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Thread: General Suggestions topic

  1. #161

    Default Re: Suggestions

    I really like the way it could turn out but it would be uselles. Apart from the model the Steam Tank will be based on the cannon that can only shoot. It has no close combat abilities so no trample damage. And lets face it shooting is not something warmachines in M2TW can do efficiently.

  2. #162

    Default Re: Suggestions

    Quote Originally Posted by drillmaster View Post
    I really like the way it could turn out but it would be uselles. Apart from the model the Steam Tank will be based on the cannon that can only shoot. It has no close combat abilities so no trample damage. And lets face it shooting is not something warmachines in M2TW can do efficiently.
    So there were no units in medieval 2 that could both shoot and trample units to the ground?

    Here is one hint for thee:

    Spoiler Alert, click show to read: 
    Ivory




  3. #163

    Default Re: Suggestions

    Is it not so? Can Cannons attack in close combat? If it was based on elephants (I don't know how) it could probably work.

  4. #164
    Karnil Vark Khaitan's Avatar Praepositus
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    Default Re: Suggestions

    I dont know if its good or bad. there are only 8 left, and not 15 world wide.
    But it will be nice to see beast in battle.

    Im the Knight in Sour Armor http://tvtropes.org/pmwiki/pmwiki.ph...ghtInSourArmor
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    Quote Originally Posted by riskymonk View Post
    yea but mods are created by fans of the series. Games are created by university students who might not necessarily know or play the games/series they're working on

  5. #165

    Default Re: Suggestions

    Quote Originally Posted by drillmaster View Post
    Is it not so? Can Cannons attack in close combat? If it was based on elephants (I don't know how) it could probably work.
    Medieval 2 had Elephants.. With cannons on their back.



    I don`t know whether they could shoot in CC but it`s still better than an Steam tank without any melee attack.




  6. #166

    Default Re: Suggestions

    True but the animations are a problem. It would look very strange. I mean how to base a vehicle on a moving animal? I am no modeller though.

  7. #167
    PSIHOPAT's Avatar Senator
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    Default Re: Suggestions

    Can be made a trick

    Can be one vehicle with some kind of "armor" who cover/protect completely their "wheels".

    In fact wheels can be made inside the vehicle to not look strange when the vehicle is destroyed,but to not been seen when he move.

    Or...can be made mechanical war machine for dwarfs with mechanical legs and gun.

    In this way...the problem is gone...animation for moving/walking already exist.

    This is little bit sci-fi but...is just for idea
    http://www.vgblogger.com/wp-content/...dsaPromoCv.jpg
    Last edited by PSIHOPAT; January 07, 2010 at 11:26 AM.

  8. #168

    Default Re: Suggestions

    Quote Originally Posted by drillmaster View Post
    True but the animations are a problem. It would look very strange. I mean how to base a vehicle on a moving animal? I am no modeller though.
    Even better: You could use the Chariot Animations. I doubt you see an issue here?




  9. #169

    Default Re: Suggestions

    It just remains to be seen!!!!!!!

  10. #170
    Valiant Champion's Avatar Praepositus
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    Default Re: Suggestions

    All I know is that I have had quite a bit of fun with them in my personal retrofit mod.

    models are simply non-existent armor upgrade models. this makes them invisible.

    One model I gave grapeshot too. I called that one Hornet I think.

    faster speed comes through move_speed_mod.

    Its only an idea but I can imagine it is possible with someone skilled enough to make a elephant type unit with the monster bombard model and moving/ shooting animations that can charge through a unit of men and launch them like an elephant does.
    The crew would have to be located somewhere above the model instead of pushing it though.

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  11. #171
    Karnil Vark Khaitan's Avatar Praepositus
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    Default Re: Suggestions

    This is a steam tank
    http://www.games-workshop.com/gws/ca...Id=prod2120007

    Hard to hide those wheels, but the elephants, it need a new skelet to work

    Im the Knight in Sour Armor http://tvtropes.org/pmwiki/pmwiki.ph...ghtInSourArmor
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    Quote Originally Posted by riskymonk View Post
    yea but mods are created by fans of the series. Games are created by university students who might not necessarily know or play the games/series they're working on

  12. #172
    Karnil Vark Khaitan's Avatar Praepositus
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    Default Re: Suggestions

    Oh how can i forget to say this:
    -Ghouls
    -Spirit Hosts
    Kinda fun units to add ^^

    Im the Knight in Sour Armor http://tvtropes.org/pmwiki/pmwiki.ph...ghtInSourArmor
    Rainbow Darling rainbows Darling. Darling Rainbows!!!!!
    but on the same time modder with my first mod for Rome 2!http://steamcommunity.com/sharedfile.../?id=286218945
    Hey Sparkle Sparkle Sparkle!
    https://www.youtube.com/watch?v=LDULtV9U2kA
    Quote Originally Posted by riskymonk View Post
    yea but mods are created by fans of the series. Games are created by university students who might not necessarily know or play the games/series they're working on

  13. #173
    Valiant Champion's Avatar Praepositus
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    Default Re: Suggestions

    Quote Originally Posted by VarrKhaitan View Post
    This is a steam tank
    http://www.games-workshop.com/gws/ca...Id=prod2120007

    Hard to hide those wheels, but the elephants, it need a new skelet to work
    If nothing else give the invisible crew loads of armor and shield like I did and lock morale. Also you could give the crew lots of mass etc etc.

    But you will still need to find a way to have a burning animation set connected with invisible unit.... or maybe because it is a non-existent model to prevent crash on crew fire deaths.

    Also I increased engine damage resistance.

    You may not be able to use to crush and run over people of course. But sometimes you have to settle with something that comes close but not quite.

    BETTER PIKES
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  14. #174

    Default Re: Suggestions

    Not sure if somebody has raise this point about H Elves... but their archers do not stand in ranks but stand as peasant rabble from Med Total War. At least if they could stand in ranks would mean they could be used as combat troops. In TT the lack of elven troops means that generally those few extra points on equipment allows to use archers both as archers and combat troops to flank enemy.

    Great job chaps on the mod, great job.

  15. #175
    PSIHOPAT's Avatar Senator
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    Default Re: Suggestions

    Some songs,effects,from here,can be interesting in Call of Warhammer
    http://www.twcenter.net/forums/showt...t=guns+effects

    Very interesting...animation...

    http://www.twcenter.net/forums/showt...25#post6478825

    We have many gunpowder units,and maybe a suggestion for another artillery pieces included in one very nice guide for using artillery,is nothing wrong to be shown...
    http://www.twcenter.net/forums/showt...ectile+improve
    Last edited by PSIHOPAT; January 08, 2010 at 02:22 AM.

  16. #176

    Default Re: Suggestions

    Just a suggestion for the Sylvanians.

    They have the option to build "Wight Generals" from their barracks etc. Either Grave Guard Generals on foot, or Black Knight generals on horseback.

    All Generals that are got through Man of the Hour or Adoption etc are human. However, all Vampires have a Tradeable ancillary called the Blood Kiss. If a Wight General has the Blood Kiss, no effect. If a Vampire General has the Blood Kiss, no effect. However, if a human general has the Blood Kiss, then they become Vampires, as do their bodyguards.

    [ Cry Havoc:: ] - [ link ] - [ An Expanded World Submod for Call of Warhammer ]
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  17. #177

    Default Re: Suggestions

    Just make a unit of Wight kings very tough melee infantry with good attack, tougher even than Vampires...

    Shoot coward! You are only going to kill a man!

  18. #178

    Default Re: Suggestions

    When i was using toggle_fow to see how situation on map changes, i noticed something strange. Karak Ungor in the mod is further north then Karak Vlag, and it should be reversed as it was Karak Vlag that was further to the North. Could you change this (only names, it isn't much work) someday, or tell me just how to do it myself? (where are city names?)

  19. #179
    Karnil Vark Khaitan's Avatar Praepositus
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    Default Re: Suggestions

    LittleDwarf i hope it works:
    Open the city menu( you know there u can build things).
    Double click on the city name and delete the old one, and write the new name

    Im the Knight in Sour Armor http://tvtropes.org/pmwiki/pmwiki.ph...ghtInSourArmor
    Rainbow Darling rainbows Darling. Darling Rainbows!!!!!
    but on the same time modder with my first mod for Rome 2!http://steamcommunity.com/sharedfile.../?id=286218945
    Hey Sparkle Sparkle Sparkle!
    https://www.youtube.com/watch?v=LDULtV9U2kA
    Quote Originally Posted by riskymonk View Post
    yea but mods are created by fans of the series. Games are created by university students who might not necessarily know or play the games/series they're working on

  20. #180

    Default Re: Suggestions

    Suggestion 1: make the night goblins just a wee bit tougher (see screenshot)

    Suggestion 2: The role playing element is pretty neat and I think the game could be even better if it was expanded. I've had more fun playing as Kislev than the other factions because of the scripted field battles. Those are a heck of a lot more fun than sieges where you're doomed to lose and I actually managed to win all of them so far (though I only had a few men left after winning the first one). I really like the thought of helping out allies and it might be nice if you had to help an ally that has half a stack with your half a stack, etc.

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