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Thread: New changes for SPQR 6.3, So far....

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  1. #1

    Default New changes for SPQR 6.3, So far....

    Hello,

    To let everyone have a heads up what has been added so far and what will NOT be added to the New patch coming for SPQR:TW.

    First off What wont be in the New Patch.

    New Units, skins, or factions.
    Auto Reminder for Script.
    Named Auxilia Legions (reason for this is I dont have neough Room in the unit file. And using the BI method SLOWS the campaign map down too much.)


    Now for the changes added So Far!


    1. Archers Now Fire on heavy units, fixed a CA related bug that cause archers not to shoot at very heavy infantry for AI factions. You will need Testudo!
    2. Doubled Battle time so battles last twice as long as before.
    3. Greek and Macedon units cost more, making a little more chalenge for those players, plus limits the massive armies they seem to wield because of money.
    4. Added New events that can trigger Governor Revolts and Also a New Trigger for allowing CHaracters to GAIN LOYALTY in Imperial Cities complete with all
    the buildings.
    5. Added new hidden traits and trigger that allow Generals that fought MANY battles to have units under their command have battlefield bonuses.
    6. ADJUSTED Imperial Legionary Skins and centurions to reflect a more Heavily Armoured unit.
    7. Cavalry has more effect on Attacking infantry from behind and in general.
    8. Garrison Script changed to reflect more archers since the AI uses them more effectly now.
    9. Spartans increased in effectiveness.
    10. Generals that suffers a clear defeat in more than 3 battles against the same nation (greek, egyptian, etc.), has a 70% chance of becoming Afraid of that People.
    11. Slaves are worth more now, A wise governor will see the value of Slaves.
    12. Keeping more than 100K in the bank will cause Governors to become unreliable, increasing to 250K, 500k, and 1M, Increase bad traits and possible revolts.
    13. Legionaries now recruited by Province, this means Legio 1 legionaries cannot merge with Legio 2 Legionaries. This adds more challenge to the game and is realistic. For people that play like myself, this change will not effect gameplay much. But will make others play similar to how the mod was Meant to be played.
    14. Legion Numbers now listed in City details and Name. No longer will you wonder which legion is from which province.


    Now for what still needs to be added or is being considered.

    Still need to add some sort of Legate system, but I cannot use the standard as it may Tip the balance of the game the wrong way, plus I cannot use the Legion ancillaries because I cannot make them Match the correct legion for my named legions, that and the fact I cannot control how many are issued, hence why he had like 40 or 60 of them.

    Also need to go over Balance and make sure everything is polished. I also may plan some more art work or an opening Trailer for SPQR when you start the game.

    Any other suggestions are welcome as long as they dont conflict with the WONTS in the mod.

    Lt
    Last edited by lt1956; March 09, 2007 at 10:11 AM.
    Lt_1956
    Creator of SPQR:Total War mod since 2004

  2. #2

    Default Re: New changes for SPQR 6.3, So far....

    Awesome this mod just keeps getting better and better. I will have some feedback for you in a few days Lt.

    I especially like the new changes...

    10. Generals that suffers a clear defeat in more than 3 battles against the same nation (greek, egyptian, etc.), has a 70% chance of becoming Afraid of that People.

    12. Keeping more than 100K in the bank will cause Governors to become unreliable, increasing to 250K, 500k, and 1M, Increase bad traits and possible revolts.

    13. Legionaries now recruited by Province, this means Legio 1 legionaries cannot merge with Legio 2 Legionaries. This adds more challenge to the game and is realistic. For people that play like myself, this change will not effect gameplay much. But will make others play similar to how the mod was Meant to be played.

    LEAD, FOLLOW OR GET OUT OF THE WAY!!!

  3. #3

    Default Re: New changes for SPQR 6.3, So far....

    Can you add to numandians add in map?

  4. #4

    Default Re: New changes for SPQR 6.3, So far....

    will testudo formation exhaust the legions at the same rate as before? coz as they r right now imo they get tired too quickly in testudo. you might want to consider increasing their stamina when in this formation.

  5. #5
    Darius_D's Avatar Tiro
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    Default Re: New changes for SPQR 6.3, So far....

    Hello,

    Quote Originally Posted by lt1956 View Post
    2. Doubled Battle time so battles last twice as long as before.
    Hm, why 2x?
    Then adding some more variety of battle music is welcome.
    Also, adding some 'button' to switch off 4TPY with Garisson script stilll running, is desired a lot by me.

    Quote Originally Posted by lt1956 View Post
    5. Added new hidden traits and trigger that allow Generals that fought MANY battles to have units under their command have battlefield bonuses.
    10. Generals that suffers a clear defeat in more than 3 battles against the same nation (greek, egyptian, etc.), has a 70% chance of becoming Afraid of that People.
    simple, and great. For "Afraid" I understand this is about consecutive losses without any victory before, - not losses in total despite great victories in between. Then, why not "afraid" after 2 consecutive battles lost, with 100% chance if small number of stars gained.

    Quote Originally Posted by lt1956 View Post
    13. Legionaries now recruited by Province, this means Legio 1 legionaries cannot merge with Legio 2 Legionaries. This adds more challenge to the game and is realistic. For people that play like myself, this change will not effect gameplay much. But will make others play similar to how the mod was Meant to be played.
    great news

    DARIVS

  6. #6

    Default Re: New changes for SPQR 6.3, So far....

    sounds great LT - it will rock
    Last edited by Dominus Latronis of Troy; March 10, 2007 at 01:12 PM.
    Dominius Latronius Dominarus: An Elder HighBorn: Latronii Dominaruses: Gens Latronia, Alea iacta est"

    Gaius Marius Julius Caesar

  7. #7

    Default Re: New changes for SPQR 6.3, So far....

    Hey Lt Next patch this remove all shadows in game ?

  8. #8

    Default Re: New changes for SPQR 6.3, So far....

    No its hardcoded (BUG), hence the reason why alot of players of both the vanilla and mods have performance hits.
    Lt_1956
    Creator of SPQR:Total War mod since 2004

  9. #9

    Default Re: New changes for SPQR 6.3, So far....

    Lt, mi old sausage, glad to see your Mod is still on the march!

    Regarding point 1 of your listed changes, I thought that their was not much point in archers engaging very heavy inf, particually the way you set up SPQR's stats , unless you mean from unshielded side/rear?

    Any chance of sneak peak of the modified skins you mention in point 6, do they now look like the Dacian conquest era?

    Regards, Frost.

  10. #10

    Default Re: New changes for SPQR 6.3, So far....

    Similar, just missing the arm armour. On the ARCHERS I got things to work like they did in 1.2 before the messed it up in the new patches. So ARCHERS do some damage now again like they should. before in 1.2 they did damage, just not vanilla level, then after the patch Archers were useless except from behind or the side, this made the turtle redundant.
    Lt_1956
    Creator of SPQR:Total War mod since 2004

  11. #11
    Miles
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    Default Re: New changes for SPQR 6.3, So far....

    Everything sounds great....can't wait for the next generation SPQR!

    One small thing, can you add more battle music? Is it possible to have 3 or 4 battle songs?
    I REALLY enjoy the two songs you have once battle commences, but it'd be great to have more so you don't hear them over and over.

    Thanks!

  12. #12

    Default Re: New changes for SPQR 6.3, So far....

    I'm always open to good battle music, problem is everyones taste is different, alot that was suggest before just wasnt my type of battle music. If you have suggestions and some samples let me know
    Lt_1956
    Creator of SPQR:Total War mod since 2004

  13. #13
    Libertus
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    Default Re: New changes for SPQR 6.3, So far....

    LT is there any possibility to make SQPR an multiplayer one, like in Heroes? It would be great. What I mean is something like this. 2 factions may become playable at the same time, because the RTW is an BaseTurnStrategy. The battles between the humans and AI will be resolved automaticaly and only battles between the 2 humans will be playable. First player will do his turn then he hits END TURN, then is the second player's turn. Could it be done?

  14. #14
    Miles
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    Default Re: New changes for SPQR 6.3, So far....

    Quote Originally Posted by lt1956 View Post
    I'm always open to good battle music, problem is everyones taste is different, alot that was suggest before just wasnt my type of battle music. If you have suggestions and some samples let me know
    Yeah I will, thanks for the consideration.

    Funny story. I was hungover about a month ago flipping through the channels and I see Conan was about to start up, I haven't seen it in ages, so I was psyched to watch. Anyway, the part where they kill all the villagers and take the children is on and I was really digging the music and kept thinking it sounded really familiar....but I couldn't place it. It was driving me nuts, then it hit me.....SPQR!


    Edit:
    Nevermind, reread first post, no new skins, lol.
    Last edited by mdibatti; March 11, 2007 at 11:38 AM.

  15. #15

    Default Re: New changes for SPQR 6.3, So far....

    Lt Can you removed hardcoded(Bug) or New Fix Patch ?

  16. #16

    Default Re: New changes for SPQR 6.3, So far....

    Quote Originally Posted by The Turkish Wolf View Post
    Lt Can you removed hardcoded(Bug) or New Fix Patch ?
    Nope, otherwise a lot of other stuff would have already been fixed.

  17. #17

    Default Re: New changes for SPQR 6.3, So far....

    LT1956:Now for what still needs to be added or is being considered.

    Still need to add some sort of Legate system, but I cannot use the standard as it may Tip the balance of the game the wrong way, plus I cannot use the Legion ancillaries because I cannot make them Match the correct legion for my named legions, that and the fact I cannot control how many are issued, hence why he had like 40 or 60 of them.
    I downloaded barebones to my wireless - legate system is pretty cool. I see what LT means about 40 or 60 legions.

    I wonder how it would play out if you had to move your general to where the legion was that he got control of. so have 28 legion ancillaries that go out to generals of age - idk - not workable
    Last edited by Dominus Latronis of Troy; March 11, 2007 at 02:03 PM.
    Dominius Latronius Dominarus: An Elder HighBorn: Latronii Dominaruses: Gens Latronia, Alea iacta est"

    Gaius Marius Julius Caesar

  18. #18

    Default Re: New changes for SPQR 6.3, So far....

    Sounds like a dream come true lt! wen will it be finished tho??

  19. #19
    Miles
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    Default Re: New changes for SPQR 6.3, So far....

    Just wanted to add that I'm psyched your not going to 1.6! I tried a few mods with 1.6 and there is just something about it I don't like. I hate shield wall and the naval invasions are so weak.....more of an annoyance than anything.

    That's it, keep up the GOOD work!

  20. #20

    Default Re: New changes for SPQR 6.3, So far....

    Quote Originally Posted by mdibatti View Post
    Just wanted to add that I'm psyched your not going to 1.6! I tried a few mods with 1.6 and there is just something about it I don't like. I hate shield wall and the naval invasions are so weak.....more of an annoyance than anything.

    That's it, keep up the GOOD work!
    we do have shield wall in SPQR - its button for loose formation
    Dominius Latronius Dominarus: An Elder HighBorn: Latronii Dominaruses: Gens Latronia, Alea iacta est"

    Gaius Marius Julius Caesar

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