Re: Sharpy's Campaign Overhaul [v.1.4]
Ok, thanks.
Honorious was born 9th Sept 384, so at game start (395) he should just be ten years old and certainly not married (he married in 398 when he was 14). At least his brother who rules the Eastern empire (born 377/378) is the correct age in vanilla.
Re: Sharpy's Campaign Overhaul [v.1.4]
Quote:
Originally Posted by
Ksaweri
Ok, thanks.
Honorious was born 9th Sept 384, so at game start (395) he should just be ten years old and certainly not married (he married in 398 when he was 14). At least his brother who rules the Eastern empire (born 377/378) is the correct age in vanilla.
np
oh they are brothers? dang didn't know that
and well sometimes they do things like that, most of the things are historically true thou (well, except troops)
Re: Sharpy's Campaign Overhaul [v.1.4]
Hello people,
Obviously I've been inactive to update and extend this overhaul for a while (like 3 weeks) as opposite of what I said before
Reason is I've got a TW: Arena key and playing it since when I feel like it.
Also there hasn't been much interest in this mod, as I've been a bit too much late to make such mod, and well it appears that no1 felt like giving some feedback, I guess they are doing fine :D
Anyway, so as you all know Last Roman campaign dlc will be released very soon, and it will have some moddable parts too (I've got some good ideas already), also there will be a patch alongside.
So I'll wait till I get the dlc, and then I hope I'll continue to extend this mod for both Grand campaign and Last Roman campaign.
Regards
Re: Sharpy's Campaign Overhaul [v.1.4]
As almost all of my other mods has been updated, this is the next one.
Today (27.06) I should be updating this one.
I'm not sure if it will be an extensive or adapting update yet, but I will see.
Re: Sharpy's Campaign Overhaul [v.1.5]
Alright, new version is ready!
With some little changes over Last Roman campaign (for now) but most of the changes that has been done before is valid for this campaign too.
Changelogs is in 2nd post as always
http://www.twcenter.net/forums/showt...1#post14537264
- - -
You might expect one more update today
Re: Sharpy's Campaign Overhaul [v.1.6]
Alright! Version 1.6 is ready to roll!
Re: Sharpy's Campaign Overhaul [v.1.7] ~Last Roman dlc Compatible~
You know what, v1.7 is ready!
Not too many changes but I believe they will be one more step for a better gameplay experience, and one less for frustrating gameplay experience which happens time to time :P
As always Changelogs is here;
http://www.twcenter.net/forums/showt...1#post14537264
And Question-Answer is here;
http://www.twcenter.net/forums/showt...1#post14537265
Re: Sharpy's Campaign Overhaul [v.1.7] ~Last Roman dlc Compatible~
Sounds good, gonna give this mod a try on my new The Last Roman campaign, hope you keep updating it! :)
Re: Sharpy's Campaign Overhaul [v.1.7] ~Last Roman dlc Compatible~
Keep fighting mate :thumbsup2
Re: Sharpy's Campaign Overhaul [v.1.7] ~Last Roman dlc Compatible~
Quote:
Originally Posted by
Indalus
Sounds good, gonna give this mod a try on my new The Last Roman campaign, hope you keep updating it! :)
Many things I've changed before also applies to "Last Roman" campaign, because most of the values are shared :)
But I still have things to do, especially changing Building effects of higher levels as they are kinda pointless to build: see food/public order-squalor etc penalties
And thanks, enjoy :thumbsup2
Quote:
Originally Posted by
Junaidi83 de Bodemloze
Keep fighting mate :thumbsup2
with mortal combat style or? :P
Re: Sharpy's Campaign Overhaul [v.1.7] ~Last Roman dlc Compatible~
Great mod, keep up the good work.
As for recommendations, onagers, both normal and large, should have their accuracy and rate of fire reduced, ideally to a point they're almost useless in most field battles (unless the enemy decides to just sit there or something). Historically speaking, those things were either built on site or assembled from parts during sieges, but played no role in field battles. The logistics of moving them around in snow, sand or mud, as well as the fact it took minutes to aim them limited artillery to siege work. Ideally onagers would have been an alternative to siege ladders, towers and rams, built on site, though I suspect that's unrealistic for a modder to implement.
Large onagers with explosive shot in particular, could give a Napoleonic howitzer a run for its money.
While we're at it, is there any chance to make minor factions weaker? Reduce their base income, basically. Some no name, no significance minor tribe or worse, a client state, really shouldn't be able to field two full stacks of decent quality units. It only gets worse if they discover agents, mostly because they're annoying as hell, and I don't think anyone but a major power should be allowed to bother the player that much.
Finally, all horse archers and javelin units that are either native to the steppe/Iranian plateau and/or are of reasonable quality really should have both Parthian shot and fire on the move. They're a waste money otherwise, and it would be pretty accurate historically speaking. As it stands, only the Huns got fixed with the patches, while the Persian factions and the Alans (which are supposed to be a semi-nomadic Sarmatian group, even if the game made them German) as well as some of the mercenary units got skipped over.
Re: Sharpy's Campaign Overhaul [v.1.7] ~Last Roman dlc Compatible~
Quote:
Originally Posted by
Caligula's_Horse
Great mod, keep up the good work.
Thanks man :)
Quote:
Originally Posted by Caligula's_Horse
As for recommendations, onagers, both normal and large, should have their accuracy and rate of fire reduced, ideally to a point they're almost useless in most field battles (unless the enemy decides to just sit there or something). Historically speaking, those things were either built on site or assembled from parts during sieges, but played no role in field battles. The logistics of moving them around in snow, sand or mud, as well as the fact it took minutes to aim them limited artillery to siege work. Ideally onagers would have been an alternative to siege ladders, towers and rams, built on site, though I suspect that's unrealistic for a modder to implement.
Large onagers with explosive shot in particular, could give a Napoleonic howitzer a run for its money.
Well it's not hard to reduce their accuracy/fire rate, and there is a mod for it already but I might do it for my mod as well (not as copy-paste ofc), as I know it's one of the most frustrating stuffs in the game.
But disabling them for field battles and enabling them as siege equipments?
Hmm disabling them shouldn't be hard but idk about 2nd part, thou I wouldn't prefer to do such stuff, as many people won't like that big change and as I stated in mod description I won't mess with originality of the game.
Quote:
Originally Posted by Caligula's_Horse
While we're at it, is there any chance to make minor factions weaker? Reduce their base income, basically. Some no name, no significance minor tribe or worse, a client state, really shouldn't be able to field two full stacks of decent quality units. It only gets worse if they discover agents, mostly because they're annoying as hell, and I don't think anyone but a major power should be allowed to bother the player that much.
Hmm, another thing would mess with originality :P
You are not wrong thou, but it's those minor factions provides the variety of the game, they are like sauce of the map :D
Actually their income is pretty low when you play as them, I think it's about AI's bonusses again.
Thou remember the Fame table I made, it's not in favour of minor factions, unless they expand very fast, which they don't (they do mostly sack or raze)
For agents, it's the same, and I also lowered the maximum amount of agents, which is 3 now and you have to be in one of the last 3 imperium level, which is quite hard ;)
Quote:
Originally Posted by Caligula's_Horse
Finally, all horse archers and javelin units that are either native to the steppe/Iranian plateau and/or are of reasonable quality really should have both Parthian shot and fire on the move. They're a waste money otherwise, and it would be pretty accurate historically speaking. As it stands, only the Huns got fixed with the patches, while the Persian factions and the Alans (which are supposed to be a semi-nomadic Sarmatian group, even if the game made them German) as well as some of the mercenary units got skipped over.
Actually there is a such mod for providing such stuff: http://www.twcenter.net/forums/showt...Hybrid-Cavalry
And yea CA made very lazy job in this one again: Germanic spam everywhere sadly.
Anyway, I haven't planned to go units part of the game, but there are many mods for such stuff, which you should be able to use them with this one :)
Re: Sharpy's Campaign Overhaul [v.1.8] ~Last Roman dlc Compatible~
version 1.8 is live!
Not too many changes but I believe you will like it more ;)
Changelogs
Question-Answer
Re: Sharpy's Campaign Overhaul [v.1.7] ~Last Roman dlc Compatible~
Quote:
Originally Posted by
SharpEyed
But I still have things to do, especially changing Building effects of higher levels as they are kinda pointless to build: see food/public order-squalor etc penalties
Yep I end up building these high level building for role play reasons instead of strategy.
Tweaks that encourage city specialization are good I think
Re: Sharpy's Campaign Overhaul [v.1.8] ~Last Roman dlc Compatible~
Quote:
Originally Posted by
Indus_Valley
Yep I end up building these high level building for role play reasons instead of strategy.
Tweaks that encourage city specialization are good I think
Yea, players should be building Highest level buildings alongside using Highest tier units, otherwise there is no point to have those in game.
But in vanilla they just got ridiculously high penalties which makes them pointless.
Anyway with last update I'm done with City/town main building effects (idk if more needed), not by big changes but if you have more than 1 region in a province, changes will become good enough ;)
I might be looking into others buildings now, thou if I lower them all, things might get easy, I'll see :)
Re: Sharpy's Campaign Overhaul [v.1.8] ~Last Roman dlc Compatible~
Another mini-update, can be found under the v.1.8 changes
Changelogs
Question-Answer
Re: Sharpy's Campaign Overhaul [v.1.8] ~Last Roman dlc Compatible~
Would it be possible to at least give the Romans, Roman sanitation. Justinian was busy building aqueducts and reservoirs. The technology wasn't forgotten in the West. Vandalic Africa saw new bathhouses, Rome had aqueducts repaired. I suggest making it available to the Romans and the Roman expedition through a good deal of research, and perhaps making it really expensive to reflect the challenges of the age.
Re: Sharpy's Campaign Overhaul [v.1.8] ~Last Roman dlc Compatible~
Hmm what you mean with "Roman sanitation" ?
If buildings: They already have some sanitation buildings right?
If technology bonus: Idk if really necessary
Re: Sharpy's Campaign Overhaul [v.1.9]
Good TWC citizen always leave foot print every time he enter someone thread :romeo: