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Thread: Active Abilities for Generals and Spyes

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  1. #1

    Default Active Abilities for Generals and Spyes

    Guys, overall great job with the mod!

    1.Will Generals have more abilites except the rally one ? Im with macedon campaign and the only ability i seen is Rally option.

    2. Will Cavalry have more abilites ?

    3. Will be spies or any kind of recon unit for campaign map be implemented at some point ? Lack of agents takes the feeling of a deepth of the campaign, as you cannot even have any ideea of how other faction are developing, like ....Selucids Empire in my case.

    4. What was the reason behind the decision to remove the agents?

    tks!

  2. #2
    Foederatus
    Join Date
    Dec 2008
    Location
    Luzern, Switzerland
    Posts
    42

    Default Re: Active Abilities for Generals and Spyes

    They certainly have more, "fear" and "inspire" comes to mind.

  3. #3

    Default Re: Active Abilities for Generals and Spyes

    Without spies it's impossible to scout ahead with secrecy. I hope they come on board soon.
    Shogun 2, no thanks I will stick with Kingdoms SS.

  4. #4

    Default Re: Active Abilities for Generals and Spyes

    I've always hated agents in TW and I'm glad to see them go, but I would at least like some kind of nerfed spy or diplomat agent to use for scouting. It feels kind of janky to have to build a throwaway single-ship scout fleet to make contact with the rest of the Mediterranean.

  5. #5

    Default Re: Active Abilities for Generals and Spyes

    I do like having spies to scout... some of the other abilities seem a bit extreme. I also like having an agent to attach to a stack and keep up constant training. Get rid of all the other stuff, and keep just those two basic function.

  6. #6

    Default Re: Active Abilities for Generals and Spyes

    yeah I could use a spy but don't miss the priests or veterans. I've had a general with a useable fear ability and rally seems to be pretty common but my inspire button is always turned off when i have a general with that trait.

  7. #7
    UMCenturion's Avatar Ducenarius
    Join Date
    Nov 2007
    Location
    Atlanta
    Posts
    914

    Default Re: Active Abilities for Generals and Spyes

    1. Yes
    2. Not sure
    3. Yes - one of the next major priorities
    4. Agents are bugged in its current state - Attila does them differently than Rome 2, and is more complicated to just port over. It requires a scripter and writing of code, believe it or not, in which we do not have currently dedicated to that. But we are actively looking at workarounds.

    Mod Lead - UI/2D Art - Custom Map Editing

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