A guy governing one my towns thinks he's in the woods, for some reason:
Spoiler Alert, click show to read:
This probably should be disabled for barbarian governors? :-( The place he's in is 3.3k size.
For what it's worth, new game as KH m/m with the latest version. Only about 6 turns in, but the Makedonia situation is already improved. Korinthos and pella have a much more serious garrison. Ill take Korinthos in another turn or two, but at least the AI KH would be sufficiently deterred for a little while (and the human KH at least has to put forth effort to take it).
I took Korinthos. Makedonia defended with 15 units, which I think was an improvement over past versions. I'm up to turn 10, Thermon is still independent and Pella is guarded by a full stack. Pyrrhus still has his full stack hovering near the border with Makedonia.
Also, during the attack on Corinth my siege towers refused to deploy on the walls. Infantry would push it all the way and then drop the equipment. Is this a bug or is it intentional that they don't work on large stone walls?
For some reason, the lake south of Ankyra keeps having storms over it. I'm playing Ptolemoi on 2.04 for the first time since 2.01. The mod has changed a lot since then. I'm amazed. I didn't realize how much all the small incremental changes have added up. It's like a whole new mod even since that point. Excellent work all.
The storms are there to destroy pirate spawns. Otherwise, pirates would randomly spawn in lakes around the map and remain there for the rest of the game.
1. More Leves should be available in Roman provinces and more often. At the moment Roman stacks are pretty much purely heavy infantry, meaning they smash to bits everything other factions with more skirmishers in their rosters can field against them.
For example, from my game:
- Main KH stack: 7x heavy infantry (+general), rest of the stack are skirmishers of this or that sort.
- Main Roman stack: 14x iheavy nfantry units, general, 2x skirmishers.
Who wins, every single time? :-D
Basically, thanks to the way units become available in Italy (very few skirmishers, all units heavy infantry and cavalry), Romans field very heavy armies and thus steamroll the crap of other factions due to autoresolve quirks where heavier army always wins.
2. Numidian horde script must be rebalanced too, they cause so much grief to Carthage AI at the moment that Carths are unable to do anything else, anywhere overseas, they lose their overseas possessions and then start chasing Numidians around the desert, beating them, turning them to a horde, beating them some more, letting them settle, then hording them again. Forever.
I'd suggest fewer horde units to be spawned here.
3. It's still a little silly with how easily AI can keep far-away cities of wrong culture. Bosporans in Russia, Romans taking Gaul cities and garrisoning them with 1-2 units only. Bosporans in Russia without much sweat or garrison.
We've had a productive discussion on this point with a number of important outcomes.
1) The Leves will become available in the socit building - until we've got a proper Italian skirmisher, they will stand in for them (and Akontistai in Greek areas).
2) Pools in both the iulsat and municip buildings will be shirinking - they are far too large (even accounting for Italy's big reserves of manpower). More specifically, in the municip, there will be some bonus recruit_pool lines just for Roma, so that if you build them elsewhere, they will give fewer troops.
3) The stats for Roman line infantry units are a little overpowered, and not as was intended. Their morale, defensive skill and attack will be coming down a touch, which should make them better balanced against other factions. Of particular note is that in the periods covered, Romans did not train frequently like Greeks (for example) did, they had to gain their experience on campaign before they became reliable. Obviously for the professionals of the Marian era, it's a different story.
So expect changes to the Romans - I may be able to reduce some of the Rebel garrisons that are designed to stop AI Rome reaching for the Baltic after all those changes. Though I think I'll leave the three armies in Liguria.
I dont understand the so easily. I see revolts every time. In the case of Romans in less than 100 turns last playthrough I saw them having 3 revolts just in cisapline.
AS has consistly at least 3-4 revolts very early on. And bosporans had one or two last play too.
We will either find a way, or make one.
Main problem is this northern AI expansion bug...Bosphorians, Baktrians etc should not push for empty, poor , culturally distant northern lands as default (in some alternative history and games, yes...but not always as Bosphorinas push to the Russia and Baltic..Baktrians in central Asian steppes..)
Tribal Total War
I've been busy and away from home, so apologies for the slower-than-normal rate of response.
The trait for the Faction Heir now comes with a hefty Loyalty bonus.
The script is being updated to stop the spawned stacks running away. I had the same thing happen to me when I was testing it out before release.
Different movement rates is an example of us hitting limits of the engine. They are different speeds because they're different formations and we've gone for what is more realistic. For most infantry, they have the same speed anyway (0.83) so it's not an issue. However, phalanxes are naturally slower than looser formations, and tend to be 0.65. Over long distances that will obviously create big gaps.
Javelin cavalry in 2.03k suffered from the adjustment of skirmishing distances to aid horse archers. It's been pulled back again in 2.04. That will mean horse archers get caught more frequently, but unforunately there's only one value that can be amended. So either we nerf javelins by setting a value that keeps horse archers out of range of being charged, or we make horse archers more vulnerable by setting a value that lets javelin cavalry skirmish.
Looking into these.
Indeed, the idea is to make the Rebels a more effective check on everyone else. They were something of a pushover before, hopefully that's diminished. Especially vs the other AI factions (where auto-calc is king). I still see them as the best lever to slow down the game and prevent a rush to that tedious middle/late condition where there are a handful of super-factions spamming armies endlessly.
When placing buildings at the start in the descr_strat, the settlement doesn't actually have to meet the requirements to build something in-game. Thus we gave Ambrakia the Basilike Patris government - the very top "homelands" government, even though it has no Military Colonies (more on those later). It is, after all the seat of the Epirote royalty. Which does mean they can recruit elites (since that's the only place Hellenistic factions can recruit them) there.
Yes, you may have noticed Phalangitai are much, much rarer than they were. You need to build Hellenistic Military Colonies to get them outside of the three places with large, natural concentrations of Makedonian settlers. Otherwise, that means relying on lesser phalangites (and in the autumn release Epeiros and Makedonia will have Deuteroi Phalangitai which are not currently in the game) and mercenary phalanxes. This is entirely by design, getting souces of Makedonians for the best quality phalanxes was a Big Deal.
I'll flag those.
The Popular General is one of the spoils gain messages disabled in 2.04.
Not a bug; small armies aren't well-suited to sieges, more units means more labour.
Not text issues at all, there are three separate buildings concerned, and the third doesn't display on the building browser unless you have the prerequisite of colonists. That third is the Hellenistic Military Colony (helcol) as opposed to the Native Military Colony (eastcol). But the helcol is linked to the Hellenistic Poleis (polis) building, since it increases Hellenistic politics (rel_h) culture making the upgrade of a polis easier.
I don't know, Alin will.
We'll need to review the pre-requisites for that mission. Be careful how you spend those scarce colonist points - putting two into Baktra's Hellenistic Military Colonies is the fastest way to upgrade it's polis.
Also for anyone else using colony points as Baktria - you won't be able to put helcol buildings in Marakanda or Oskobara until you destroy the eastcol that is already present. The building giving you native phalanxes.
Hmmm, I need V.T. Marvin to look at the code for that building.
Looking into the "save protection" part of the script. It's there to stop things getting lost or broken when you save and quit with monitors in mid-processing because you haven't completed something.
I had the same thing happen when I tested it -they've been amended now to stop them running away.
Presence of Rebel armies does indeed lower public order. The only way I could increase order in that settlement specifically, without adjusting the underlying mechanics is through law/happiness buildings.
That's been reviewed, should be working as intended when I release the next version.
Sounds like he has an invalid name (ie one which isn't on the list for his sub_faction). I'll fix that.
I thought I'd fixed the blank diplomacy scrolls - it was an issue I was getting in testing.
Is anyone else getting them?
Which units, specifically?
That could be absolutely anything, unfortunately. Without an error log, it's hard for us to diagnose whether there's an underlying problem.
I'm looking into the recruit_priority_offset for navies - since adjusting it for land troops ships are now extremely low priority.
I think the movement of capitals is automatic - the AI balances distance penaties by moving its capital to the middle of its holdings. Not sure if we can prevent that.
I've seen this reported a few times, I have no idea what the reason might be, since it doesn't affect everyone. Is it every faction?
It was messed with again because that was only a temporary test of the "reward" for an entirely different event.
Of course it's untested, tesing is the purpose of these updates. I make no apologies for that, all of you are participating in the beta testing of the autumn release. The more things you find wrong here, the fewer of them the final release will have.
Yes, you need the same colonists either to:
-found a new polis_one
-found a new helcol_one
-upgrade either helcol_one to helcol_two or helcol_two to helcol_three
So it's a choice. Note you shouldn't cancel either from the queue - you lose the colonist points and have to wait for them to come round again.
Any governor can get Supervisor, and thus Satisfied/Uncomfortable Supervisor. The problem is the triggers are broken. We've been fixing bits and pieces of the traits, but it's a major piece of work. Not sure if we'll get them all by the autumn release, but that's the plan.
1. It's more to do with the fact that Leves are the only skirmishers in the Roman roster. They don't have any other light troops and unless the AI Romans choose to install an Allied Government in northern/southern Italy, they won't have access to any. Plus the adjustment to the recruit_priority_offset value means heavier infantry is higher priority. That stops factions with lots of light options (eg Epeiros) from filling up on nothing but skirmishers, but it's problematic for those with hardly any lights.
It's also by design, to a degree. A proper Roman army was heavy infantry-heavy. For every unit of Leves, there should be 2 each of Hastati and Principes and one of Triarii. Then that should be duplicated again with Italians (who might be lighter on average, but are still mostly medium infantry). Furthermore, Italy had huge reserves of manpower, so it's difficult to justify reducing their recruitment pools.
So unless we can find some more skirmishers for the Romans, we're limited in what we can do.
2. I think we need to review hordes generally.
3. Culture penalties are very sensetive indeed. Even just raising the cap can make some places completely ungovernable, which is not the intention. Also note that when they grow beyond a certain size, the AI moves it's capital to reduce the distance penalty element.
More revolts is good, especially the Seleukids. They should be at least as consumed with keeping what they already have, as with looking for new acquisitions. That's a good sign the settlement mechanics changes I made are having an impact.
I think there's something hardcoded by CA that forces this behaviour, it seems to be really difficult to break the AI of the habit.
I put the recruit prioirity for missile troops right down. Their refresh rates are less than those collective rates for heavier troops. I changed all the AI personalities to balanced smith, which should make balanced forces a priority.
Last edited by QuintusSertorius; July 28, 2015 at 08:47 AM.
They are meant to attack each other (saka/baktria and sauromatae/bosphorus). This does exist but only versus rebels. Faction against faction it works as intended (except for a few random factors). The diplomacy and long term tatrgets were all passed through a chart made by the faction coordinators, who are historians and know more than me about what is realistic and not.
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Pritanoi H/M 2.04 Turn 400/ 173BC
Mainly testing my favorite part again CAI
Maps
Player report:
Holy hill of Tara is in Scotland and Ireland
The rebellions are becoming more frequent but do not disturb empires. At best they tie up some full stacks and prevent those from fighting a war. Or as in the Interesting Events, the Romani Danube would splinter apart making it less effective cut off from Italy. Later on, it becomes a game of 'who can take it first' if its in between 2 factions. Except for vassals as they are completely passive and shy away from rebellion.
Interesting Events
Spoiler Alert, click show to read:
Conquest List
Spoiler Alert, click show to read:
Pontus Army
Pontus had become a normal faction owning 6 provinces. All the provinces had allied states except for the capital that had Basilike Patris. This is their army in T235/214BC.
Spoiler Alert, click show to read:
Lusotannan Army
They had made an alliance early on with the Areuakoi and were at war with Qarthadast but did not fight any battles beyond Iberia. I thought their army had too many skirmishers but it turns out its kind of even. This is their army in T100/248BC look at all the slingers.
Spoiler Alert, click show to read:
Last edited by Mantaprey; July 28, 2015 at 07:16 AM.
Archers + slingers make almost 50% of Pontic armies...I suggested this long ago..Both should have very very slow recruitment time...it would take life time to train and they were very little portion of real life helenistic armies, usually no more than 10% at the most, while in game it is usually way more than this
Tribal Total War
Roma H/M 20 turns.
I am playing Rome to keep a none-involved eye on the Makedonia situation, having seem someone else report Makedonia still dead in 40 turns. I feared that may be the case have seen that the Knossos situation has been resolved in favour of KH (Knossos has been duly taken).
Makedon starts quite well. The garrisons in Pella and Korinthos are stronger and the early KH attempt to seize Korinthos is thwarted. In the two games I have played Pyrrhus has not attacked Thermon and with the immovable governor in the city and buffed associated stack, it remains free. That has solved the problem of the Makedonian AI trying to consolidate there.
But.......
Twice now, it has sent its Korinth army to the minor settlement sweet of Korinth and sat there.
Makedon has now lost Pella to Epirus, and both Demetrius and Korinth now look vulnerable.
It will play on both games to 40 turns, by which time it is likely Makedon will be wiped out. The minor buffs it has received have been more than matched I think by those given to Epirus and KH, with the net effect that the net outcome is likely to be as it has been previously. I reach the conclusion stated previously that it simply seems underpowered.
The obvious thing for Makedon to do is attack Sparta. I have never seen it do this since the "Makedon Problem" emerged a few weeks ago.
The units that walked when charging where hastati(2.04).
I'm going to report on my 61 turn gameplay as Pergamon in patch 2.04:
- Regarding CAI the Knossos script worked perfectly however the Makedonians lose Thermon almost instantly (turn 6/8) followed by Demetrias (turn 26) and then Pella (turn 32). Epeiros held italy for awhile then Syracuse revolted to Phyrros (turn 22). Koinon Helenon ends up capturing Pella (turn 51) and Epeiros became KH client state (turn 53). Epeiros losses its holdings in Italy and Sicily by turn 57. In the east not much changes, Baktria and Pahlava are allies smashing the Saka. The seleukid losses Tarsos to rebellion in turn 19. They stabilize a front in Syria Koile and exchanges assault with the Ptolemaioi. In the West not much changes in Spain, the "barbarians" of the west formed kingdoms painting the western map with various color. Not much progress on the Thraikian front. The Bosporitai formed a nice kingdom of Pantikapaion, Chersonesos, and Skythiapolis. Massylia had yet declare war to karthadast.
- Regarding BAI: flankings became more consistent, in my war of independence I saw some great battles the best was the Battle of Ipsos (turn 22) where two armies tried to envelope me. When I shifted my center phalanx to the left it opened a gap and an enemy Akkadian infantry rushes in that gap hitting my archers, this never happens before Im exhilarated. Flankings are conducted more consistently, I have yet to see any "flank-pause".
- Charges improve, and cohesion is on point. Javelins do become a nuisance for my army as not only damage it but also breaking a formation.
Several questions though: the Skynet message no longer appear, is this intentional? I also have received the independence message as Pergamon, does this mean the reform kicked in?
Getting this every turn since I defeated a Lusotannan army with 2:3 ratio. H/M, Arevakoi.
http://i.imgur.com/Ep1D6lS.jpg
Could make other AIs recruit more heavies. Carthage and the Greeks most notably. Like the good old EB1 days, where everything coming to Sicily would be Elite African or Elite Iberian if not Sacred, making Romans cry bitter tears.So unless we can find some more skirmishers for the Romans, we're limited in what we can do.
Also, maybe prevent AI from changing capital, so they remain more focused on their starting area, migrate less?