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Cywr
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Topic: Rome: Total War mod Total Realism 6.0 Preview Posted: 25-Oct-2005 at 23:39 |
Smaller crews are supposed to be that way, so that you can actualy sink
ships, only it seems that not all factions have had their crews shrunk.
Regarding the formations, there have been changes for improving the AI,
but the player formations have been changed too, there is a mod to fix
this:
In this thread
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vulkan02
Arch Duke
Termythinator
Joined: 27-Apr-2005
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Posted: 25-Oct-2005 at 20:27 |
i don't know about the formations but i guess that by weakening the
Roman navy they wanted to balance things a bit since their infantry is
the best. Rome historically didn't have a navy at all before conflict
with Carthage and after, i doubt it was the best in the Mediterrean
although it might have been the largest.
I like the music in 6.2 and the Gallic formations are set up for you
before battle begins. It seems like the AI has been improved a bit too.
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The beginning of a revolution is in reality the end of a belief - Le Bon
Destroy first and construction will look after itself - Mao
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Cywr
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Posted: 25-Oct-2005 at 11:38 |
Eh, the 6.2 patch as a) bollucksed up the formations, so that none of
them make sense now (they either do the wrong thing, or something that
looks random), and b) castrated Rome's navy (all ships now have a crew
of ten, no matter how big the ship is).
Is it meant to be that way? Or is this just a buggy install?
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Cywr
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Posted: 24-Oct-2005 at 22:49 |
Bored of the strategic element of the MTW engine, and frustrated at not
being able to get STW to work, i'm now downloading the 6.2 total
realism patch (plus the music), and gonna start a new campian.
I havn't played RTW for what seems likes weeks, will be intresting to see how i view the battles after playing MTW for a while.
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vulkan02
Arch Duke
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Posted: 20-Oct-2005 at 10:45 |
are they gonna make any new historical battles anytime soon?
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The beginning of a revolution is in reality the end of a belief - Le Bon
Destroy first and construction will look after itself - Mao
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Abyssmal Fiend
Shogun
Joined: 18-Aug-2004
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Posted: 13-Oct-2005 at 16:59 |
6.2 can be installed over 6.0. That should have been obvious.
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Di! Ecce hora! Uxor mea me necabit!
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Cywr
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Posted: 12-Oct-2005 at 06:41 |
Do i need both 6.1 and 6.2?
Or will just 6.2 installed on 6.0 do?
If yes to the second, then i think that answers Redbeard's question.
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Emperor Barbarossa
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Posted: 11-Oct-2005 at 19:49 |
I am surprised that 6.2 is bigger than 6.1.
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Abyssmal Fiend
Shogun
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Posted: 11-Oct-2005 at 17:22 |
It's been out for awhile. The thread on it has like... 6 posts. I just
installed it, though. Even though I'm a mod on the forums, I just now
got it. -_-
EDIT: It would make sense to post the link, eh?
http://forums.rometotalrealism.org//index.php?showtopic=98 20
Edited by Abyssmal Fiend
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Di! Ecce hora! Uxor mea me necabit!
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Emperor Barbarossa
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Posted: 10-Oct-2005 at 20:38 |
RTR 6.2 is supposed to come out any day now.
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Abyssmal Fiend
Shogun
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Posted: 10-Oct-2005 at 20:04 |
If you get a govenor in there with high tax rates, and the city doesn't
revolt, he'll probably get some decent traits. At least, I think they
do. And build lots.
Leave large armies stationed outside of your cities (to avoid the
plague), and leave roughly the same size force at every fourth province
or so to defend your borders. That's how I do it once I can't expand,
which is very, very rare.
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Di! Ecce hora! Uxor mea me necabit!
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Emperor Barbarossa
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Posted: 10-Oct-2005 at 16:34 |
I lower tax rates to lower unrest.
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Cywr
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Posted: 09-Oct-2005 at 05:52 |
For unrest, just have decent armies in town. My typical town has 3 of
the cheapest Hoplite types units, and one archer, the border towns
(which tend to be further away from the capital), same 3 holites and 3
archers, plus extras (usualy any missile mercenaries or extras i have
hanging around).
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Constantine XI
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Posted: 09-Oct-2005 at 05:07 |
Well am currently mopping up the last Ptolemaic possessions in Cyprus
and west Anatolia at the moment. I don't think my impudent Armenian
neighbour deserves to hold the province of Armenia, so I just destroyed
his army and will capture his capital next turn. Provided he is
realistic he will then settle to become a protectorate (shielding my
southeasternmost flank from the Seleucids) and I will let his remaining
200 soldiers retain control of Atropatene (and their lives!). In the
West the march against Macedonia continues after managing 10 heroic
victories, most of them against enemy armies larger than 1000 men. Soon
the Pontians can begin pouring into Thessaly. If I want even more
action, I will wrest Northern Syria from the Seleucids who have not
bothered to guard it properly.
I agree about the assassins, it is so annoying that it takes so long to build them up and then you lose them.
One thing that is really bugging me is the whole "unrest" thing in my
cities' public order bar. What (aside from governor traits) causes
this? I seem to notice that when a spy successfully infiltrates that
there is more unrest, but that doesnt explain all of the unrest my
cities experience. And how do you stop spies infiltrating your cities
anyway?
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Abyssmal Fiend
Shogun
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Posted: 08-Oct-2005 at 16:30 |
-Some faction leaders have the option for 'forced march', in
addition to the percentage movement bonus. What exactly is the forced
march bit? |
They get a minor movement bonus. The larger is the one used, I don't
think they stack. Forced March is just a Roman one, I think. Or that's
Roman Marching.
-What is it with those cities that just won't gto no further?
The population is 22,000ish, you have a good faction member running the
place, tax is on the lowest and all the upgrades have been built, but
zero growth? I've had to resort to building 5 units of hoplites in the
4 nearest towns to provide the 1200 odd extra population needed to
reach the biggest city status, built the palace and get to building all
the other goodies.
Needless to sy this method doesn't sit well with the notion of Rome: Total realism. |
Those levels are hardcoded, I think. I'm going to push for higher
health bonuses from sewers and such with Achilles -- he might flex.
Caius didn't.
-Whats the most cost effective warship? I'm not exactly shor on
cash, so i can build whatever, but still, i want the most efficient
navies, economicly, so that when times are hard (as will no doubt
happen when i expand into less wealthy provinces, and still need to
field the armies to keep them), the bulk of my expenditure is on the
army. I'm anal that way. |
Corvus Quinquireme or whatever for the Romans is the best all-around
ship. Other than that, I just use Triremes. The good thing is that if
you take the coastal provinces from a player (or their major overseas
Empire), they'll stop building ships. So you don't really need a
standing fleet like you need a standing army. Or would it be floating
fleet?
-Is it me, or assasins even more useless than the were before
the patch/realism mod? The wimpiest target has got to be a rebel army
leader (sans fancy rebel family member unit), and even that is a 31%
chance. You have to accept that 4 or 5 will fail before one succeds and
improves its talent, only to die on you when it has a 95% chance.
Needless to say, it makes them next to useless, better to buy those
rival faction diplomats and send them into early retirement somewhere.
Annoying. |
Sabotage buildings, I guess? I rarely touch them.
If you've got feedback, I'd love to see it. I'm already the Public Relations person with GameFAQs, what's AE?
Those minor units that wander around are useless. Fight battles that decide the fate of Empires.
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Di! Ecce hora! Uxor mea me necabit!
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Emperor Barbarossa
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Posted: 08-Oct-2005 at 14:26 |
I don't really care about enemy emissaries. They are just that,
emisarries, not enemy units. I would rather spend the moeny on another
unit of princepes.
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Cywr
King
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Posted: 08-Oct-2005 at 14:04 |
Assasins can kill those hordes of emmisonaries that wander around your
territory, once you've killed the easiest thing to kill a few times
that is.
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Emperor Barbarossa
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Posted: 08-Oct-2005 at 11:23 |
I never use assassins on captains because, what is the point? The
captains automatically respawn. The most cost effective warship is the
trireme because it takes two turns to build and is still a very good
warship. I never got to 22,000 population cities because I am usually
spending much money on the military.
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Cywr
King
Retired AE Moderator
Joined: 03-Aug-2004
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Posted: 08-Oct-2005 at 04:02 |
Questions i've been pondering...
-Some faction leaders have the option for 'forced march', in addition
to the percentage movement bonus. What exactly is the forced march bit?
-What is it with those cities that just won't gto no further? The
population is 22,000ish, you have a good faction member running the
place, tax is on the lowest and all the upgrades have been built, but
zero growth? I've had to resort to building 5 units of hoplites in the
4 nearest towns to provide the 1200 odd extra population needed to
reach the biggest city status, built the palace and get to building all
the other goodies.
Needless to sy this method doesn't sit well with the notion of Rome: Total realism.
-Whats the most cost effective warship? I'm not exactly shor on cash,
so i can build whatever, but still, i want the most efficient navies,
economicly, so that when times are hard (as will no doubt happen when i
expand into less wealthy provinces, and still need to field the armies
to keep them), the bulk of my expenditure is on the army. I'm anal that
way.
-Is it me, or assasins even more useless than the were before the
patch/realism mod? The wimpiest target has got to be a rebel army
leader (sans fancy rebel family member unit), and even that is a 31%
chance. You have to accept that 4 or 5 will fail before one succeds and
improves its talent, only to die on you when it has a 95% chance.
Needless to say, it makes them next to useless, better to buy those
rival faction diplomats and send them into early retirement somewhere.
Annoying.
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Arrrgh!!"
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Abyssmal Fiend
Shogun
Joined: 18-Aug-2004
Location: Germany
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Posts: 233
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Posted: 05-Oct-2005 at 23:18 |
Not really. Recruitment/upkeep costs directly reflect the riches your
nation starts with, unless you're the Seleucids (who get boned in EVERY
change). Greek units, obviously, cost more than Thracian units.
In fact, the game's set up actually hands the advantage to the poor
factions. If Sarmatae takes Greece, they'd be unstoppable. Short tech
trees combined with massive populations and cash. If Greece takes
Sarmatae, though, they don't get much more than a dead opponent and
brutal distance to capital penalties.
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Di! Ecce hora! Uxor mea me necabit!
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