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Thread: Suggestions

  1. #721
    Shisai
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    Default Re: Suggestions

    I'd like to see more significant effects of education in the next version. Perhaps in between the current SS and DLV. In DLV specialize through education into either "Military" or "Civilian", with Military receiving significant penalties on governor-related traits and Civilian being pretty much worthless as commanders. This is too extreme (as many historical figures excelled at both warfare and governing), but it would be nice to see more specialization than found in SS 5.x.

    For example, here's what I'm using now, which works well:

    Squire (Castle step 1):
    Effect Command 1
    Effect MovementPoints 5
    Effect Chivalry 1

    Knight (Castle step 2):
    Effect Command 2
    Effect Loyalty 1
    Effect MovementPoints 10
    Effect Chivalry 1
    Effect TroopMorale 1
    Effect Trading -5
    Effect TaxCollection -5

    Paige (Capitol level 1)
    Effect Law 1
    Effect Trading 5
    Effect TaxCollection 5

    Enobled (Capitol level 2)
    Effect Law 2
    Effect Authority 1
    Effect TaxCollection 10
    Effect Squalor -1
    Effect Trading 10
    Effect TroopMorale -1
    Effect MovementPoints -3

    Notice that those who complete Capitol educations get significant bonuses as governors but lose some value as commanders (due to decreased morale and movement), but can still be effective in battle when needed.

  2. #722
    Tsarsies's Avatar Artifex
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    Default Re: Suggestions

    I'd like to see more building options. the current building tree is far from full. Plenty of room to add more buildings. ones tied to specific ancilliaries and/or traits maybe.
    ...longbows, in skilled hands, could reach further than trebuchets...
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  3. #723
    Indefinitely Banned
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    Default Re: Suggestions

    Education building trees are being developed by Quark... And are in testing stage. =)

  4. #724
    Raven D.'s Avatar The Devil Inside
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    Default Re: Suggestions

    I want mangonels for everyone.


  5. #725
    Inhuman One's Avatar Ninja
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    Default Re: Suggestions

    Perhaps some sort of mercenary recruitment building could be nice as well, it could allow factions to recruit the mercenaries with their origins in this faction to be recruited anywhere as long as the appropriate building is build.

    Their costs shouldnt be changed, their upkeep should remain high, they would be exactly the same mercenaries as can be recruited from the map. They would just be used to strenghten weaknesses here and there.

    The building could have several tiers, with the last at the highest city level.

    There could perhaps be three mercenary units recruitable here at the highest tier, higher tiers resulting in stronger mercenaries.

    This will allow some better city recruitment as well, wealthy cities would hire mercenaries after all, they might as well do it from their own kin, they might have some interest in their faction's succes after all.

    To give a few examples which are no guidelines by any means, but just mentioned to give a better idea about it:

    The HRE could get Landsknecht pikemen, german knights and swabian swordsmen for example.

    Denmark could get Axemen, Viking mercenaries and heavy axemen.

    England could get english huscarls, free company longbowmen and free company men at arms.

    These where just some ideas, I think that this could boost city defences a bit, A stone wall might need to be the first tier, perhaps even a large stone wall.

    Also, the mercenary building could have other buildings as prerequests, such as increased market levels.

  6. #726
    Scalylizard's Avatar Suzuki
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    Default Re: Suggestions

    I'd like to NOT see the enemy armies' numbers just by looking at their banner. The only way to see it should be by sending a spy or assassin. That way enemy forces will be full of surprises. I think DLV has this and it is a very good feature.

  7. #727
    Murakawa
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    Default Re: Suggestions

    Quote Originally Posted by Scalylizard View Post
    I'd like to NOT see the enemy armies' numbers just by looking at their banner. The only way to see it should be by sending a spy or assassin. That way enemy forces will be full of surprises. I think DLV has this and it is a very good feature.
    have to disagree if it cannot be made right on DLV u still see em when u open the enemy army (double click) just count the ????????? and u know how many there are... its the same info in the banner if u cannot remove question marks dont bother with banners...

  8. #728
    Point Blank's Avatar Samurai
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    Default Re: Suggestions

    Well its a good idea but of course it would need to be implemented properly, if at all.
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  9. #729
    Scalylizard's Avatar Suzuki
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    Default Re: Suggestions

    Perhaps, the banner and the enemy unit information can be completely deactivated by default until our spy performs a successful reconnaissance

    If this possible at all, we would only see an enemy army without knowing anything about its strength just by looking at the banner, since the banner would not reveal the number of men in an army. When we double click on it we may just see ?????? all over the slots, regardless of the number of units (by default for all armies) since we haven't spied on it yet. The importance of spies would increase this way and every army would want a spy attached to it to do the reconnaissance before the battle to learn the full force of the enemy. If this were a multiplayer game people would be going after each other's spies to hamper the enemy intelligence

    Of course I don't know if these can be done within the game engine...
    Last edited by Scalylizard; February 26, 2008 at 11:37 PM.

  10. #730
    spanish_emperor's Avatar Baitai kihei
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    Default Re: Suggestions

    i think there already is a key that removes the banners...just try some randomly cause i don't remember
    normally though it is the f1,f2,f3, etc and the 1,2,3,4,5,6,7,8,9,0 but it might be different in your keyboard

    i don't know if it removes the questions marks when you double click on it though

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  11. #731
    Raven D.'s Avatar The Devil Inside
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    Default Re: Suggestions

    Quote Originally Posted by Raven Darkwing View Post
    I want mangonels for everyone.


  12. #732
    TempestKhan's Avatar Pietsch
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    Default Re: Suggestions

    thats rather easy raven all u gotta do is go to the edu an give it to the faction u want an then go to the unit tga folder an find the mangonel there an then give it to all that way u can see it in unit info ect... but the only problem is it will take up some space since SS is maxed out when it comes to units u gotta delete some in the Edu i gave the byz mangonel but had to delete alan light cav to make room for it

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  13. #733
    Sosobra's Avatar Chugen
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    Default Re: Suggestions



    He wants mangonels for everyone.
    I find most people irritating
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  14. #734
    Scalylizard's Avatar Suzuki
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    Default Re: Suggestions

    One my favorite games that offered the best "medieval" feeling was Lords of the Realm for PC. The battles were inferior though compared to MTW, as it was a game from the early 90s'. Come to think of it, majority of the simulations regarding running an economy and making weapons or buying them to raise an army were infinitely better than Total War series. The depth of raising an army and building an economy involved actions such as buying weapons to equip your army at a really high price from the merchants or make the decision to manufacture them yourself . You could allocate population into farming, herding mining(to build armors, swords axes, quarry (to build castles), foresters (to build bows) etc. It really felt good to make/buy armor and swords for your men it had a rewarding feeling to field an army or own a castle since much work went into it.

    I got carried away, I think I'll install and play it sometime. I know that two game engines and set of rules are different, here are more suggestion for MTW2 :


    1-First of all, a sub mod with fewer provinces would be great. Such as a highly crowded map with the goal of "conquer 10 territories" That mod could really be made very difficult to the point that the difficulty level may read as "suicidal". The focus would be more on the building the kingdom and the infrastructure and battles should carry even more weight. (Yeah even more weight than the already highly realistic Stainless Steel series) I find conquering even 25 territories such a repetitive task as the sieges and field battles get boring after a while, (my attention limit is conquering 10 territories or so in addition to what I have in the beginning) , especially when even the best AI we have out there can't win a single battle unless it outnumbers us by 2 to 1..(and maybe not even then). After I add 7-8 territories to my kingdom there are no more challenges for me , I know that I can and will beat every army because my economy is great it is just a matter of completing a repetitive task without getting any challenges, tension etc. Perhaps if the AI had kicked my ass my opinion would have been different.


    I would really love to see a very difficult mod where fielding your first swordsman unit, or building a certain trade building in one of your settlements would really feel like a big event. Likewise, building a castle should also feel like a glorious achievement. If we build castles like mushrooms and pop out armies with no backlash from citizens, they lose their meaning. I would love to have my stomach churn at my first battle because it was such a big hassle to field an army. Am I a masochist or what?

    2-If raising army units in a region could cause the happiness to drop by each unit that would be great. General population is not really in the business of killing and soldiering, they want to have a stable and peaceful life with kids and a farm. The simulation of raising armies in MTW2 is not realistic. In a village of 500-700 villagers I can raise armies of gazillion peasants as long as I have time and money, but in reality the locals would probably kick my ass if I conscripted even a few units .There should be a ratio of units to the settlement population that could be raised. Taking Point Blank's Real recruitment as a model, a sliding scale might work. For example 1 militia class unit for every 500 citizens and 1 unit of superior class per 1000 citizens. Thus, a settlement with 1000 population can either support 2 militia type units (that is still more than 15% of the population being called to arms) or 1 superior swordsman unit. Regarding elites the ratio would be even higher, probably 1 elite unit per 1500 citizens.

    Let's say we have a town of 6000. I can recruit either 12 militia grade units or 6 units of one class better units or 4 units of elites or a combination ...and each recruitment drops the happiness in an increasing level. I am not sure if the game engine can monitor the origin of an army. If yes, it would be great! then as the Helsinki regiment numbers increase the unrest in Helsinki would increase. Obviously the scale I am using now is just to explain the concept.

    3-Food supplies in cities and farming is very unrealistic in MTW. Regardless of whether a city has a farm or not, every town can survive for1-2- 4 or 8 preset turns if they are at a certain level. Actually, a town with improved farms should be able survive for a very long time, even longer than a citadel if they stocked food or if they have advanced farming. A citadel without even a land clearing can not survive longer than a town it is not important how tall its walls are. Each city needs a certain amount of food to feed its population or the citizens will be unhappy, thus if the hapiness is below a certain level you shouldn't even think of raising armies as that should result in a highly likely revolt...Maybe a system that takes the farming output, divides by the population and if that is below a certain number (another sliding scale here) lowers the amount of turns that city can withstand a siege?

    If the food supplies are low, the people should just leave the town to find better living elsewhere. A plague may mimic the effects of scarce food.


    which brings me to my next suggestion:
    4-When the food supplies are low cities may be able to send each other supplies so that the order in the city is not affected. This way, in addition to soldier supplying cities and economy cities we can also have granary cities that supply much needed food. A modified Carcoccio unit (or however it is spelled) can be used to represent food supply convoy. Each Carcoccio standard represents X amount of food, it should be disbanded in the target city to release the supplies. to mimic the effect this unit should cause a decrease in the population order and harvest in the city it was raised and when disbanded it should have the reverse effect on the target city.


    Anyway, probably except for the first two suggestion it is not possible to do those, but it doesn't hurt to suggest
    Last edited by Scalylizard; February 27, 2008 at 12:44 PM.

  15. #735
    Inhuman One's Avatar Ninja
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    Default Re: Suggestions

    .... and you would actually like those changes?

  16. #736
    Scalylizard's Avatar Suzuki
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    Default Re: Suggestions

    How am I supposed to answer you? "No, I had a lot of time to kill so I wrote the things I wouldn't want to see in MTW"

  17. #737
    TzuDevil's Avatar Suzuki
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    Default Re: Suggestions

    Quote Originally Posted by Scalylizard View Post
    How am I supposed to answer you? "No, I had a lot of time to kill so I wrote the things I wouldn't want to see in MTW"
    I do that all the time.... it's reverse phycology. I find it to be quite effective at not getting what I don't want.

    BTW, I'm for anything that will make the game easier.... I definitely wouldn't want any of your suggestions implemented in any fashion, especially something that would make upgrading your cities an event you would have to work hard to acheive, and could subsequently be proud of.

    Cheers!


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  18. #738
    ImeImeIme's Avatar Sukauto
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    Default Re: Suggestions

    Does this game engine allow you to go beyond the "huge" army setting? like can you add 1 more option after that that increases the armies even more?

  19. #739
    Chim's Avatar .
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    Default Re: Suggestions

    Quote Originally Posted by ImeImeIme View Post
    Does this game engine allow you to go beyond the "huge" army setting? like can you add 1 more option after that that increases the armies even more?
    There is no higher option but with Kingdoms you can increase the average unit size to 250 a unit by editing the EDU. (playing on huge)
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  20. #740
    Murakawa
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    Default Re: Suggestions

    Dunno if any of this has already been said, or if these things are still being read, but i just have a few suggestions.

    1. Use the "culture" feature from Brittania, u know, that instead of being able to hire your own kind of troops in a captured settlement, you can hire your enemies, with more becoming available as you get more culture, or whatever - its great.

    2. Make smaller nations like Denmark more influential by making trade and resources more important, instead of a side income, it should mean the difference between wealth and poverty.

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