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Thread: 7.0 suggestions

  1. #161
    Ikko-Ikki
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    Default Re: 7.0 suggestions

    Quote Originally Posted by ChrisG View Post
    I would suggest,the growth rate to be dependant on the fertility of the lands,of farms, health and food buildings and not on the chivalry of a general.
    It makes sense to me that population growth should be tied primarily to the resources available to sustain a higher population, with opportunity being secondary to represent the few who could choose a place to relocate. I agree that there should be higher sensitivity to farming levels (base and improvements) and health, as well as another level or two in the farms building chain. Trade should probably be included in that too, since it represents imported goods and wealth. It has very little impact on growth right now, so doubling that wouldn't be a drastic change. Happiness/entertainment and governor's influence (which I think currently includes local popularity) make more sense for public order. I don't think that growth rate should have any sensitivity on those factors.

  2. #162
    Shashu
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    Default Re: 7.0 suggestions

    please more kids for all factions - or adaoptione one thing I loved about EB was that I never had a lack of kids for govenors and generals...SS 6.4 does seem to have more he vanilla but not vas many as EB - I would also love the choice of having more tursn so I can rolepay more with my characters...

  3. #163
    Vasterion's Avatar Shashu
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    Default Re: 7.0 suggestions

    Quote Originally Posted by candi81 View Post
    If possible, we should allow our Assassins to kill Family Members, or even get them to commit suicide!
    It's possible to allow the cursor to "target" family members, however, the game is hardcoded to other wise not allow assassins to target friendlies.

    I suppose you could create a yes/no event dependent on certain conditions to allow an assassin to kill one through that manner, but that would be wordy, and possibly buggy.

  4. #164
    Ferdiad's Avatar Hero of the TD
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    Default Re: 7.0 suggestions

    You can assassinate your own family members IIRC. you need too alt right click.

  5. #165
    Ichon's Avatar Jū kihei
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    Default Re: 7.0 suggestions

    Quote Originally Posted by Ferdiad View Post
    You can assassinate your own family members IIRC. you need too alt right click.
    How do you do that? I've read other people say that but I can't get it to work.

  6. #166
    Ferdiad's Avatar Hero of the TD
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    Default Re: 7.0 suggestions

    No idea, I'm just repeating what I heard some guy over on the General discussions forums say.

  7. #167
    Bob Doad's Avatar Banzai jūden-ki
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    Default Re: 7.0 suggestions

    Quote Originally Posted by steelwarrior7 View Post
    please more kids for all factions - or adaoptione one thing I loved about EB was that I never had a lack of kids for govenors and generals...SS 6.4 does seem to have more he vanilla but not vas many as EB - I would also love the choice of having more tursn so I can rolepay more with my characters...
    VERY TRUE I remember at one point in my campaign i had only four family members and like 30 settlements

  8. #168
    RollingWave's Avatar Ronin
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    Default Re: 7.0 suggestions

    a good part of FM is hard coded, fertility don't seem to have a consistent effect, and you can NOT have more than 4 kids per character no matter what. non-family generals count against the total pool as well which is problem. but if all you care for is generals then you could simply make bodyguards avalible for recruitment.
    1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....

  9. #169
    Shashu
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    Default Re: 7.0 suggestions

    generals would be fine too - just wit a good loyalty ;-) and a fast replentishing rate - like in RS2 - I have 20 settlements right now and can hardly have any govenors in there - cause I need most of my famly members as generals...
    Last edited by steelwarrior7; May 11, 2012 at 04:15 AM.

  10. #170
    MikeNice808's Avatar Shisai
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    Default Re: 7.0 suggestions

    I was watching my cousin play Rome Total War. They have a cool feature where you can view the city even when you are not fighting to take or defend it. They should implement that in 7.0. I would love to see Kiev built up in later years where there is no threat to it. Also let the Orthodox factions have their churches visible in the skyline like Catholic and Muslims do. Another cool thing about Rome TW was that when you recruited it depended on the city or castle population. Think about factoring that in also....

  11. #171
    Shashu
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    Default Re: 7.0 suggestions

    Please give the Mongols a 40k Kings Purse and the Timurids a 30k - they did not come out of nowhere - even though their Epires do not show on the map...therefore all Muslim and Christian faction should be at constant war with them - as there was no option of a peaceful coexistence - so total war ;-)

  12. #172
    Geoffrey of Villehardouin's Avatar Ishiyumi no shashu
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    Default Re: 7.0 suggestions

    Quote Originally Posted by Bob Doad View Post
    VERY TRUE I remember at one point in my campaign i had only four family members and like 30 settlements
    Hardcoded or not I cannot agree more. My Khwarezmian Emirs seem to be struggling to have just one kid or two. I thought Emirs sometimes had hundreds of wives, maybe mine were too busy chasing off rebels in the deserts.

    Quote Originally Posted by RollingWave View Post
    a good part of FM is hard coded, fertility don't seem to have a consistent effect, and you can NOT have more than 4 kids per character no matter what. non-family generals count against the total pool as well which is problem. but if all you care for is generals then you could simply make bodyguards avalible for recruitment.
    In the 1648 mod I did not notice a problem with generals. I seem to have there a general for almost every settlement and as many taking the field.

    One thing I would like to see is proper names for the Khwarezmians. Half of them have genuine names and the other half have modern Turkish (from Turkey), e.g. Karamani, Bursali, Aydinoglou. These places and names seem misplaced Ottoman Turkish, e.g all the ones ending in -oglou. It is like giving medieval Lithuanians a few modern French names because both languages are Indoeuropean. I imagine a good person who started with the best intentions a search for historical Khwarezmian names run out of luck too soon - but check the Wikipedia under Sufi, Khwarezmian History, and the names of their various cities and you are likely to come across now and then some real historical names. Maybe the historical name project and Broken Crescent have also some suggestions.
    Last edited by Geoffrey of Villehardouin; May 14, 2012 at 05:19 PM.

  13. #173
    Ichon's Avatar Jū kihei
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    Default Re: 7.0 suggestions

    Names are hard to research and also then use the anglicized versions. If it takes a couple weeks to research per faction(optimistic really to maintain that pace for 30 factions) then 1 person is going to take over a year to do much and that is only for 1 mod covering a single era. I think it would be nice to have better names personally but I have other things going on. Teams like BC or some of the other more historically focused mods are useful but even BC in relatively same early era doesn't share more than a few factions. If you know the proper names of Khwarezmians volunteer at least for that faction to FP for his historical names project.

  14. #174
    Geoffrey of Villehardouin's Avatar Ishiyumi no shashu
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    Default Khwarezmian names

    FP? Is that de Rougemont?

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  16. #176
    MagicCuboid's Avatar Shisai
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    Default Re: 7.0 suggestions

    edit: disregard, my "idea" is basically just real recruitment
    Last edited by MagicCuboid; May 15, 2012 at 11:47 PM.

  17. #177
    duda's Avatar Sōkō no yari
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    Default Re: 7.0 suggestions

    One feature I think would be great to add is unit replenishment and attrition?


  18. #178
    Ferdiad's Avatar Hero of the TD
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    Default Re: 7.0 suggestions

    Not possible.

  19. #179
    MagicCuboid's Avatar Shisai
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    Default Re: 7.0 suggestions

    Would there be a way to make rivers more important this time around? The "chain of river ports" building is a nice addition, but I feel like some major river trade cities just can't get the same representation in the game as they should. Novgorod, for example, was really only so prosperous because the Volkhov opened their trade up to the Byzantines. As it stands, the Russians don't really get any access to Byzantine trade from their cities.

    Movement along rivers would be excellent as well, though I doubt it's possible... Still, these were the real highways of the medieval world, not our pretend "paved roads" which (unrealistically) pop up everywhere.
    Last edited by MagicCuboid; May 17, 2012 at 02:26 AM.

  20. #180
    RollingWave's Avatar Ronin
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    Default Re: 7.0 suggestions

    Quote Originally Posted by MagicCuboid View Post
    Would there be a way to make rivers more important this time around? The "chain of river ports" building is a nice addition, but I feel like some major river trade cities just can't get the same representation in the game as they should. Novgorod, for example, was really only so prosperous because the Volkhov opened their trade up to the Byzantines. As it stands, the Russians don't really get any access to Byzantine trade from their cities.

    Movement along rivers would be excellent as well, though I doubt it's possible... Still, these were the real highways of the medieval world, not our pretend "paved roads" which (unrealistically) pop up everywhere.
    difficult, I did have an additional "large river" hidden resource in HURB which allows places with... well ... large rivers (Nile / Volga / Don / Dniper / Danubu / Rhine / Euphretes etc ) to actually have significant trade advantage. and also expanded the river port to 3 level .

    But the only way to make them even more useful would to be really redraw the map and make those large rivers literally navigable, but that's tricky and the chance of AI doing a lot of retarded things with it is high.

    Though one other possibility exist IMHO, which is to use traits, have a monitor of character who ended a turn in a region with river port and that gives him movement bonus until he ends a turn in a region without one. it's not super realistic as there are a lot of possible problem with it but it seems like the best comprimise .
    1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....

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