Rise and Fall of House Julii

AI will throw all its power to hunt them - it reacts to the hidden nationality units almost the same way as to barbarians. The only difference (that's why almost) it won't go into other civ territory to kill HN unit. Not a good idea, IMHO.

I'm pretty sure it does go into other Civ's territory in it's mad rush to kill the hidden nationality units. Could be remembering wrong though.
 
Second Beta Test Report

Brief Game Description:

The game is progressing slowly due to the scale of the map, my limited time and the age of my slow old computer.

It's now 511BCE. My Roman empire covers all of the centre of the Italian peninsula, and is expanding northwards and down towards Sicily. I am locked in a slow protracted battle with the Etruscans to the North Which I am slowly winning. They are putting up much more resistance than I had at first suspected but I am slowly taking their cities. Have just lost one city to them though which I will need to retake before continuing my conquests. They are mostly fielding weaker troops than my own but their light and heavy cavalry are causing me some problems. I lost quite a few Hastatii to their cavalry before learning to protect them well with strong Triarii. Am building up my numbers of Principes also as they are my best attackers and tend to kick some serious arse!

Right now to the errors, comments etc

- This has been mentioned before, but there are a LOT of improvements. Could you explain a bit more the reason behind this. I believe you said you want the player to have to choose carefully and that it will effect the later game. How?

- There are a lot of resources. Perhaps too many? The map looks somewhat cluttered in places and I wonder if they are all necessary?

- The 'Great Leadership' civ specific wonder should have a link to Guard Cavalry unit in the pedia entry.

- Equites are cheaper than Hastati. Is this historically accurate?

- The flics for the dogs unit needs work. When it attacks the handler disappears which looks strange, especially when he then reappears. Also in the death flic the dog and handler change sides which looks even stranger than the attack issue. The Etruscans field many dogs but they are very weak and get slaughtered every time.

- Why no goody huts? Unhistorical?

- Iberian leaderhead looks Medieval.

- When I click on Roman Stable to go to the pedia in links to Etruscan Stable but mentions Roman Camillian Cavalry unit.

- I believe this is the dreaded resource overflow bug. Only happens in my cities down the Eastern coast of Italy.

Spoiler :
attachment.php


- On my slow old comp the turn times are around a minute and a half.

- The Etruscans had 5927 gold last time I checked.

- Is the palette messed up on the Principes? They seem to have a lot of blue on them including on their skin it would seem.

- Boats are cheaper than land units. Realistic?

- Diplomats coast 200 shields!

- Hastati can't pillage. Is this intentional?

- Got an error. Stopped here and have not yet fixed the error.

Spoiler :
attachment.php



Still having a lot of fun, though I wonder if they map is too big for my poor old computer.

Cheers,

Nick
 

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Nick said:
This has been mentioned before, but there are a LOT of improvements. Could you explain a bit more the reason behind this. I believe you said you want the player to have to choose carefully and that it will effect the later game. How?
Nick, Guardian & I discussed this subject already. My suggestion was about buildings lines to develop cities. I think they will appear in the next release which I'm waiting for.


There are a lot of resources. Perhaps too many? The map looks somewhat cluttered in places and I wonder if they are all necessary?
There are 2 main types of resources + 2 goals of their placement.

Types:
1) national -> to produce unique units & buildings;
2) strategic/luxury.
National resources may be replaced by great wonders a-la "Kingdom Of Persia" (for example) - see MEM 2 (Yoda Power :bowdown:), so I suggested to do it the same way.

Placement purposes:
1) provide resources (obvious);
2) tempt player & AI to settle in special places (to go along with historical accuracy). I suggested Guardian to add a "settleable" terrain to the game to achieve placement accuracy. This probably will be done, so next release will see a bit different (& more interesting, I think) game.
 
I have finished correcting the errors that Wolf and Nick advised me of and am now working on resetting the unit stats as suggested regarding stealth attack.This will not take too long. I am also trying to see if I can create an effective line of improvements to establish two separate (commercial and military) lines of city development. I will send you both the DL link as soon as this is completed. ;)
 
I have a fast Q on the case of Stealth.

If one have a unit that can attack with stealth and the selection of units that it can attack with stealth is not all other units.

If that stealth able unit is trying to attack a stack that includes 2-3 units that it can make a stealth attack on, but in additions to these units another unit that isn´t ticked as being able to be attacked with stealth.

Will this disable any attempt on a stealth attack and it will be a normal attack vs the strongest defensive unit.

This is an issue that I have been thinking on for 20th C sea units. Having Subs able to attack ALL other ships besides Destroyers with stealth. This will make the Destroyers the top escort ship around since then subs can´t pick off supply/cargo ships with a DD in the pack. If however if a cruiser are sailing along with the supplyships the sub can pick off a supplyship with its stealth attack.

I hope this could be implemented that slingers can attack only "heavy" units with stealth. So that if any other lighter units are in the pack they will delete any possibility of a stealth attack.
This way lighter units serve not only defensive bombard but also as light guard units.

Not sure if I made myself clear so the issue is understood.
Then if it´s very much possible to include in this scenarios is of course another issue.
 
And, where can I download this scenario....?????? or some these units....I d like Carthaginians...
 
Added Terantine civ to Game. The Terantine will be allied to the Greeks.

Taranto was founded in 706 BC by Dorian immigrants as the only Spartan colony.
Taranto was founded in 706 BC by Dorian immigrants as the only Spartan colony, and its origin is peculiar: the founders were Partheniae, sons of unmarried Spartan women and perioeci (free men, but not citizens of Sparta); these unions were decreed by the Spartans to increase the number of soldiers (only the citizens of Sparta could become soldiers) during the bloody Messenian wars, but later they were nullified, and the sons were forced to leave. According to the legend Phalanthus, the Parthenian leader, went to Delphi to consult the oracle and received the puzzling answer that he should found a city where rain fell from a clear sky. After all attempts to capture a suitable place to found a colony failed, he became despondent, convinced that the oracle had told him something that was impossible, and was consoled by his wife. She laid his head in her lap and herself became disconsolate. When Phalanthus felt her tears splash onto his forehead he at last grasped the meaning of the oracle, for his wife's name meant clear sky. The harbour of Taranto in Apulia was nearby and he decided this must be the new home for the exiles. The Partheniae arrived and founded the city, naming it Taras after the son of the Greek sea god, Poseidon, and the local nymph Satyrion. A variation says Taras was founded in 707 BC by some Spartans, who, the sons of free women and enslaved fathers, were born during the Messenian War. According to other sources, Heracles founded the city. Another tradition indicates Taras himself as the founder of the city; the symbol of the Greek city (as well as of the modern city) is Taras riding a dolphin. Taranto increased its power, becoming a commercial power and a sovereign city of Magna Graecia, ruling over the Greek
colonies in southern Italy.
 
I am thinking of adding the Lucanians as a seperate civ in the southeastern peninsular of Italy.

History:
Spoiler :

Around the middle of the 5th century BC, the Lucani moved south into Oenotria, driving the indigenous tribes, known to the Greeks as Oenotrians, Chones, and Lauternoi, into the mountainous interior.
The Lucanians were engaged in hostilities with the Greek colony of Taras/Tarentum, and with Alexander, king of Epirus, who was called in by the Tarentine people to their assistance, in 334 BC, thus providing a precedent for Epirote interference in the affairs of Magna Graecia. In 331, treacherous Lucanian exiles kill Alexander of Epirus.
In 298, Livy records, they made alliance with Rome, and Roman influence was extended by the colonies of Venusia (291), Paestum (Greek Posidonia, refounded in 273), and above all Roman Tarentum (refounded in 272). Subsequently, however, the Lucanians suffered by choosing the losing side in the various wars on the peninsula in which Rome took part. They were sometimes in alliance with Rome, but more frequently engaged in hostilities, during the Samnite wars.
When Pyrrhus of Epirus landed in Italy in 281, they were among the first to declare in his favor, and after his abrupt departure they were reduced to subjection, in a ten year campaign (272). Enmity continued to run deep; they espoused the cause of Hannibal during the Second Punic War (216), and Lucania was ravaged by both armies during several campaigns. The country never recovered from these disasters, and under the Roman government fell into decay, to which the Social War, in which the Lucanians took part with the Samnites against Rome (90 - 88 BC), gave the finishing stroke.
In the time of Strabo the Greek cities on the coast had fallen into insignificance and, owing to the decrease of population and cultivation, malaria began to obtain the upper hand. The few towns of the interior were of no importance. A large part of the province was given up to pasture, and the mountains were covered with forests, which abounded in wild boars, bears and wolves.



Should I ally them with Rome? Greece? Tarentine? or independent?
 
Independant I reckon.

How about a compromise Nick?
I've added Massilia, Syracusae and The Greek City States as a locked alliance.
Tarentine and Pirus are added as independent civs.

Pirus and possibly Tarentine should eventually be incorperated into the Greek City States.
Or Tarentine could be incorperated into the Roman Empire. Either would be historically accurate.

Massilia and Syracusae should eventually end up as Roman possesions but their alliances with the
Greek City States should provide them with a degree survivability for some time.

What do you think?
 
How about a compromise Nick?
I've added Massilia, Syracusae and The Greek City States as a locked alliance.
Tarentine and Pirus are added as independent civs.

Pirus and possibly Tarentine should eventually be incorperated into the Greek City States.
Or Tarentine could be incorperated into the Roman Empire. Either would be historically accurate.

Massilia and Syracusae should eventually end up as Roman possesions but their alliances with the
Greek City States should provide them with a degree survivability for some time.

What do you think?

I hope you got some Tarentine Horsemen to field for those blokes.
Just read a fine Osprey Warrior nr 130 Tarentine Horsemen of Magna Graecia.
Not to forget the Campanian Horsemen too I hope ....

Inspired to hope to soon see a beta version on the market of this great mod to be ....

A little quote from that book....

"In terms of the use of cavalry, the
Greek colonies of Magna Graecia
and Sicily were well in advance of
the motherland. However, Taras only
instituted a proper cavalry corps after the
establishment of democracy, its members
being recruited from those wealthy enough to
own and maintain a horse. As such, by the midfifth
century Be there was a body of 1,000
aristocratic horsemen.
As in later armies, the horsemen of Taras formed an
elite corps within the army"
 
I hope you got some Tarentine Horsemen to field for those blokes.
Just read a fine Osprey Warrior nr 130 Tarentine Horsemen of Magna Graecia.
Not to forget the Campanian Horsemen too I hope ....

Inspired to hope to soon see a beta version on the market of this great mod to be ....

A little quote from that book....

"In terms of the use of cavalry, the
Greek colonies of Magna Graecia
and Sicily were well in advance of
the motherland. However, Taras only
instituted a proper cavalry corps after the
establishment of democracy, its members
being recruited from those wealthy enough to
own and maintain a horse. As such, by the midfifth
century Be there was a body of 1,000
aristocratic horsemen.
As in later armies, the horsemen of Taras formed an
elite corps within the army"

I have added Both the Tarentine Mounted Hoplite and the Campanion Cavalry as well as Tarentine Hoplite and Tarentine Leukaspides.

Saracusae has Siracusan Hoplite and the Corinthian Hoplite ( original founders of Saracusae).

Massilia has Massilian Hoplite as well as supporting early Greek units.

Epirus has the Ionian and Argive Hoplite.

And finally, I have added Lucania as an indipendent civ with the Lucanian Hoplite.
 
The Guardian, maybe you (or Imperator) could post some previews of the units to come, because it sounds like there is going to be a lot of them and (even constructive) criticism will be of absolutely no use after they are rendered and finished. I don't mean to spoil the surprise or the fun of discovering new units, just trying to help if I can...
 
The Guardian, maybe you (or Imperator) could post some previews of the units to come, because it sounds like there is going to be a lot of them and (even constructive) criticism will be of absolutely no use after they are rendered and finished. I don't mean to spoil the surprise or the fun of discovering new units, just trying to help if I can...

First of all, comments and suggestions are ALWAYS welcomed. :)
There is indeed a great number of new units. I will try to put together a sampling of some of the new units. However, between building a new house, and trying to complete the mod, doesn't leave a lot of spare time. I know that Imperator is very busy also. After coping with that massive earthquake in northern Italy, very, very close to his hometown btw, he also has a lot on his plate. I requested a few special units from him a couple months ago, but I have no intention of bugging him about them at this time. Game testing is currently going on by Wolfshade and Nick who have been a tremendous help in finding glitches and errors and making great suggestions regarding game playability, strategy, and development. ( I have to finish the updates and send them to them. :mischief: :sad: )

But I promise, I'll try to get put something together in the very near future. I know there are quite a few waiting patiently for the release, and we are working hard to bring it to you. ;)
 
Hello The Guardian....Can you tell something about Carthaginians, especially for units?
 
Hello The Guardian....Can you tell something about Carthaginians, especially for units?

Carthaginian units include:
African Phalanx
Sacred Band Infantry
Sacred Band Cavalry
Lybian Cavalry
Lybian Infantry
Lybian Phonecian Romanized Infantry
Lybi-Phoni Cavalry
Poeni Infantry
Hannibal Barkas
Carthaginian War Elephant
Numidian Cavalry
Carthaginian Peltest
and more
 
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