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Thread: [Feedback] Suggestions & Improvements thread

  1. #81
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    Default Re: [Feedback] Suggestions & Improvements thread

    Ive noticed some of the Triarii are equipped with late Italic C helmets only used in Roman legions in the 1st century AD... Also i see you are using Little Legionnaires scutums, are you also using his armour models as well as his amazing helmets? i seen none of them in your cool mod and think this mod would benefit greatly from his work, i used to be the historian on a friend of mine's mod Toon total war mods, and have read a great deal on Roman early amour and equipment. Nice work.
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  2. #82
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    Default Re: [Feedback] Suggestions & Improvements thread

    question please, will/when AE have population features/mod inside, ?
    how planning about that feature ?

  3. #83

    Default Re: [Feedback] Suggestions & Improvements thread

    Would it be possible to expand the dynamics of the current trait system? For example, regarding the leader traits (which by the way I think are awesome), it would be neat if you could make a corrupt and lazy leader better by winning a certain number of heroic battles or make him clemential if you release a lot of captives post-battle. I think this could add a bit of depth to the current model, but if it isn't possible then don't worry about it.

  4. #84

    Default Re: [Feedback] Suggestions & Improvements thread

    Quote Originally Posted by Spariel View Post
    Would it be possible to expand the dynamics of the current trait system? For example, regarding the leader traits (which by the way I think are awesome), it would be neat if you could make a corrupt and lazy leader better by winning a certain number of heroic battles or make him clemential if you release a lot of captives post-battle. I think this could add a bit of depth to the current model, but if it isn't possible then don't worry about it.
    that would be nice

  5. #85

    Default Re: [Feedback] Suggestions & Improvements thread

    I love the mod, but I have to criticize you guys a bit (if it's yours mistake). In this objective complete message, you use the term "Nation" for Alexander's Macedonia, which is anachronistic and an improper way to describe his kingdom, cause the concept of nations did not exist back then.
    Last edited by The Despondent Mind; July 16, 2018 at 12:03 PM.

  6. #86

    Default Re: [Feedback] Suggestions & Improvements thread

    Quote Originally Posted by Spariel View Post
    Would it be possible to expand the dynamics of the current trait system? For example, regarding the leader traits (which by the way I think are awesome), it would be neat if you could make a corrupt and lazy leader better by winning a certain number of heroic battles or make him clemential if you release a lot of captives post-battle. I think this could add a bit of depth to the current model, but if it isn't possible then don't worry about it.
    Yes, this can be done and already exists to a certain degree. There is a hierarchy within the leader traits, meaning you can move from one trait to another but not necessarily back (to avoid never-ending back and forth jumps between them). Some traits are more based on direct actions; others are based more on personality. I like the suggestion above though of having more campaign actions taken with the faction leader result in immediate trait changes. It lets the player know that their decisions are important for the entire kingdom.

    Quote Originally Posted by The Despondent Mind View Post
    I love the mod, but I have to criticize you guys a bit (if it's yours mistake). In this objective complete message, you use the term "Nation" for Alexander's Macedonia, which is anachronistic and an improper way to describe his kingdom, cause the concept of nations did not exist back then.
    That's fair criticism and an oversight on our part (writing up dozens of these tend to land some errors). Will be corrected
    Campaign modder for Ancient Empires


  7. #87

    Default Re: [Feedback] Suggestions & Improvements thread

    Had a though for granaries. Now that wells don't change fertility, could granaries give a fertility boost instead of a boost to agricultural income? +1 for the first two levels, then +2 to fertility, maybe even +3 at the highest level.

    I think that would make granaries a viable option to support farming, particularly in less fertile regions. If fertility is only 1 or 2 then building a high level granary could hugely boost food yields, and make farms more viable than the default cattle in these regions.

    It also wouldn't be too OP imo, as in very fertile regions you would still be best off building another farm to take advantage of existing fertility, rather than needing to boost already high levels.

    That, and the whole concept would represent the historical value of granaries - storing food would reduce waste and spoilage, so more of the crop would be usable. Effectively increasing the yield of consumable food.

    I appreciate it might need some balancing, but it would add a different option for generating food as at the moment I find granaries pretty much useless.

  8. #88

    Default Re: [Feedback] Suggestions & Improvements thread

    Quote Originally Posted by Swarbs View Post
    Had a though for granaries. Now that wells don't change fertility, could granaries give a fertility boost instead of a boost to agricultural income? +1 for the first two levels, then +2 to fertility, maybe even +3 at the highest level.

    I think that would make granaries a viable option to support farming, particularly in less fertile regions. If fertility is only 1 or 2 then building a high level granary could hugely boost food yields, and make farms more viable than the default cattle in these regions.

    It also wouldn't be too OP imo, as in very fertile regions you would still be best off building another farm to take advantage of existing fertility, rather than needing to boost already high levels.

    That, and the whole concept would represent the historical value of granaries - storing food would reduce waste and spoilage, so more of the crop would be usable. Effectively increasing the yield of consumable food.

    I appreciate it might need some balancing, but it would add a different option for generating food as at the moment I find granaries pretty much useless.
    Pretty novel take on it in my opinion. Granaries hold a pretty superfluous position at this point; they're more of a "luxury" building. Not without use, but less enticing than what many other buildings offer.

    Boosting fertility as such perhaps isn't the most accurate depiction of a granary. But I get the idea behind it - end result is similar enough. Will be looking into this soon.

    A small side note. Wells don't change fertility, but Quanats and some aqueduct do. It gives several factions the ability to stack fertility bonuses were this change to be implemented.
    Last edited by Sheridan; July 26, 2018 at 09:38 AM.
    Campaign modder for Ancient Empires


  9. #89

    Default Re: [Feedback] Suggestions & Improvements thread

    Quote Originally Posted by Sheridan View Post
    A small side note. Wells don't change fertility, but Quanats and some aqueduct do. It gives several factions the ability to stack fertility bonuses were this change to be implemented.
    This is true, although aren't those the factions which showed the best level of agricultural development like Rome? Seems like they should be able to grow more food than other factions in the same place.

    Stacking bonuses would also limit you in other areas - build an aqueduct and a granary and you don't have a huge amount of spaces left for farms if you also have ports, resources etc.

  10. #90

    Default Re: [Feedback] Suggestions & Improvements thread

    Unaware if it's been suggested yet, but I think it would be great if you provided the Romans some way of transitioning from a republic to an empire. It kind of feels odd using imperial legions as the republic, and I think if implemented correctly it could really enhance the gameplay and immersion. I understand that this may not be a simple task, but it's one of the things that I most enjoy about Rome 2's system (i.e. different forms of government).

  11. #91

    Default Re: [Feedback] Suggestions & Improvements thread

    Quote Originally Posted by Spariel View Post
    Unaware if it's been suggested yet, but I think it would be great if you provided the Romans some way of transitioning from a republic to an empire. It kind of feels odd using imperial legions as the republic, and I think if implemented correctly it could really enhance the gameplay and immersion. I understand that this may not be a simple task, but it's one of the things that I most enjoy about Rome 2's system (i.e. different forms of government).
    It's something we're keeping in mind for future updates. Adding a similar system will take time, but we're definitely going to try to implement a proper transition mechanic for Rome.
    Campaign modder for Ancient Empires


  12. #92

    Default Re: [Feedback] Suggestions & Improvements thread

    Hi,

    one Suggestion concerning Siege Engines: Right now they are very very useless, which is sad, cause Rome has a lot of Armyskills which Buffs them. Sadly you cant hit anything with them and if you do the Dmg is completly irrelevant. I used 2 units of giant onagers in one field battle, enemy was marching towards my hill. Each Catapult got 5-6 shots before the enemy reached me. so about 36 shots fired (2 units, 3 catapults per unit) NONE of them hit the enemy unit i was aiming at. the unit was in the middle of the approaching formation, the shots scattered about half the battlefield. only 2-3 shots landed i used fire ammo which make some nice AOE fireexplosions. Sadly even a direct hit in an enemy formation only kills 3-4 modells.. Its the same with the smaller bolt throwers. i played a lot with them, never got more than 25 kills or so per artillery battery. They hit nothing and if the do, there is no damage. this really needs some rebalancing

  13. #93

    Default Re: [Feedback] Suggestions & Improvements thread

    Hi,

    one Suggestion regarding the Garrison Buildingchain for Rome after the Marian Reforms (Cohort Organization Tech). Before that you get Hastati, Prinicipes and even Triarii as a Garrison, but after the reforms you only get Cohortes Vigilum and Vilgiles Urbani as melee troops. And those new units are even worse than hastati.
    i think its fine to get those new "city watch" troops with the Main Settlement Building as a Basic Garrison, but for the Garrison Building Chain you should get better troops. I would suggest to get some Auxiliary Troops (those reformed spear units, depending on region) with the Castellum and Castrum (Tier 1&2) and after you build the Fortess (Tier 3 and onward) you should have some "real" legionary cohorts guarding this settlement. Its even called Fortress, its weird when only City watch is guarding it. Or Maybe put in a big Upkeep Reduction for local armies when you have built the fortess. (for realism, those legionary fortresses where build to permanently host a whole legion to guard the border. And on T4 and T5 you even named them Fortress with Vicus and Canabae which suggest a huge fortress with stone walls and at least 4000 men guarding it

    Please consider this Suggestion, i think it would improve gameplay and realism a lot.

  14. #94

    Default Re: [Feedback] Suggestions & Improvements thread

    Hi Guys. I have played the mod for the past few weeks and it overall an excellent mod, imo the best for Attila.




    While playing it over the past couple of weeks I made a note of a few things that I feel could be improved with the mod. Here they are for anyone that is interested:
    1) AI Sieges
    I think the changes you have made to sieges are excellent. All settlements require a siege and it is much harder and more of a struggle to successfully capture a settlement. This is great.
    One thing I have noticed is that the A.I. usually sieges settlements for many turns, they don't attack even though they have overwhelming strength and most of the time end up lifting the siege and moving off.




    2) AI very passive towards the player
    As recommended by the mod I play AE on normal difficulty. I find it is very challenging as a mod but most of the challenge is around balancing your economy, loyalty and public order. I feel the AI is actually very passive. It sometimes makes war with you but very seldom takes any aggressive action against you. Instead sits and waits. Then it is just a matter of you gathering your strength as long as it takes and when ready go and defeat them. I don't know if this is because of the core game, the MOD or because of the "normal" difficulty level?




    3) Recruitment Issues with 2 Turns per Year
    I like the default 2 turns per year as it gives a longer timeframe for the game and this means you get a real dynasty over time with your faction, Succession etc... . For me a pretty major issue I have noticed playing as Pontus (it would happen for any faction in could area) was that with winter you have a reduced recruitment capacity, meaning that you can't recruit at all. In summer i try recruit then and i am allowed but it then goes to winter and the units can't complete and are put on hold. This effectively means it is pretty impossible to recruit units. I like what the mod is doing with trying to be realistic about the challenges of recruitment during winter but I feel it shouldn't be reduced as much, maybe by only 1 and 2 if harsh winter.




    4) Generals Immortal in Battle
    I don't like the way Generals are pretty much immortal in battles. Ruins the immersion. General always survives and escapes. The only way to kill him is by a follow up battle and auto resolve. I would agree that it should be harder to kill generals in battle but it is too extreme at the moment.


    5) Age and Random Death of Characters
    I have noticed that most characters live consistently to 70+ years of age. This is not great as obviously the average life expectancy in ancient times was low. Also, random mortality was much more prevalent. Characters could still live to 70+ years but it would very much be the exception and not the rule. The rule should be a lot more chance of random death, increased as they get older. This effects the immersion of the family tree etc…


    As I said above I think this is an excellent mod and I would compliment everyone involved as it must have taken an incredible amount of work to get it this far. These were just my thoughts on a few things that I felt could make it even better.


    Thanks

  15. #95

    Default Re: [Feedback] Suggestions & Improvements thread

    1. Yes to this.

    2. Try bumping it up to hard campaign difficulty but keep normal battle difficulty. I found this made the AI suitably belligerent but still maintained a fair balance.

    3. I've found that initiating recruitment in winter, even when it says it wont recruit, will still yield results once Summer comes along. I have only played as the Romans though, so that may not work for Pontus.

    4. Completely agreed.

    5. I agree with this to an extent. Some characters live ridiculously long (100+ years), but I don't think 70+ should be rare, maybe 30% of characters? Life expectancy for those times wasn't really 40 or 50, those numbers are skewed by infant mortality (which by the way I think the game induces quite often.)

  16. #96

    Default Re: [Feedback] Suggestions & Improvements thread

    Quote Originally Posted by AeSxWhitebeard View Post
    Hi,

    one Suggestion concerning Siege Engines: Right now they are very very useless, which is sad, cause Rome has a lot of Armyskills which Buffs them. Sadly you cant hit anything with them and if you do the Dmg is completly irrelevant. I used 2 units of giant onagers in one field battle, enemy was marching towards my hill. Each Catapult got 5-6 shots before the enemy reached me. so about 36 shots fired (2 units, 3 catapults per unit) NONE of them hit the enemy unit i was aiming at. the unit was in the middle of the approaching formation, the shots scattered about half the battlefield. only 2-3 shots landed i used fire ammo which make some nice AOE fireexplosions. Sadly even a direct hit in an enemy formation only kills 3-4 modells.. Its the same with the smaller bolt throwers. i played a lot with them, never got more than 25 kills or so per artillery battery. They hit nothing and if the do, there is no damage. this really needs some rebalancing
    I would argue that most Roman engineering skills are geared around siege bonuses, and not buffs to artillery. But point taken. I think it's worth mentioning that catapults aren't meant to take out infantry or cavalry, but buildings and walls. A certain buff can probably be justified here. In terms of the scorpio - that's more interesting, since its primary role is anti-infantry. It has relatively poor accuracy and not great reload capacity; as such it isn't a great unit as it stands. Will be looking into this.

    Quote Originally Posted by AeSxWhitebeard View Post
    Hi,

    one Suggestion regarding the Garrison Buildingchain for Rome after the Marian Reforms (Cohort Organization Tech). Before that you get Hastati, Prinicipes and even Triarii as a Garrison, but after the reforms you only get Cohortes Vigilum and Vilgiles Urbani as melee troops. And those new units are even worse than hastati.
    i think its fine to get those new "city watch" troops with the Main Settlement Building as a Basic Garrison, but for the Garrison Building Chain you should get better troops. I would suggest to get some Auxiliary Troops (those reformed spear units, depending on region) with the Castellum and Castrum (Tier 1&2) and after you build the Fortess (Tier 3 and onward) you should have some "real" legionary cohorts guarding this settlement. Its even called Fortress, its weird when only City watch is guarding it. Or Maybe put in a big Upkeep Reduction for local armies when you have built the fortess. (for realism, those legionary fortresses where build to permanently host a whole legion to guard the border. And on T4 and T5 you even named them Fortress with Vicus and Canabae which suggest a huge fortress with stone walls and at least 4000 men guarding it

    Please consider this Suggestion, i think it would improve gameplay and realism a lot.
    Agree with you on the garrison building. I think an AoR archer unit plus the current Urban Cohort might provide a pretty decent late-game garrison?

    Quote Originally Posted by strength&honour View Post
    Hi Guys. I have played the mod for the past few weeks and it overall an excellent mod, imo the best for Attila.




    While playing it over the past couple of weeks I made a note of a few things that I feel could be improved with the mod. Here they are for anyone that is interested:
    1) AI Sieges
    I think the changes you have made to sieges are excellent. All settlements require a siege and it is much harder and more of a struggle to successfully capture a settlement. This is great.
    One thing I have noticed is that the A.I. usually sieges settlements for many turns, they don't attack even though they have overwhelming strength and most of the time end up lifting the siege and moving off.




    2) AI very passive towards the player
    As recommended by the mod I play AE on normal difficulty. I find it is very challenging as a mod but most of the challenge is around balancing your economy, loyalty and public order. I feel the AI is actually very passive. It sometimes makes war with you but very seldom takes any aggressive action against you. Instead sits and waits. Then it is just a matter of you gathering your strength as long as it takes and when ready go and defeat them. I don't know if this is because of the core game, the MOD or because of the "normal" difficulty level?




    3) Recruitment Issues with 2 Turns per Year
    I like the default 2 turns per year as it gives a longer timeframe for the game and this means you get a real dynasty over time with your faction, Succession etc... . For me a pretty major issue I have noticed playing as Pontus (it would happen for any faction in could area) was that with winter you have a reduced recruitment capacity, meaning that you can't recruit at all. In summer i try recruit then and i am allowed but it then goes to winter and the units can't complete and are put on hold. This effectively means it is pretty impossible to recruit units. I like what the mod is doing with trying to be realistic about the challenges of recruitment during winter but I feel it shouldn't be reduced as much, maybe by only 1 and 2 if harsh winter.




    4) Generals Immortal in Battle
    I don't like the way Generals are pretty much immortal in battles. Ruins the immersion. General always survives and escapes. The only way to kill him is by a follow up battle and auto resolve. I would agree that it should be harder to kill generals in battle but it is too extreme at the moment.


    5) Age and Random Death of Characters
    I have noticed that most characters live consistently to 70+ years of age. This is not great as obviously the average life expectancy in ancient times was low. Also, random mortality was much more prevalent. Characters could still live to 70+ years but it would very much be the exception and not the rule. The rule should be a lot more chance of random death, increased as they get older. This effects the immersion of the family tree etc…


    As I said above I think this is an excellent mod and I would compliment everyone involved as it must have taken an incredible amount of work to get it this far. These were just my thoughts on a few things that I felt could make it even better.


    Thanks
    Appreciate all these suggestions. Some we can change, and some are more difficult;

    1. Adressing the AI's behaviour here should be possible. Will be looking into this in the next few days.
    2. I think this is partly tied to difficulty level and would recommend trying hard/very hard. It's something we'll be looking into, though.
    3. I can lower the penalty to 2 for a harsh winter; but generally speaking, recruitment shouldn't be an issue.
    4 and 5. These are both tricky. The immortality is not intentional, but a side effect of our combat system. The commander's hitpoints are not moddable, which causes issues when the combat system is adapted to a low-scale damage model. There is already ongoing work to revise the battle mechanics which will indirectly solve/improve this. Concerning character aging - I've not seen anything implicating this is moddable, but could be wrong here. Ironically a lot of players report that characters die young, in their 40s or 50s. Not sure what to make of that.
    Campaign modder for Ancient Empires


  17. #97
    1.Spear's Avatar Civis
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    Default Re: [Feedback] Suggestions & Improvements thread

    Is it possible to capture enemy ships and integrate them in to your fleet if you won the battle and there is space in your roster?

  18. #98

    Default Re: [Feedback] Suggestions & Improvements thread

    @Sparial + @Sheridan
    Thanks for replying to my comments. Great to see that you are taking into consideration really well peoples feedback. Hopefully some of my change suggestions will make it into the mod

  19. #99

  20. #100

    Default Re: [Feedback] Suggestions & Improvements thread

    I think we need more music in general.

    Also, I have to say I'm not really a fan of some of the added UI sounds, though I like the one for the end turn button.

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