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Thread: Re: [Submod] Fall of the Eagles + Europa Perdita revised

  1. #121

    Default Re: [Submod] Fall of the Eagles + Europa Perdita revised

    Removing limitanei barracks was my guess for long ago, but it is a lot of pointless work to remove it from chain so ERE/WRE don't build them. So actually i decided to add some units to garrisons to let them live a few turns longer. It still doesn't matter in longer perspective since if you don't protect WRE manually or with playing ERE they will fall no matter what.

    AI can build better armies and they do just with your current campaign they don't. But check other printscreens made by people - you will see armies more common of high level units.

    You don't need to add limitanei when you can build cities lvl III-IV because in fact they are available at III - IV level now, so no idea what is your plan since it exists in. I'm now fighting pretty strong armies of Sassanids. Anyway i decided long ago to drop paper-scissors-stone system and replaced it with more balanced one where "weak units" still can challenge stronger and it works. Not applicable unfortunatelly to some AI decisions since autoresolver for AI does a lot of strange things like you need 4 roman armies to win battle (with autoresolver) vs. 1 hun army even if they are 30% numbers.

  2. #122

    Default Re: [Submod] Fall of the Eagles + Europa Perdita revised

    No, I'm more clever than that. I use just user.script.txt

  3. #123
    legio_XX's Avatar Ordinarius
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    Default Re: [Submod] Fall of the Eagles + Europa Perdita revised

    Quote Originally Posted by Cgma View Post
    Removing limitanei barracks was my guess for long ago, but it is a lot of pointless work to remove it from chain so ERE/WRE don't build them. So actually i decided to add some units to garrisons to let them live a few turns longer. It still doesn't matter in longer perspective since if you don't protect WRE manually or with playing ERE they will fall no matter what.

    AI can build better armies and they do just with your current campaign they don't. But check other printscreens made by people - you will see armies more common of high level units.

    You don't need to add limitanei when you can build cities lvl III-IV because in fact they are available at III - IV level now, so no idea what is your plan since it exists in. I'm now fighting pretty strong armies of Sassanids. Anyway i decided long ago to drop paper-scissors-stone system and replaced it with more balanced one where "weak units" still can challenge stronger and it works. Not applicable unfortunatelly to some AI decisions since autoresolver for AI does a lot of strange things like you need 4 roman armies to win battle (with autoresolver) vs. 1 hun army even if they are 30% numbers.
    I was not aware you had already expanded the roster of city recruitment I was still going off old FOTE system. I had noticed a lot of balance changes you had made and they are working very well. As you say the Sassanids are fielding very strong armies right now and I am enjoying the hell out of that. Thank you for the mod Cgma it has been a lot of fun! I am loving playing as the east. The emperor died and now all my loyal generals are no longer so, I managed to save my main army from civil war so far and oust the goths but the Sassanids are really putting on the pressure. Looks like my linchpin city Amida might fall this time...again
    "ANY person,country or race who use's religion as a pretext to kill or conquer deserves neither Religion nore Name"

  4. #124

    Default Re: [Submod] Fall of the Eagles + Europa Perdita revised

    Quote Originally Posted by legio_XX View Post
    The emperor died and now all my loyal generals are no longer so, I managed to save my main army from civil war so far and oust the goths but the Sassanids are really putting on the pressure. Looks like my linchpin city Amida might fall this time...again
    One of the main goals was to keep player's attention to all RTS aspects game offers, not just "build & conquer".

  5. #125
    legio_XX's Avatar Ordinarius
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    Default Re: [Submod] Fall of the Eagles + Europa Perdita revised

    Quote Originally Posted by Cgma View Post
    One of the main goals was to keep player's attention to all RTS aspects game offers, not just "build & conquer".
    Well you did a great job!
    "ANY person,country or race who use's religion as a pretext to kill or conquer deserves neither Religion nore Name"

  6. #126

    Default Re: [Submod] Fall of the Eagles + Europa Perdita revised

    thanks for update

  7. #127

    Default Re: [Submod] Fall of the Eagles + Europa Perdita revised

    Really enjoy this. I had a very interesting campaign with WRE on legendary. Hardest TW game I've played with enemies everywhere and rebelions left and right. The barbarians did a good job sending full stacks after stack attacking my settlements and I for the first time lost some heavily garrisoned settlements to the AI . But once I had access to, and gold to maintain my 2 stacks of heavy infantry and cavalry, I was able to push my enemies back and retake lost territories. Thank you for your great mod.
    I have some minor feedback:
    - Ranged infantries are too weak, they used to destroy my army in vanila, now they do very little damage, even crossbow or javelin. I dont bother using any ranged infantry in my army at all.
    - There is an very annoying bug when AI attacking or defending settlement with transport, some of the ships get stuck and they just stay there doing notthing, make it impossible to end the battle. I have to wait for the timer to run out.

  8. #128

    Default Re: [Submod] Fall of the Eagles + Europa Perdita revised

    Quote Originally Posted by Leminh1988 View Post
    Ranged infantries are too weak, they used to destroy my army in vanila
    That's truth only for second part.
    Quote Originally Posted by Leminh1988 View Post
    now they do very little damage, even crossbow or javelin
    That's not truth . Seriously, ranged unit's are pretty well balanced to be support (especially if you know how to use fire/heavy shot), not crushing power. No idea how did you notice weak skirmishers, they are all OP still in my opinion. But that's what makes them worth money now.
    Quote Originally Posted by Leminh1988 View Post
    There is an very annoying bug when AI attacking or defending settlement with transport, some of the ships get stuck and they just stay there doing notthing, make it impossible to end the battle. I have to wait for the timer to run out.
    An ol' vanilla bug (but created due to FotE increased max units size), nothing can do about it than lowering number on men per units.
    However when attacking just place army far from being at reach of navies so they get off board (if you wait patiently), that actually works for stuck navies (at least when you are attacker), but i managed it also when defending. In fact i had this issue before, now never - just with that trick and use of infinite battle timer always.
    Last edited by Cgma; May 16, 2019 at 09:56 AM.

  9. #129

    Default Re: [Submod] Fall of the Eagles + Europa Perdita revised

    I want to say that this is a great mod! Thank you so much FoTE team!

  10. #130
    dogukan's Avatar Praeses
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    Default Re: [Submod] Fall of the Eagles + Europa Perdita revised

    There was a post about this mod being integrating into the main updated FOTE. Is that still the case or do I need to use this mod for a "up to date" gameplay experience? (I mean because the main mod was somewhat abandoned after a while)
    "Therefore I am not in favour of raising any dogmatic banner. On the contrary, we must try to help the dogmatists to clarify their propositions for themselves. Thus, communism, in particular, is a dogmatic abstraction; in which connection, however, I am not thinking of some imaginary and possible communism, but actually existing communism as taught by Cabet, Dézamy, Weitling, etc. This communism is itself only a special expression of the humanistic principle, an expression which is still infected by its antithesis – the private system. Hence the abolition of private property and communism are by no means identical, and it is not accidental but inevitable that communism has seen other socialist doctrines – such as those of Fourier, Proudhon, etc. – arising to confront it because it is itself only a special, one-sided realisation of the socialist principle."
    Marx to A.Ruge

  11. #131

    Default Re: [Submod] Fall of the Eagles + Europa Perdita revised

    Quote Originally Posted by dogukan View Post
    There was a post about this mod being integrating into the main updated FOTE. Is that still the case or do I need to use this mod for a "up to date" gameplay experience? (I mean because the main mod was somewhat abandoned after a while)
    No idea where you found these all revelations, since you can easily find detailed information about what is FotE, EP Reloaded and FotE+EP Revised. All are up to date and all work. That is just your call whether you want to play clean FotE, FotE+EP or FotE + EP Revised. Here or on Steam pages you can find all needed instructions how-to for relevant mods.

  12. #132

    Default Re: [Submod] Fall of the Eagles + Europa Perdita revised

    Is there a sub mod for more friendly edicts? Or am I supposed to rarely use them? They have such large penalties it seems wiser to never activate any

  13. #133

    Default Re: [Submod] Fall of the Eagles + Europa Perdita revised

    Quote Originally Posted by Inferuz View Post
    Is there a sub mod for more friendly edicts? Or am I supposed to rarely use them? They have such large penalties it seems wiser to never activate any
    There is at least one edict per faction which can be used constantly, just stop thinking the vanilla game's way and notice you play balanced, complete and revised real RTS game.

  14. #134

    Default Re: [Submod] Fall of the Eagles + Europa Perdita revised

    Yeah there's one with a cross which provides some happiness if your religion is around. That's the one I have on all provinces along with dignitaries to improve the effect. Then when are you expected to use the other edicts? I can't seem to find a situation where they'll be anything but a hindrance

  15. #135

    Default Re: [Submod] Fall of the Eagles + Europa Perdita revised

    Quote Originally Posted by Inferuz View Post
    Yeah there's one with a cross which provides some happiness if your religion is around. That's the one I have on all provinces along with dignitaries to improve the effect. Then when are you expected to use the other edicts? I can't seem to find a situation where they'll be anything but a hindrance
    Seriously, if you expect only positive bonuses, you'd better go back to vanilla game…
    Anyway there is no perfect answer to such a question. Many depends on your gaming style, type of strategy you are using, challenge level, situation in the politics. For example i normally use "Bread & Circus" for WRE and "Rural development" for ERE, when i need some faster techs then i use corresponding edicts, when need recruitment there is one for that, Double taxes can be effectively used in province you keep army constantly to suppress any rebels so lower taxes to not loose all incomes while demolished settlement(s) go rouge. None of the negative effects here are ever decisive.

  16. #136

    Default Re: [Submod] Fall of the Eagles + Europa Perdita revised

    Hey so I love your mod overall, but I am finding that the AI is recruiting WAY too many archers and skirmishers per army. Like, half the army. And missiles seem to be far too lethal in terms of game balance, too. Archers dominate in a way they should not.

    Is there any way to fix either of these issues?

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  17. #137

    Default Re: [Submod] Fall of the Eagles + Europa Perdita revised

    Does this mod improve or overhaul garrisons? In vanilla taking on Rome was too easy because they 3 or 4 units as garrison and as I found out in foolishness they've become too powerful with "double garrisons." I'm wondering if this mod already touches that aspect or if I should find an alternative to enhance the garrison system

  18. #138

    Default Re: [Submod] Fall of the Eagles + Europa Perdita revised

    Quote Originally Posted by Cgma View Post
    Seriously, if you expect only positive bonuses, you'd better go back to vanilla game…
    Anyway there is no perfect answer to such a question. Many depends on your gaming style, type of strategy you are using, challenge level, situation in the politics. For example i normally use "Bread & Circus" for WRE and "Rural development" for ERE, when i need some faster techs then i use corresponding edicts, when need recruitment there is one for that, Double taxes can be effectively used in province you keep army constantly to suppress any rebels so lower taxes to not loose all incomes while demolished settlement(s) go rouge. None of the negative effects here are ever decisive.
    Allright. I expect to understand what you or the group had in mind when making it this way to know when to use them. I'll give it some thought and figure it out, thanks

    Have you considered removing forced march for the AI or from the game for balancing reasons? The AI gets ambushed all day with it in my experience and the one mod that removed it doesn't work anymore

  19. #139

    Default Re: [Submod] Fall of the Eagles + Europa Perdita revised

    Garrisons are balanced in FotE and they work well, no need to remove forced march as it doesn't imply any negative or positive effects while ambushes are not that super effective they were in Rome II. Anyway you still need them to chase nomad armies.
    I guess better view of game character with the mods' combo will get when you just give it a go for more than few turns.

  20. #140

    Default Re: [Submod] Fall of the Eagles + Europa Perdita revised

    Quote Originally Posted by Cgma View Post
    view of game character
    What did you mean by this?

    Quote Originally Posted by Cgma View Post
    more than few turns.
    I've reached turn 70, not sure how many there are or how many more I need before I fully understand the game character

    Quote Originally Posted by Cgma View Post
    nomad armies
    makes sense

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