You can disable all that unit info text in the eb2.cfg (?) file. Put "show_tooltips = 0". I do play without unit info, green arrows and banners, it looks confusing at first but great after you get used to it.
http://www.twcenter.net/forums/showt...-File-How-To-s
Like I said before, I welcome the change brought by this new dynamic since in previous versions the pirate ships could do some serious damage do to the auto-resolve mechanics.
In terms of the pontomora fleet, formula or no formula, hard to believe that 25 ships have almost the same upkeep than 100 "Raiding ships", but I have faith in the process.
Last edited by Raiuga; December 05, 2018 at 06:38 AM. Reason: I'm stupid!
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Last edited by Khevsur; March 16, 2021 at 06:52 AM.
That's by design - pirates should be dangerous in numbers only - and sometimes large stacks of them do spawn. Raiding Fleets should be up to the task of dispersing them.
We don't really have a formula for fleets like we do for the land units, or even a shorthand like the "upkeep = 3/16th recruitment" rule.
Some players that have played the new ver, where do you feel like is the most change in the gameplay or feel to the mod?
My main concern about the fleets is that it may be more cost/effective to use many raiding fleets together than build the more expensive ones, that's me through my campaign and doing some calculations (price and upkeep/attack and defense). I think an idea could be to make raiding fleets more maneouvrable (more movement points?), war fleets the most cost/effective and royal fleets the most powerful.
*cleans glasses*
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HACKING INTO THE MAINFRAME!!!
Unfortunately, there aren't many toggles you can apply with fleets. They all have the same number of movement points, carrying capacity and so on.
Fielding only Raiding Fleets (and Liburnes Fleets) is exactly what most powers did as Roman naval influence (or rather the vaccuum they created by defeating all the great maritime powers on land) grew. By the time Rome conquered Greece in the last 2nd century BC, trieres and liburnoi were the most common types of warship.
War Fleets and especially Royal Fleets are incredibly powerful, will dominate any other types in their locality. The latter were more a statement of ostentation and grandeur, than a practical application of military power. Thus the race to build super-galleys, culminating in the totally impractical "thirty" which never left the Nile. However they were also incredibly expensive, and Raiding Fleets would put down pirates just as effectively (in reality, they were even better at it than fleets comprising larger vessels).
War Fleets are the most cost-effective if you have real naval conflict. They will do a lot of damage to Raiding Fleets they encounter, so if the faction you are warring with has them, you can't just swarm them with Raiding Fleets.
LOTR mod for Shogun 2 Total War (Campaign and Battles!)
https://www.youtube.com/watch?v=bIywmAgUxQU
Last edited by Rad; December 05, 2018 at 01:08 PM.
Looks like FM's who are in a battle don't get credit for participating (they stay "Green" even after being in a few battles) - this was working in 2.3. Can anyone else confirm that it's broken? Or maybe it's just auto-resolve battles don't count?
EDIT: Maybe I was wrong. I did have my FM get the "Blooded" trait after commanding a battle that I didn't autoresolve.
Last edited by cowrecked; December 05, 2018 at 05:07 PM.
I'm enjoying that fact prec has returned and the Celts can finally take advantage of their high charge atks.
As the Boii though, should I really accept Felsina's request for aid?
Aside from your army being possibly small, hoe do you even get to Felsina in time?
I'm glad the turns are apparently faster - there's been a huge amount of effort put into optimising the script to that effect.