Discuss Flavius Claudius Julian - The end of the ancient world (350-363)
Scenario 2: I had Barbatio and Arbitio get stuck and stop advancing towards Augusta Raurica, mostly before they even entered the Alps. Even after I totally wiped green off the map, they wouldn’t move. Half their units barely made it out the gates of Mediolanum before stopping, while Arbitio left the entire army behind and ended up a bit west of the waterfall. Barbatio made it to the foot of the mountains with his infantry and then halted.
Edit: Uhhh, after I gave up on those two guys and just finished taking the three forts on the Limes, I got a message from Chnodomar, after which the only thing that happened was that all my units and buildings became unselectable. The scenario essentially just froze.
Very weird, I played it dozens of times and it never happened they got stuck. The scenario couldn’t go on cause they didn’t reach Augusta Raurica.
I’m still trying to understand why I can’t update the mod but once I can I’ll fix it.
If you want try to replay it and save before that sequence. It should work if chances are you’ve just been unlucky with the damn pathfinding.
It might be another case of players not following the intended sequence; I know there’s been problems with previous campaigns where I or someone else did something dumb that you didn’t foresee because you knew the correct way of doing it. Have you ever destroyed any of the fortifications that are blocked off before those two arrive? There’s nothing stopping them from being targeted by trebuchets and I didn’t realize initially that they were meant to be inaccessible since I hadn’t seen that they were blocked from the other side as well.
EDIT: Scenario 3 allows allied tribes to cross into Gaul and give you a game over. Since they’re allied, they can just walk right through your defenses and into the flags.
Scenario 4: There’s no indication of what specifically needs to be done to free Bononia from the Saxons. Killing the Dux didn’t do it, and neither did killing all military in the city. Do we need to destroy all military buildings? Just the castle and kreposts? I leveled just about everything and still wasn’t sure precisely what did it. Instead of “free the city from Saxons” it would be better to specify what needs to be destroyed or killed. Something like “Free Bononia by killing the Dux and destroying X.” The objectives also don’t specify that one of the 6 castles is in Britannia.
Also, castles that don’t start off under your control don’t benefit from murder holes. Since allies get your upgrades and the player starts with murder holes, the allies probably should too. Two of them start off controlled by orange, so maybe delete and replace those two instead of converting them when you take that city?
Okay, I’m now seeing enemies with Imp upgrades when I’m in Castle. Gonna be honest: I don’t see a single good reason to gate Imperial Age behind defeating a particular enemy when you’re defending against four to six enemies at the same time. If you’re going to insist on doing that, to make it balanced, the enemy shouldn’t be getting those upgrades until blue is defeated either. I barely have the resources to maintain my defenses while gradually building up an army that can go on the offensive, but I’m supposed to somehow find the resources to defeat blue early? When they have donjons, kreposts, stone walls, and castle, and my only siege is rams? It’s not reasonable.
It doesn’t help that the Imp upgrades actually make the other enemies a higher priority to defeat than blue. It incentivizes putting off dealing with them in order to ease the burden on your defenses since even when you defeat blue you still need to find the resources to buy those upgrades for yourself.
Also, a bug: Hariobaudes gets back up like a konnik when defeated, but his name is Ivaylo afterwards. Additionally, completing the objective to kill the yellow dux and destroy their fortifications doesn’t actually make them defeated. And Chiaretto continues trying to ask for bribes after being defeated.
Also, I couldn’t figure out how to capture Paulus. He ran away when I got close and I followed him. He kind of got surrounded by my units and stopped moving; I’m guessing he was going to the dock and I destroyed it thinking it would make something happen, but nothing did. He just stood on the road near the ruins forever and I couldn’t attack or convert him.
Might be the case, I’ll check and update as soon as this damn game let me update the mod.
Duly noted.
That’s weird but I don’t remember perfectly, I think it’s either kill the dux + few military left + maybe destroying castles and kreposts (not sure about this one) and it should convert to you or grey.
Noted.
I was thinking of allowing imp upgrades for enemies later on moderate and only when you reach imp on standard so yes.
Minor but noted.
Noted.
They don’t have to because yellow player needs to stay in game to represent Britons rebelling in case you spare Paulus life. They should just convert to grey iirc.
He should run to the Picts as soon as you reach Britannia, then when you attach them he should run again where’s the villa with a dock and a svan tower and when reached there he should give up. At that point you can either execute him or send him to Constantius (south of the map, Paris in front of the amphitheatre).
You probably blocked his pathing beforehand (?), I’ll make a looping trigger so he will keep moving even if you stop him. It’s an optional objective though.
Noted.
This is just a suggestion, but in Scenario Six, getting the bulls to the southwest corner is kind of a pain since even allies can capture them- I’m not sure if it’s possible, but it might be helpful to give the player the Celtic livestock capturing bonus? Removing the lumberjacks and lumber camp along blue’s shore would also help a lot, since it would provide a sea route to drop the bulls.
Other than that 6 was a lot of fun. So was 1. I think 2 would have been more enjoyable if not for the bug I encountered. Not to say the others weren’t good, but I liked the mechanics and quests in those three the most…although I did admittedly skip 5 because, as I’ve said before, I’m not a fan of the wonder-rush-past-fortified-enemies setup.
I haven’t played seven and eight yet, but I’m going to.
The idea is to put the bulls on a transport ship across the sea, even if blue converts them it’s fine, it’s tasked to send them where they should.
As for scenario 5 you should try, it should be quite easy on standard. Basically you liked the most RPG missions for now.
6, 7 and 8 are meant to be played in succession as I designed them when they added the variables carrying over scenarios so if you jump 7 you won’t probably be able to play 8 properly.
Gotcha, didn’t realize it was fine as long as blue converts them.
You’ve said that before about things that proved far from easy
Yep, I planned to play them in order. Well, it’s actually impossible not to even if I wanted to. Hilariously, if you skip seven, all your units except the monks, carts, and villagers instantly rebel when you start eight- including Julian himself if you completed six (I tend to skip through every level in a campaign at the beginning just to take a look at the objectives and style of the later ones before I go back and play everything in order).
I’m not reporting that as a bug, mind you; I’m aware it’s just the consequence of sequence breaking. It’s just funny.
EDIT: Okay, I’ve started seven, and I have a…concern. It looks like Shapur starts the scorched earth campaign really early. Setting aside matters of difficulty or balance, the dialogue treats it as if the player has captured multiple cities or sent troops deep inside Persia, but looking at the triggers it just happens the moment you take a single city or ten minutes pass.
Shouldn’t he wait until the player has actually something to make him feel threatened before deciding to burn down his own country? Maybe on hard it would make sense just for the added difficulty, but as it is, Shapur can potentially decide to raze his own cities to the ground before the Romans have done much more than cross the border. If you prioritize helping the Armenians first, Shapur can do it when the Romans haven’t even entered Persia.
It kind of doesn’t make sense.
Scenario Eight: Game-breaking bug. The trigger for locking the gate at Circesium activates itself instead of the unlock trigger, so it never checks to see if it can be unlocked. There’s no way to open the gate even if all nearby enemies are dead. I was very confused and was beginning to think I was supposed to defeat all enemies rather than just kill the ones nearby.
Well, I did end up completing the level by using onagers to attack ground the gate, so I guess it’s not technically game breaking.
It is a visual bug if you want cause Julian shouldn’t rebel of course but it makes no impact since you already lost if that happens and it happens when you have 0 food left so if you start scenario 8 without the resources left from the previous one.
I think it happens the same if you start scenario 7 without doing any quest.
But now that I think of it I could make that you start with some food no matter what just if one is so hardcore to challenge the scenario without anything (although I’m fairly sure it’s impossible) and to not make it fail as soon as it starts.
Looking at accounts it’s what happened actually. That’s cause Shapur didn’t have an army there when Julian invaded Persia so he thought it was better to just retreat inside the biggest city (and he was right in the end although Julian made some very questionable decisions) and resist. Accounts said the Romans actually had the first battle with a Persian army basically in front of Ctesiphon, the rest was abandoned.
As for the Armenians well they’re Roman proxy so it makes sense that Shapur would declare war to you if they attack their allies (look at current conflicts). Also the declaration of war’s thing is a bit of an abstraction cause Shapur was already in war with Constantius II since decades, they just made a truce when Julian rebelled cause he had to deal with him.
Yes that’s an unfortunate oversight although the fact you need to cut your way with an onager while enemies come at you is not bad so I was thinking if leaving it on harder difficulty.
If only I could update this mod I could publish the fixes I already implemented but me and the Devs () are still trying to understand what’s wrong with it.