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Thread: Suggestions for new content for RR/RC?

  1. #341

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

    Some of these changes are easy enough to do on ones own. Given the complexity of PB's mod, I think he should focus on the big picture and leave small changes to individual tastes.



  2. #342

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

    If things go well will be able to release sometime next week, then its onto adding Magyar mod, MADTAO's Polish units (with permission) amd 1370 campaign.

  3. #343

    Icon14 Re: Suggestions for new content for RR/RC?

    Quote Originally Posted by Point Blank View Post
    If things go well will be able to release sometime next week, then its onto adding Magyar mod, MADTAO's Polish units (with permission) amd 1370 campaign.
    Can you put Zuma's Stone Forts in? Please? And a little script for AI fortifications? Though they do build forts anyway, just not very strategically

    And can there be another western pass from Marseilles to Genoa and vice versa... because there's a problem with the AI putting an army on the Mediterranean coast pass and it makes all French-Italian journeys have to go via Innsbruck...
    Last edited by Sir Walter; September 01, 2009 at 03:43 PM.
    ...ceterum autem censeo Carthaginem esse delendam.

  4. #344

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

    Did you take out the Genoese crossbow militia?

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  5. #345

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

    No, why would I?

  6. #346
    Ducenarius
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    Default Re: Suggestions for new content for RR/RC?

    I have two sugestions.

    The one is about forts:My sugestion is simple-Add two types of builtable forts.The one could be the stone one(very expensive to built and last forever)and the other the wooden one(very cheap and disapears if not garisoned)

    The second one is about surrender request,as like in ETW
    Is it easy to add a surrender button?
    The game then would be much better,If the hostile army surrenders it is destroyed.
    Simple in words but i think it is hard to do

    Never mind,i just said my opinion






  7. #347

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

    Quote Originally Posted by Point Blank View Post
    No, why would I?
    I didn't think you would it's just I can't seem to recruit them even though I can recruit Genoese Crossbowmen does an event have to happen? And did you fix the crossbows having trouble firing over walls thing?
    P.S. Any thoughts on adding a 2TPY mod?
    Last edited by Asparagus; September 04, 2009 at 02:36 PM.

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  8. #348

    Icon9 Re: Suggestions for new content for RR/RC?

    Quote Originally Posted by Andrew1994 View Post
    I have two sugestions.

    The one is about forts:My sugestion is simple-Add two types of builtable forts.The one could be the stone one(very expensive to built and last forever)and the other the wooden one(very cheap and disapears if not garisoned)
    Master Zuma did that but the link expired
    ...ceterum autem censeo Carthaginem esse delendam.

  9. #349

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

    Quote Originally Posted by Asparagus View Post
    I didn't think you would it's just I can't seem to recruit them even though I can recruit Genoese Crossbowmen does an event have to happen? And did you fix the crossbows having trouble firing over walls thing?
    P.S. Any thoughts on adding a 2TPY mod?
    4tpy would be even better lol

  10. #350

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

    No plans to do 2 or 4 TPY. Honestly its just a lot of extra work, and I have my hands full with next patch + maintaining TATW RR/RC.

  11. #351

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

    Point Blank, what about putting Stone Forts in?
    ...ceterum autem censeo Carthaginem esse delendam.

  12. #352

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

    I'm 50/50 on it. My feeling is that it makes things easier for the player vs the AI, so should perhaps be avoided.

  13. #353
    Ducenarius
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    Default Re: Suggestions for new content for RR/RC?

    PB,you didn't answer my post
    Sorry for this

    I have two sugestions.

    The one is about forts:My sugestion is simple-Add two types of builtable forts.The one could be the stone one(very expensive to built and last forever)and the other the wooden one(very cheap and disapears if not garisoned)

    The second one is about surrender request,as like in ETW
    Is it easy to add a surrender button?
    The game then would be much better,If the hostile army surrenders it is destroyed.
    Simple in words but i think it is hard to do

    Never mind,i just said my opinion






  14. #354

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

    How about Permament Stone Forts, not buildable but already pre-placed from the start? Both in historical locations of important castles and at a few strategic positions where it could lead to interesting battles.
    Last edited by Lord_Calidor; September 05, 2009 at 05:19 AM.

    Author of the ---== Knights Templar Mod ==---
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  15. #355
    Gnostiko's Avatar Campidoctor
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    Default Re: Suggestions for new content for RR/RC?

    Quote Originally Posted by Andrew1994 View Post
    The second one is about surrender request,as like in ETW
    Is it easy to add a surrender button?
    The game then would be much better,If the hostile army surrenders it is destroyed.
    Simple in words but i think it is hard to do
    AFAIK, impossible to implement as diplomatic options are hardcoded, and so can't be tweaked.

  16. #356

    Icon14 Re: Suggestions for new content for RR/RC?

    Quote Originally Posted by Point Blank View Post
    I'm 50/50 on it. My feeling is that it makes things easier for the player vs the AI, so should perhaps be avoided.
    Could you script in AI fortifications? In strategic places etc? That'd make it fairer...
    ...ceterum autem censeo Carthaginem esse delendam.

  17. #357

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

    Quote Originally Posted by M.P.C.U. View Post
    Could you script in AI fortifications? In strategic places etc? That'd make it fairer...
    Assuming the AI doesnt move their forces out of the forts because it values the position less then a human player in favor of city defense

  18. #358

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

    I would still love to see the AI attack other factions if asked (given the right amount of money/land) or at lease counter offer proposals more when it comes to attacking other factions.

  19. #359
    Gnostiko's Avatar Campidoctor
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    Default Re: Suggestions for new content for RR/RC?

    Quote Originally Posted by soulson View Post
    I would still love to see the AI attack other factions if asked (given the right amount of money/land) or at lease counter offer proposals more when it comes to attacking other factions.
    Yes, as well as AI factions attempting to get the player to attack their enemies. The AI attempts to do as much anyway; ever had an ally attempt to conveniently attack an enemy stack with a handful of units, simply because you have an army within reinforcement distance?

  20. #360

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

    Quote Originally Posted by bane_tw View Post
    Assuming the AI doesnt move their forces out of the forts because it values the position less then a human player in favor of city defense
    Its possible to create a A.I controled reinforcment with militias that appear in the center of the cities/forts or in the walls that appear only when the settement is attacked ?

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