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Thread: Fans suggestion thread for future releases

  1. #1941
    Roma_Victrix's Avatar I am your sovereign now
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    Default Re: Fans suggestion thread for future releases

    Quote Originally Posted by Jurand of Cracow View Post
    Count six for I want to be removed from the list. I've already complained that the EBII has too fast pace: you're drowning in money and there's so many types of units available that the low pool-refill rates make little difference. Also keeping order in the settlements is too easy. RodrguesSting is right: you can conquer everything very fast. Little challenge beside initial big stacks.
    Not to mention the compressed morale that makes AI fleeing quickly.
    Apart from this, this is one of five greatests TW mods imo (with EB, TATW, SS, and DeI).
    Quote Originally Posted by QuintusSertorius View Post
    Things have been tweaked on the ease front in 2.35A, there are quite a lot of new mechanics that make it less so (and some only apply on Hard+ difficulty, so the game isn't inaccessible to new/less hardcore players).
    To be honest, I think the game is rather difficult enough considering how Albabagenna in Liguria, Akko in Syria Kai Phoenike, Sekeiza and Gader in Iberia, Likash in the Maghreb, Taras in Messapia, Amaseia in Kappadokia Pontike, and Meroe in Kush are constantly trying to rebel once you take them. Things easily spiral out of control in these regions if you don't have a combination of a huge garrison with an excellent governor at all times, limiting your expansion even as a huge empire because you constantly have to focus on catering to these troublesome regions with a handful of valuable family members that could be used to lead armies elsewhere or convert other settlements to your faction's culture. The game actually already does a superb job at curtailing your expansion once you hit 40 provinces or so. It's virtually impossible to avoid routine regional rebellions once you've reached the size of 100 provinces.

  2. #1942
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Fans suggestion thread for future releases

    Quote Originally Posted by Roma_Victrix View Post
    The game actually already does a superb job at curtailing your expansion once you hit 40 provinces or so. It's virtually impossible to avoid routine regional rebellions once you've reached the size of 100 provinces.
    Yeah, for me it's psychologically impossible to go over 15 provinces. I need challenge earlier. I suspect I'm not the only one, not everybody goes over 100 provinces.

  3. #1943

    Default Re: Fans suggestion thread for future releases

    Quote Originally Posted by narvi909 View Post
    Its supposed to be a sandbox. Im sure veteran players like yourself already know which rich cities to conquer first, because they have massive non destroyable pre built bonus buildings in them.
    Knowing where to expand requires more knowledge of history than of the game's mechanics, since EBII aims to build in as much history as possible. And I, for one, find that to be awesome. Sometimes a newer player makes a mistake and puts resources into conquering some backwater station, but that's as it should be. We make mistakes, and we learn. And then you move your army elsewhere, leaving that waystation settlement to rebel.

    Quote Originally Posted by narvi909 View Post
    And from what people are posting here it sounds easy to expand. If a veteran can expand so easily but a noob like myself cannot, Im assuming the AI is more on my level, and where is the challenge in that?
    I've always felt that there was solid balance in expansion, and while I've played lots of TW titles, and a fair bit of EBII, I would definitely not consider myself a "veteran". Some factions have a hard time of it, as they should, and some steamroll easily, as they also should. If you want a challenge, pick a harder faction (or set yourself rigid house rules), and if you want it easier, pick an easier one.

    Quote Originally Posted by narvi909 View Post
    And on units... I want to fight battles between Gaulic soldiers and Roman soldiers, not my celtiberian levies versus their same celtiberian levies, etc. Where is the fun in that?
    Then why aren't you playing vanilla Rome: Total War? The units in EBII are historically accurate, which is the big draw for most fans of the mod, but if you want one with a more Hollywood-y set-up of battles and armies, then go for a classic title, not a mod aimed at maximal historical realism.

    Quote Originally Posted by narvi909 View Post
    What about the buildings then? Many are not worth their price. You would not recover their cost until near the end of the game and the money would be better put toward another army.
    I honestly don't know what you're talking about here. I have had so many playthroughs where I scrimped and saved to build key buildings, otherwise I would slip into the red immediately. That tells you two things: 1) there is a heavy cost to military that must be offset by good civic management, and 2), the buildings do recoup costs, because they prevent a huge deficit from forming. EBII demands that you make hard choices about what to build, where, and when, and that is as it should be, if you want a historically realistic mod.

    Quote Originally Posted by narvi909 View Post
    Yes, I dont have patience. Some of us have jobs and families and responsibilities and cant devote 100 hours to a single playthrough of EBII. Wait, is that why there are still seven players here? You all are still working through your first playthough? And Yes I complain. Im trying to do you a favor and tell you your playpen is broken and that its turning away a lot of interested players. Im sure you all will take offense at this part, turn your noses, and clink your glasses like Statler and Waldorf while congratulating each other on being EBII purists and keeping it away from peasants like me. Good day sir!
    Honestly, the criticism would be appreciated I think, if it actually had something to do with the mod itself, and not with your preferences. All you're really saying is that you want a fast-paced game with moderate challenges and cinematic over-the-top battles. EBII is then just not for you. It's about the slow progress of empire, and immersing yourself in all things antiquity. I mean, when I play EBII, I spend half the time just reading descriptions and learning about stuff, because that is super fun for me, and I believe that holds for a lot of the players here. If these things aren't your cup of tea, then just don't play EBII. But it's hard to take criticism seriously when it seems you just dislike the core premise of the work here. It's like a die-hard thriller enthusiast complaining that Harry Potter doesn't have enough bloody murder in it. Of course it doesn't, because that's not the genre. If you want a different genre of mod, then look for one. The EBII team won't stop you, and I'm sure they'd even be happy to point you toward some good mods more up your alley.


    P.s. EBII team members, keep up the awesome work, because there are lots of us out there who love to learn about history while playing your mod!!!
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  4. #1944

    Default Re: Fans suggestion thread for future releases

    I also play EBll obsesively and I get a couple of messages to stop playing EBll.

    However, I'm not playing it right now because i'm waiting the update that is going to release anytime soon and I don't want to start a campaign.

    EDIT : Most complains I hear about EBll is from people that don't know how to play the mod or people that complain not about the mod itself but about how EBll doesn't satisfies their preferences.

    And the other complains are from people like Rad that wants EBll to live up to it's historical accuracy and those are legit complains.
    Last edited by NapoleonMaster; January 13, 2020 at 10:08 AM.

  5. #1945

    Default Re: Fans suggestion thread for future releases

    Quote Originally Posted by Kilo11 View Post
    Knowing where to expand requires more knowledge of history than of the game's mechanics, since EBII aims to build in as much history as possible. And I, for one, find that to be awesome. Sometimes a newer player makes a mistake and puts resources into conquering some backwater station, but that's as it should be. We make mistakes, and we learn. And then you move your army elsewhere, leaving that waystation settlement to rebel.



    I've always felt that there was solid balance in expansion, and while I've played lots of TW titles, and a fair bit of EBII, I would definitely not consider myself a "veteran". Some factions have a hard time of it, as they should, and some steamroll easily, as they also should. If you want a challenge, pick a harder faction (or set yourself rigid house rules), and if you want it easier, pick an easier one.



    Then why aren't you playing vanilla Rome: Total War? The units in EBII are historically accurate, which is the big draw for most fans of the mod, but if you want one with a more Hollywood-y set-up of battles and armies, then go for a classic title, not a mod aimed at maximal historical realism.



    I honestly don't know what you're talking about here. I have had so many playthroughs where I scrimped and saved to build key buildings, otherwise I would slip into the red immediately. That tells you two things: 1) there is a heavy cost to military that must be offset by good civic management, and 2), the buildings do recoup costs, because they prevent a huge deficit from forming. EBII demands that you make hard choices about what to build, where, and when, and that is as it should be, if you want a historically realistic mod.



    Honestly, the criticism would be appreciated I think, if it actually had something to do with the mod itself, and not with your preferences. All you're really saying is that you want a fast-paced game with moderate challenges and cinematic over-the-top battles. EBII is then just not for you. It's about the slow progress of empire, and immersing yourself in all things antiquity. I mean, when I play EBII, I spend half the time just reading descriptions and learning about stuff, because that is super fun for me, and I believe that holds for a lot of the players here. If these things aren't your cup of tea, then just don't play EBII. But it's hard to take criticism seriously when it seems you just dislike the core premise of the work here. It's like a die-hard thriller enthusiast complaining that Harry Potter doesn't have enough bloody murder in it. Of course it doesn't, because that's not the genre. If you want a different genre of mod, then look for one. The EBII team won't stop you, and I'm sure they'd even be happy to point you toward some good mods more up your alley.


    P.s. EBII team members, keep up the awesome work, because there are lots of us out there who love to learn about history while playing your mod!!!
    Kinda reminds of how COD, Halo, and other generic FPS elitists complain about ARMA. I guess they're so used to action and easy kills with OP, unbalanced gameplay that get peeved that not every game or mod is like that. UNREAL and MEGAMOD (my mods) try to strike a balance between realism and arcade magic. I'm not to the point of modding the campaign map, however.

  6. #1946
    QuintusSertorius's Avatar EBII Hod Carrier
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    Default Re: Fans suggestion thread for future releases

    Quote Originally Posted by narvi909 View Post
    Its supposed to be a sandbox.
    No, it isn't. The mod is not trying to be a freeform, alt-history simulator where you can do anything you like. You can't take Epeiros to the British Isles and prosper just the same as you would in some part of the Mediterranean. You can't have Marian-era Roman troops within a few years of game start. And so on.

    All your assumptions about what EBII is "supposed" to be are merely reflections of your personal preferences, not the design goals of the mod. No mod can be all things to all men. This clearly isn't a mod for you.

  7. #1947
    Roma_Victrix's Avatar I am your sovereign now
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    Default Re: Fans suggestion thread for future releases

    Quote Originally Posted by QuintusSertorius View Post
    No, it isn't. The mod is not trying to be a freeform, alt-history simulator where you can do anything you like. You can't take Epeiros to the British Isles and prosper just the same as you would in some part of the Mediterranean. You can't have Marian-era Roman troops within a few years of game start. And so on.
    Yes, but to be honest, I very recently conquered the British Isles as Epeiros and I was doing okay in terms of finances. I was only able to do so after 700 turns, though. That's the thing this guy doesn't want to do: he wants to conquer the world in 100 turns or less it seems. Again, there are other mods and just straight up vanilla titles for that. He could simply try De Bello Mundi, which is a bit more fast-paced and even has Lorica Segmentata armored legions for the 1st century BC (although realistically that wasn't a thing until well into the 1st century AD). Personally I'd be interested to see a grand EBII submod with a game start in 100 BC where the Roman Republic is already powerful but that's quite a demand for a bunch of dudes who create EBII in their spare time and I'm not sure any other players here give a crap about that idea, so I wouldn't push for it.

    Quote Originally Posted by narvi909 View Post
    <br>
    <br>Its supposed to be a sandbox. Im sure veteran players like yourself already know which rich cities to conquer first, because they have massive non destroyable pre built bonus buildings in them. And from what people are posting here it sounds easy to expand. If a veteran can expand so easily but a noob like myself cannot, Im assuming the AI is more on my level, and where is the challenge in that?<br>And on units... I want to fight battles between Gaulic soldiers and Roman soldiers, not my celtiberian levies versus their same celtiberian levies, etc. Where is the fun in that?<br>What about the buildings then? Many are not worth their price. You would not recover their cost until near the end of the game and the money would be better put toward another army. Sets it up as a "steamroller" simulator. Yes, I dont have patience. Some of us have jobs and families and responsibilities and cant devote 100 hours to a single playthrough of EBII. Wait, is that why there are still seven players here? You all are still working through your first playthough?<br><br>And Yes I complain. Im trying to do you a favor and tell you your playpen is broken and that its turning away a lot of interested players. Im sure you all will take offense at this part, turn your noses, and clink your glasses like Statler and Waldorf while congratulating each other on being EBII purists and keeping it away from peasants like me.<br>Good day sir!
    This is your problem right here. "A single play through" to you probably means playing a mod for a week or two and then abandoning it for something else shinier and new, like most casual players of TW games. I spend upwards of three to four months on the same campaign until I've reached on average 800 turns with well over 100 conquered provinces, recreating an empire about the size of the Roman Empire, sometimes with Rome, other times with Greek Hellenistic factions. I sometimes play Third Age Total War and Stainless Steel mods, but to be honest I keep coming back to EBII because it is simply the best. I certainly think it's better than De Bello Mundi, set in the same time period, although it doesn't have the same amount of love from the community for various reasons.

    I am glad though, that you outright admit you don't have any patience, so at least you're honest.

    Also, what's wrong with factions using some of the same regional levies? If both their empires exist in Iberia like in your suggestion, then that's just being realistic if both of them use some Iberian mercenaries or levies. Seriously. I think it would be boring if you could only recruit your core factional troops. Also, while you can only recruit Roman troops from Italy during the Polybian period, once you hit the Marian reforms for the Romans, you can literally recruit Roman legions in almost any province throughout the empire with the proper provincial government. Again, you need patience for that since it takes over 650 turns or so. A Hellenistic Greek faction would satisfy you more since they can build colonial infrastructure that allows them to recruit core Hellenistic units throughout the Mediterranean and beyond. For instance, as any one of the Western Greek factions I can recruit Thorakitai heavy infantry from Massalia in southern France all the way to Antioch in Syria at dozens of locations once the Thorakitai reforms hit around turn 210 or so.

  8. #1948

    Default Re: Fans suggestion thread for future releases

    1. North-west caucasian hoplon shields give Colchian Hoplites, North-West Caucasian warriors give only rectangle wooden shields.

    2. Kartvelian Warriors removed Horned and Chalcidian helmets. Removed Colorful and striped Pants. Give Eastern Conical and plate helmets from my art. Give animal Leather . Give round leather shields

    3. create Kartvelian shock Cavalry
    Last edited by Khevsur; January 14, 2020 at 06:15 PM.

  9. #1949

    Default Re: Fans suggestion thread for future releases

    Narvi, have you tried De Bello Mundi? It seems more in line with your desires and has loads of toglable options.
    ORANGE MAN BAD

  10. #1950
    Roma_Victrix's Avatar I am your sovereign now
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    Default Re: Fans suggestion thread for future releases

    Am I seeing this right? Makedonia can no longer recruit Thorakitai Epilektoi, only the regular Thorakitai? If so, why? I've been playing a Koinon Hellenon campaign for a while, so I haven't noticed it, but I could have sworn I recruited Thorakitai Epilektoi as the Epeiros faction when I played a full campaign with them last year using the latest version. Hypaspistai are cool and I'm glad I can still have them, but I consider them a complement to Thorakitai Epilektoi. The Thorakitai reforms are kinda dull without them as a Hellenistic successor faction, especially since the message says that the "picked men" from this class came to be seen as the most elite infantry available.

    Also, the campaign map colors for Makedonia and Lusitania are way too similar. I know that the former is black and the latter is coffee brown, but Lusitania's provinces are so dark looking that you can't really tell the difference unless you zoom in on the campaign map. Even then it's kinda hard to tell. Perhaps make them a different color or lighter shade of the same color, since you can expect experienced and longtime players to expand into Iberia using Hellenistic factions. For that matter, it's also kinda hard to see the difference between the territories of Koinon Hellenon and the Scythians without zooming in on the campaign map.

  11. #1951

    Default Re: Fans suggestion thread for future releases

    Quote Originally Posted by Roma_Victrix View Post
    Am I seeing this right? Makedonia can no longer recruit Thorakitai Epilektoi, only the regular Thorakitai? If so, why? I've been playing a Koinon Hellenon campaign for a while, so I haven't noticed it, but I could have sworn I recruited Thorakitai Epilektoi as the Epeiros faction when I played a full campaign with them last year using the latest version. Hypaspistai are cool and I'm glad I can still have them, but I consider them a complement to Thorakitai Epilektoi. The Thorakitai reforms are kinda dull without them as a Hellenistic successor faction, especially since the message says that the "picked men" from this class came to be seen as the most elite infantry available.
    I think the fact that Makedonia can't recruit Thorakitai Epilektoi just shows a kind of militaristic traditionalism within the Antigonid army.

    And it shows that the eastern hellenic states were more eager to innovate their militaries due to them being in the main zone of military innovation in the Hellenistic world (Anatolia).

    Epeiros reformed their armies and so they didn't had any traditionalism and they would had certainly adopt the newer innovations of the late 3rd century.

  12. #1952
    QuintusSertorius's Avatar EBII Hod Carrier
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    Default Re: Fans suggestion thread for future releases

    It is as NapoleonMaster said, Makedonia were traditionalists. They kept their Hypaspistai even to the end of the Antigonidai.

    Epeiros is changed in the patch, they are no longer "north-western Makedonia".

    As for faction colours, that's a really tricky one. Finding the right contrasts, without causing issues with likely nearby factions is not easy. If Leusitane was made lighter, then it might be harder to distinguish from Arevaci orange-brown.

  13. #1953

    Default Re: Fans suggestion thread for future releases

    I know this request must be done to death, but it has to be said: can EBII's team make javelins/javelin-users more effective? Doesn't matter if they're on horse or on foot...as of what I remember (the state of the mod at least a year ago), discharges of javelins were terribly underwhelming in-game. My personal opinion is that unshielded infantry or unarmored horses (not the riders per say!) have to be WAY more vulnerable to bolts hurled by the more elite javelineers. I mean, c'mon so many beasts (e.g. lions, boars, mammoths) tougher and more agile than horses have been reliably brought down by crappier-made ancient "javelins" (sharpened wooden sticks in some cases), and the precision and accuracy required to get through the gaps of average body or limb armor (not those of the cataphract riders, duh) in the period the mod is set in should be quite reachable by the elite javelineers on hand (e.g. eastern cavalry, numidians, cretans). When more than half the infantry/cavalry in this game launch a couple of javelins before closing in, you'd think the weapon itself should be way deadlier than how the mod portrays it across all cultures, right? Note: not asking that javelin throws be like a rifle volley, but when nearly 60 bolts are hurled straight into a mass of TIGHTLY packed, UNARMORED (the horses OK!) cavalry moving straight towards the discharge, and only 5 die...that's REALLY unrealistic. You'd expect probably like 10-15 dead, or their momentum terribly muddled.

    (PLEASE READ FOLLOW UP EVEN IF YOU DISAGREE WITH ABOVE PARAGRAPH):
    Considering the constraints of the m2tw system, and the fact I'm not a modder of this project, feel free to disregard my previous statements. I have a feeling the math/formulas you guys did to calculate and balance weapon damages can't account for specific versus cases, like javelins vs unshielded infantry or unarmored steed cavalry. Also, if it simply doesn't fit how effective javelins historically were, feel free to educate me! I'll gladly listen and devour all sources forwarded to my ignorant self. However, I stand firm on SOME sort of improvement for units which the javelin is the primary weapon. They simply are really underwhelming as a projectile (in-game). I suggest that the "pure (as close as possible to the term)" javelineers (either mounted - if so then include horse archers - or on foot) be either given more ammo (so more damage over a long period of time), or they be made way more agile. I don't mean they approach flash levels of velocity, but have definite speeds or acceleration rates that their heavier armored brethren simply can't catch up to. It should be as if they're always a few meters ahead, or they simply turn or maneuver way smoother. I read histories on the Punic Wars, and compare the numidian cav there to what's on EB2, and their riding skills really disappoint.

  14. #1954

    Default Re: Fans suggestion thread for future releases

    Quote Originally Posted by Pooploop View Post
    I know this request must be done to death, but it has to be said: can EBII's team make javelins/javelin-users more effective? Doesn't matter if they're on horse or on foot...as of what I remember (the state of the mod at least a year ago), discharges of javelins were terribly underwhelming in-game. My personal opinion is that unshielded infantry or unarmored horses (not the riders per say!) have to be WAY more vulnerable to bolts hurled by the more elite javelineers. I mean, c'mon so many beasts (e.g. lions, boars, mammoths) tougher and more agile than horses have been reliably brought down by crappier-made ancient "javelins" (sharpened wooden sticks in some cases), and the precision and accuracy required to get through the gaps of average body or limb armor (not those of the cataphract riders, duh) in the period the mod is set in should be quite reachable by the elite javelineers on hand (e.g. eastern cavalry, numidians, cretans). When more than half the infantry/cavalry in this game launch a couple of javelins before closing in, you'd think the weapon itself should be way deadlier than how the mod portrays it across all cultures, right? Note: not asking that javelin throws be like a rifle volley, but when nearly 60 bolts are hurled straight into a mass of TIGHTLY packed, UNARMORED (the horses OK!) cavalry moving straight towards the discharge, and only 5 die...that's REALLY unrealistic. You'd expect probably like 10-15 dead, or their momentum terribly muddled.

    (PLEASE READ FOLLOW UP EVEN IF YOU DISAGREE WITH ABOVE PARAGRAPH):
    Considering the constraints of the m2tw system, and the fact I'm not a modder of this project, feel free to disregard my previous statements. I have a feeling the math/formulas you guys did to calculate and balance weapon damages can't account for specific versus cases, like javelins vs unshielded infantry or unarmored steed cavalry. Also, if it simply doesn't fit how effective javelins historically were, feel free to educate me! I'll gladly listen and devour all sources forwarded to my ignorant self. However, I stand firm on SOME sort of improvement for units which the javelin is the primary weapon. They simply are really underwhelming as a projectile (in-game). I suggest that the "pure (as close as possible to the term)" javelineers (either mounted - if so then include horse archers - or on foot) be either given more ammo (so more damage over a long period of time), or they be made way more agile. I don't mean they approach flash levels of velocity, but have definite speeds or acceleration rates that their heavier armored brethren simply can't catch up to. It should be as if they're always a few meters ahead, or they simply turn or maneuver way smoother. I read histories on the Punic Wars, and compare the numidian cav there to what's on EB2, and their riding skills really disappoint.
    I'd agree with you on case of javelins vs. cavalry. Javelins were primary cavalry weapon of the era from Iberia to Anatolia and then some, but their performance ingame against other cavalry is lackluster.

    As for the infantry, it's not that bad. Most ranged troops in EBII are intended to be support, as they were historically. Used right, they're very cost-effective, but you have to maneuver them into position and make sure they don't run into their target (due to animation, repeated throwing moves them closer) and they don't get attacked in melee.

  15. #1955

    Default Re: Fans suggestion thread for future releases

    But the problem is that the battles in EBII are scaled down from the scale in real life battles because of the M2TW engine. So if you gave javelin attacks the full physical effect that they would display in real life, it would be disproportionately powerful because in real battles the javelin volley would only disrupt the first few ranks of the battle line, only disrupting a small proportion of the total formation. But given that the units in EBII are scaled down from real life sizes, giving javelins the same physical impact as they would have in a real battle would wipe out a whole chunk of the enemy units. Which is too exaggerated to preserve tactical realism

  16. #1956

    Default Re: Fans suggestion thread for future releases

    One way to make missiles more effective against lighter targets while still being realistic would be to ramp up attack, but also up armor and shield values. That way, armored and shielded units would still stand against missile fire while unarmored and unshielded troops would suffer a beating.

    That would require a complete overhaul and years of testing. No thanks

  17. #1957
    Roma_Victrix's Avatar I am your sovereign now
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    Default Re: Fans suggestion thread for future releases

    Quote Originally Posted by Rad View Post
    That would require a complete overhaul and years of testing. No thanks
    Are you saying you're not up for the challenge, soldier? Where's your fighting spirit, Private Rad? You and I could test play the bajeezus out of it.

    Quote Originally Posted by QuintusSertorius View Post
    It is as NapoleonMaster said, Makedonia were traditionalists. They kept their Hypaspistai even to the end of the Antigonidai.
    I'm unhappy about it, but at least this answer makes sense historically speaking.

  18. #1958
    Roma_Victrix's Avatar I am your sovereign now
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    Default Re: Fans suggestion thread for future releases

    I don't know if you guys have any control over it, but it is so weird that Egyptian cities during siege are in a state of partial snow cover during winter. It's bizarre. The landscape around the city isn't covered in snow, but the interior is covered in it, namely the streets and rooftops. Needless to say, it does not snow in Egypt. Also, something I think you guys do have a bit of control over: the fact that the Nile Delta region looks like a freaking desert when it is one of the lushest, greenest places on Earth. Seriously, the landscape outside cities like Alexandria and Memphis should not look like a total desert. There should be at least 500% more palm trees, bushes, grass and other flora and fauna than we currently see when you besiege these cities on the campaign map. The vegetation outside the city of Meroe in Kush looked much better in this regard.

  19. #1959

    Default Re: Fans suggestion thread for future releases

    Please make phalanx do more damage, i know the engine is kinda weird but when horses run straight into my pikes (which are these long pointy things but in a high mass which makes going against them unprotected like jumping into a meatgrinder) and like 2 of them die and then they just run away. I really havent found much use for them except for the elite ones because the damage of 5 or 6 or whatever it is, is substaincial enough that they actually kill something.
    (sorry I had numlock off and it didnt post the number and there is no edit button so I repost with number ok, thank you, please admins delete the one without the number, thank you)

  20. #1960
    Lusitanio's Avatar Content Staff
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    Default Re: Fans suggestion thread for future releases

    You have no edit button because you need more comments before being able to edit.

    About your suggestion, I don't think so, phalanx already do a very good job, they are there to secure their line while the troops on the flanks win the battle.

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