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Thread: Suggestions for new content for RR/RC?

  1. #241

    Default Re: Suggestions for new content for RR/RC?

    Not sure if the diplomacy ai could be tuned to counter offer the players demands. Such as asking a faction to attack another faction and instead of getting "Never" it would most always make their offer such as money, land ect. Good job though.

  2. #242
    Foederatus
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    Default Re: Suggestions for new content for RR/RC?

    2TPY, definitely. The current time-flow breaks the immersion for me and apparently plenty other fans.
    I don't mind 800+ campaigns, with the combined difficulty of all the mods it's often even nice.

    I really don't like the incorrect aging and movement speed, but sadly my modding skills don't exceed much past setting the timescale to 0.50

  3. #243
    Gnostiko's Avatar Campidoctor
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    Default Re: Suggestions for new content for RR/RC?

    Quote Originally Posted by soulson View Post
    Not sure if the diplomacy ai could be tuned to counter offer the players demands. Such as asking a faction to attack another faction and instead of getting "Never" it would most always make their offer such as money, land ect. Good job though.
    Have to agree. It would be nice to see offers of attacking enemies, both being asked from the ai, and requests from the player being fulfilled. At the moment the option seems a little...defunct.

  4. #244

    Default Re: Suggestions for new content for RR/RC?

    2TPY, definitely. The current time-flow breaks the immersion for me and apparently plenty other fans.
    I don't mind 800+ campaigns, with the combined difficulty of all the mods it's often even nice.
    I agree completely
    These skins pwn http://www.twcenter.net/forums/showthread.php?t=283167. Also, these are pretty cool http://www.twcenter.net/forums/showthread.php?t=125901. And here is a settlement view mod http://www.twcenter.net/forums/showthread.php?t=101554. And do you ever want to include chariots http://www.twcenter.net/forums/showthread.php?t=213895
    Last edited by Asparagus; August 04, 2009 at 08:57 PM.

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  5. #245

    Default Re: Suggestions for new content for RR/RC?

    Ahh, Alpaca's view settlement mod; I remember that from when I was working on the now defunct Medieval Acturiso mod, I was wondering whatever happened to that.

    I think a garrison script can work however I agree it should only spawn a few militia units and should only apply to factions, not rebels if possible.

  6. #246
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Suggestions for new content for RR/RC?

    Quote Originally Posted by Asparagus View Post
    I agree completely
    These skins pwn http://www.twcenter.net/forums/showthread.php?t=283167. Also, these are pretty cool http://www.twcenter.net/forums/showthread.php?t=125901. And here is a settlement view mod http://www.twcenter.net/forums/showthread.php?t=101554. And do you ever want to include chariots http://www.twcenter.net/forums/showthread.php?t=213895
    Kalos' mongol skins are already in SS. And I'm pretty sure no-one in the world used chariots in the medieval period

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

  7. #247

    Default Re: Suggestions for new content for RR/RC?

    War Wagons hopefully will be in, courtesy of Banzai!'s new anims.

  8. #248
    emzu's Avatar Libertus
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    Default Re: Suggestions for new content for RR/RC?

    My suggestion is even less probability of alliances at the beginning of the game - presently, you can pamper yourself with treaties at the very start and gain enormous amount of cash and time to prepare for invasions. Atm, simple Alliance+Trade rights+Map info is a combo which will make almost everyone your ally. Put +1000-2000 here and there and even your supposedly worst enemies-to-be will be at good+ relationships with you. This is especially a concetn in the Early Era Campaign, though in Late it is also possible, easily.

  9. #249

    Default Re: Suggestions for new content for RR/RC?

    Quote Originally Posted by Caesar Clivus View Post
    Kalos' mongol skins are already in SS. And I'm pretty sure no-one in the world used chariots in the medieval period
    Ok, but you have to admit the other two are pretty cool.

    Love NCAA football? Go here.

  10. #250

    Default Re: Suggestions for new content for RR/RC?

    Firstly I haven't checked the Cumans in this bundle so I'm assuming that they're the same as in 6.2 RC4, if not, appologies.

    It would be great to get some more work done on the Cumans, their roster really needs some work IMO.

    First thing I did when playing is make this small change to the Cuman Horse Archers to give them an armour upgrade:

    EDU: Find the Cuman Horse Archers and replace the lines

    armour_ug_levels 0
    armour_ug_models Cuman_Horse_Archers

    with

    armour_ug_levels 0, 1
    armour_ug_models Cuman_Horse_Archers, Kazaks_ug1

    I've tested this in 6.1, it works and the units look fine.

    I would love to see them get a javelin cavalry unit at the Knight's stable level. I would also like to see them get a different unit than cossak cavalry, I think turkomans or even byzantine scythion would be better/more historical (after all byzantine scythion were mostly cumans anyway). I think Pecheneg Tribesmen are so useless that removing them wouldn't hurt to free up a roster slot.

    Lastly, in my games I changed the names and descriptions of the following units for historical reasons; Tartar Lancers, Dismounted Tartar Lancers and Pecheneg Heavy Cavalry became Kipchak Lancers, Dismounted Kipchak Lancers and Kipchak Heavy Cavalry. The reasoning is that the Tartars were far more associated with the Mongols than the Cumans, and the Cumans would have had their own light cavalry. Also the Pechenegs were an earlier steppe tribe that were not known for heavy cavalry and these units look far more Kipchak anyway.

    Really, as a tribal steppe culture, Cumans were very similar to the Mongols, the only difference is that they never had a single charismatic leader like Ghengis to unite them.

  11. #251

    Default Re: Suggestions for new content for RR/RC?

    You will add the new english roaster by Awellesley?

    Also the reskin of the hungarian units by Black_Nebula will be pretty to add.

    http://www.twcenter.net/forums/showthread.php?t=268729

  12. #252

    Default Re: Suggestions for new content for RR/RC?

    Quote Originally Posted by Keizo View Post
    My suggestion is even less probability of alliances at the beginning of the game - presently, you can pamper yourself with treaties at the very start and gain enormous amount of cash and time to prepare for invasions. Atm, simple Alliance+Trade rights+Map info is a combo which will make almost everyone your ally. Put +1000-2000 here and there and even your supposedly worst enemies-to-be will be at good+ relationships with you. This is especially a concetn in the Early Era Campaign, though in Late it is also possible, easily.
    Good suggestion thanks

    Quote Originally Posted by Asparagus View Post
    I agree completely
    These skins pwn http://www.twcenter.net/forums/showthread.php?t=283167. Also, these are pretty cool http://www.twcenter.net/forums/showthread.php?t=125901. And here is a settlement view mod http://www.twcenter.net/forums/showthread.php?t=101554. And do you ever want to include chariots http://www.twcenter.net/forums/showthread.php?t=213895
    Hopefully War Wagons will be in. I like those new barding textures too

    Quote Originally Posted by HighLord z0b View Post
    Ahh, Alpaca's view settlement mod; I remember that from when I was working on the now defunct Medieval Acturiso mod, I was wondering whatever happened to that.

    I think a garrison script can work however I agree it should only spawn a few militia units and should only apply to factions, not rebels if possible.
    I'd like to put in a simple garrison script, as you say just simple militia units

    Quote Originally Posted by HighLord z0b View Post
    Firstly I haven't checked the Cumans in this bundle so I'm assuming that they're the same as in 6.2 RC4, if not, appologies.

    It would be great to get some more work done on the Cumans, their roster really needs some work IMO.

    First thing I did when playing is make this small change to the Cuman Horse Archers to give them an armour upgrade:

    EDU: Find the Cuman Horse Archers and replace the lines

    armour_ug_levels 0
    armour_ug_models Cuman_Horse_Archers

    with

    armour_ug_levels 0, 1
    armour_ug_models Cuman_Horse_Archers, Kazaks_ug1

    I've tested this in 6.1, it works and the units look fine.

    I would love to see them get a javelin cavalry unit at the Knight's stable level. I would also like to see them get a different unit than cossak cavalry, I think turkomans or even byzantine scythion would be better/more historical (after all byzantine scythion were mostly cumans anyway). I think Pecheneg Tribesmen are so useless that removing them wouldn't hurt to free up a roster slot.

    Lastly, in my games I changed the names and descriptions of the following units for historical reasons; Tartar Lancers, Dismounted Tartar Lancers and Pecheneg Heavy Cavalry became Kipchak Lancers, Dismounted Kipchak Lancers and Kipchak Heavy Cavalry. The reasoning is that the Tartars were far more associated with the Mongols than the Cumans, and the Cumans would have had their own light cavalry. Also the Pechenegs were an earlier steppe tribe that were not known for heavy cavalry and these units look far more Kipchak anyway.

    Really, as a tribal steppe culture, Cumans were very similar to the Mongols, the only difference is that they never had a single charismatic leader like Ghengis to unite them.
    Cuman roster has been completely overhauled with Rusichi units, I think you will be happy

    Quote Originally Posted by Principe Alessandro View Post
    You will add the new english roaster by Awellesley?

    Also the reskin of the hungarian units by Black_Nebula will be pretty to add.

    http://www.twcenter.net/forums/showthread.php?t=268729
    Both are in already.

  13. #253

    Default Re: Suggestions for new content for RR/RC?

    PB this next update sounds great!
    member of S.I.N.

  14. #254

    Default Re: Suggestions for new content for RR/RC?

    Yes hopefully I'll get it done soon. I've been a little diverted by needing to update RR/RC for TATW to 1.2.

  15. #255

    Default Re: Suggestions for new content for RR/RC?

    Quote Originally Posted by Point Blank View Post
    Hopefully War Wagons will be in. I like those new barding textures too



    I'd like to put in a simple garrison script, as you say just simple militia units



    Cuman roster has been completely overhauled with Rusichi units, I think you will be happy
    Awesome stuff PB, if war wagons are in then the Cumans definitely need them.

  16. #256

    Default Re: Suggestions for new content for RR/RC?

    Did Cumans use war wagons?

  17. #257
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Suggestions for new content for RR/RC?

    Quote Originally Posted by Point Blank View Post
    Did Cumans use war wagons?
    I know medieval Russians did. I have a vague recollection of steppe peoples drawing their wagons into a circle to fortify a defensive position but I cant remember which steppe people was being discussed

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

  18. #258

    Default Re: Suggestions for new content for RR/RC?

    Quote Originally Posted by Caesar Clivus View Post
    I know medieval Russians did. I have a vague recollection of steppe peoples drawing their wagons into a circle to fortify a defensive position but I cant remember which steppe people was being discussed
    yes the cumans did use them, as well as the russians and also to astonishing success, the bohemians against the HRE. in fact the HRE never defeated the bohemians when they used the wagons.
    "we're way way pre-alpha and what that means is there is loads of features not just in terms of the graphics but also in terms of the combat and animations that actually aren't in the game yet.So the final game is actually gonna look way way better than this!” - James Russell, CA
    Just like the elephant animation, this Carthage scenario is actually in the game, it just has a small percantage factor for showing up, that's all...

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  19. #259

    Default Re: Suggestions for new content for RR/RC?

    Uh oh sounds like the next 'which unit is OP' discussion 'WTF my uber-Lancers were pwned by a bunch of old wagons'

  20. #260

    Default Re: Suggestions for new content for RR/RC?

    War wagons should only really be used in a defensive role, they were generally drawn up in a circle as a quick fortification from which archers could shoot from behind cover and as a refuge for infantry. However I don't know if the engine can use them this way.

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