No more Memnon? Why would I want to update it
He's not that bad is he? I was thinking he needed higher stats?
The AoI guidelines suggest for the player to begin the scenario with the wonder pop-ups disabled, then turn it back on the next turn if wanted. Maybe you could just include a note to the same effect.
The problem has been sorted in other ways, though that could have been a possible solution (so thank you
). If only I had known at the time... It's fixed now one way or the other.
AH! who know that was the issue?! (the resource thing) I checked the editor and was stumped. good to know though.
It stumped me for a while I must admit. I remember having a similar problem WAY back when I played RFRE once, the memory was triggered when I thought back over the last couple of changes I had made to the mod.
I have a question: has anyone else ever actually played this through? It is right on track with difficulty atm and I think that too much change will make it impossible. I am in favor of putting in a stealth attack barrier, though I will simply build more heavy cavalry than light cav. Thats fine. However, my concern is that removing the bombard from the generals will upset the balance too much. I mean 5 unit's bombardment may not seem like much, but basically its a question of the early stages of the game. By the end 5 bombardments doesnt make a huge difference when you have 80+ units in a stack against at most 20, but early on you need everything youve got, especially versus memnon and Darius (though admittedly I didnt encounter the latter this time). I fear this will snowball: your lack of bombardment loses you one phalanx per memnon and one per darius = FOUR LOST PHALANXES! losing that many would make the game unwinnable i think... or at least slow you too much. even if you only lost 2, 3 phalanxes may also slow the game too much (garrisoning big cities and advancing would require more troops than you have). Also, what function would the generals have if not bombardment? would they essentially become a liability? I am not saying I dont think changes could be good, I am just cautioning that losses might become to high or the general advance may slow too much due to healing and garrison duties. And this is all without worrying about Memnon2 and the Darii (plural of Darius?).
I've not played it right to the end, but I've gone up to the edge of India several times. I've made it all the way back to Babylon in testing to try to check if the victory mechanisms were working as needed (turned out yes and no...), but that was an older version. I'm playtesting at the moment still, but on a pretty new game - I'm only just coming up to Phoenicia. I've been in a war with the Greek states and now with Western Greece. I'm going to have a look at the alliances and see if that can be avoided without locking Alex and Greece together. As for Africa - keep better garrisons!
There are barbarians out there!
I'm toying with possible ways to make catapults and other siege equipment easier to move along with the main advance. I'm struggling a bit, but I may bring in a land-transport of some kind that transports only siege engines, and moves quickly. It would be completely unfair on the AI, but this is a player-centric scenario after all. Would that make up for the generals losing bombard? A few extra catapults coming to bear early on should be able to take the sting out of Memnon. In case you're not up to date on the threads - there is a charm ability that units can use to reduce the defense value of enemy units. It's not quite clear exactly how it works yet, but I'm considering giving it to the generals instead of the plain bombardment ability.
I did actually have the idea of replacing all the bombard units with air missions, to make the siege and counter siege elements to work together much better. But the complexity of getting that working and organising graphics for a load of units not designed with that in mind are a little frightening. It's a long term experiment that one.
other sidenote: the anarchy between military dictator and imperialism is DEVASTATING! I lost 3500 gold, all my cities have lost between 30 and 50% of their population, culture flips are even more rampant, and I cant use specialists for gold because i need them for happiness/not starving/keeping the science rate up. I have to lower the luxuries so i can keep the science rate at every 9 turns, otherwise ill fall behind. its been like 6 or 7 turns and im still not out of it, but I fear that I will face the same troubles i had in my last game around issus. I'm thinking maybe i shouldnt have tried for the empire yet. maybe consider making building maintenance not required for anarchy... that could help alleviate some of the issues.
I'm going to properly test the government change effect in the latest playtest and see if a modification here might be needed. I have a while in my game before I catch you up though. A 7 or eight turn anarchy is unusually long.
One other thought on the revolts issue - I think they can be removed, but I'll be wanting to give you all much longer term resistance to simulate the continued lack of cooperation of the populace. Resistance lasting up to a full year might become normal, rather than ones that last just a few weeks or turns. I'm also wanting to look at assimilation chances - they're going to become almost 0, so you'll have little chance of having ethnically homogenous cities in the middle of India or Persia (except Alexandrias). There will also be a small building system to simulate revolts.