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Thread: Suggestions

  1. #961
    Murakawa
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    Default Re: Suggestions

    I have no idea if this is even possible (maybe using the Kalmar Union script from Kingdoms), but it would be great to allow Castilla y León or Aragon the option to become Spain upon conquering the other's territory, or at least add a "King of Spain" ancillary similar to the "King of Scandinavia" one already in game.

  2. #962
    Gorrrrrn's Avatar Citizen
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    Default Re: Suggestions

    Suggest we have no roads in main desert regions, but allow caravan stops.

    Elsewhere roads but no caravan stops.

    Will limit recruiting of tuareg spears and camel gunners to desert regions.
    (maybe make them mercenaries?)

  3. #963
    Andrew1994's Avatar Sōkō yumi
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    Default Suggestions;Mongols,Diplomaty

    To start with,Mongols need to be modified.The Golden Horde is not historicaly acurate.Mongol Ai often gives more emphasis in attacking middle east rather than russia.Mongols reached even Hungary!I am playing as England (turn 95) and the mongols have defeated the seljuks but they have stacked in Cuman Khanate.a more realistic Mongolian Khanate should be created

    The second thing is diplomacy.Diplomacy is the same as in vanilla M2TW.
    Normally when you have a vassal, the vassal do whatever you want.l have as vassal Scotland and i request them to attack norway and they deny(as always).Moreover when i have an ally and we are at war with the same factions,i ask my ally to attack that faction and it denies.The allies never help you.I would be nice if more well organised invasion by both you and your ally will ocur.
    SS is a fantastic mod but it would be more fantastic if someone re-built the diplomacy
    Last edited by Andrew1994; March 29, 2009 at 12:19 PM.

  4. #964
    Andrew1994's Avatar Sōkō yumi
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    Default Re: Suggestions

    i have one more sugestion
    why don't you add the cities from kingdoms?
    I thought that if Scotland and Ireland had more settlements it would be more interesting(add Sterling and 2 or more settlements in ireland In that way everyone will be nore pleased,as you know everyone want to delete ireland)Moreover add more settlements in the teutonic order because it is extreme weak(even in SS6 2)

    I know that you are working on thirdage total war but if you find some time please check my sugestions

  5. #965
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Suggestions

    Quote Originally Posted by Andrew1994 View Post
    i have one more sugestion
    why don't you add the cities from kingdoms?
    I thought that if Scotland and Ireland had more settlements it would be more interesting(add Sterling and 2 or more settlements in ireland In that way everyone will be nore pleased,as you know everyone want to delete ireland)Moreover add more settlements in the teutonic order because it is extreme weak(even in SS6 2)
    SS is already at the region limit so you cant add any more without taking others away. And if you add more settlements to Britain, the British Isles will become too crowded and you will end up with nothing but siege battles there because every army will be able to reach another settlement in 1 turn.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  6. #966
    Gorrrrrn's Avatar Citizen
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    Default Re: Suggestions

    If you want a more detailed map of Britain, you might try rescaling the map in the Hundred Years war campaign in the new RR/RC compilation.

    (SOz have no idea how difficult that might be - had a look at doing SPain and got utterly confused.)

  7. #967
    Andrew1994's Avatar Sōkō yumi
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    Default Re: Suggestions

    i have played HYW previously and now
    Previously in Kingdoms Grand Campaign and now in SS so i have learn it be heart

  8. #968
    stormin's Avatar Yoshihara
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    Default Re: Suggestions

    and leave the english unchecked?that would certainly screw the balance up dont you think?

  9. #969
    Lemming69's Avatar Chinen
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    Default Re: Suggestions

    Hows about making a new campaign focused on the Reconquista or the 100 years war? or introduce that function in Medieval 1 where you can make a unit captain a lord etc.

  10. #970
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Suggestions

    Quote Originally Posted by Lemming69 View Post
    Hows about making a new campaign focused on the Reconquista or the 100 years war?
    The latest RR/RC has both of those campaigns. Check the submods forum for details.

    or introduce that function in Medieval 1 where you can make a unit captain a lord etc.
    M2TW has the "man of the hour" event where captains who win great victories can become generals.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  11. #971
    algorath's Avatar Sōkō yumi
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    Default Re: Suggestions

    When defending a town/castle there´s only little space for your catapults/trebuches to maneuver, thus making them rather useless. the bigger the city, the smaller the corridor between walls and buildings.

    Is there any way to widen those paths so that siege equipment can be used effectively?

  12. #972
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Suggestions

    Quote Originally Posted by algorath View Post
    When defending a town/castle there´s only little space for your catapults/trebuches to maneuver, thus making them rather useless. the bigger the city, the smaller the corridor between walls and buildings.

    Is there any way to widen those paths so that siege equipment can be used effectively?
    Not yet. Something along those lines is being worked on in the Mod Workshop forums

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  13. #973
    Lemming69's Avatar Chinen
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    Default Re: Suggestions

    Having the ability to 'Surrender' if under seige. After this your units can be ransomed back to you or the other faction. Also, the mongols could start as a horde. Another feature could be that if you have a family member married into another faction who is married to the daughter of the king of that faction- if he dies you should have the ability to get some kind of claim to the land. You could have an army of supporters which spawn outside a settlement in the factions territory which you could use to take a settlement or two.

  14. #974
    Krazy Kook's Avatar Yari-hei
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    Default Re: Suggestions

    Quote Originally Posted by preachercheeze View Post
    I have a suggestion to the Forts build options...

    IMO when you build a fort, you don´t dismantle it just like that... I have the stone forts sub-mod and find it rather hillarious that a fort would be "taken down" in just one turn...

    Wouldn´t it be possible (and cool for that matter) if there was a "date of expiration" on the stone forts (or normal forts for that matter" that reflects declining and withering... say if I build a stone fort north of York to contain the Scottish threat... after 20 turns the last heir of Scotland dies in an *coughs* unfortunate burn-in-bed accident... and scotland is reduced to a small, decentrilized country... me, as england, want stability and english "freedom" so I leave the fort with my militias and seize Edinburgh, thus leaving the fort behind...

    as it is now it will be "dismantled" in one turn, eg 1,5 years... I mean WHOOT?, so instead, the fort will stay there for maybe 15 turns before weathering and non-maintnance take its toll... if possible, the climate would make a difference also (faster wheatering in areas with cold/heat, slower in deserts and dry places, faster in moist and warm areas und so weiter)... maybe this last is impossible, maybe my "dream" is also impossible, but it is something I been thinking about, and would have done myself if I new wich files to alter...

    so... what say you???
    Saw you posting this again and decided to keep it alive!

    I think this is a pretty good idea, and it seems like it would be easy to implement. I mean, I have no idea how to do it , but I'm sure there's a configuration or data file that tells the game how long the forts last, and editing that shouldn't be TOO hard I hope! Unless of course, it's hardcoded, and then we're out of luck.

    But yeah I think you have a great idea with the forts! I've found it weird too, how these stone forts seem to magically crumble like Jericho or something after one turn. But hey, I was also weirded out that they were STONE in the first place! I was used to the wooden ones from vanilla, and these are SOOO much better! I had another idea though, to maybe increase the cost a bit seeing as the forts are now made of stone and might cost more than 500 florins.

    So any "more informed" answers out there? Is it possible to: 1. Change how long a fort stays on the map, and 2. Change the cost of a fort?

    I've also heard that forts are being taken out and such, seeing as the AI doesn't use them and the player can abuse them, but I've seen just the opposite!

    In my Scotland campaign, I was invading Ireland, and had just taken Dublin and was ready to simultaneously march on Cork and Galway. And THEN, of all people, the IRISH, who had been asleep at the pub or something for the whole campaign up to this point , organized an insanely good defense that definitely shook my Highlanders up a bit! In a brilliant move, a large Irish army marched up to the lone bridge crossing on the road that was also "bridging" our borders, sat right in front of the bridge on their side, and built a fort, just like that. There goes that bridge crossing!

    Now, it wasn't perfect, as I could still get to the cities they had left, but there were no roads so my armies REALLY trudged along. This gave the Irish a LOT more time to mobilize, build up their defenses, and even start to attack me! It was absolutely stunning for me to see the AI react so quickly and so intelligently! I was expecting to march right down the road to Cork and Galway, blowing away at the bagpipes like the crazy drunken dude that I am, and instead I ended up taking a LONG detour, facing larger, tougher Irish armies (they even beat me once!), and then scrambling to repel a counter-attack! All from the freakin' IRISH, and a huge part of it was this excellently placed fort! I actually lost TWICE to them, as I tried to assault the fort once--this is when I thought they were still WOOD forts --and once I got inside I was promptly thrown out again by their bloody Ridire cavalry and their generals, AND their stupid saethwyr archer losers who accidentally went to battle instead of their costume party! And THEN the leprechauns showed up and no, they didn't bring rainbows.

    (Nothing against Ireland, I actually loved their unique units, they just seemed to be a bit more effective at that "killing" part, so I got a bit vengeful and jealous)

    So this is quite the off-topic post, but I just wanted to share that I have seen the AI use forts, and use them well! It could've been just a rare time when the AI decides to be smart for a turn or two, but I'd like to think not! I guess we'll see as I keep playing.....

    To conclude this though, I want to say forts are awesome, and that they should stay! In more than one way too! They should remain in the game, remain on the map longer, and *maybe* cost a little more to balance things out. If anyone can shed some light on if these changes are possible--and if it's easy to do for us common folk --it would be VERY bodacious.
    --Fight, and you may die. Run and you'll live....at least a while.
    And dying in your beds, many years from now, would you be willing,
    to trade ALL the days from this day to that, for ONE chance, JUST ONE CHANCE!
    to come back here and tell our enemies, that they may take our lives...
    ...but they'll never take OUR FREEDOM!!!

    Alba gu brath!

  15. #975
    Gorrrrrn's Avatar Citizen
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    Default Re: Suggestions

    Opinions differ on forts in SS.

    Some people see the AI sit in them rather than defend settlements - or get besieged in them and lose the army because it won't sally forth.

    Others see the AI use them very intelligently.

    They can be modded back in if they're not in the version of SS you are playing.

    (On balance I prefer to keep them in, if only so we can use them too. makes for more variety in battles too.)

  16. #976
    Germanicus75's Avatar Chugen
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    Default Re: Suggestions

    Comment/suggested fix for 6.2:

    When it is announced that the Russian Ruler is dead, how is SS distinguishing between the Novgorodians and the Kievan Rus? Both are Russian factions. This needs fixing somehow...

  17. #977
    Murakawa
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    Default Re: Suggestions

    in the middel east is all mesopotamia rebel factions(in the early period campain). realy in the early period there were a kurdish faction. a believe the merwanids. can you please add a kurdish faction? stainless steel is a very good mod. i hope you will add a kurdish faction.

  18. #978
    Murakawa
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    Default Re: Suggestions

    I must say that your mod is a awesome piece of artwork. But i found 1 big flaw in it.
    Its lack of nation of Serbia, which in 1350 AD. under Emperor Dusan Nemanjic held whole Balkan Peninsula + majority of Greece. Lacking of such a great nation is a minus in my eyes. So i suggest you add it.

    Link to the territory that Serbia held: http://en.wikipedia.org/wiki/File:Servia1350AD.png
    Link to the history of medieval Serbia: http://en.wikipedia.org/wiki/History_of_Medieval_Serbia


    Cheers.

  19. #979
    Lavastein's Avatar Akaboshi
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    Default Re: Suggestions

    -Ireland should be removed to add a buffer in middle east, as of now the 3 muslim factions simply carve up their own piece of the east and not much else goes on there.

    - i would say remove either Norway, or Knights Templars and add either Georgia to buffer the turks from moving into the black sea region, or serbia to keep hungary from constantly conquering bulgaria and serbia quickly.

    - remove territorial borders, such as in europa barbarorum where u see ur nation without territorial borders.

    The best thing to do to greater encompass every faction is to remove norway, ireland, and knights templars, and place georgia, serbia, and another muslim faction in the middle east. All of these choices will better balance out the game as a whole. As of now templars lose almost always, ireland doesnt balance (keyword!) anything. Norway isnt that much of a factor either, and much of her lands isnt even seen on map.

    - new skins for muslim factions

    - the complete byzantine roster mod is excellent for the game, def should include it.

    - in a lot of my games, genoa become a major power in europe, can that be balanced?

    - make forts available, def a need.
    Last edited by Lavastein; April 14, 2009 at 04:22 PM.
    Without a sign, his sword the brave man draws, and asks no omen but his country's cause

    Liberalism is a mental disorder


  20. #980
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Suggestions

    Georgia is being added in a submod. Check the submods forum for details.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

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