfully bribe anyone, even with tens of thousands in my treasury. Playing on Hard campaign if that makes a difference. And maybe you're going after a single FM unit, no other units attached?

  10. #2270
    Antiokhos Euergetes's Avatar Primicerius
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    Default Re: Fans suggestion thread for future releases

    It is very rare unfortunately I wish they could be recruited

  11. #2271

    Default Re: Fans suggestion thread for future releases

    More buildings, much more buildings. I normally stop when I reach the wondrous temple stage.

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