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Thread: Total War Rome: Remastered

  1. #181

    Default Re: Total War Rome: Remastered

    Talking about siege weapons on the road.
    I'm getting annoyed by having to fight battles against armies with Trebuchets and catapults (medieval). That didn't happen in field battles unless one army had the time to built a defensive position, like the romans did when they invaded countries. Mongoleans used catapults from "fixed positions" in field battles.

    Is there no way to take that kind of weapons out of field battles and make them only recruitable in siege, like ladders and siege towers? Or make them only useable from fixed positions in battle.
    That would be far more realistic then armies that push catapults and even trebuchets around on the battle field.
    Trebuchets had to be put together before a siege.
    Can you imagine: catapults in a mountain battle? Didn't happen.

    Maybe mountain battles should disappear too and swamp should be added to some battle fields.
    Last edited by William the Silent; January 29, 2022 at 02:03 PM.

  2. #182

    Default Re: Total War Rome: Remastered

    Quote Originally Posted by Kylan271 View Post
    The December update unlocks factions and buildings. That being said, I am impressed. Now there will be a mad scramble from the community to re-do mods to incorporate the changes.

    What is missing?

    1. Building levels per building, still 9?
    I believe can now go higher than 9 in RR but the Building Browser will have visual issues as it cannot support more than 9 levels.

    Quote Originally Posted by Kylan271 View Post
    2. Can't use building exists with units
    You can do things like make a building only available when a governor is present in the settlement and other logic so it depends on what you're trying to do. The system is much more extensive and you can also make the building browser display detailed info when buildings have multiple requirements.

    https://github.com/FeralInteractive/...ts-information

    Quote Originally Posted by Kylan271 View Post
    3. Distance to capital condition for triggers(trait/anc)? Used in MTW2.
    No but the overall impact is moddable. The rest could be done via scripting I think but it certainly would take a little thought and wouldn't be as simple as Med 2.

    https://github.com/FeralInteractive/...e-now-moddable

    Quote Originally Posted by Kylan271 View Post
    4. Naval_bonus MTW2.
    Yes, that doesn't exist in the Rome engine.

    Quote Originally Posted by Kylan271 View Post
    5. Weapon_other&siege bonus to units not working.
    These features didn't exist in the game engine, the tags did but there was no information behind it. The remaining bonuses now all work correctly in engine and UI and when possible support negative values as well.

    Quote Originally Posted by Kylan271 View Post
    6. Morale bonus from buildings not working.
    These work and you can also see the improved morale from units recruited from these settlements/buildings by looking at their unit card after they have been recruited.

    Quote Originally Posted by Kylan271 View Post
    7. Siege can not enter settlements or leave, or move through forests, unlike MTW2.
    Correct, that feature doesn't exist in the Rome engine.

    Quote Originally Posted by Kylan271 View Post
    8. Family tree limit 4.
    Correct but multiple families are now visualised in the Family Tree.

    https://github.com/FeralInteractive/...r-improvements

    Quote Originally Posted by Kylan271 View Post
    9. Bonuses not fractionalised unlike RTW2, where you can get a 1% bonus-but in RTW it has to be 5%.
    Correct some bonus values are in 5% steps some aren't. This matches OG

    Quote Originally Posted by Kylan271 View Post
    10. Projectiles should be updated to MTW2 standard.
    Correct, that feature doesn't exist in the Rome engine.
    Last edited by edddeduck; February 02, 2022 at 04:43 AM. Reason: Added an extra link

  3. #183
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    Default Re: Total War Rome: Remastered

    Quote Originally Posted by William the Silent View Post
    Talking about siege weapons on the road.
    I'm getting annoyed by having to fight battles against armies with Trebuchets and catapults (medieval). That didn't happen in field battles unless one army had the time to built a defensive position, like the romans did when they invaded countries. Mongoleans used catapults from "fixed positions" in field battles.

    Is there no way to take that kind of weapons out of field battles and make them only recruitable in siege, like ladders and siege towers? Or make them only useable from fixed positions in battle.
    That would be far more realistic then armies that push catapults and even trebuchets around on the battle field.
    Trebuchets had to be put together before a siege.
    Can you imagine: catapults in a mountain battle? Didn't happen.

    Maybe mountain battles should disappear too and swamp should be added to some battle fields.
    Those battles don't happen that often, do they??
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