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  1. #1

    Icon3 Suggestions

    Finally time to open a new suggestions-thread, so please post your ideas and suggestions for next TATW version here!

    You can be sure that I am (we are) always carefully reading all suggestions and there is nothing that won't be considered (if it makes any sense, of course)

    Please remember that the more constructive and reasonable your suggestion is (try to provide sources, pictures, think of game balance, strength, weaknesses...), the more chance it will have to get implemented.

    Winner of 'Favorite M2TW Mod' and 'Favorite M2TW Modder' Award 2007 & 2008

  2. #2

    Default Re: Suggestions

    Reserved

    Well after Player for about 10 hours or so and playing some different factions i think i have some ideas and suggestions i hope will improve the mod

    1. From what i've seen around the forums and something that i agree with is that TOG need some love. I know TOG came from the Orcs of the misty mountains.... but i think have no 2 factions with the same Units is kinda boring. They may as well still be one faction. i Know some people want possible re-emerging Angmar (which i dont think is completely out of the actual fiction). I just think TOG should get some new units possible (no human units like some people are asking for... doesn't fit in). A scripted event or 2 from them would also be nice.
    Source: http://www.twcenter.net/forums/showthread.php?t=501493

    2.Take off the captial moving fee (or even better give one free captial move, for the start of the game when is a money saver to change it)

    3. I was playing harad and what turned me off is that the corruption is so high because it just covers a vast area.... this stoped me from playing the playthrough. My suggestion is to make all starting regions to have no corruption (This would help the H Dwarv's harad, mordor. (when you think about the starting regions are native regions usually to your faction) I dont hope this isn't hard coded or it would make me sad but i'm gonna assume it is

    4. This is kinda related to the 1st suggestion and its something i dont really have an opinion on yet because i dont play evil factions enough but, Many people are saying they want all the orc factions to get some make overs (orc bands and stuff are fine but i think they all need some different really unique elite units) Isengard i think is fine it feels different from the other orc factions but morder, orcs of the misty mountains and orcs of gundabad all feel the same. its not bad thing but i think OOTMM could get some AOR units in moria, im thinking this because of a line in the books when they first meet gandalf the white he mentions that while while with the balrog in the chasm he saw creatures that sauron did not even know of. Its kind of the lore but it would be cool because you could really use some imagination on those units.

    Anyways ill get some more play time and some suggestions.

    Thank you KK and team you guys work hard.... and danm find a job with sega working on the actual total war games cause you guys got some talent!

    Ps. stop eating, dump your girlfreinds, lose your friends and quit your job and work on this 24/7!
    I would pay for this danmit!
    Last edited by regon1257; December 21, 2011 at 07:54 PM.

  3. #3
    KnightsTemplar's Avatar Campidoctor
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    Default Re: Suggestions

    Quote Originally Posted by regon1257 View Post
    Reserved

    Well after Player for about 10 hours or so and playing some different factions i think i have some ideas and suggestions i hope will improve the mod

    1. From what i've seen around the forums and something that i agree with is that TOG need some love. I know TOG came from the Orcs of the misty mountains.... but i think have no 2 factions with the same Units is kinda boring. They may as well still be one faction. i Know some people want possible re-emerging Angmar (which i dont think is completely out of the actual fiction). I just think TOG should get some new units possible (no human units like some people are asking for... doesn't fit in). A scripted event or 2 from them would also be nice.
    Source: http://www.twcenter.net/forums/showthread.php?t=501493

    2.Take off the captial moving fee (or even better give one free captial move, for the start of the game when is a money saver to change it)

    3. I was playing harad and what turned me off is that the corruption is so high because it just covers a vast area.... this stoped me from playing the playthrough. My suggestion is to make all starting regions to have no corruption (This would help the H Dwarv's harad, mordor. (when you think about the starting regions are native regions usually to your faction) I dont hope this isn't hard coded or it would make me sad but i'm gonna assume it is

    4. This is kinda related to the 1st suggestion and its something i dont really have an opinion on yet because i dont play evil factions enough but, Many people are saying they want all the orc factions to get some make overs (orc bands and stuff are fine but i think they all need some different really unique elite units) Isengard i think is fine it feels different from the other orc factions but morder, orcs of the misty mountains and orcs of gundabad all feel the same. its not bad thing but i think OOTMM could get some AOR units in moria, im thinking this because of a line in the books when they first meet gandalf the white he mentions that while while with the balrog in the chasm he saw creatures that sauron did not even know of. Its kind of the lore but it would be cool because you could really use some imagination on those units.

    Anyways ill get some more play time and some suggestions.

    Thank you KK and team you guys work hard.... and danm find a job with sega working on the actual total war games cause you guys got some talent!

    Ps. stop eating, dump your girlfreinds, lose your friends and quit your job and work on this 24/7!
    I would pay for this danmit!
    The orcs don't seems to have the ability to control those creatures, nor they have the ability to reach them or even bring them to the ground.

    I think some buildings should be given corruption-reducing traits(however you can't, only characters can be given... IIRC)
    Or maybe simply reducing the rate a bit?

    P.S.
    BTW I didn't really have the time to start a new campaign- well I got holiday now.
    START KILLING!
    Aure entuluva!

  4. #4

    Default Re: Suggestions

    To spice up one or both of the Orc factions (OotMM / OoG), and/or to give them some variety, I would like to see Wolves added to them. Not Wolf-riders, not Wargs, just a plain pack of wolves. I believe it fits within the lore and fits with the style of these two factions.

    Also this wolf unit designed for another mod here (Myth the Fallen Lords) looks amazing and I would love to see it used for Third Age if the creator is willing.

    Spoiler Alert, click show to read: 



  5. #5

    Default Re: Suggestions

    Quote Originally Posted by brasswire View Post
    To spice up one or both of the Orc factions (OotMM / OoG), and/or to give them some variety, I would like to see Wolves added to them. Not Wolf-riders, not Wargs, just a plain pack of wolves. I believe it fits within the lore and fits with the style of these two factions.

    Also this wolf unit designed for another mod here (Myth the Fallen Lords) looks amazing and I would love to see it used for Third Age if the creator is willing.

    Spoiler Alert, click show to read: 


    That's a fantastic idea! I LOVE IT!
    Tegyvuoja Lietuva!

    "The greatest pleasure is to vanquish your enemies and chase them before you..."

  6. #6

    Default Re: Suggestions

    1. Gondor's banner shouldn't really be blue, I'd recommend 20,20,20,255,255,255 as faction RGB values. Even that's for the kingdom though, apparently Gondor under the stewards used a plain white banner. Maybe it's possible to use the latter from the beginning and have a script change the banner to the former after the coronation event?

    2. Give the Gondor Cavalry shields. Even the Cavalry Militia have shields, why shouldn't the heavy horse?

    3. Is it possible to make the Osgiliath bridge passable for ships? It would be interesting to send ships loaded with troops up and down the Anduin.

    4. Give the Arnor, Gondor and Eriador spies a Ranger model, if that's possible. I think I read a guide about taking a model and making it a strat model somewhere, I'm sure you'd know better than me though.

    5. Some reskins I tried that work pretty well is taking the helmet of the Gondor Infantry and decreasing the brightness while increasing the contrast. I found it makes it look more like real metal in-game, same goes for most metallic textures actually. Also some grime and dirt on the armour and clothes of troops in general would be nice.
    Winter is Coming

  7. #7

    Default Re: Suggestions

    Hum I have a new unit for the Rhûnic faction to suggest... Maybe have war chariots, and war chariots archers because it's mentionned that the easterlings invade gondor with war chariots...But maybe it's to complicated to do... I just suggest .

  8. #8

    Default Re: Suggestions

    What I've noticed from playing an Eriador campaign some 30 years.

    1. Rohan shouldn't start at war with Saruman, actually they should be allies if you're going according to lore anyway. Later on you can script an event that places them at war with each other - when Saruman reveals his true colours. But Saruman should be allowed more freedom of movement to begin with by not being at war with Rohan.

    2. Slaughtering hobbits to take control of the Shire... I don't know if it's the only way to get control of the Shire (I'll check out what options I have with diplomats in my 3.1 restart), but it certainly seems excessive to have to kill over a thousand hobbits in order to assure their service.
    What about leaving their settlements defenseless to begin with? Or as bandit ridden as others suggested?

    3. Hobbits building roads? Why? It's cool that they provide troops and force you to let the ai make decisions on what to build (for your money btw ;p), but I don't think hobbits are in any way renowned as great road builders lorewise... This should be removed. Instead you could have them migrate to new (safe!) places in the kingdom, boosting population slightly.

    4. Aragorn is married to Sam's girlfriend Rose? I don't know if it's hardcoded that the faction leader has to be married, but this should be removed. A script could be written to fire at some point, giving him Arwen as a wife, when certain objectives are met. But other than that he shouldn't have a wife to begin with.
    He could easily have family, cousins and what have you, that can keep the family line going. But he shouldn't be married.

    5. Others have mentioned the economic woes of generals and the completely unbalanced military advantage of self-replenishing bodyguards. This should be fixed somehow. Maybe by making all generals much weaker and easier to kill in battle (apart from the faction leader and those with special gear, so you can keep a few alive for longer). And seriously reducing fertility as well as the frequency of adoption.

    6. Maybe give the ai armies regenerative abilities, like bodyguard units. AFAIK they never retrain.

  9. #9
    vonckenLOTR's Avatar Civis
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    Default Re: Suggestions

    i have an suggestion for an autonomy improvement.
    some of you maybe played napoleon total war, and know that you can 'free' lands and make them your protectorate. I know that you can't have protectorates in MTWII (included Third Age), but you can make them automatic ally, give them automatic trade agreement, and join wars automatically. also the unit thing stays the same. if this works, new nations arise, like: The Hobbits, The Ents, The Dunledings, Principality of Dol Amroth(possible....) etc. this wil be non-playable factions.

    what do you think? Good idea?(if possible of course...)

  10. #10
    Beregond's Avatar TWC boomer
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    Default Re: Suggestions

    will repeat my suggestion here

    Quote Originally Posted by Beregond View Post

    The particular thing I'd like to adress are the changes to Eriador's starting position, particulary the regions. From the beginning Eriador doesn't have any of the Shire provinces. This is a very good decision, and I wholeheartedly support it.

    However, when I had to conquer the Shire in order to click several turns and see how the campaign will be evolving, my army, led by Gandalf, discovered strong garrisons of hobbits resisting us.

    Now picture this, bright in my mind: Gandalf riding into Hobbiton on his trusty battle steed Shadowfax, drawing out his ancient sword Glamdring and shouting: "Let's kill those pesky Hobbitses, I'm so fed up with their silly dances and music and tobacco weed!" And the band of Bree-riders follows...Same with Aragorn, only the image of the Dunedain pillaging Michel Delving and slaughtering the population is even more vivid.

    Now, don't get me wrong, I love this mod, that's why I wan't it to be even better. Waht I propose is to garrison the Shire exclusively with Bandits and several other rebel troops, not Hobbits. This way we can 'liberate' the Hobbits. Due to the Shire geography, no evil faction will be conquering it while it's still rebel, so it sounds quite believeable and great with the lore and the world of Middle-earth. We already have several rebel bands of bandits in the area, by the way.

  11. #11
    Black_Nebula's Avatar Tiro
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    Default Re: Suggestions

    One unit I would like to see in OOMM, Gandalf mentions in the Hobbit about there being Hobgoblins, even that the lord of goblin town may have been one. Larger and stronger then average goblins. Or maybe a merc for them would be cool too, just in the Misty Mountains. Also in the Hobbit it mentions goblin's love for wicked machines, maybe another type of siege engine for them as well.
    "I find your lack of faith...disturbing" -DV

  12. #12
    Mhaedros's Avatar Brave Heart Tegan
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    Default Re: Suggestions

    I think the Grey Company shouldnt be mounted archers, but rather usual heavy cavalry. I cant see Aragorn and his fellow rangers on horses shooting at orcs. But I'd also like the old Grey Company back, on foot this time with bows.
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  13. #13
    Araval's Avatar Protector Domesticus
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    Default Re: Suggestions

    Someting like giving autonomy to the Shire and Fangorn, I think it would be great for Beornings, Khand, Dorwinion, Druadan and Lossoth too.
    And new rebel Lossoth and Druadan units that are sent to you if you give them autonomy.
    Last edited by Araval; December 22, 2011 at 04:36 AM.

  14. #14
    deadman213's Avatar Laetus
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    Default Re: Suggestions

    how about, a special ability that belongs to theoden that is named `forth eorlingas! or `DEATH!'', and the special ability of the general of the helms deep to be name `the horn of helm hammerhand'. In the movies, both really hyped up the warriors, and look what happened in the pelennor fields and helms deep, their morale was literally unbreakable....and lastly, eomer should be a hero. he IA a hero in both books and movies. He largely led the rohirrim throughout LOTR, and the fact that he was one of the few men to survive unscathed throughout the WHOLE war
    Last edited by deadman213; December 22, 2011 at 04:38 AM.

  15. #15
    Beregond's Avatar TWC boomer
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    Default Re: Suggestions

    another old suggestion, to include elven Forest Paths into vanilaa TA

  16. #16
    Plumo's Avatar Decanus
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    Default Re: Suggestions

    1. Replacing the last vanilla 2D buildings (in interface) in the next version for a consistant atmosphere. Louislux would be the perfect man for the job .

    2. More mercenary units.

    3. Beornings changing into bears? (or not possible)
    Last edited by Plumo; December 22, 2011 at 06:21 AM.

  17. #17

    Default Re: Suggestions

    Here a suggestion and some ideas on the One Ring Script...

    Better Isengard defenses
    (suggestion)

    Isengard (the Iron Fortress) could do with some extra defense on the custom battle map imho. It hasn't got any active defensive mechanisms and the it's more difficult to defend / easier to capture than a standard town or castle, the garrison script aside.

    My suggestions:
    1) more stable gate (or a second gate at the end of the archway)
    2) defensive projectiles (perhaps even artillery)
    3) some shacks and other buildings inside of Isengard that create easier to defend corridors to the town center
    4) remove ballista towers from Isengard's building list as they don't add extra defenses afaics

    breakdown with pics

    First of all - Isengard looks great, love it! :



    The attacker can approach the walls without any auto-cannonade by Isengard's ring wall:



    Perhaps these embrasure here or a suttle implementation of defense towers could be used for firing at the attacker (or do the custom battle maps have to be 100% as in the films?):



    If the AI defends, it doesn't seem put much emphasis on manning the walls to brace for the attack (pathfinding issue?):



    Perhaps a second gate at the end of the archeway is possible (or simply a stronger gate):



    The inside of Isengard is, except for the really well done shafts, very open and it's difficult to stop the attacker from reaching the town center. Perhaps implementing some kind of shacks/buildings to create defensible corridors are a possibility?:


    The One Ring script (only ideas)

    I posted some ideas on additional 'One Ring script' features in Baron Samedi's thread, before I realised it's now officially part of vanilla TATW. Here is the link. They're crude and perhaps a little out of the box... so don't consider them to be a real proposal or suggestion. Only playing around a little.


    Regards!
    Last edited by Casual Tactician; December 22, 2011 at 07:20 AM.

  18. #18
    Gilthanus's Avatar Laetus
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    Default Re: Suggestions

    Quote Originally Posted by Casual Tactician View Post
    Here a suggestion and some ideas on the One Ring Script...

    Better Isengard defenses
    (suggestion)

    Isengard (the Iron Fortress) could do with some extra defense on the custom battle map imho. It hasn't got any active defensive mechanisms and the it's more difficult to defend / easier to capture than a standard town or castle, the garrison script aside.

    My suggestions:
    1) more stable gate (or a second gate at the end of the archway)
    2) defensive projectiles (perhaps even artillery)
    3) some shacks and other buildings inside of Isengard that create easier to defend corridors to the town center
    4) remove ballista towers from Isengard's building list as they don't add extra defenses afaics
    5) if any settlement/faction should have fire oil it should be Isengard, believe it's correct lore wise?

  19. #19

    Default Re: Suggestions

    Oh forgot on or two suggestions im my earlier post:

    1. I heard Barad-dur is being worked at (looking forward to the Dark Tower), and will these gorgeous custom battle maps from leo.civil.uefs also going to be implemented? The thread isn't stickied, aren't they official?
    2. Some extra Dunland units like the ones from FRoME (link) would be great for Isengard.
    3. Perhaps slightly larger floating unit banners? I like to play the battles without using pause and the green arrows markers, and it's very diffcult (but realistic though) to keep track of my units.
    4. The video shown when one of the evil faction's generals gets killed by a 'Servant of Sauron' is from vanilla M2TW, also the captain/officer of some of the rebel militia units seems to be a model from vanilla M2TW England. Perhaps these could be replaced?
    5. Some regions do lack mercenaries to recruit. Nothing fancy needed imo but at least some basic units to fill up ranks.
    6. Playing as evil faction it's difficult to outmanoeuvre (or mob up fleeing) enemy infantry, as even light units like the Snaga skimishers can't catch/outrun heavy infantry. Same goes for all light skirmisher units I guess. Perhaps they could be made faster or get the very_hardy or hardy attribute.
    7. I also like the already mentioned ideas of more uniqueness for OotMM and OoG, the hobbitses lands controlled by bandits/rebels at start, Isengard and Rohan not at war at game start, physician or doctor ancillary for generals and forest paths for SE.


    @ 'no capital moving fee' > What about using "add_money 5000"? Problem solved. Moving a capital does cost money for transport, new buildings or conversions and the like, so 5000 seems a fair price.

    Quote Originally Posted by VltimaRatio View Post
    How about giving Mordor catapults the option of firing human heads at the enemy instead of a cow carcass, which does little damage but lowers enemy morale? Consistent with both the novel and the film, could be a nice gimmick for the orc factions.
    Nice!

    Quote Originally Posted by Gilthanus View Post
    Something minor to add to the patch, could the requirements for rebuilding Osgiliath be added to the lore books just as an FYI for new players; the Arnor reunification requirements could also be added to the lore book for Bree or Annúminas.
    Good idea. I didn't even know you could rebuild Osgiliath. Having these requirements and other important infos on faction specific events/mechanics/gameplay-features (unknown to TATW noobs) in the capitals' lore books would be great.

    Regards!
    Last edited by Casual Tactician; December 22, 2011 at 11:08 AM. Reason: added suggestion 6 for faster skirmishers units

  20. #20
    lolIsuck's Avatar WE HAVE NO CAKE!
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    Default Re: Suggestions

    Elves are too weak (yea now we get this) and spiders are really sick. They ate right through my Elven line, killing 3 Elven units when I only killed 20 or 30 spiders

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