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Thread: RSIII problems and bugs

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  1. #1

    Default Re: RSIII problems and bugs

    If we're talking about the thorakitiai, amusingly the "greek thorakitai" has their standard formation being looser than their loose formation.

    Interesting choice, since the AI does put them straight in the frontline...

  2. #2

    Default Re: RSIII problems and bugs

    Nothing. Ill dl mod when he has been finished. My time's wasted on reinstalling game and patches. gl team, i hope that mod will be done in future

  3. #3

    Default Re: RSIII problems and bugs

    It would be awesome if somehow you can add auto replenishment of the army, just like the generals/family members have. Is that even possible?

  4. #4

    Default Re: RSIII problems and bugs

    Actually it would be not. I also thought it was a great feature made by CA, but after playing RS I've come to the idea that it actually removes all immersion. This is how my campaigns go on:

    I usually send my two best stacks to invade a coast/land. Then I recruit troops in all cities and keep sending reinforcements by using ships. This is the one true, asolutely true way of supply lines. If enemy ships are stronger and kill my ships or rebellion armies kill my reinforcements, my supply lines are cut off and my armies are doomed. The ships mentioned are used to send back exhausted regiments as well to replenish in the cities where they came from, so I can keep their experience level.

    I believe that this is a true part of warfare which adds great immersion that new Total War games completely lack. You can replenish Persians in Scotland...

  5. #5
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    Default Re: RSIII problems and bugs

    Quote Originally Posted by Quintillius View Post
    Actually it would be not. I also thought it was a great feature made by CA, but after playing RS I've come to the idea that it actually removes all immersion.

    I believe that this is a true part of warfare which adds great immersion that new Total War games completely lack. You can replenish Persians in Scotland...
    Totally agree with that. Auto replenishment is not only immersion breaking but also reduces the strategic factor of your campaigns, and thus we don't want that.

    A very nice addition, though, would be to limit the number of elite troops that a player can recruit within a certain period of time. In order to make it work properly, however, the same limitation would have to be imposed on AI factions, as well- giving them perhaps a larger pool of units to recruit as they also tend to lose them more easily.

    I wonder if that's actually doable in the RTW engine?
    Last edited by ~Seleukos.I.Nikator~; May 13, 2016 at 09:33 AM.

  6. #6
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    Default Re: RSIII problems and bugs

    Quote Originally Posted by Julius Poliorcetes View Post
    Nothing. Ill dl mod when he has been finished. My time's wasted on reinstalling game and patches. gl team, i hope that mod will be done in future
    I'm going to upload a small patch today that will fix a number of small issues, but I'm afraid your problems are beyond my ability to fix. So many people have installed and can play RSIII without problems, and I have installed and tested it so many times it's silly. RSIII has minor problems, but crashing as yours has been is not one of them. You've either installed it wrong, or made some change that broke it. I'm sorry.

    Quote Originally Posted by Quintillius View Post
    Actually it would be not. I also thought it was a great feature made by CA, but after playing RS I've come to the idea that it actually removes all immersion. This is how my campaigns go on:
    I usually send my two best stacks to invade a coast/land. Then I recruit troops in all cities and keep sending reinforcements by using ships. This is the one true, asolutely true way of supply lines. If enemy ships are stronger and kill my ships or rebellion armies kill my reinforcements, my supply lines are cut off and my armies are doomed. The ships mentioned are used to send back exhausted regiments as well to replenish in the cities where they came from, so I can keep their experience level.
    I believe that this is a true part of warfare which adds great immersion that new Total War games completely lack. You can replenish Persians in Scotland...
    I agree. Auto-replenishment is a 'gamey' feature that removes the necessity to worry about marching off into battle and finding yourself under-supplied and manned.

    Quote Originally Posted by ur-Lord Tedric View Post
    Hang on a second.....

    The standard Roman Auxiliary (whether mounted, or on foot - and quite deliberate in their standardisation) is armed with a Spear (Hasta) and, most probably, 'light' javelins (Lancea).

    My own researched view is that a proportion (25%) of all Roman Legionaries were also so armed - the Lanciarii - assuming the original roles of both the Velites and spear-armed Triarii
    Yes. I didn't mean that being armed that way wasn't historical or something....I meant that in RTW, you didn't see units armed that way very often. Usually, its spears alone, or javelins\pila with sword...but not with spears, or spears with swords. So when Tone proposed a unit with a javelin and a spear, or an archer with a spear...it just struck me as odd for RTW. But as you say...it was common in reality.

    Quote Originally Posted by seleukos99 View Post
    Totally agree with that. Auto replenishment is not only immersion breaking but also reduces the strategic factor of your campaigns, and thus we don't want that.
    A very nice addition, though, would be to limit the number of elite troops that a player can recruit within a certain period of time. In order to make it work properly, however, the same limitation would have to be imposed on AI factions, as well- giving them perhaps a larger pool of units to recruit as they also tend to lose them more easily.
    I wonder if that's actually doable in the RTW engine?
    Well, you 'could' probably do something like that with gobs of scripting that pretty much took care of all recruitment for the AI....but it would be a nightmare to figure out.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
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  7. #7

    Default Re: RSIII problems and bugs

    Quote Originally Posted by seleukos99 View Post
    A very nice addition, though, would be to limit the number of elite troops that a player can recruit within a certain period of time. In order to make it work properly, however, the same limitation would have to be imposed on AI factions, as well- giving them perhaps a larger pool of units to recruit as they also tend to lose them more easily.

    I wonder if that's actually doable in the RTW engine?
    Probably one could try and hack together something via scripting.

  8. #8

    Default Re: RSIII problems and bugs

    Quote Originally Posted by Alavaria View Post
    Probably one could try and hack together something via scripting.
    To be honest, I suspect that trying to script such would result in something both bulky and clunky.

    Through all the testing I never noticed the AI being 'too naughty' - and in the vast majority of cases the armies faced tended to be both completely reasonable and, if only slightly 'elite' sometimes, then a better foe for the player.

    The absolute best way for the player to have reasonable armies is when the player is self limiting.
    "RTW/RS VH campaign difficulty is bugged out (CA bug that never got fixed) and thus easier than Hard so play on that instead" - apple

    RSII 2.5/2.6 Tester and pesky irritant to the Team. Mucho praise for long suffering dvk'.

  9. #9

    Default Re: RSIII problems and bugs

    Quote Originally Posted by ur-Lord Tedric View Post
    To be honest, I suspect that trying to script such would result in something both bulky and clunky.

    Through all the testing I never noticed the AI being 'too naughty' - and in the vast majority of cases the armies faced tended to be both completely reasonable and, if only slightly 'elite' sometimes, then a better foe for the player.

    The absolute best way for the player to have reasonable armies is when the player is self limiting.
    What would work is using the turn cost by upping it for the better troops. Well it has been tried before, but tends to be somewhat more distortionary if you're doing the 0-turn (as in the special units become much worse)

  10. #10
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    Default Re: RSIII problems and bugs

    I fixed my problem thanks to me

    I found a typo error in one of the loading screen facts I guess you would call them, its not that much of a big deal compared to other things that have been pointed out in this thread, but the message about the "Romans used a sponge on a stick" whereas the loading screen says "Sponge on a tick"

    Again, not that much of a problem.

  11. #11

  12. #12
    dvk901's Avatar Consummatum est
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    Default Re: RSIII problems and bugs

    It's obviously very hard to make a game somehow mirror reality when it comes to what would compose a particular army for a particular culture\nation. Reality would likely favor the largest part of an army in most cases being 'levy' or low level soldiers....the other 25-30% or so being leaders, elite units and whatnot. But, to make that happen in an RTW mod, you'd face the problem of encountering a Roman army....which is basically 'all elites', in a sense. You don't really have anything lower than a legionary. So you aim for a balance of some kind, and as ur-Lord Tedric says....."in the vast majority of cases the armies faced tended to be both completely reasonable, if only slightly 'elite' sometimes."

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
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  13. #13

    Default Re: RSIII problems and bugs

    After all you don't have the same sorts of issues as in reality, you can go 100% Ekdromoi hoplites (if that works best) or just use 100% Thorakitai (don't know where all that bronze comes from). You don't somehow run out of highly trained people, it's all just cash in soldier out for most things.

  14. #14
    dvk901's Avatar Consummatum est
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    Default Re: RSIII problems and bugs

    LOL...indeed.

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  15. #15

    Default Re: RSIII problems and bugs

    I will point out though, that since the Romans apparently did want to go nearly 100% people wearing metal armor apparently, it was possible...

    Though obviously earlier the hastati were not thus endowed, if you played vanilla RTW and made mass Principe armies, well you just had a reform didn't ya..

  16. #16
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    Default Re: RSIII problems and bugs

    While I was thinking about it it crossed my mind that this kind of mechanism wouldn't really work well for the Romans, as the composition of their armies was indeed 'elite' in its own way.

    That's something, however, that would do very well for other cultures, may it be Hellenistic, Eastern, Nomadic, Barbarian or Carthaginian.

    Many years ago- while I still bothered to play Total War games other than RTW, and mods other than RS- I played for a couple of weeks this one modification to Medieval II TW, I think Stainless Steel was its name, and I vaguely remember that they used to have a similar mechanism of limiting player's recruitment options, which basically worked very well.

    This no doubt gives another strategic dimension to the campaign, and coupled with AOR would make the challenge even greater. Although, I agree that it is perhaps not so necessary to implement it for AI's armies, as these are usually quite balanced already.

  17. #17

    Default Re: RSIII problems and bugs

    Quote Originally Posted by seleukos99 View Post
    Many years ago- while I still bothered to play Total War games other than RTW, and mods other than RS- I played for a couple of weeks this one modification to Medieval II TW, I think Stainless Steel was its name, and I vaguely remember that they used to have a similar mechanism of limiting player's recruitment options, which basically worked very well.

    This no doubt gives another strategic dimension to the campaign, and coupled with AOR would make the challenge even greater. Although, I agree that it is perhaps not so necessary to implement it for AI's armies, as these are usually quite balanced already.
    Yes, now obviously a newer engine should come with benefits... but that's not helpful in this set of .exes
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  18. #18
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    Default Re: RSIII problems and bugs

    Quote Originally Posted by Alavaria View Post
    Yes, now obviously a newer engine should come with benefits... but that's not helpful in this set of .exes-
    So, is that a hardcoded feature of MTW2? I don't think I ever played vanilla MTW2 so can't really tell.

  19. #19

    Default Re: RSIII problems and bugs

    Quote Originally Posted by seleukos99 View Post
    So, is that a hardcoded feature of MTW2? I don't think I ever played vanilla MTW2 so can't really tell.
    Yes, MTW2's recruitment is like its mercenary (recruitment pool, replenishes). Actually, if you see how RTW's mercenary pools work, it's similar... except I think in MTW2 recruitment, you have a little "recruitment pool" for each settlement, and everything is modified by buildings, of course.

    That game really does encourage spamming units due to how unit (armor) upgrades work along with the way that they have the castle/city system set up. (See RSIII's Economic/Fortified, which is not really at all like this)

  20. #20

    Default Re: RSIII problems and bugs

    Im in 546 AUC or 208 BC, and game constantly crashing when i want to load my campaign. Whats wrong? I didnt touch vegetation or something in options from beginnig.

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