[Release]Holland -Battle over Rhenus 50 B.C.

n0kn0k
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Re: [Release]Holland -Battle over Rhenus 50 B.C.

Post by n0kn0k » Tue Jul 10, 2018 11:01 am

Cablenexus wrote:
Tue Jul 10, 2018 10:43 am
n0kn0k wrote:
Sat Jun 23, 2018 6:27 am
Happy to test after I finish my "Hard" difficulty game in a few days.
Goedemorgen and Goodmorning n0kn0k,

Did you had time to try the new version of the Holland scenario already?
I send the link a few days ago via the PM, I see you did not received it yet.

I would appreciate if you find a moment to report your findings.

It's much easier to install (and play) now and also Pavel want some feedback about the terrain textures in the other thread.
Just finishing my Legendary game. It's much to exiting atm. :lol: No worries. I will raze Holland soon enough. :mrgreen:

gwgardner
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Re: [Release]Holland -Battle over Rhenus 50 B.C.

Post by gwgardner » Wed Jul 11, 2018 10:49 am

Is it WAD that you give countries like Eberones some melee units, but there are no cities that can produce or service them?

Cablenexus
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Re: [Release]Holland -Battle over Rhenus 50 B.C.

Post by Cablenexus » Wed Jul 11, 2018 12:08 pm

gwgardner wrote:
Wed Jul 11, 2018 10:49 am
Is it WAD that you give countries like Eberones some melee units, but there are no cities that can produce or service them?
I don't understand you right.

Do you mean the milites units? This can be true. They had a few serving in Roman Empires army at some point, but they can't produce them themself.
Is that logical? Or should I change this?
Or add this in a flavor text?

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Re: [Release]Holland -Battle over Rhenus 50 B.C.

Post by gwgardner » Wed Jul 11, 2018 12:36 pm

The Eborones start off with several warriors, but no cities that can produce warrors or heal them.

Cablenexus
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Re: [Release]Holland -Battle over Rhenus 50 B.C.

Post by Cablenexus » Wed Jul 11, 2018 12:44 pm

gwgardner wrote:
Wed Jul 11, 2018 12:36 pm
The Eborones start off with several warriors, but no cities that can produce warrors or heal them.
Ah ok, this is the same for almost all tribes I think, I have to check it again.

It is intentional. The tribe just landed there, they can only produce settlers or nomads. You have to assign a speciliaztion yourself. That was the idea.

Cablenexus
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Re: [Release]Holland -Battle over Rhenus 50 B.C.

Post by Cablenexus » Wed Jul 11, 2018 9:05 pm

I was thinking more about this today.

Still I think the best solution is to let them just specialized in settlers and nomads (or even nothing) instead of assigning armies already.

The scenario already take away lot's of freedom compared to a normal map since it those tile ownership and towns assigned.

So better to let the player decide where he wants to specialize in armies and where not.

For some tribes I assigned them already btw. But the reason for this is more resources and size related for the specific tribe.
Playing as Eburones on medium now myself I don't have a size or resources problem really.

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Re: [Release]Holland -Battle over Rhenus 50 B.C.

Post by Cablenexus » Wed Jul 11, 2018 9:25 pm

I do not exactly understand why this unit can't recover here. Is it the town size or my lack of gold (I have 2.3)?
recover.jpg
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Cablenexus
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Re: [Release]Holland -Battle over Rhenus 50 B.C.

Post by Cablenexus » Wed Jul 11, 2018 9:37 pm

Battle between watchtower and army (army survived) does not show unit numbers killed (v5c)
ABR.jpg
ABR.jpg (164.3 KiB) Viewed 1007 times

Cablenexus
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Re: [Release]Holland -Battle over Rhenus 50 B.C.

Post by Cablenexus » Wed Jul 11, 2018 9:43 pm

Now, the battle after the above battle between an army and an army doesn't show kills in detail anymore.

It's enemy AI turn btw when this happens.
ABR2.jpg
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Re: [Release]Holland -Battle over Rhenus 50 B.C.

Post by pavelk » Thu Jul 12, 2018 6:33 am

Cablenexus wrote:
Wed Jul 11, 2018 9:25 pm
I do not exactly understand why this unit can't recover here. Is it the town size or my lack of gold (I have 2.3)?
Because there are no people around from which the men can be recruited.It is the town size.
Cablenexus wrote:
Wed Jul 11, 2018 9:37 pm
Battle between watchtower and army (army survived) does not show unit numbers killed (v5c)
Next build.

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Re: [Release]Holland -Battle over Rhenus 50 B.C.

Post by Cablenexus » Thu Jul 12, 2018 4:17 pm

Happy people. I'm doing well with Eburones in Holland. Turn 15 now. No issues experienced yet.
turn15.jpg
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gwgardner
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Re: [Release]Holland -Battle over Rhenus 50 B.C.

Post by gwgardner » Thu Jul 12, 2018 4:21 pm

I keep forgetting to ask, is there a way you could lable the rivers with their historical names? You mention the rivers a lot in your faction descriptions.

Cablenexus
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Re: [Release]Holland -Battle over Rhenus 50 B.C.

Post by Cablenexus » Thu Jul 12, 2018 4:24 pm

gwgardner wrote:
Thu Jul 12, 2018 4:21 pm
I keep forgetting to ask, is there a way you could lable the rivers with their historical names? You mention the rivers a lot in your faction descriptions.
I really want to implement this since the beginning.

, but for me everything related to the mod is frozen (of course I keep working on it, but don't ask Pavel for help), till the CTD issue is fixed.

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Re: [Release]Holland -Battle over Rhenus 50 B.C.

Post by pavelk » Thu Jul 12, 2018 4:33 pm

Cablenexus wrote:
Thu Jul 12, 2018 4:24 pm
I really want to implement this since the beginning.
Well it could be easily achieved by naming the tiles as territory but the problem why we didnt allow having territory names for sea is that you would not see the "Borders" of these water territories, because the texture is almost transparent.

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Re: [Release]Holland -Battle over Rhenus 50 B.C.

Post by Cablenexus » Thu Jul 12, 2018 4:43 pm

pavelk wrote:
Thu Jul 12, 2018 4:33 pm
Cablenexus wrote:
Thu Jul 12, 2018 4:24 pm
I really want to implement this since the beginning.
Well it could be easily achieved by naming the tiles as territory but the problem why we didnt allow having territory names for sea is that you would not see the "Borders" of these water territories, because the texture is almost transparent.
I can try making a territory border around the (sea) rivers. Or introducing a real river tile. I also need to work on a real bridge one day for Rome, over the Rhyne.

Much to do, I start experimenting.

Thanks for the support.

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Re: [Release]Holland -Battle over Rhenus 50 B.C.

Post by pavelk » Thu Jul 12, 2018 4:49 pm

Cablenexus wrote:
Thu Jul 12, 2018 4:43 pm
I can try making a territory border around the (sea) rivers. Or introducing a real river tile. I also need to work on a real bridge one day for Rome, over the Rhyne.
The problem is that the name will not be displayed in the tooltip for those water tiles.

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Re: [Release]Holland -Battle over Rhenus 50 B.C.

Post by Cablenexus » Thu Jul 12, 2018 5:05 pm

20th turn mark reached.
turn20.jpg
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Re: [Release]Holland -Battle over Rhenus 50 B.C.

Post by Cablenexus » Thu Jul 12, 2018 5:11 pm

After inventing the coinage tech last turn I was not prompted with a new techscreen to choose a new tech to research.

It is automatically set to horsemanship next turn without me choosing this.
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AUTOSAVE Eburones - 41 BC.rar
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Cablenexus
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Re: [Release]Holland -Battle over Rhenus 50 B.C.

Post by Cablenexus » Thu Jul 12, 2018 5:20 pm

I notice a significant (mouse) lag when I build a new city and the box appears to enter your own name over the suggested name.

As this was a default option auto city naming is set to OFF.

Building a townn on tile x74 - y49 in attached save file (or eventually one turn after)
AUTOSAVE Eburones - 39 BC.rar
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Cablenexus
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Re: [Release]Holland -Battle over Rhenus 50 B.C.

Post by Cablenexus » Thu Jul 12, 2018 5:31 pm

Turn 23. Roman Empire offers map exchange.

Chamavii strikes back!
turn23.jpg
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