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Thread: Realistic Start

  1. #1
    The Sixth Wizard's Avatar Semisalis
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    Default Realistic Start

    Here's my idea for a sub-mod (yes yes I know I'm not bothering to do it myself)

    1. No event which unlocks units.

    2. Factions' starting position and development indicative of their historical position at the time. ~ This means:
    Spoiler Alert, click show to read: 
    High and Silvan Elves should have their top tier units ALREADY IN PLAY, seeing as they have been alive for thousands of years.

    The dwarves are strong (in the book they had just taken back Erebor, Balin was planning to recolonise Moria). I think they should be stronger early-game than later game.

    Dale is in a state of re-building but strong-ish.

    Eriador is weak but has a few Dunedain ranger units, all of which are very hard for that faction to build.

    Mordor cannot build their trolls yet (as Sauron has only just returned to Mordor from Dol Guldur IIRC).

    Harad have lots of corsairs but I don't think they have Mumakil in the field for a long time.

    Rhun don't have buildings which build Loke-Rim yet but they do have a single army of Loke soldiers (the Khan's army).

    Isengard doesn't have Uruk buildings yet and shouldn't get them for a while.

    OotMM are tough but have been beaten in the Battle of Five Armies twenty years ago, so maybe they're not THAT tough. They should have Warg buildings in the north as the Goblins worked all the time with northern Wargs.

    Gondor and Rohan - normal, strong at the start. Ecthelion and Thengel were strong leaders.

    Okay that's all the factions gone over.


    3. None of this starting position stuff where you only get base tier archers and spearmen. Grrr.

    4. Rebels ought to be much tougher due to stronger starting positions. I also think there should be many more rebel spawns IMO especially in Eriador to keep them rangers busy.



    A sub-mod like this would also make the good factions stronger at the start, but the Evil factions supplant them towards the end. Sweet eh?

    What do you people think?
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  2. #2
    Krechet(SiCh)'s Avatar Primicerius
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    Default Re: Realistic Start

    And elves would kill all. You really don't understand that gamplay for most of factions would be to easy or too hard in this case

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  3. #3

    Default Re: Realistic Start

    I like the idea, but as kretchet said the elves would kill all.

    All wars are civil wars because all men are brothers. ~ François Fenelon

  4. #4
    Krazy Kook's Avatar Civis
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    Default Re: Realistic Start

    Eh, I think this could be a pretty awesome idea! Although like Krechet, I would worry about how powerful the elves might be at first, perhaps some additional limits could be made with them....cities with low population and slow growth, very low recruitment pools with long refill times, longer training times, etc.

    But aside from that, everything you listed sounds GREAT! I have a little bit of a differing opinion about when the higher tier units become available, but otherwise everything else sounds like it would add a lot to the mod and make the beginnings of each faction very unique, even more so than now! With the "higher quality units available right away" thing though, I kinda like how it is now, but maybe with this submod idea of yours the restrictions could be lessened, or completely removed like you suggest. I think it IS a good idea to limit when certain units become available to a point, it gives the game more pace and tension and doesn't turn everything into an epic free-for-all right away, which is awesome don't get me wrong, but part of the fun is working up to that!

    Idea though, one I just had....maybe, depending on the faction like you've suggested for locations, maybe certain factions could have higher quality units unlocked, but depending on the faction! Elves and dwarves could have a couple elite guys available, Gondor and Rohan and other humans could have some average units, MAYBE one or two elite units, and then the nations that are rebuilding or gathering strength would have to do just that, gather strength and work their way to power. (Just realizing you were suggesting stuff like this, but maybe I'm talking about expanding that even further! Like have which nation you are be the deciding factor in what tiers of units you have access to right away, instead of unlocking everything for everybody at the same time) ---Maybe instead of gaining power as the Elves you have to fight from DECLINING in power, who knows?

    And now I'm getting carried away, but I really like your ideas here, with a few small changes because of my messed up personal opinion! Keep it up, keep suggesting ideas like this, it will only do good things!
    Last edited by Krazy Kook; May 05, 2009 at 03:24 AM.
    --Fight, and you may die. Run and you'll live....at least a while.
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  5. #5

    Default Re: Realistic Start

    Well this would indeed correct eh early invasion cleaning of the Good Factions, like falling of Rohan in the first 30 turns etc.......but up to the devs to decide....

  6. #6
    The Sixth Wizard's Avatar Semisalis
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    Default Re: Realistic Start

    Then nerf my elves idea. I'd still like a sub-mod with all the units available from the start. It's annoying waiting 100 turns to get all the units on the board, even if it makes for a well-paced campaign.
    Third Age: Total War! (!!!!)

  7. #7

    Default Re: Realistic Start

    Quote Originally Posted by The Sixth Wizard View Post
    Then nerf my elves idea. I'd still like a sub-mod with all the units available from the start. It's annoying waiting 100 turns to get all the units on the board, even if it makes for a well-paced campaign.
    agreed. we could also do this along with it:

    Light units- 1 turn
    Medium units- depends on the unit
    Heavy units- 2 turns


    that would balance it, and lets have isengard keep uruks shall they.

  8. #8
    egor's Avatar Tiro
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    Default Re: Realistic Start

    I could post here the modded descr_events file to help you. The units will be awaible from start, but there will be no events shown.Attachment 40596
    +rep me if you liked it....




    Those, who don't eat, are eaten - Egor
    I do not steal victory - Μέγας Ἀλέξανδρος

  9. #9

    Icon8 Re: Realistic Start

    Quote Originally Posted by The Sixth Wizard View Post
    What do you people think?
    That you should stop faking us out by posting ideas here instead of an actual product. This is like the fifth one I've clicked on today.

  10. #10

    Default Re: Realistic Start

    All you who thinks the elves are too strong just download other balancing mods with this mod thats if it comes out

  11. #11
    sirfiggin's Avatar Senator
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    Default Re: Realistic Start

    only alteration with elves should be that they have very small settlements; they're on the retreat, right? So even though they have high -tier units, any blitzkrieg would falture as they deplete the elites.
    The Duke of Dunwich and surrounding fiefdom

    For any who are interested by my FF on occurrences in Rhun and beyond; I have begun a new project (not because the old one is finished, just opening more room for ideas) about one of the minor characters, Rankal. It is in the Third Age AAR index and here is the link http://www.twcenter.net/forums/showthread.php?t=376994

  12. #12

    Default Re: Realistic Start

    Isengard doesn't have Uruk buildings from the get-go. I didn't get Raiders until around turn 30 and Infantry/Pikemen until 50-60.

  13. #13

    Default Re: Realistic Start

    Quote Originally Posted by The Sixth Wizard View Post
    Then nerf my elves idea. I'd still like a sub-mod with all the units available from the start. It's annoying waiting 100 turns to get all the units on the board, even if it makes for a well-paced campaign.
    If all you want is to get the top tier units quickly, find the base of your Medieval 2 installation and open your Medieval 2 folder and follow this path---->mods\Third Age\data\world\maps\campaign\imperial_campaign

    Now open the descr_events file. You'll see this information:

    ; ------------ CORE GAME EVENT --------------
    ;event historic world_is_round
    ;date 1 2

    event historic large_city_barracks
    date 12 14
    ;date 48 56 turns

    event historic huge_city_barracks
    date 24 26
    ;date 96 104 turns

    Try changing that to this:

    ; ------------ CORE GAME EVENT --------------
    ;event historic world_is_round
    ;date 1 2

    event historic large_city_barracks
    date 1 2
    ;date 48 56 turns

    event historic huge_city_barracks
    date 3 4
    ;date 96 104 turns

    The ;date lines are not important at all, they're only there so that people could have a better idea of when the events take place in game.

    Now the longest you'll have to wait for the best units will be 4 or maybe 5 years at the most.
    At least, that was my experience.
    Last edited by EmperorDude; May 05, 2009 at 10:20 PM.

  14. #14
    egor's Avatar Tiro
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    Default Re: Realistic Start

    Quote Originally Posted by EmperorDude View Post
    If all you want is to get the top tier units quickly, find the base of your Medieval 2 installation and open your Medieval 2 folder and follow this path---->mods\Third Age\data\world\maps\campaign\imperial_campaign

    Now open the descr_events file. You'll see this information:

    ; ------------ CORE GAME EVENT --------------
    ;event historic world_is_round
    ;date 1 2

    event historic large_city_barracks
    date 12 14
    ;date 48 56 turns

    event historic huge_city_barracks
    date 24 26
    ;date 96 104 turns

    Try changing that to this:

    ; ------------ CORE GAME EVENT --------------
    ;event historic world_is_round
    ;date 1 2

    event historic large_city_barracks
    date 1 2
    ;date 48 56 turns

    event historic huge_city_barracks
    date 3 4
    ;date 96 104 turns

    The ;date lines are not important at all, they're only there so that people could have a better idea of when the events take place in game.

    Now the longest you'll have to wait for the best units will be 4 or maybe 5 years at the most.
    At least, that was my experience.
    i've just posted here an modded events file as attachment so
    and anyways you modify the events to have
    date 0
    so then there will be shown no "event" and the units will be awaible from start!




    Those, who don't eat, are eaten - Egor
    I do not steal victory - Μέγας Ἀλέξανδρος

  15. #15

    Default Re: Realistic Start

    Quote Originally Posted by egor View Post
    i've just posted here an modded events file as attachment so
    and anyways you modify the events to have
    date 0
    so then there will be shown no "event" and the units will be awaible from start!
    Really? Aw crap. I didn't see that.
    Well my post is redundant now ain't it?

    Hmm. I only did the dates in 1,2,3,4 because someone else said that making them available from the start would be more complex (requiring editing the descr_buildings txt or other) than doing it that way. Learn something new everyday right?

  16. #16

    Default Re: Realistic Start

    Realistic start in a game based on a book with balrogs elves and walking/talking trees is win

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