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  2. Oh my bad, answered too quickly; That's strange. What version of Windows is she on? cc @Dunedan
  3. I know, she did, and the result is this message I think this issue is more complex...
  4. The reason is scenarios are new or updated maps of each version, and there were no new and updated maps for R28
  5. Night/Day and terrain are not exposed to the simulation so no. Rain are particles, so you can spawn and unspawn them.
  6. Do you know if you can change map settings (like night/day, rain, etc.) during the game?
  7. Honestly reading through these posts, I would recommend if any of you have total war rome 2, to check out the Divide et Impera mod. Granted TW is a in a completely different ballpark in terms of genre, but the DeI devs have managed to make every unit type unique across the various cultures, sub-cultures, and factions. Take for example some of the celtic and gallic factions, they managed to balance 5 different playable factions (scordisci, boii, nervii, galatia, and arverni) to each have different strengths and weaknesses in terms of roster balance. Managed to steal kindly borrow this chart from the DeI devs. Their reasoning for it was they wanted all the playable celtic/gallic factions to be equal in terms of overall strength, but each are specific in what they're strong/weak in, all represented in the 1-5 relative scale scoring, with 1 being the weakest, and 5 being the strongest in terms of unit strength. For example, the Scordisci have some of the strongest hoplite/phalanx/shieldwall units (weird TW specific term, just refers to units that have access to a phalanx like formation), mostly reasoned because they were in contact (and probably conflict) with the illyrians, dacians/getae, thracians, and greeks. In contrast, the boii, who live in/close to the germanic peoples, do not, but they have far better archers. Granted all of this is purely stat balancing, but that encompasses stuff like weapon stats, shield and/or armour stats, entity stats (aka the actual soldier stats like movement speed, melee attack chance, melee block chance, etc) and other things.
  8. Maybe you have already reduced SPARTIÁTÊS (the really good guys from Spartans), but maybe there should be a limit of SPARTIÁTÊS you can get, each mess hall increases it by ten; Sparta was a city state, it wasn't that big, so to get a big army they would have to expand, it might make it somewhat historically accurate (Sorry if this is confusing )
  9. As mentioned, slingers are indeed good offensively (the Inca would split swords and kill horses of the Spaniards), but weak defensively, take a lot of time to train, and not being benefited by many techs (quite the opposite regarding training time, should get worse).
  10. What is the best way I can help out. I kind of know the xml and .json and js stuff, i'm not the greatest at it though. Just let me know how I can help, I can try to do it
  11. will work on this, but since lead slingers ie Rhodians and Elite Balieric have longer range than archer, will be hard to balance/counter. Thanks for input!
  12. Maybe this got lost, but is everyone having this issue? Or is there a reason for it to have happened?
  13. Movement speed: slinger > javelineer ~ archer > crossbow, given their equipment and armor, which would be ordered the other way around (Chinese crossbowmen would use large shields, at least sometimes). As mentioned, depends. Certainly not for the Rhodians (historically I mean).
  14. This is spectacular we should have a winery next Having a roof there suits the design, but why are the 2 roofs have tiles with different shape and color?
  15. How do you "beat the very hard AI" if there is no way to play single player?
  16. Today
  17. All depends on how accurate you want to be I guess, but yes from a pure game-play point of view there are 3 different ranged cs, Archers, Slingers/Xbow, and Javs
  18. I mean gameplay-wise. An archer with less range but more damage would be very similar to a javelineer. As there is already Archer, Javelineer, Slinger and Crossbowman I don't think another ranged unit is helpful before these four units are distinct.
  19. I agree they should move faster, we have played around with that, but it does get hard balance wise. I mean all range is faster than melee in base game right? when it comes to cs? The question is should an archer be faster than an xbow, jav etc... would all ranged, ie xbows, slingers and javs have no armor as well? I know some archers, cretans specifically had small shields, same with some javelineers, know as peltasts, are they then slower than an archer with more range less armor?
  20. No clue, never read about their archers :P. Would need to find sources... They should. That's why I also gave them a large dodge defence.
  21. I misread this, since before you said more damage and shorter range. You can't separate things like that. Some Asiatic recurved composite bows were way shorter than longbows, yet had longer maximum range (although what matters is effective range, but they didn't differ much on that). It's about the materials and complexity. They were indeed harder to build, but were necessary when going on horseback. Anyway, a fast ranged weapon with short range and less damage could be a repeating crossbow (the famous chu-ko-nu), supposedly invented at the time of the game, in the Warring States period, with the Han being involved. A slow ranged weapon with more range and damage would be the gastraphetes, but the game gives it a range of just 45m, which seems wrong to me. Then there's the Chinese crossbow, which maybe in the late Warring States period outranged their bows*, even when for the Han the game has the range for the Infantry Crossbowman as 45m, and for the Archer as 60m. I think this is wrong if we consider effective range (bolts lose less kinetic energy in flight than arrows). I haven't checked about other crossbows around that time, which weren't many, and probably weren't superior to the Chinese. Another interesting disadvantage of the crossbows not usually talked about is that ammunition was reused by the enemy, although you can't use arrows on crossbows (too much power) and bolts on bows (too short), but some cultures had a guide to use baby-arrows on bows that would allow them to also reuse bolts from the enemy. *Source: https://dn720004.ca.archive.org/0/items/science-and-civilisation-in-china-volume-5-chemistry-and-chemical-technology-par_20210927_1445/Science and Civilisation in China Volume 5%2C Chemistry and Chemical Technology Part 6%2C Military Technology Missiles and Sieges by Joseph Needham%2C Robin D. S. Yates (z-lib.org)_text.pdf, page 137. In other parts it's mentioned that the bows of the Huns and the Xiongnu couldn't outmatch the Chinese crossbows, although I haven't read enough to check if this means outrange (I'd guess effective range).
  22. You haven't played with these bad boys, I see.
  23. We need more maps with canyons and choke points, so it’s easier to find places to position archers and rain arrows into the enemy. Also, since archers don’t wear any armor, and are carrying only a bow and quiver, they should maybe move slightly faster than other CS.
  24. Where would Kush and Maury fit in this? We have Maury as the fursthest range at moment in CWA
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