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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

    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.

  2. #122

    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.

  3. #123

    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!

  4. #124
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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

  5. #125

    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.

  6. #126

    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

  7. #127

    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.

  8. #128

    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

  9. #129

    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.

  10. #130

    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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  11. #131

    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

    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
    Last edited by ♔Greek Strategos♔; April 26, 2022 at 09:09 AM. Reason: Double post.

  12. #132

    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.

  13. #133

    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

  14. #134

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

    Is there a submod that can revert to Vanilla`s edicts? I love this mod but I just dont like EP`s city edicts.

  15. #135

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

    Quote Originally Posted by chriswhr View Post
    Is there a submod that can revert to Vanilla`s edicts? I love this mod but I just dont like EP`s city edicts.
    They realize "stick and carrot" method, that actually work well inthe way you want some goodies you pay for them like karma . Anyway none of the mods will do the job i think, none that i saw.

  16. #136

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

    Yeah the edicts are a joke, way too many of them are not worth it, the penalties are unreasonable.
    Last edited by The Despondent Mind; March 22, 2020 at 01:53 PM.

  17. #137

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

    Quote Originally Posted by The Despondent Mind View Post
    the penalties are unreasonable.
    They are essentially reasonable to the mod as part of the challenge. There is actually vanilla game released which is no challenge and uses comfortable edicts, so you may just switch to it while the mod is not copy of it and demands some intelectual attention.

  18. #138

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

    Quote Originally Posted by Cgma View Post
    They are essentially reasonable to the mod as part of the challenge. There is actually vanilla game released which is no challenge and uses comfortable edicts, so you may just switch to it while the mod is not copy of it and demands some intelectual attention.
    I respectfully disagree, the mod as a whole is an interesting immersive challenge, but the edicts are its black sheep, I actually think CA has at least a bit of brains, and they realized that the edicts are pointless if they have no positive to them. In this submod it's not like it's a fair trade off(I increase taxes and get a reasonable or harsh PO penalty, but no in these edicts its endless list of over the top and insane penalties...), its just pure insanity some of them, I simply do not use them their cost does not outweigh the profit even for a short while.

    They feel downright mean spirited, as "no fun allowed", might as well remove them from the game if they bother you so much. So far I only use the ones related to religion.
    Last edited by The Despondent Mind; March 23, 2020 at 04:27 AM.

  19. #139

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

    Quote Originally Posted by The Despondent Mind View Post
    Yeah the edicts are a joke, way too many of them are not worth it, the penalties are unreasonable.
    I totally agree with you.

  20. #140

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

    love the submod, except the edicts, as someone else mentioned

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