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Thread: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.7 + Custom Packs [upd: aug.09/20]

  1. #1241
    Jake Armitage's Avatar Primicerius
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    Default Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.7 + Custom Packs [upd: aug.09/20]

    Thanks, I'll check it out tomorrow.
    Seems the campaign is pretty interesting though... do you have any other suggestion to give, perhaps? Apart from those pop fixes?
    Btw... I just found out I crazily increased the modifier for stationing foreign armies... but there are other things needing fixes for pop... and maybe even a surprise through buttons, if what I plan is easy doable.

  2. #1242

    Default Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.7 + Custom Packs [upd: aug.09/20]

    Jake I gotta say this is a lot of fun. So much to weigh and consider each turn, and if you let your attention stray from a key area for a while it can really bite you down the line.

    I imagine I'll keep going for a long while yet. I'm greatly enjoying the experience, and Testudo was just what I was looking for. I never played Rome 2 Vanilla, but played quite a lot of 3K and Warhammer 2 extensively modded. I only played 2 DEI Campaigns prior to this, a 200 turn Rome Campaign and a 250 turn Averni one. I found DEI moved too fast for my liking, and with a bit of decent management I was absolutely overflowing with cash, food and public order. Testudo is a huge breath of fresh air in that regard, thank you.

    There have been things along the way that I've thought could use this or that, but as the campaign progressed it began to make more sense. Here are a few that have stuck as the game goes on:

    1: Death Script - I'm really torn on this one. On my regular DEI 12tpy campaigns it was obvious that characters hung around for too long, and gained too much experience. The death script alleviates that, which is great. In my early game, first 200 or more turns, it was really bothersome as the scripts often killed the wrong characters, some of whom were young men. From about turn 250 onwards this seemed to happen less. However, I got in the habit of saving the game once a char had died, and reload the auto save to check who it was that kicked the bucket and to see if it made sense. If it killed who the scripts seemed to be describing I'd let it stand. If it killed a char in the upper 40's and beyond who was the unintended target of the script, I'd also let it stand. If it killed a 25 year old drill general when the script had identified a 50-55 admiral, I'd stick with the autosave and run the end turn again.

    Sometimes the script would run and identify an admiral or general had been killed, and for the life of me I could not figure out who, even with a reload. So I do think it misfires or perhaps its killing people in other factions?

    The only thing I could think of is a Gentlemen's button equivalent to the Political Retirement button, that did not have a cost. It could be usable under a house rules sort of system. I actually did this once, because I had 4 characters named Decimus in my faction. 3 younger ones who had some decent levels on them, and one very old one who was in his 50's. I realized that it was going to kill every Decimus I had until it got the right one, so I loaded a save and ran the 'Political Retirement' button, and because I didn't wait a turn it just killed the elder off without consequence.

    It's a decent work around to the wonkiness of the death script.

    The other thought I had is that you may not need the script at all. Very few of my characters ever reach max level due to all the nerfs. I'm not sure how long they live without the script? I didn't play regular DEI long enough to have that many characters die in a 12tpy game.

    2: I'd love to see a greater reward for becoming an Empire. An extra edict (which are underpowered) isn't worth it, and I don't see any reason to leave being a republic or reformed republic - which have some honest pro's and cons to them. Extra army slots, new (special) edicts, etc. Becoming an empire seems to be one of the harder things you can do, and takes a lot of time to get there, nevermind the historically significance. It would be nice if it had better perks.

    3: Testudo Timed Penalties - I'm not sure I like these, but I handle them as Rome, but every time one fires I wonder if / when I start a new game as Sparta or some other small minor, will they fire along the same time frame? Some empires will remain small for quite a bit longer, and those penalties will be harder to deal with if you have a small empire I'd imagine.


    4: Civil and Military Research. I found this the same with DEI , but I find I spend most of my time in the Civics tree, as the bonuses are so much more needed than the military tree. There is choice, sure, but its mostly what Civic research do I need now, so as an extra I don't run the military character mission very often either(because they hurt civics research). The military tree just doesn't provide as good of bonuses as the civic tree IMO. Not sure if that is within the Testudo Scope, as it seems mostly the same as DEI, but it would be nice to have some really nice things down the military tree to go for.

    I'm sure I'll think of more as the game goes on, but overall this is a great experience and lots of fun.

  3. #1243
    Jake Armitage's Avatar Primicerius
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    Default Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.7 + Custom Packs [upd: aug.09/20]

    good to hear

    1) best workaround for this is to have a lot of possible names so to limit coincidental probabilities. Would you be interested into tracking down some new names perhaps?
    No I don't really think I'll remove it, limiting characters age is important
    could be that the guy identified through the message and the actual guy who has been killed are different, when they have same forenames
    gentleman button: you have it, didn't post here (FREE SUICIDE): https://www.twcenter.net/forums/show...clever-people!

    2) yeah this is on my list, now that I can spawn buttons I can build a lot of things, custom governments actions depending on your actual gov too. They could be regional or factional.
    Can't say what I'll do but I can say it's doable

    3) that feature is needed for working with game math curves, I'll see to lower it a bit and make it... "warmer" and not just math, new icon, new name so that it could seem more realistic (with a slightly less impactant math)
    keep in mind that until you are slightly superior to AI then it means the balance is good. without features like the timeline steamrolling would be easier
    ... and no one who likes testudo would like that
    testudo is cool 'cause you always have the sensation that what you are doing is useful and necessary. when this sensation stops then the gameplay is no more interesting

    4) I'm not changing anything besides turns needed and lowering overall the bonuses gained (with different ratios). Military bonuses are necessary since the more you go on with the campaign the less your armies will be strong (while AI grows)

  4. #1244

    Default Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.7 + Custom Packs [upd: aug.09/20]

    Thanks Jake, It really is a great mod, and I'm constantly weighing all my options. IE I just discovered the level 2 armor shop is going to set me back 30K - wow

    RE the names, I found this site:

    http://www.20000-names.com/male_latin_names.htm

    858 male roman and latin names.

  5. #1245
    Jake Armitage's Avatar Primicerius
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    Default Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.7 + Custom Packs [upd: aug.09/20]

    ok cool, seems that names are just db entries so this should be easy

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