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CharlestheHammer posted:Yes. Its not that complicated really. When I first started playing years ago, I knew poo poo about history and got along fine. You end up finding your bearings and the mod is great, but it's just that the naming scheme is pretty hilarious.
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# ? May 22, 2013 23:53 |
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# ? Apr 26, 2024 13:58 |
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Athropos posted:Roma Surrectum 2 is also really autistic with unit names and varieties, it's pretty much loving impossible to figure out what is what when half your units are called like Thorakitai or Thureophoroi Epilektoi or whatever the gently caress. Oh god that guy.
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# ? May 23, 2013 00:39 |
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Rabhadh posted:You were so pissed off at reading ancient Greek you didn't make it to their english names in the parentheses right beside it? I agree with the guy who said it, EB is the best mod ever created. The guy specifically asked for mods that keep it close to vanilla, XGM was conceived to do that. I have played others and honestly they all blur together now.
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# ? May 23, 2013 02:01 |
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CharlestheHammer posted:Yes. Its not that complicated really. When I first started playing years ago, I knew poo poo about history and got along fine. What is the story with the Imperium Juliani mod? I thought we reach peak horribad with the dinosaur/mechwarrior/predator/superman mod.
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# ? May 23, 2013 02:23 |
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Taken
Leal fucked around with this message at 04:15 on May 23, 2013 |
# ? May 23, 2013 02:37 |
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Captain Beans posted:What is the story with the Imperium Juliani mod? I thought we reach peak horribad with the dinosaur/mechwarrior/predator/superman mod. Its just a scenario mod where you play as emperor Julian (some others but he is the focus), and the guy that made it obviously has a huge hard on for the guy. Though I wasn't being sarcastic, its a really good (albeit spergy) mod. Edit: If you are wondering how its spergy. Basically units and factions take the EB naming route, and recruiting is extremely limited and it will take a while to build a proper legion. Like 3 turns per legionary unit. Plus scripted events. One giving the goths basically infinite manpower. CharlestheHammer fucked around with this message at 03:13 on May 23, 2013 |
# ? May 23, 2013 03:09 |
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CharlestheHammer posted:Its just a scenario mod where you play as emperor Julian (some others but he is the focus), and the guy that made it obviously has a huge hard on for the guy. Is it one of the sub mods for EB? Their forums are a loving mess and they literally name the different mods in ancient languages.
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# ? May 23, 2013 03:13 |
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Captain Beans posted:Is it one of the sub mods for EB? Their forums are a loving mess and they literally name the different mods in ancient languages.
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# ? May 23, 2013 03:16 |
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Its a submod of INVASIO BARBARORVM Right here: http://www.twcenter.net/forums/foru...STATAE-IVLIANI. Like I said, I like but but spergy as gently caress. Edit: I haven't been to TW in a while, those forums are a mess. CharlestheHammer fucked around with this message at 03:23 on May 23, 2013 |
# ? May 23, 2013 03:18 |
Vengarr posted:I think it's funny how awesome the USS Roanoke is compared to its historical version. The turrets took five minutes to fully traverse, the hull hadn't been reinforced to cope with the added armor or the cannon recoil, and the ship rolled so badly under speed that the guns couldn't even be used; they had to be strapped down just to keep from flying into the sea. The first time they test-fired the guns, one of them became dismounted from the force of the recoil. She was a complete lemon. Really? wow? they seem like pretty decent middle ground Ironclads in the game. Especially since you can build more than one.
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# ? May 23, 2013 03:26 |
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I think the best part about Stainless Steel is that you can minimize it and do other stuff while the turns progress. Because holy poo poo do these turns take forever
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# ? May 23, 2013 04:29 |
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SeanBeansShako posted:Really? wow? they seem like pretty decent middle ground Ironclads in the game. Especially since you can build more than one. You can get into some extremely lengthy and detailed discussions about this actual topic, but what's going on the game is roughly the same thing as hiring three regiments of US Marines as expeditionary mercenaries. Or, really, the entire concept of the FoTS campaign; bizzaro-land history where US Marines fought in a shatteringly-bloody, large-scale and industrialized civil war in Japan. The ironclad monitor USS Roanoke that the units in the game are based on was functionally an armored, semi-mobile gun battery. She was so unseaworthy that it would have been suicide to take her anywhere which remotely resembled open ocean, and there is zero possibility that she could have survived a Pacific crossing (required in order to be sold to a Japanese Daimyo) even if she was being towed. The ship had all the problems Vengarr mentioned, because of what had to be done to convert the original hull into "ironclad monitor" form. A lot of compromises had to be made in order to get a functional result, and that's what the result was. Functional, but barely; adequate for enough tasks that it would do well enough to make the ship worth crewing and operating.
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# ? May 23, 2013 06:50 |
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LonsomeSon posted:The ironclad monitor USS Roanoke that the units in the game are based on was functionally an armored, semi-mobile gun battery. She was so unseaworthy that it would have been suicide to take her anywhere which remotely resembled open ocean, and there is zero possibility that she could have survived a Pacific crossing (required in order to be sold to a Japanese Daimyo) even if she was being towed. Yeah, its flaws were largely due to the desire to pump it out quickly in order to counter the threat of Confederate ironclads. The real-life Kotetsu was originally designed and built in order to tear the USS Monitor a new rear end in a top hat, and if it had reached the coast in time, it could have done some real damage. Excuses aside, it still was not a great ship, or even an adequate ship. The best thing about it was that people would look at it and scream "Ironclad!" and be too busy pissing their drawers to attack.
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# ? May 23, 2013 13:30 |
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Vengarr posted:Yeah, its flaws were largely due to the desire to pump it out quickly in order to counter the threat of Confederate ironclads. The real-life Kotetsu was originally designed and built in order to tear the USS Monitor a new rear end in a top hat, and if it had reached the coast in time, it could have done some real damage. Speaking of which, has anyone here EVER managed to get that "Sink a ship through ramming" achievement? I swear that's probably hands-down the most useless tech in the game.
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# ? May 23, 2013 13:48 |
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Tomn posted:Speaking of which, has anyone here EVER managed to get that "Sink a ship through ramming" achievement? I swear that's probably hands-down the most useless tech in the game. Yup, in multiplayer to boot. I was losing and decided to set my flagship to RAMMING SPEED Managed to take out his flagship before blowing up, so I consider it a moral victory
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# ? May 23, 2013 15:29 |
I keep meaning to do that in campaign, but I always forget. I got the Torpedo achievement the 2nd time I used Torpedo boats!
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# ? May 23, 2013 15:41 |
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MadJackMcJack posted:Yup, in multiplayer to boot. I was losing and decided to set my flagship to RAMMING SPEED Managed to take out his flagship before blowing up, so I consider it a moral victory That's why I love the ramming button. It almost never works, either due to them moving or your ship deciding that their loyalty to the Emperor is less important than their loyalty to them not being on fire, but when it does work you get a spectacular explosion that probably takes down whatever you were ramming. Also death or glory attacks are always the best kind of attacks in this series, which is why I rarely use the retreat button and wish that there was just a general "CHARGE" button. Victory or horrible slaughter await!
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# ? May 23, 2013 15:42 |
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Tomn posted:It's kinda funny how even highly traditional clans need to fight with fully modern steamships. Though, given the lethality of cannon in FotS, a single gunboat could probably knock out a whole fleet of heavy bunes. SeanBeansShako posted:I found it sad they did away the General Speeches for Empire and Napoleon. Those could have been amazing. Shumagorath fucked around with this message at 18:11 on May 23, 2013 |
# ? May 23, 2013 18:04 |
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Last night I was doing a multiplayer campaign with my buddy, and I was playing a siege battle on the attack. I sent some ashigaru to burn down the gate, and a bunch of them went up the ramp to throw torches. Then, when the gate was destroyed, it loving exploded, sending about 15 ashigaru literally flying through the air to their deaths. Is that normal, or a glitch?
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# ? May 23, 2013 18:10 |
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Pretty sure it doesn't do that normally but I don't usually burn the gates down so I may be wrong. Do any of you use Daikyu Samurai? I'm not sure what to make of them. I'm doing a legendary campaign as the Chosokabe and don't know whether I can afford to go Christian and use them in place of bow warrior monks or if they're overpriced? I like the extra range but they don't seem that much better than the bow samurai compared to their cost, and they even have slower reload speed. Koramei fucked around with this message at 18:26 on May 23, 2013 |
# ? May 23, 2013 18:22 |
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DStecks posted:Last night I was doing a multiplayer campaign with my buddy, and I was playing a siege battle on the attack. I sent some ashigaru to burn down the gate, and a bunch of them went up the ramp to throw torches. Then, when the gate was destroyed, it loving exploded, sending about 15 ashigaru literally flying through the air to their deaths. Is that normal, or a glitch? It's not a glitch, just retarded. For reference, any gate or wall section will "explode" once it reaches 100% through any means. Anyone manning the wall or in the gate will be killed. I had a lot of hilarious fun in multiplayer by using Fire Rockets to insta-pop wall sections and send whole units flying into the air. Nobody expects it because I don't have any cannons, and the few seconds the rockets are in the air isn't enough time to react and get people off the wall even if they realize what I'm doing. Doesn't work on forts with stone walls though and it requires vetted rockets with a damage upgrade. It's really stupid. VVV Actually, it is! Meme Poker Party fucked around with this message at 18:30 on May 23, 2013 |
# ? May 23, 2013 18:27 |
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DStecks posted:Last night I was doing a multiplayer campaign with my buddy, and I was playing a siege battle on the attack. I sent some ashigaru to burn down the gate, and a bunch of them went up the ramp to throw torches. Then, when the gate was destroyed, it loving exploded, sending about 15 ashigaru literally flying through the air to their deaths. Is that normal, or a glitch? Working as Intended.
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# ? May 23, 2013 18:29 |
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Found out about that the hard way when playing as the Otomo in a defensive siege where I was outnumbered 8000 to 2000 so I needed every man I had. A unit of highest ranked, gold armor tercos was manning a wall that was getting fire arrowed. Apparently standing next to a wall that burns down will launch fully armored men 50 feet in the air.
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# ? May 23, 2013 18:51 |
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Whole bunch of information on the campaign in the new Rally Point https://www.youtube.com/watch?v=kcBZfYatj_Y&t=6s
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# ? May 24, 2013 14:37 |
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Not really any new info, but it condenses some stuff that people not following the news closely may not know.
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# ? May 24, 2013 14:48 |
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Well I think that you can name your armies and select a banner for them is new info, it sucks that they couldn't just show a HD picture of the campaign map.
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# ? May 24, 2013 14:59 |
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The army stuff seems pretty new to me! And also a great idea; building distinctive specialised armies is basically what I do already, so having the game take that into account is nice. I wish he'd been a little more clear on province management. What happens when you only control part of a province? What if the enemy takes the capital but nothing else?
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# ? May 24, 2013 15:06 |
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Yeah that is new, so is the info about how the recruitment works. Not sure how they managed to make a 20 minute video where the only new info is: -You can name your armies and customise their banners -Armies are recruited by the general when he is in a friendly province, they then grow turn by turn as they muster. -Mercenaries are available again and can be recruited in any province and work the same as they did before, albeit wit hthe new recruitment system. Krazyface posted:I wish he'd been a little more clear on province management. What happens when you only control part of a province? What if the enemy takes the capital but nothing else? From what I gathered, the regions are mostly like they were before, just with no city center. You will still manage all the regions and such. Seems like they are pretty much making provinces work like continents in Risk. If you own all of them, you get bonuses. WoodrowSkillson fucked around with this message at 15:10 on May 24, 2013 |
# ? May 24, 2013 15:07 |
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quote:From what I gathered, the regions are mostly like they were before, just with no city center. You will still manage all the regions and such. Seems like they are pretty much making provinces work like continents in Risk. If you own all of them, you get bonuses. Right, the main intent seems to be forcing players out of cities and cutting down on siege battles. If only 1 out of every three or four regions has fortifications, field battles will be standard and they can afford to make actual sieges a big deal that doesn't happen nearly as much. Which ties into the much larger scale of sieges we saw in the early Carthage video. The edicts are just an extra cherry to make you want to go for a full set. My only question is how are non-fortified provinces defended? Do they still have defensive garrisons that have to be beaten to claim the region? The army/recruitment changes sound fantastic. Moving dozens of individual units around the map is the late game hell of every TW game. Army traditions sound like a lot of fun too.
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# ? May 24, 2013 15:20 |
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madmac posted:My only question is how are non-fortified provinces defended? Do they still have defensive garrisons that have to be beaten to claim the region? I assume you will be seeing the equivalent of the local militia mustering when they aren't fortified, but then again if there are local armies they might be able to actually throw you back if you haven't been paying attention/sent the wrong troop types. I want to run a holy barbarian horde, like druids wandering the ranks and the general carting around great amounts of holy stones to plonk into newly conquered towns.
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# ? May 24, 2013 20:55 |
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Playing Stainless Steel and I'm about 100 turns in and the Moors have conquered all of the Iberian peninsula plus Bordeaux and Toulouse and half of North Africa. It's honestly pretty terrifying, especially since I'm playing as Genoa. They suggested I be their vassal and I said hell yes I have literally never seen an AI controlled faction kick this much rear end and I am very scared.
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# ? May 24, 2013 22:00 |
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That's a surprise. The Moors are really good, their roster and region makes them a potential powerhouse quite easily. The problem is that they get crusaded out of Iberia if they abuse their potential. Use that opportunity to call a crusade and go get some sweet southern France booty!
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# ? May 24, 2013 22:48 |
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I kind of disdain their handling of muslims in medieval 2, well and 1 to some extent. In 2 they are more or less similiar to europeans, just different skins and unit names, plus probably horse archers, in the first one they had a play style that is sort of unique (harassement and tiring out heavier armies before engaging) making them very micro heavy and not a really good option for multiplayer since some european factions get superior crossbow cavalry anyway, plus some of their units aren't the same bang for the buck, Cataphracts cost the same as Khawarizmian Heavy Cavalry but the latter was inferior, same treatment for the Faris compared to Szekely and Byzantine Cavalry.
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# ? May 24, 2013 23:40 |
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It is nice how much better Broken Crescent treats Muslim factions and of course the way it acknowledges Muslims were doing stuff beyond where Christian armies got to. Also being a big fan of the mod and regularly visiting their forum on TWC got me lots of Muslim dating banner ads, so if I convert to Islam my dating situation is set. On a vaguely related note this is the first mod I'm aware of that has Scottish troops in kilts that don't looked ripped out of braveheart. https://www.youtube.com/watch?v=dHsQ1lidSF0 War of the West looks good regardless but I hope they do well because they discovered the way to make custom settlements in Medieval 2 mods and were kind enough to share it other mods, most notably Third Age long before they were in a position to release a beta. When so many modders oppose even having their mods bundled with others it is really cool when people are willing to share like that.
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# ? May 25, 2013 23:40 |
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I'm playing M2 again, and I've got a little question. In the grand campaign kingdom selection panel, there's a little thingy that lists a faction's strengths and weaknesses. England, for example, "Boasts superb longbowmen and strong infantry" but "Fields a poor variety of cavalry" while the Byzantines have "Good heavy cavalry and missile cavalry, capable archers" but "Lacks late period gunpowder." The notes for Venice confuse me. It says that Venice "Boasts strong militia infantry, good colonial units, and late technology" while suffering with "Somewhat poor cavalry." What the hell are "colonial units?" Mercenaries from far-off provinces? Something that I'm not getting? What does this mean?
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# ? May 26, 2013 00:18 |
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Is it referring to units you get after the New World is discovered? I know Spain gets sword-and-buckler-men and conquistadores and stuff, maybe Venice gets something similar (I haven't played MTW2 in a long time)?
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# ? May 26, 2013 00:26 |
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Grand Prize Winner posted:I'm playing M2 again, and I've got a little question. In the grand campaign kingdom selection panel, there's a little thingy that lists a faction's strengths and weaknesses. England, for example, "Boasts superb longbowmen and strong infantry" but "Fields a poor variety of cavalry" while the Byzantines have "Good heavy cavalry and missile cavalry, capable archers" but "Lacks late period gunpowder." The notes for Venice confuse me. It says that Venice "Boasts strong militia infantry, good colonial units, and late technology" while suffering with "Somewhat poor cavalry." What the hell are "colonial units?" Mercenaries from far-off provinces? Something that I'm not getting? What does this mean? You can look at the unit rosters through the custom battles interface. They don't mean anything, gameplay-wise. They're referring to foreign units available to the Venetians like stradiots.
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# ? May 26, 2013 00:30 |
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Is it just me or do turns in medieval 2 take extremely long to process?
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# ? May 26, 2013 04:49 |
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maker posted:Is it just me or do turns in medieval 2 take extremely long to process? When I play vanilla they zip past really fast, like less than ten seconds in the first 30ish turns maybe. After a while they start to get slower, I guess. With mods like Stainless Steel they can take a pretty long time.
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# ? May 26, 2013 04:56 |
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# ? Apr 26, 2024 13:58 |
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quote:Is it just me or do turns in medieval 2 take extremely long to process? It's a thing. It really annoys me that I can't get into Med 2 anymore. Too many quality of life improvements I can't give up. Rome was my first TW game, but Med 2 is the one I grabbed on release and played the hell out of for years. It's unlikely CA is going to go back to that era anytime soon if ever, either.
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# ? May 26, 2013 04:58 |