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Rome Total War
#31
RE: Rome Total War
(July 24, 2012 at 10:55 am)Chuck Wrote: In real life, Hannibal would have gotten wind of your approach and set a trap for you, instead of just sitting there waiting for you as he is constrained to do by the lengthy turns in this turn based nature of the game. This is why I think the turns should be much shorter.

The turns are something which I absolutely understand the necessity for, but in some scenarios they are incredibly annoying.

For instance, in Medieval II each turn is two years game time. This is incredibly stupid. I was reading somewhere that if you wanted to traverse the Atlantic and go to the New World using the standard way of using ships, it would take something like 10 years just to cross the Atlantic. That's just completely fucked.

So on the one hand I think turns should be a lot shorter, but then again, there are a lot of other factors like building costs which are good reasons to have longer turns.

I think there should be options for you to choose how long turns are. But generally I think they should be at the very least seasonal, one turn for each season. Rather than one turn for two years/half a year whatever.
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#32
RE: Rome Total War
(July 24, 2012 at 7:15 am)Napoleon Wrote: I just killed Hannibal, in what was probably one of the stupidest moves I've ever seen the computer make.

Basically, Hannibal had my two cities to the north of Rome, I happened to have Genoa just to the north of those two and it was guarded by like 2 units (I'd taken a much larger army there beforehand to seize it but they had since moved on to protect Rome). So Hannibal, in his arrogance (or stupidity like I said), took his single unit to take it back. Ok, so he did take it back (it was only being defended by some peltasts and a very small damaged infantry unit, compared to Hannibals bodyguard unit). But the thing is, he'd left himself there, on his own, completely open to attack.

So I take my army from near Rome, send all the cavalry units and take Hannibal out in one of the easiest battles I've had to play.

I don't think the computer is doing a good job at simulating his tactical genius....



The AI is always a problem in these games.

Here's a video of a Darthmod ship duel for Chuck.



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#33
RE: Rome Total War
(July 24, 2012 at 11:03 am)Napoleon Wrote:
(July 24, 2012 at 10:55 am)Chuck Wrote: In real life, Hannibal would have gotten wind of your approach and set a trap for you, instead of just sitting there waiting for you as he is constrained to do by the lengthy turns in this turn based nature of the game. This is why I think the turns should be much shorter.

The turns are something which I absolutely understand the necessity for, but in some scenarios they are incredibly annoying.

For instance, in Medieval II each turn is two years game time. This is incredibly stupid. I was reading somewhere that if you wanted to traverse the Atlantic and go to the New World using the standard way of using ships, it would take something like 10 years just to cross the Atlantic. That's just completely fucked.

So on the one hand I think turns should be a lot shorter, but then again, there are a lot of other factors like building costs which are good reasons to have longer turns.

I think there should be options for you to choose how long turns are. But generally I think they should be at the very least seasonal, one turn for each season. Rather than one turn for two years/half a year whatever.

There's a fair few 4,6 and 12 TPY mods for Medieval II and Rome Total War. A lot of the bigger Medieval II mods are down to 1 TPY. The main problem with Medieval II's turn structure is the aging script, which is coded to make your characters age 1 year at the end of a winter turn, which means they age at a quarter of the normal rate.
If more of us valued food and cheer and song above hoarded gold, it would be a merrier world. - J.R.R Tolkien
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#34
RE: Rome Total War
(July 25, 2012 at 11:08 am)Tobie Wrote: There's a fair few 4,6 and 12 TPY mods for Medieval II and Rome Total War. A lot of the bigger Medieval II mods are down to 1 TPY. The main problem with Medieval II's turn structure is the aging script, which is coded to make your characters age 1 year at the end of a winter turn, which means they age at a quarter of the normal rate.

Yeah I had messed about with the config files so that it would operate on a seasonal basis. They appeared to age normally.
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