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  1. #1
    Lusitanio's Avatar Campidoctor
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    Icon1 What are some interesting changes you see in other mods?

    This post is for talking and discussing changes introduced in other mods that could (or not) be implemented in this mod. Therefore, if you have played a mod where you saw an interesting element that does not exist on this mod, comment

    - Customized cities - Saw this in Roma Surrectum 3.1 and Third Age Total War DAC 2.2 - Both mods bring amazing and beautifull cities to the campaign map and battlefield. You end up wanting to conquer the cities to have them as a trophy. In Roma Surrectum 3.1 you can already recruit the best units in those cities, however, in TATW DAC you have to wait something like 50 turns before an event that allows you to start recruting the best units (I think this is done because there are really lots of cutomized cities in the mod). Both systems work fine.

    - Small cities that cannot grow more - Saw this for the first time in Rome Total Realism VII - In the beginning it was very confusing, I didn't understood how they functioned. They were small cities that couldn't recruit or grow (you could put units on them and have some buildings but not many) - Soo, how this worked? It gave more importance to the big cities, the cities that could recruit troops, build a lot and it made loosing one of those cities a big stepback. Still, the small cities were very important because they would provide a lot of trade revenue to the big cities and allowed the game to have cities that usually weren't that important to appear in game. However, this could only be done because this particular mod didn't cover regions that are normally covered in other mods, like Asia, Britannia, Egypt and others. Therefore, they could use more cities in the regions.

  2. #2

    Default Re: What are some interesting changes you see in other mods?

    - well as far as I understand it, in order to have unique settlements u need to cut citadels/huge cities from the buildable queue. So nobody could grow cities/camps beyond a a certain tier anymore. while certain factions arent able to do that already, I am not sure how this would work out between the factions.

    - I think u refer to forts beeing used in conjunction with "invisble" princesses (which apparently can be used to give forts a name) seems very complicated and I am unsure if the AI understands forts at all. forts beeing used for certain wonders is already the case

    + one thing I would like to see is an "auto-expansion" non-player countries would get certain settlements via script in from the 1. to the 2. turn, thus making them more potent. The submod DAC for TATW uses these. I really like the AI already but the AI seems to struggle to expand early on and I feel like an auto-expansion could increase the difficulty significantly.
    "See, when you carry the two over, it turns out you owe me another hundred florins."

  3. #3

    Default Re: What are some interesting changes you see in other mods?

    Quote Originally Posted by InsaneAbacus View Post
    one thing I would like to see is an "auto-expansion" non-player countries would get certain settlements via script in from the 1. to the 2. turn, thus making them more potent. The submod DAC for TATW uses these. I really like the AI already but the AI seems to struggle to expand early on and I feel like an auto-expansion could increase the difficulty significantly.
    Most AI factions already have an "opening move" in the form of scripted attack in T1. They don't always succeed, which is how it should be to stop the first few turns being a foregone conclusion.

  4. #4

    Default Re: What are some interesting changes you see in other mods?

    Quote Originally Posted by InsaneAbacus View Post
    + one thing I would like to see is an "auto-expansion" non-player countries would get certain settlements via script in from the 1. to the 2. turn, thus making them more potent. The submod DAC for TATW uses these. I really like the AI already but the AI seems to struggle to expand early on and I feel like an auto-expansion could increase the difficulty significantly.
    Oh I never heard of this!
    Quote Originally Posted by Lusitanio View Post
    That is an interesting thing they do but makes me wonder, if they gain the settlement via script from the 1.. to the 2. turn, why not give those factions the settlement what the beginning?
    It's different because when a player plays a faction, he doesn't own those settlements, but AI does.
    I like this idea because human player can have many rebel settlements to conquer, at the same time AI will not be overwhelmed by them.

  5. #5

    Default Re: What are some interesting changes you see in other mods?

    Quote Originally Posted by wojtekimbier View Post
    Oh I never heard of this!

    It's different because when a player plays a faction, he doesn't own those settlements, but AI does.
    I like this idea because human player can have many rebel settlements to conquer, at the same time AI will not be overwhelmed by them.
    As before:

    Quote Originally Posted by QuintusSertorius View Post
    Most AI factions already have an "opening move" in the form of scripted attack in T1. They don't always succeed, which is how it should be to stop the first few turns being a foregone conclusion.
    Already present, most AI factions already have a starting move to take a neraby settlement, but it's not guaranteed.

  6. #6
    Lusitanio's Avatar Campidoctor
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    Default Re: What are some interesting changes you see in other mods?

    - Yes, unique settlements cut citadels/huge cities from the buildable queue but in the campaign, it takes dozens or hundreds of turns for the cities to become huge, therefore, most of the game is played without those huge cities...

    - No, I wasn't talking about those forts, in Rome Total Realism VII they were really small cities that had limited growth, the mod was using the rome total war engine so it would be impossible to have princesses or even forts that didn't disappear from the map. It was a really interesting idea from the RTR7 team but not many understood how it worked.

    That is an interesting thing they do but makes me wonder, if they gain the settlement via script from the 1.. to the 2. turn, why not give those factions the settlement what the beginning?

    - Finally, another interesting feature that is in the TATW DAC is the buildings that give you garrison on the cities. It's very nice to have extra troops when you are defending and they disappear after the battle.

    Note: I just want to say that this is only to allow the players to talk about innovative features from other mods that could help change EBII for the better and to discuss its possibilities. It is not a critic to the EBII team.

  7. #7

    Default Re: What are some interesting changes you see in other mods?

    Quote Originally Posted by Lusitanio View Post
    - Yes, unique settlements cut citadels/huge cities from the buildable queue but in the campaign, it takes dozens or hundreds of turns for the cities to become huge, therefore, most of the game is played without those huge cities...

    - No, I wasn't talking about those forts, in Rome Total Realism VII they were really small cities that had limited growth, the mod was using the rome total war engine so it would be impossible to have princesses or even forts that didn't disappear from the map. It was a really interesting idea from the RTR7 team but not many understood how it worked.
    it was pretty straight forward iirc, similar to Empire TW (and current R2TW provincial arrangements, in a way, but without present drawbacks). smaller towns were economic assets but controlled much smaller estates around them and didnt produce troops or grow past 400 heads. you could still station troops there and they were fortified. it was a great addition that diversified the gameplay by introducing a different, smaller type settlements and made map more detailed thanks to the vastly reduced overall map size (no Asia beyond Pergamon iirc, no Ptolemies and no peripheral northern margins - Britannia, Scandinavia etc) where small towns fitted really well.

  8. #8
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: What are some interesting changes you see in other mods?

    Quote Originally Posted by Sarkiss View Post
    it was pretty straight forward iirc, similar to Empire TW (and current R2TW provincial arrangements, in a way, but without present drawbacks). smaller towns were economic assets but controlled much smaller estates around them and didnt produce troops or grow past 400 heads. you could still station troops there and they were fortified. it was a great addition that diversified the gameplay by introducing a different, smaller type settlements and made map more detailed thanks to the vastly reduced overall map size (no Asia beyond Pergamon iirc, no Ptolemies and no peripheral northern margins - Britannia, Scandinavia etc) where small towns fitted really well.
    a similar system is in the Stainless Steel - Battle for the Baltics - in the "Baltic" campaign. You've got only lands around the Baltic Sea, most of the settlements are small and cannot grow. No walls either, iirc. So conquests are much more tactical/operational: the don't provide money but you take the terrain before getting to a serious city. The major advantage of this system is that it doesn't fool the AI too much while providing this operational scale experience. Alternatively, you can have fewer settlements but larger distances between them - but the AI cannot cope with such a situation: for it to work reasonably (ehm, if you can call it so) each settlement should be in the range of one movement, afaik. This is the reason, for instance, why in the Wrath of the Norsemen the AI works so badly.
    Last edited by Jurand of Cracow; September 07, 2018 at 02:23 PM.

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    Default Re: What are some interesting changes you see in other mods?

    For the sake of alternate history, I feel that permanently limiting the population potential of towns/cities would be an unwise decision.

    idk if EBII features this but in RSIII there were population-boosting buildings and population-lowering buildings that were implemented quite nicely with lore. For instance, population-boosting would come with "population measures" building where the government is encouraging people to procreate/influx, and the population-lowering is under the guise of "suburbs; towns, cities" three separate buildings that represent people moving out of the main city.

    - Finally, another interesting feature that is in the TATW DAC is the buildings that give you garrison on the cities. It's very nice to have extra troops when you are defending and they disappear after the battle.
    This sounds like an interesting feature. All settlements should have it by default so that it's fair for Ai. Perhaps it could be tied to the Governor's building so that the bigger/more advanced the city, the better quality garrison it will have.

  10. #10
    Lusitanio's Avatar Campidoctor
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    Default Re: What are some interesting changes you see in other mods?

    Quote Originally Posted by OJ33DA View Post
    For the sake of alternate history, I feel that permanently limiting the population potential of towns/cities would be an unwise decision.

    idk if EBII features this but in RSIII there were population-boosting buildings and population-lowering buildings that were implemented quite nicely with lore. For instance, population-boosting would come with "population measures" building where the government is encouraging people to procreate/influx, and the population-lowering is under the guise of "suburbs; towns, cities" three separate buildings that represent people moving out of the main city.


    This sounds like an interesting feature. All settlements should have it by default so that it's fair for Ai. Perhaps it could be tied to the Governor's building so that the bigger/more advanced the city, the better quality garrison it will have.
    For limiting cities, it would be only for some cities, I think it would not have that much effect, mainly because it is very hard to reach to Huge City status. As so, making custom settlements and giving them already the Huge City status would be more historicall because those cities were already Huge on those times (even if they would grow more like Rome). Nevertheless, there is one thing that is curious about this, in TATW DAC you have the custom settlements but they can also grow. For example, right now I'm playing with Isengard and I saw that there are some more levels to grow the "city" of Isengard even if Isengard is a custom city.

    I agree with you about the garrisons being connected to the Govs building. It would have a very nice touch indeed. It would be a thing for the EBII to consider.

  11. #11

    Default Re: What are some interesting changes you see in other mods?

    There's a nice little mechanic in The Last Kingdom, IIRC, whereby the player receives a couple hundred bucks per battle that they've fought. I thought it was a nice touch to represent the selling of the loot gained from the enemy forces(mostly armor AFAIK).

  12. #12
    Lusitanio's Avatar Campidoctor
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    Default Re: What are some interesting changes you see in other mods?

    Quote Originally Posted by Genghis Skahn View Post
    There's a nice little mechanic in The Last Kingdom, IIRC, whereby the player receives a couple hundred bucks per battle that they've fought. I thought it was a nice touch to represent the selling of the loot gained from the enemy forces(mostly armor AFAIK).
    That is a good feature introduced in a lot of mods, TATW DAC also has it and as you gain money if you win, you also loose money if the enemy defeats you (latter it appears a message saying that you lost the baggage train). Very much to my liking

  13. #13

    Default Re: What are some interesting changes you see in other mods?

    Quote Originally Posted by Genghis Skahn View Post
    There's a nice little mechanic in The Last Kingdom, IIRC, whereby the player receives a couple hundred bucks per battle that they've fought. I thought it was a nice touch to represent the selling of the loot gained from the enemy forces(mostly armor AFAIK).
    oftentimes, the new is well forgotten old. we had that mechanic introduced to EB1 by V.T. Marvin. your leader would also get certain traits after the battle depending on the results and his personality. i wouldnt be surprised if the mods mentioned got the idea/inspiration from EB.

  14. #14
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: What are some interesting changes you see in other mods?

    Is it different from the "spoils" script introduced to many mods? (in the SS-BGR the player would get this money only if the general was allowed to lead the army (he was War Councillor), otherwise the general would have taken this money as his own wealth (what was sometimes welcome bad, as the player wanted the generals not to get bankrupt - but could have adverse effects on loyalty).
    btw - can you remind me if (and in what amount) the EBII features the "supply script" - money paid for any army while outside own lands?

  15. #15

    Default Re: What are some interesting changes you see in other mods?

    Quote Originally Posted by Sarkiss View Post
    oftentimes, the new is well forgotten old. we had that mechanic introduced to EB1 by V.T. Marvin. your leader would also get certain traits after the battle depending on the results and his personality. i wouldnt be surprised if the mods mentioned got the idea/inspiration from EB.
    Thank you, I'm not going mad. I was thinking, I'm sure this mechanic was in EB1, can't remember - was it a submod or actually in one of the builds.

  16. #16

    Default Re: What are some interesting changes you see in other mods?

    In CATW there was tribes associated with the settlement names (like "Verulam - Catuvellauni"). It would be a simple way to liven up the map by simulating minor factions.

  17. #17
    Lusitanio's Avatar Campidoctor
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    Default Re: What are some interesting changes you see in other mods?

    Can you explain better Erken? And what is the mod?

  18. #18

    Default Re: What are some interesting changes you see in other mods?

    Better than words:
    Spoiler Alert, click show to read: 





    The mod is Classical Age Total War for RTW. The feature itself is just for the RP, but it brings a little extra soul to the map.

  19. #19

    Default Re: What are some interesting changes you see in other mods?

    All rebel settlements in EB2 got a tribe or similar attached to them already. Move your mouse over a rebel stack and it will say (Insubres) and etc.
    Then, as throngs of his enemies bore down upon him and one of his followers said, "They are making at thee, O King," "Who else, pray," said Antigonus, "should be their mark? But Demetrius will come to my aid." This was his hope to the last, and to the last he kept watching eagerly for his son; then a whole cloud of javelins were let fly at him and he fell.

    -Plutarch, life of Demetrius.

    Arche Aiakidae-Epeiros EB2 AAR

  20. #20
    Lusitanio's Avatar Campidoctor
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    Default Re: What are some interesting changes you see in other mods?

    An original idea I must say, I liked it, conquering a city would be like conquering the tribe, very nice, but as Wulfburk said, EBII already as it, only its in a different way.

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