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.
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.
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
I agree completely2TPY, 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.
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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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.
War Wagons hopefully will be in, courtesy of Banzai!'s new anims.
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.
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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.
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
Good suggestion thanks
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
Both are in already.
PB this next update sounds great!
member of S.I.N.
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.
Did Cumans use war wagons?
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..."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
Beware of scoundrels
Uh oh sounds like the next 'which unit is OP' discussion 'WTF my uber-Lancers were pwned by a bunch of old wagons'
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.