King Coltrane
King
arg, youve got me there. if you gimme it thurs night i can start then and ill work like the wind! haha
mitsho said:@pinktilapia I still have problems playing. I got the message:
Art\Units\citizen hoplite\...\hoplite\hopliteRun.amb File Not Found
Am I not the only one who has this problem or did I just install the mod wrong? (don't have the time now to check... )
mfG mitsho
chico81 said:A few things I noticed:
1. I'm in 4 B.C. and I've completed a total conquest of modern Greece, leaving Carthage alone after reading previous comments. It took alot of time and men to do it. Athens and Corinth had alot of defenders in the city. I agree that some form of government limiting the size of other civ's armies would be appropriate.
2. It takes Rome forever to move her legions. Maybe increase legion movement rate to two and allow them to cross hills at one mp. Maybe allow them to move a certain distance with a penalty to their hit points ( I remember this in one of the Civs ).
3. Can you turn off the volcanos. I lost Neapolis to an eruption. I don't feel it adds anything to the scenario itself.
mitsho said:@pinktilapia I still have problems playing. I got the message:
Art\Units\citizen hoplite\...\hoplite\hopliteRun.amb File Not Found
Am I not the only one who has this problem or did I just install the mod wrong? (don't have the time now to check... )
mfG mitsho
PresidentMarcos said:How does the barbarian research make your stuff go obsolete? I'd like to know...
[Speed]
Normal Speed=225
Fast Speed=225
[Animations]
BLANK=
DEFAULT=SarmDefault.flc
WALK=
RUN=SarmRun.flc
ATTACK1=SarmAttackA.flc
ATTACK2=
ATTACK3=
DEFEND=
DEATH=SarmDeath.flc
DEAD=
FORTIFY=SarmFortify.flc
FORTIFYHOLD=
FIDGET=
VICTORY=SarmVictory.flc
TURNLEFT=
TURNRIGHT=
BUILD=
ROAD=
MINE=
IRRIGATE=
FORTRESS=
CAPTURE=
STOP_AT_LAST_FRAME=
PauseROAD=
PauseMINE=
PauseIRRIGATE=
[Timing]
BLANK=0.500000
DEFAULT=0.500000
WALK=0.500000
RUN=0.500000
ATTACK1=0.500000
ATTACK2=0.500000
ATTACK3=0.500000
DEFEND=0.500000
DEATH=0.500000
DEAD=0.500000
FORTIFY=0.500000
FORTIFYHOLD=0.500000
FIDGET=0.500000
VICTORY=0.500000
TURNLEFT=0.500000
TURNRIGHT=0.500000
BUILD=0.500000
ROAD=0.500000
MINE=0.500000
IRRIGATE=0.500000
FORTRESS=0.500000
CAPTURE=0.500000
STOP_AT_LAST_FRAME=0.500000
PauseROAD=0.500000
PauseMINE=0.500000
PauseIRRIGATE=0.500000
[Sound Effects]
BLANK=
DEFAULT=
WALK=
RUN=..\[COLOR=DarkRed]Ansar Warrior\[/COLOR]AnsarWarriorRun.amb
ATTACK1=..\[COLOR=DarkRed]Ansar Warrior\[/COLOR]AnsarWarriorAttackA.amb
ATTACK2=..\[COLOR=DarkRed]Ansar Warrior\[/COLOR]AnsarWarriorAttackB.amb
ATTACK3=
DEFEND=
DEATH=..\[COLOR=DarkRed]Ansar Warrior\[/COLOR]AnsarWarriorDeath.wav
DEAD=
FORTIFY=..\[COLOR=DarkRed]Ansar Warrior\[/COLOR]AnsarWarriorFortify.wav
FORTIFYHOLD=
FIDGET=..\[COLOR=DarkRed]Ansar Warrior\[/COLOR]AnsarWarriorFidget.wav
VICTORY=..\[COLOR=DarkRed]Ansar Warrior\[/COLOR]AnsarWarriorVictory.wav
TURNLEFT=
TURNRIGHT=
BUILD=
ROAD=
MINE=
IRRIGATE=
FORTRESS=
CAPTURE=
STOP_AT_LAST_FRAME=
[Version]
VERSION=1
[Palette]
PALETTE=
pinktilapia said:@ Chico, Randy
Thanks spending so much time testing, I have never reached 4 BC myself yet. A shame but modding cut some of the pleasure to play lol. I get your comments:
- Extra move for legions: I don't think it can be done because of the huge advantage it will give Rome. Legion with 2 moves will be able to retreat. Thus, you are not likely to loose troops anymore. Walking through the game will be a piece of cake. Do you think legions with a 1 move is still to slow once you have developed your road network (which you should!). This becomes 4 moves a turn. We can make it 5. I know road are very slow to build in RFRE (especially on hills), but by putting several legion plus slaves on the tasks, it can be done in a few turns. Have you tried to do this? Besides possibly increasing road ratio from 4 to 5 (from 3 in vanilla!), we can also reduce the job cost but my idea was to put the cost high so that the map is not systematically full of roads on every tile (except in more developed area like Italy or Asia).
- Vesuvius is not nice? I agree that seeing a nice city burn to ashes is somewhat not too pleasant... Well it is a beta so although I wish it to happen (I doubt anyone in historical Pompei found the eruption funny, yet it happened!), if it do so too often, the chance can be reduced. I personally think the rate is currently ok.
- Too many units built by the AI... I think this become the next issue to address. The main problem is I guess the fact the AI finish quickly the possible buildings it can build in its cities. I have already try to address that for the Parthes before (anyone noticed the expansive bazaar which take forever to be completed) so that they don't stockpile horsemen everywhere. I don't think reducing free upkeep will help much. Let's put some thought behind it and hopefully it will be resolved in next patch. Randy, I enjoyed your Greek walkthrough, but does this indicate ballista are to strong (cheap)?
- I noted about Caesar, it will be addressed in today's patch.
IXIRandyIXI said:- Extra movement along roads was another thing that I thought might help. I always build roads to connect my Empire the best I can, but there's still a large distance to cover from Italy to, say, even Macedonia. Transports would greatly reduce the trip, of course, but because they require support, I rarely find myself building them so that I can have more Legios.
- I still think the problem is that the Monarchies have much too high unit support. Though adding more high-cost structures for them to build will keep them from amassing too large of a horde early on, later in the game they will still amass a giant horde of an army because of their large unit support and numerous cities. Perhaps a combination of both adding more high-cost structures for them to build and further reducing their unit support will fix the problem. I know the reason that you're reluctant to further lower the unit support is because those nation's primary defense unit is the Militia (which they pay for, unlike the Romans), but trust me, after you run into those masses of Militia stacks combined with highly-mobile, powerful cavalry and elephants, you'll think differently.
- Yes, Ballista are pretty powerful when massed. Really, they're the only reason I've managed to put up a decent fight against the Monarchies in my current game. Their ability to do a lethal bombard for up to 3 HP a hit makes them pretty deadly when you have 2x or more Ballistas than the army that you're fighting. But really, if you ask me, if you lower the Rate of Fire and/or take away the Lethal Bombardment from Ballistas, you're going to have to give at least the early Legios some kind of advantage over most of the enemy's early foot troops.
In the current state of the game, the early Legio costs more than Militia (one of the more prominent foot troops that you will be running in to) and the same as the Phalanx (seen more in the East); they have the same HP bonus except for Phalanx, which receive a 2 HP bonus; have worse defense than Militia and slightly higher attack (thus, the Militia can normally defeat the Legio when the Legio is defending), and only worse defense than the Phalanx; and Phalanx don't even cost a population point to create (was this overlooked?)! Combine the early Legio's inability to defend itself well with the fact that at least the Monarchies are going to have a much larger army than you, and you really won't be able to do much against Carthage and Macedonia early on until you get the better Legios (without the aid of the Ballista, of course) with Marius' Reform. Since Marius' Reform is supposed to be reached sometime around 100 B.C., there's quite a few conquests that need to happen before then, namely most of Carthage's holdings including Carthage itself, Macedonia, the Greek City-States, and Illyricum.
Edit: And just to add in on the unit comparisons, I forgot about Hoplites. They're exactly like the Macedonian Phalanx (not costing a population point either), except that they only have a 1 HP bonus.
loki1232 said:-Instead of reducing the Monarchies support level (they are supposed to have a lot of units) you could increase the pop-point cost of militia. When fighting as Rome, I have the most problems with the Barcan War elephants. If you gave Rome a unit like that--High ATK, medium defense, bombardment, big HP bonus-- it would help to even the odds. Carthage should have a mass of rabble, while Rome has elite units.