That's what it's at.Ace Pace wrote:As in, a crash? if so, try lowering unit sizes to Large.Captain_Cyran wrote:This reminds me. I'm having a problem with my SPQR mod. It'll start out just fine, the map looks fine, troops look like normal, autoing a fight is clean. But when I try to manually fight, it will close down Rome during the load screen. What'd I do wrong?
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My army didn't have any, so I didn't try it. I suppose I could do a Skirmish mode experiment to see what happens.Vympel wrote:What about the feared, elite, flaming pigs? Not worth wasting a slot on, of course, but do they work against the oliphaunts?
And they often include some weird shit that tweaks the sensibilities of the mod author but leaves you scratching your head asking "why"?As for a Medieval mod for Rome- bah! I want a full game! Mods always never have everything you want.
Yeah, a lot of your money troubles as the more civilized factions tend to come from all of the expensive structures that you need to build in order to climb the tech tree and build your economy.Falkenhayn wrote:I'm playing a campaign on hard as the Britons. I've taken Ireland and Gaul, down to the Italian Penninsula. I think the Gauls may have a city or two left in Iberia, but otherwise I have no trouble with money.
Then again barabarian factions tend to get stuff on the cheap. And for some reason I can't recruit Druids even though I've built every building in the Briton's tech tree in Londonium.
As for the druids, that may be due to your choice of religious temple. The religious temples often play a big part in your tactical strength (the best one in the game is the Vulcan temple from the House of Scipii; a fully loaded Vulcan pantheon produces troops who have an armour upgrade, a weapon upgrade, and two experience points right off the bat, which generally puts them at gold shield, gold weapon, and two bronze chevrons). Anyway, the Temple of Jupiter from the House of Julii is necessary in order to build Arcani and the Temple of Baal is necessary from Carthage in order to build Sacred Band spearmen, so perhaps your problem is simply the wrong choice of temple.
"It's not evil for God to do it. Or for someone to do it at God's command."- Jonathan Boyd on baby-killing
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"you guys are fascinated with the use of those "rules of logic" to the extent that you don't really want to discussus anything."- GC
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Yup, they're never exactly what you envisage.And they often include some weird shit that tweaks the sensibilities of the mod author but leaves you scratching your head asking "why"?
I think the Seleucid structure is the same- the Hephaestus Pantheon does the same. I think it's because Vulcan = Hephaestus. I could be wrong though. Funnily enough I can't seem to google it ...(the best one in the game is the Vulcan temple from the House of Scipii; a fully loaded Vulcan pantheon produces troops who have an armour upgrade, a weapon upgrade, and two experience points right off the bat, which generally puts them at gold shield, gold weapon, and two bronze chevrons).
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IIRC I was able to build Arcani from a temple of Zeus, so AFAIK the Greek and Roman temples are totally interchangeable (and have the exact same stat bonuses, I believe).
And Arcani are just badass. One unit of them held off three full barbarian units once. They were reduced to two men by the end of it, but they held my walls, damnit!
And Arcani are just badass. One unit of them held off three full barbarian units once. They were reduced to two men by the end of it, but they held my walls, damnit!
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BTW Vympel, I tried flaming pigs against the oliphaunts in Skirmish mode (I gave both sides silver shields and weapons but no experience points, to simulate a plausible encounter with freshly trained troops in a campaign game), and the pigs were routed by the oliphaunt archers before they even got close (each oliphaunt carries a dozen archers on top).
So I tried again, this time with a large army backing up the pigs (and drawing the oliphaunts' fire) so the pigs could get close. It worked and made the oliphaunts run wild. I also tried an army with four units of archers firing flaming arrows, and found that this could make them run amok after they used up about half of their ammo. But that's a shitload of arrows to be concentrating on just two oliphaunts in order to make them flee, and it's probably not realistic if the defending army also has to contend with conventional attackers (or if the oliphaunts charge the main battle line rather than holding position at a distance and exchanging fire with the archers).
So I tried again, this time with a large army backing up the pigs (and drawing the oliphaunts' fire) so the pigs could get close. It worked and made the oliphaunts run wild. I also tried an army with four units of archers firing flaming arrows, and found that this could make them run amok after they used up about half of their ammo. But that's a shitload of arrows to be concentrating on just two oliphaunts in order to make them flee, and it's probably not realistic if the defending army also has to contend with conventional attackers (or if the oliphaunts charge the main battle line rather than holding position at a distance and exchanging fire with the archers).
"It's not evil for God to do it. Or for someone to do it at God's command."- Jonathan Boyd on baby-killing
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"you guys are fascinated with the use of those "rules of logic" to the extent that you don't really want to discussus anything."- GC
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Most of my temples are to Britannia. The early Woad Warriors and experience bonus is too much to pass up. But I'll mix it up and see what happens.Darth Wong wrote: Yeah, a lot of your money troubles as the more civilized factions tend to come from all of the expensive structures that you need to build in order to climb the tech tree and build your economy.
As for the druids, that may be due to your choice of religious temple. The religious temples often play a big part in your tactical strength (the best one in the game is the Vulcan temple from the House of Scipii; a fully loaded Vulcan pantheon produces troops who have an armour upgrade, a weapon upgrade, and two experience points right off the bat, which generally puts them at gold shield, gold weapon, and two bronze chevrons). Anyway, the Temple of Jupiter from the House of Julii is necessary in order to build Arcani and the Temple of Baal is necessary from Carthage in order to build Sacred Band spearmen, so perhaps your problem is simply the wrong choice of temple.
Is it just me, or does most babarian on barbarian action consist of two mobs slamming into eachother then piling reserves into the mess until somebody runs away? I have yet to come up against Legions or Phalanx, though I believe that my Chariots will do well disordering Roman ranks and that a follow up of Chosen Swordsmen or Woad Warriors will tip the balance firmly in my favor, with the combination of War Cry and rediculous high attack power.
Now has anyone used a phalanx based army like the Macedonians, Greeks, and some Seleucids? I have heard things to the effect that they are far too easy to win with. This I don't understand because on the field they are far too easy to kill. It really is formulaic.
1. Cavalry strips his flanks.
2. Core Infantry takes the charge and fixes the phalanx in place.
3. Shock troops and cavalry hit the flanks and rear respectively and the phalanx breaks. Phalanx is 2/3 surrounded. Massacre ensues. If you have elephants, Sarmatians or Cataphracts, this happens in about half the time.
Many thanks! These darned computers always screw me up. I calculated my first death-toll using a hand-cranked adding machine (we actually calculated the average mortality in each city block individually). Ah, those were the days.
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Phalanxs are easy to take care of yes, especially if they get disorganized, but the problem is this. You need 3 units to every phalanx they have in order to be able to beat the phalanx quickly. And you have obviously never faced a phalanx in a city fight. Those are just evil.Falkenhayn wrote:Most of my temples are to Britannia. The early Woad Warriors and experience bonus is too much to pass up. But I'll mix it up and see what happens.Darth Wong wrote: Yeah, a lot of your money troubles as the more civilized factions tend to come from all of the expensive structures that you need to build in order to climb the tech tree and build your economy.
As for the druids, that may be due to your choice of religious temple. The religious temples often play a big part in your tactical strength (the best one in the game is the Vulcan temple from the House of Scipii; a fully loaded Vulcan pantheon produces troops who have an armour upgrade, a weapon upgrade, and two experience points right off the bat, which generally puts them at gold shield, gold weapon, and two bronze chevrons). Anyway, the Temple of Jupiter from the House of Julii is necessary in order to build Arcani and the Temple of Baal is necessary from Carthage in order to build Sacred Band spearmen, so perhaps your problem is simply the wrong choice of temple.
Is it just me, or does most babarian on barbarian action consist of two mobs slamming into eachother then piling reserves into the mess until somebody runs away? I have yet to come up against Legions or Phalanx, though I believe that my Chariots will do well disordering Roman ranks and that a follow up of Chosen Swordsmen or Woad Warriors will tip the balance firmly in my favor, with the combination of War Cry and rediculous high attack power.
Now has anyone used a phalanx based army like the Macedonians, Greeks, and some Seleucids? I have heard things to the effect that they are far too easy to win with. This I don't understand because on the field they are far too easy to kill. It really is formulaic.
1. Cavalry strips his flanks.
2. Core Infantry takes the charge and fixes the phalanx in place.
3. Shock troops and cavalry hit the flanks and rear respectively and the phalanx breaks. Phalanx is 2/3 surrounded. Massacre ensues. If you have elephants, Sarmatians or Cataphracts, this happens in about half the time.
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Or fucking sweet of you're the one invading. I once had a siege tower explode under a mine (please...it was late at night.) and lost an entire unit of phalanx. Lost another taking the wall. I dashed for the center of Corinth knowing that my only real hope was holding on to the center for 3 minutes and all the AI's troops were up on the walls and by this point was badly outnumbered.Captain_Cyran wrote:Phalanxs are easy to take care of yes, especially if they get disorganized, but the problem is this. You need 3 units to every phalanx they have in order to be able to beat the phalanx quickly. And you have obviously never faced a phalanx in a city fight. Those are just evil.
I left a single Spartan Phalanx unit on the only street leading to the center from the city gate walls to buy some time while rushing my cavalry to take the center.
I hold the center while the AI tries to rush its troops off the walls. Now the Spartan phalanx, red robes flashing in the sun set for the charge. The Corinthians (Macedonians) charge my Spartans. I'm busy using the cavalry to hunt down any small roving band that tries to make a dash for the center and I brace my remaining mauled units to get ready to handle the flood that will inevitably come when the Spartans fall.
And I wait
and wait
and wait
The fucking Spartans fought off six successive phalanx attacks and two cavalry charges. Down to about 8 men the timer gives up. Those bastards were showered with accolades by me and they were permanently placed with my founder's army as a good luck charm. They traveled the world from then on and helped me take Rome. That was the best show of any unit I ever commanded in the game. Held off hundreds of troops in the street and never routed. My beautiful crimson bastards.
Wherever you go, there you are.
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No. Three units of Heavy Cavalry and some dependble heavy infantry is instant death to any phalanx.Captain_Cyran wrote: Phalanxs are easy to take care of yes, especially if they get disorganized, but the problem is this. You need 3 units to every phalanx they have in order to be able to beat the phalanx quickly.
Yeah. Been there. Pwnd that. Phalanx suck at defending walls, especially when you hit them with Principes or Urban Cohorts. And there are at least four ways to reach the main square of every city. After I butcher the wall garrisons, their isn't enough left to cover all of them.And you have obviously never faced a phalanx in a city fight. Those are just evil.
Many thanks! These darned computers always screw me up. I calculated my first death-toll using a hand-cranked adding machine (we actually calculated the average mortality in each city block individually). Ah, those were the days.
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Yes, three. Count how many you just pointed out... actually, you pointed out more than three.Falkenhayn wrote:No. Three units of Heavy Cavalry and some dependble heavy infantry is instant death to any phalanx.Captain_Cyran wrote: Phalanxs are easy to take care of yes, especially if they get disorganized, but the problem is this. You need 3 units to every phalanx they have in order to be able to beat the phalanx quickly.
Yeah. Been there. Pwnd that. Phalanx suck at defending walls, especially when you hit them with Principes or Urban Cohorts. And there are at least four ways to reach the main square of every city. After I butcher the wall garrisons, their isn't enough left to cover all of them.[/quote]And you have obviously never faced a phalanx in a city fight. Those are just evil.
Yes, phalanxs suck on the walls, have you tried to fight them on the street where their formation covers the width of the street and they just waltz on forward tearing your line apart? And by the time you can get cavalry around to encircle them they can have another phalanx pointed the other way to destroy your horses (done it, multiple times)
Stravo... that is fucking beautiful. I hate having to take on Spartans, those fuckers are EVIL.
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Do you mean each individual phalanx as one, or a wall to wall battle line of a half dozen or more?
This is what I mean:
Phalanx hits your battle line. Each unit in your battle line takes on the Phalanx opposite. The Heavy Cavalry strip the cavalry from the Phalanx flanks. They then wheel around and obliterate three units of the phalanx, opening three seperate holes. Your men and shock troops move into those holes to take the neighboring phalanx in the flank and rear. Game over.
As to the siege. Yes. I have faced a Phalanx lined up across a street. I too have played Pyrrus' attack on Sparta. AI concentrates on the streets nearest you, leaving others on the other side of the city naked. Your cavalry rides around until they find one of those streets. Then you find the street where your men are hung up and hammer the phalanx that's defending.
If you don't have any cavalry, I have also broken through Phalanx Pikemen by stacking three principe units one behind the other, then having them all javelin and charge the same unit.
This is what I mean:
Phalanx hits your battle line. Each unit in your battle line takes on the Phalanx opposite. The Heavy Cavalry strip the cavalry from the Phalanx flanks. They then wheel around and obliterate three units of the phalanx, opening three seperate holes. Your men and shock troops move into those holes to take the neighboring phalanx in the flank and rear. Game over.
As to the siege. Yes. I have faced a Phalanx lined up across a street. I too have played Pyrrus' attack on Sparta. AI concentrates on the streets nearest you, leaving others on the other side of the city naked. Your cavalry rides around until they find one of those streets. Then you find the street where your men are hung up and hammer the phalanx that's defending.
If you don't have any cavalry, I have also broken through Phalanx Pikemen by stacking three principe units one behind the other, then having them all javelin and charge the same unit.
Many thanks! These darned computers always screw me up. I calculated my first death-toll using a hand-cranked adding machine (we actually calculated the average mortality in each city block individually). Ah, those were the days.
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That only works if the enemy's cavalry doesn't make your cavalry look like 3 yr old boys riding wooden horses. Ever tried doing that when cataphracts and companion cavalry is screening the enemy's flanks?:twisted:Falkenhayn wrote:Do you mean each individual phalanx as one, or a wall to wall battle line of a half dozen or more?
This is what I mean:
Phalanx hits your battle line. Each unit in your battle line takes on the Phalanx opposite. The Heavy Cavalry strip the cavalry from the Phalanx flanks. They then wheel around and obliterate three units of the phalanx, opening three seperate holes. Your men and shock troops move into those holes to take the neighboring phalanx in the flank and rear. Game over.
Have a very nice day.
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You know how smart AI is. Any cavalry that hits any other cavalry while it's standing still or marching inflicts losses all out of proportion to its numbers or quality. Cataphracts are too easy to outmaneuver. Companions I tempt into charging by moving my skirmishers and archers into range of the phalanx, which are heavily supported by my battle line. Skirmishers kill just enough momentum for them to get mobbed and butchered by infantry.fgalkin wrote:That only works if the enemy's cavalry doesn't make your cavalry look like 3 yr old boys riding wooden horses. Ever tried doing that when cataphracts and companion cavalry is screening the enemy's flanks?:twisted:Falkenhayn wrote:Do you mean each individual phalanx as one, or a wall to wall battle line of a half dozen or more?
This is what I mean:
Phalanx hits your battle line. Each unit in your battle line takes on the Phalanx opposite. The Heavy Cavalry strip the cavalry from the Phalanx flanks. They then wheel around and obliterate three units of the phalanx, opening three seperate holes. Your men and shock troops move into those holes to take the neighboring phalanx in the flank and rear. Game over.
Have a very nice day.
-fgalkin
AI hates it wen you try to mess up his phalanx with missile troops.
Many thanks! These darned computers always screw me up. I calculated my first death-toll using a hand-cranked adding machine (we actually calculated the average mortality in each city block individually). Ah, those were the days.
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BTW, I just tried an experiment using two computers on a LAN in a multiplayer game (unlike "custom battle", this guarantees no special handicapping): one unit of urban cohort against one unit of Spartan hoplites in a city street. No support for either side, identical armour/sword upgrade levels. The urban cohort won handily. I repeated this experiment two more times, same result.
Of course, stopping the urban cohort short of the Spartans' spears and letting them unload all of their pila undoubtedly helped, but it's not as if the slow-ass hoplites could realistically prevent that. I suppose I could have thrown archers into the mix to make it more realistic, but it's not as if a phalanx is stronger against archers than a testudo is; far from it, in fact.
Of course, stopping the urban cohort short of the Spartans' spears and letting them unload all of their pila undoubtedly helped, but it's not as if the slow-ass hoplites could realistically prevent that. I suppose I could have thrown archers into the mix to make it more realistic, but it's not as if a phalanx is stronger against archers than a testudo is; far from it, in fact.
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I've always found the testudo to be extremely buggy, so I never use it. I'm not sure if the massive amount of fatigue they take from being in testudo formation is intentional, but either way, the unit is "Exhausted" by the time it reaches the enemy, and an Exhausted unit is nearly worthless. Even without that handicap, the formation always gets bugged, with half the unit falling behind (but still inching forward with their shields raised, despite being left in the dust) and generally making idiots of themselves. Then they won't regroup properly to reform a standard formation, and I have to wait for the stragglers to catch up (and thereby cause more fatigue to the entire unit).
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There are definitely some bugs in the testudo, but that's only for a testudo in motion. Just putting them in testudo and then taking them out of it is no big deal.JediNeophyte wrote:I've always found the testudo to be extremely buggy, so I never use it. I'm not sure if the massive amount of fatigue they take from being in testudo formation is intentional, but either way, the unit is "Exhausted" by the time it reaches the enemy, and an Exhausted unit is nearly worthless. Even without that handicap, the formation always gets bugged, with half the unit falling behind (but still inching forward with their shields raised, despite being left in the dust) and generally making idiots of themselves. Then they won't regroup properly to reform a standard formation, and I have to wait for the stragglers to catch up (and thereby cause more fatigue to the entire unit).
Remember that I'm just talking about people who say that the Spartan hoplite is God in city streets, since my experiment showed that this isn't true. In that situation, even if you put archers behind both the spartan hoplites and the urban cohort and let them both spend their arrows, the urban cohort would still win.
"It's not evil for God to do it. Or for someone to do it at God's command."- Jonathan Boyd on baby-killing
"you guys are fascinated with the use of those "rules of logic" to the extent that you don't really want to discussus anything."- GC
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http://www.stardestroyer.net/Mike/RantMode/Blurbs.html
"you guys are fascinated with the use of those "rules of logic" to the extent that you don't really want to discussus anything."- GC
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Sometimes I wonder what the hell people are thinking.
The Julii and the Spanish shall face my wrath soon. Has anyone faught against bull warriors before?
The Julii and the Spanish shall face my wrath soon. Has anyone faught against bull warriors before?
Many thanks! These darned computers always screw me up. I calculated my first death-toll using a hand-cranked adding machine (we actually calculated the average mortality in each city block individually). Ah, those were the days.
-Stuart
"Mix'em up. I'm tired of States' Rights."
-Gen. George Thomas, Union Army of the Cumberland
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Only on Medium. I haven't yet fought them on Very Hard, although that should happen before too long since I'm playing as Julii now on VH/VH. I don't see why they shouldn't be vulnerable to the usual heavy infantry/cavalry tactics, though. By the time you fight the Spaniards as a Roman faction I should think that you'd have legionary cavalry.Falkenhayn wrote:Sometimes I wonder what the hell people are thinking.
The Julii and the Spanish shall face my wrath soon. Has anyone faught against bull warriors before?
"It's not evil for God to do it. Or for someone to do it at God's command."- Jonathan Boyd on baby-killing
"you guys are fascinated with the use of those "rules of logic" to the extent that you don't really want to discussus anything."- GC
"I do not believe Russian Roulette is a stupid act" - Embracer of Darkness
"Viagra commercials appear to save lives" - tharkûn on US health care.
http://www.stardestroyer.net/Mike/RantMode/Blurbs.html
"you guys are fascinated with the use of those "rules of logic" to the extent that you don't really want to discussus anything."- GC
"I do not believe Russian Roulette is a stupid act" - Embracer of Darkness
"Viagra commercials appear to save lives" - tharkûn on US health care.
http://www.stardestroyer.net/Mike/RantMode/Blurbs.html
Ohhhhh- , I didn't even know whether the Oliphaunt cheat actually scaled them up fully or just created some sort of optical illusion. I guess if you're going to call it "Oliphaunt", you might as well put the effort in.Darth Wong wrote:BTW Vympel, I tried flaming pigs against the oliphaunts in Skirmish mode (I gave both sides silver shields and weapons but no experience points, to simulate a plausible encounter with freshly trained troops in a campaign game), and the pigs were routed by the oliphaunt archers before they even got close (each oliphaunt carries a dozen archers on top).
So I tried again, this time with a large army backing up the pigs (and drawing the oliphaunts' fire) so the pigs could get close. It worked and made the oliphaunts run wild. I also tried an army with four units of archers firing flaming arrows, and found that this could make them run amok after they used up about half of their ammo. But that's a shitload of arrows to be concentrating on just two oliphaunts in order to make them flee, and it's probably not realistic if the defending army also has to contend with conventional attackers (or if the oliphaunts charge the main battle line rather than holding position at a distance and exchanging fire with the archers).
I found myself getting flashbacks to the Battle of Pelennor Fields when I was rampaging some Armoured War Elephants through a Macedonian city- they of course had ungoldy amounts of cavalry, and as they swarmed around the elephants the archers on top were individually picking them off
I've seen consistnent claims that skirmishers are good for killing elephants, , and I remember testing it some time ago, but it doesn't seem that effective to me. Have you tried ballistas? They *must* be effective, surely?
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- Fucking Awesome
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I'm going to postulate that that is because there are no Saxons in Britannia at the period in which R:TW takes place.brittania gets no yoemen or saxon shield walls
The End of Suburbia
"If more cars are inevitable, must there not be roads for them to run on?"
-Robert Moses
"The Wire" is the best show in the history of television. Watch it today.
"If more cars are inevitable, must there not be roads for them to run on?"
-Robert Moses
"The Wire" is the best show in the history of television. Watch it today.
- Fire Fly
- Jedi Council Member
- Posts: 1608
- Joined: 2004-01-06 12:03am
- Location: Grand old Badger State
For those who aren't aware, the readme for the patch 1.2 is out:
PATCH FIXES v1.2
This 1.2 patch contains many improvements as well as fixes for Single and Multiplayer issues. Listed below are some of the main changes/fixes.
Battles
· Fixed missile collision code to reduce friendly fire casualties
· Reinforcement AI – AI Generals are now less suicidal
· Fixed phalanx pursuit bug
· Fixed multiple groups converging on a single point when ordered to move
· Player can now select between drip-fed and AI controlled reinforcements before a battle
· Custom battles in both single player and multiplayer involving multiple
armies of the same faction are now supported. Armies of the same faction must all be on the same team.
· Allowed troops defending a city with no walls to leave the wall boundary
· Allowed men in siege towers to panic to stop men 'fighting to the death'
becoming stuck in an inaccessible place.
· Chariots carrying an officer or the general now get the appropriate health bonus
· Stopped men on bridges from panicking (thus leading to mass extinctions).
· Fixed armies withdrawing from an ambush on the battlefield where they couldn't escape the battlefield.
· You can now see settlements, wonders, ships on adjacent tiles when
going down to the battlefield
· Increased the fatigue combat penalties by 50% to make them more
noticeable
· Fixed amok elephants not killing anyone after they went into a path following individuals.
· Numerous fixes to the testudo formation, particularly movement in cities, colliding with other testudos and getting stuck in the reform task
· General Improvements to unit movement when grouped.
· Fixed bug in locomotion, which was leading to men sometimes being trapped in the testudo state.
· Fixed path finding not taking constrictions (e.g. bridges) into account when moving to points within the constriction in some cases. (Usually manifested as people running into the river when asked to attack a unit standing on a bridge).
· Allowed troops defending the plaza to leave the plaza if being shot at
· Stopped elephants/chariots and cavalry running into rivers in an attempt to reach their combat target
· Units with shields can now effectively shield themselves when marching.
Sieges
· Fixed siege towers colliding (producing a rattling behaviour), when dragged out as close as possible then ordered to move.
· Fixed a crash when a unit tries to pick up ladders in deployment but doesn't have enough men in unit.
· Fixed siege towers creating arrows during deployment when in range and set to fire-at-will, which would all fly forwards in one huge volley when you started the battle.
Interface
· Added option to enable/disable unit shaders to graphics options
· Added option to enable/disable gloss maps to graphics options
· Stopped ancillary transfer ‘cloning’ issue
· Added total cost of queued mercenaries to recruitment scroll
· Sieging armies can now bring up siege equipment scroll when they have no Movement Points
· Added optional multiplayer quick chat system, and ability to set message duration (in preferences.txt)
· Added 'minimal UI' for battles, set MINIMAL_UI: TRUE in preferences.txt
· Added shortcuts for hiding elements of minimal battle ui, F5 – toggle radar, F6 - toggle buttons, F7 - toggle cards
· Added a button to admit defeat in multiplayer battles
· When using 'quick chat' system, messages are now colored depending on source of message in categories: friend, enemy, all, private
· Added logical unit selections (ctrl + shift + 1-9 to set, alt + 1-9 to select) as in Medieval. There is no visual representation of this.
· Added keyboard shortcuts to select next and previous of a given selected object type (character, settlement, fort etc.)
· Added multiplayer message log (use the ` key)
· You can now view all queued multi turn paths (equals key)
Multiplayer
· Added filter check box to game list to filter games that cannot be joined
· Added ignore player chat button to filter unwanted chat from players in the lobby
· Players who quit the game now have their armies taken over by AI.
· Dropping players who have lost contact (either through connection problems or because of a machine lock-up) is now possible. In army selection stage, if there is a problem that causes the game to stall a chat message will notify players. If there is ONE player causing the problems, the host may kick them using the relevant 'kick' button. If the game resumes, either because the problem has been resolved or because the player causing the problem has been kicked, then a message will inform players. Players can leave the game even when stalled.
· In battles, if the game stalls a window will pop up to inform players of the problem. If one player is causing the problem, a 'kick' button will appear in this window on the host machine. All players will also have a 'leave game' option. If the game resumes, the window disappears
· Desyncs in game state are now reported in the release version of the game. A message will inform players that the game is not synchronized. The host may then kick players who have desync’d from the host game state, by using chat commands. These can be entered in battle games, by selecting any chat option. Supported commands are: '#players' - which displays a list of players in the game, with indexes that can be used to kick them, and also displays if the game is currently synchronized, and if not shows who is synchronized with the host; '#kick', which allows the host to kick players from the game, either by specifying a single player index (eg, '#kick 1'), or if the chat command has been sent 'to' a specific player, '#kick you' will kick that player. Finally, if the game has desync’d, '#kick desync' will kick all players not synchronized with the host. If the game then becomes synchronized again, a message will inform players
· Logfiles: To allow people to view stats without using the online stats tracking, a logfile report is generated after all MP battles. This lists various stats about the game. Preferences options allow you to force logfiles to be generated after ALL battles, even single player campaign ones. By default this is off - the preferences.txt file must be edited by hand, there is no in-game UI to change these. The name of the file used is online_mp_DD-MM-YY_HHMM.txt, for day, month, year, hour, minute, saved to 'logfiles' directory. Another preferences option allows you to switch off time stamped logfiles and just use logfile.txt.
· Player Id’s: In Online play, users can choose any name they like at login. We do however have a CD-key specific ID that is unique, and we've implemented a system that lets people use this information. It's disabled by default - preferences settings (starting with GS_PID) enable this, although you can also enable it through the chat window in the lobby. The basic idea is that information derived from a player's CD ID is displayed as a tooltip for that player's name; the CD ID itself can be shown, and/or it can be used to look up entries from listings. The system uses listings found in playerlists directory. Lists have titles and a series of player CD ID/name pairs. If a CDID is present in a list, the tooltip for that player will appear and show the list title and the name found. One listing is (optionally) maintained by the game - current.txt, which has a default title 'Known'. When you log out, any CD IDs not previously seen are appended to this list. You can also force saving the list with #cur. Use #cur TITLE to save and also change the title used. By default, current.txt is used - this can be toggled with #usecur. Chat-window commands control this system. #pid - enables and disables the system. #fullid - toggles display of CD ID. This is not active by default, as the ids are just numbers. #usecur - toggle use of current.txt listing (active by default) #lists - reload all player lists; also displays the position of any errors if it failed to load, so people can create their own lists and try them out more easily. Check current.txt for format. With this system active, you can see what people called themselves the first time you met them. The community can create and distribute additional listings, for tournaments, clans, and rankings. This goes some way to letting people have confidence in identities. It's disabled by default, and is entirely optional, so only those who feel the need for it will use it. The tooltips for players can take a second or two to appear as GameSpy has to be queried for CDID info. If there is no listing, nothing will appear - also, if the player is in GameSpy Arcade, no CDID info is available, so again nothing will appear.
· Battle chat commands: In MP battles, there are some chat commands available. Send chat to anyone or everyone (anything starting # is not actually sent as chat). #players (or #p) shows info about players in the game - names, factions, denari spent if custom battle, whether the game is synchronised. In deployment, it also lists who the game is waiting for, so you can see who is taking too long to deploy. #kick allows the host to kick players (using the player number listed with #p) #kick desync allows host to kick players who have desynced with the host game #drop allows the host to attempt to drop players who have lost contact with the game, possibly as they have crashed - this is managed by a pop-up window in-game, but while the game is still loading on some machines this window is disabled, and #drop is the only way the host can drop such players. Note that this will work only if a single player has lost contact - multiple drops are not supported.
Editor
· Battle editor enabled – can be accessed by entering command line switch –enable_editor
Campaign Map
· The Campaign Map camera movement has been made considerably smoother with the addition of inertia to remove camera judder. This option can be switched on and off in the preferences.txt file by changing the value of CAMPAIGN_MAP_CAMERA_SMOOTHING between TRUE and FALSE.
· Added 'show character details' button to coming of age message
· When accepting a marriage proposal, a marriage message is generated with a 'Show character details' button, so the character can be located
· You can now sally out against a besieging army only once per turn
· Heirs are chosen through their influence rather than their
management or command skills
· Decreased movement cost for deep sea, hence an increase in movement per turn
· Brigands now more active - they will move around more often
· Brigands now have the option of attempting to conquer human-controlled settlements on difficulty levels hard and very hard
· Reinforcements will now only be available in a sally battle outside a settlement, if the army that is attacked is the besieging army
· Fixed crash bug when doing a multi turn action on a fort or port which
then disappears before the action is finished
· Watchtowers were not using their height advantage to see over obstacles and terrain
· Limited the effect of squalor on public order to 100% max
· Rebalanced elephants and chariots in auto-resolve, they were hugely undervalued
· Improved behavior of the auto-resolve on hard and very hard
· Increased frequency of ambushes
· Losing or drawing army withdrawing now reforms with all it's routed units as long as there are enough soldiers to reform the army
· Assassinating generals is much more difficult if his army has a substantial number of men
· Slightly increased movement extends for agents
· Can now disband units in enemy territories
· Map information diplomacy costs increased in line with the amount of information received
· Post Marius upgraded bodyguard units are now working
· Subterfuge AI now much more active
· Sally battles are now only available against a besieging army rather than just an adjacency check
· Fixed many trait and ancillary issues
· Battlefield now shows adjacent settlements, forts, wonders, ships and ports
· Extermination cash reward reduced
· Bribing settlements and characters is now a transgression
· Fixed bug where spies in an enemy settlement were getting killed when the settlement changed hands
· Improved campaign map scroll speed control.
Naval
· Navies are now more likely to blockade enemy ports
· Navies will consider moving to reinforce a navy that is transporting troops, as long as the moving navy has not already moved that turn, and can reach the transporting navy within one single turn
· Navies transporting passengers will no longer consider merging with other navies
· Fixed bug that was preventing navies from merging (hence lots of little
ships in version 1.0)
· Fleets may split into smaller fleets if the faction doesn't have enough
individual navies to satisfy all transport requirements
· Added contiguous coastlines to help with long range naval pathfinding
· Fixed admirals not getting command stars after battle
Characters/Agents
· Fixed bribery attribute so that it increases your chance of bribing
rather than reducing it.
· You cannot bribe a family member back after another faction has bribed them. He is disinherited from any of
his former factions
· Cannot bribe fellow Romans anymore whilst you're allied
· Bribery costs increased to double and also according to the wealth of the briber
· Bribery of a captain with agents and incompatible units was disbanding the agents with the army. Now fixed.
· Infiltrated spies remain when a settlement changes hands
· Maximum chance of assassination and sabotage is changed from 100% to 95%
to stop assassins assassinating everything.
· Characters can now be cured of the plague when they are not in a settlement
· Character plague duration has been reduced from 8 to 5 turns
· Command stars will not be assigned in battle when the odds are overwhelming in favor of the winner and vice versa for the loser
· Fixed transgression bug when making small value deals
Events
· Birthplace, marriages, and adoptions can be at other settlements now, not just capital. New characters will appear in the settlement where their father (or father in law in the case of marriage, and adopted-father in the case of adoption) is garrisoned
· Tweaked the age of marriage candidates so that you get less old suitors and overly young suitors.
· Marius is now more likely to happen later on in the game
· All future disaster events and historical events were being erased when a save game was loaded up. This is now fixed
AI
· Improved the AI unit re-training behavior
· Tweaked the AI subterfuge so that assassination missions, sabotage
missions, infiltration missions are actually carried out. Is now less
cautious with lower ranked assassins and spies.
· Tweaked the AI tax level setting code (also affects player-assist)
· Fixed the player-assist AI updating the tax policy when part or all of the
garrison is moved out of a settlement
· Fixed the AI not attacking enemy controlled forts in its territory
· Changes to campaign AI strength evaluation
· Improved likelihood of AI sallying
· Allowed AI armies to move again after executing an attack
· Increased AI target evaluation of provinces which contain Wonders
· Changed campaign AI production behavior to make it more likely that elephants and Artillery are produced
· Fixed protectorate behavior (Tribute and not attacking)
· Fixed other Romans attacking your protectorates
· Fixed bug stopping the AI defending fords in river battles
· Reinforcement AI – AI Generals are now less suicidal
Many more general tweaks and fixes.
- Ace Pace
- Hardware Lover
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- Contact:
THIS is Great!Fire Fly wrote:
· Reinforcement AI – AI Generals are now less suicidal
· Stopped men on bridges from panicking (thus leading to mass extinctions).
· Increased the fatigue combat penalties by 50% to make them more
noticeable
· Numerous fixes to the testudo formation, particularly movement in cities, colliding with other testudos and getting stuck in the reform task
· General Improvements to unit movement when grouped.
· Units with shields can now effectively shield themselves when marching.
· Added 'minimal UI' for battles, set MINIMAL_UI: TRUE in preferences.txt
· Added 'show character details' button to coming of age message
· When accepting a marriage proposal, a marriage message is generated with a 'Show character details' button, so the character can be located
· Heirs are chosen through their influence rather than their
management or command skills
· Decreased movement cost for deep sea, hence an increase in movement per turn
· Brigands now more active - they will move around more often
· Brigands now have the option of attempting to conquer human-controlled settlements on difficulty levels hard and very hard
· Limited the effect of squalor on public order to 100% max
· Can now disband units in enemy territories
· Improved campaign map scroll speed control.
Naval
· Navies are now more likely to blockade enemy ports
· Navies will consider moving to reinforce a navy that is transporting troops, as long as the moving navy has not already moved that turn, and can reach the transporting navy within one single turn
· Navies transporting passengers will no longer consider merging with other navies
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- Captain Cyran
- Psycho Mini-lop
- Posts: 7037
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