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FAQ

Q: About vanilla regions!
A: I'll allways try to keep all MTW2 vanilla settlements if possible, but of course with modifications to their regions shape.

Q: Question about the Garrison script: is it possible you will include a formula that will disallow a garrison script to spawn units that should not be available at the times of the attack?
As in, it makes not much sense to me that a script spawns dismounted feudal knights when your own faction is 10 years away or more from it.

A: In some manner I want to improve my "improved" garrison script from KGCM, although in RAE there should be a garrison script only for the capital city of each faction.

Q: Great stuff going on here. One question though: will there be some type of area-of-recruitment implemented?
A:Currently an AOR is not planned. But if someone have a really good idea for an AOR of some specific units, then maybe we will see in the future...

Q: Starting-region-ownership assignment Emm, does this mean Venice for instance starts in England? lol?
A: Its good, that you've mentioned this one. But if you give a look at the LOG you will see, that this feature it's currently for 3-4 regions only!
One of those regions for example are one of the Moors, because they occupy more than 4 regions at the start. So there will be random generated, if one less important of those regions, goes to rebel ownership at the beginning!


Q: Historical accuracy is your thing?
A: I've already thought a lot about the accuracy of history in RAE and my final conclusion is, it's really not allways possible to incorporate historical accuracy, without the loss of playability. So I want to go for the solution of a possible good compromise between those 2 components! But if there must ever be taken a final decision, it must go for the playability.

Q: Can you say how long you need for the release? The mod looks great, good work.
A: Thanks - I'm working very hard on this in all my spare time. Some days I have 1 hour to work on it and some other days 3 hours. So I dont know when the release for the first 0.9beta is ready. But i'm sure, once the map is ready, the hardest work is done.

Q: Nice! What Pyramid would that be?
A: Oh, its not a specific one and it isn't on the right position for now. This is only a quick screenshot taken from my test map, after the successful visual implementation!

Q: Though playing Empire I cant wait for this mod!! Btw, you won't use any of Dave's work in your mod?
A: If you're talking about EDU, EDB, balancing and ancilliarys, and some other good but exclusive stuff, - No, I cannot use it. But I can always make my own!!!

Q: What will be your next wonder?
A: I would líke to see the Stonehenge wonder near those British Isles factions, but I haven't currently found any good cas model for it. I've currently no time and energy left to design this for my own, but our Team member MasterMint is doing a lot of work for this. Right now the Pantheon is at work and he is doing the Stonehenge model anyways.

Q: Starting faction standings and relationships random-generator? Mmmh, could be interesting - I am very excited about your random generator.
A: So we are not alone and excited now. This is a really great feature. It's fun to start new campaigns only for seeing the new faction standings each time! The code is very huge, but the possibilities are infinite. Each faction has 6-9 possibilities of faction standings towards one other faction. This possible values are arround +/- 20-30% of their assigned base value of faction standings. This generator include also the possibilities of wars and alliances between extreme standing factions. All factions are involved in this system, except Mongols, Timurids, Aztecs and Rebels. This random feature .. combinated ...with the others (in particular the rebel initial garrison one) will give unlimited amount of campaign variables. As i allready said.........
...now you can be sure, that each new campaign and their initial strategies will never be the same!


Q: Kings purse generator - Not that important
A: Well, if you have a kings purse of 2000 and your outgoings at the start are balanced around this cash value, you'll have little problems when the random generator tells you, that your kings purse is no more 2000, but only 1700!!!

Q: About adding other mini-mods and addons to RAE
A: Despite everything, the main aim for this project is to maintain the right 'near vanilla/Kingdoms feeling', as far as possible, without adding too many personal influences to this MOD - except for really usable stuff!
.... but once the basic version of RAE is out we consider to add some cool mini-mods which can be found out there, and some really good ideas of our own "not vanilla" stuff. So our team will reconsider any new and adding suggestions, once this "basic version" of RAE is out.


Q: Factions playable or not
A: Papal faction, Rebels and Aztecs are not playable in RAE. Aztecs are playable only if someone would like to make an appropriate RAE-submod sometime later.

Q: My abjection is that you have for the hole balkans half of the regions you have for england only the same time that balcans had 400% more poppulation than england!!!
A: Want to remind you that this should be logical, due to the new factions on the british isles. There are 4 Factions now. Nonetheless in the Balkans territory aren't new factions, we've gave them new regions, too. So this couldn't be a really abjection coz the number of regions doesn't anyway reflect the number of populations there and adding regions must be (... or should be for a serious mod) more a faction-balancing work than a personal taste matter!
Thanks anyway, for your feedback, XXX. You're welcome to discuss this further.

The FAQs will be updated once new questions will be asked. So, this page is always subject to changes.