View Poll Results: Would you like to see building and trait limitations to be gone?

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  • Yes, I would like to see more diverse cities and characters.

    71 97.26%
  • No, I play the game for the battles and don't really care about cities or characters.

    2 2.74%
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Thread: CA, please consider unlocking the current building and trait limits.

  1. #1
    Hetairos's Avatar Roma Surrectum II
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    Default CA, please consider unlocking the current building and trait limits.

    Would you like to see building and trait limits unlocked?

    I definitely would love to. Its an essential feature for total conversion modifications. What we would need is simply an unlock of the UI limitations by a drop down menu or scrolling (sorry, CA, but the new UI is terribad compared to Shogun. Even a complete redo for PC would be adequate as well ^^). Why did you decide to go with the streamlined version suitable for touch screen even if most people play TW:RII as a serious strategy game on their PC?

    Anyways, please consider gifting us with:

    - battle & campaign map edit tools
    - unlock building, trait and text box limitations by drop down, pages or with sliders / scrolling

    Thanks.

    Cheers
    Alec
    Last edited by Hetairos; June 29, 2014 at 03:50 PM.

  2. #2
    Daruwind's Avatar Citizen
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    Default Re: CA, please consider unlocking the current building and trait limits.

    100+1% Agreeing with Alec!

  3. #3

    Default Re: CA, please consider unlocking the current building and trait limits.

    What's odd is that the building UI that appears when selecting a construction option expands depending on the options, but for some reason CA made the rest hardcoded or there's something in the UI files I'm unaware of that sets expansion.

    For instance, I currently have 16 building options/Super Chains for Rome and there's no issue.


  4. #4

    Default Re: CA, please consider unlocking the current building and trait limits.

    I'd say that makes the game less strategic. You can just build everything.
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  5. #5

    Default Re: CA, please consider unlocking the current building and trait limits.

    But This is just a mod tool request... Don't install the mods that add this feature

  6. #6

    Default Re: CA, please consider unlocking the current building and trait limits.

    But This is just a mod tool request... Don't install the mods that add this feature
    Too logical.

    My biggest issue isn't that building slots aren't unlimited. It's that you can't add any more than 4/6 to any settlement and have them function 100%.


  7. #7
    eXistenZ's Avatar Praeses
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    Default Re: CA, please consider unlocking the current building and trait limits.

    Quote Originally Posted by sanbourne View Post
    I'd say that makes the game less strategic. You can just build everything.
    pretty much this. Developping every town into a metropolis with everything propped in (especially now you can build multiple buildings at the same time) isnt my idea of strategy or difficulty.

  8. #8
    Karnil Vark Khaitan's Avatar Praepositus
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    Default Re: CA, please consider unlocking the current building and trait limits.

    Quote Originally Posted by sanbourne View Post
    I'd say that makes the game less strategic. You can just build everything.
    this sums it up for me.


    edit: Oh irony bite my ass "Yes, I would like to see more diverse cities"

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  9. #9

    Default Re: CA, please consider unlocking the current building and trait limits.

    Quote Originally Posted by eXistenZ View Post
    pretty much this. Developping every town into a metropolis with everything propped in (especially now you can build multiple buildings at the same time) isnt my idea of strategy or difficulty.
    Well maybe for you but i dont think it removes strategy or difficulty it can add to strategy. And you dont have to use it its only that CA opens it for modders so that modders can decide if they want a better building system.

    + who says that you sould make every city in a metropolis you can make a system with different building types so that NOT every city becomes a metropolis.

    I say YES for the sake of modding...
    Last edited by Sir_Pee_Alot; June 30, 2014 at 06:36 AM.
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  10. #10
    Hetairos's Avatar Roma Surrectum II
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    Default Re: CA, please consider unlocking the current building and trait limits.

    Thanks for the contribution.

    Quick summery:

    1.) Unlocking the UI limitations for modding purposes, doesn't affect people who use vanilla and are also not affecting people who do NOT deliberately chose such a building or trait mod. If you don't want this feature, you will not get it.

    2.) This will bring many of the RTW modders back to work, since an immense amount of RTW modders never bought or bothered about Rome II, because of it being so shallow on terms of modding possibilities.

    3.) This is totally of topic, but here we go: Concerning the systems that evolve out of such possibilities, there are a lot of different concepts possible. If you have 3 building slots or 20 slots available (or 10 or 20 character slots available) doesn't really differ concerning the argument, you can build everything, everywhere and so on. You can do this with 3 or 20 slots. The decisive factor here is the buildings and traits mechanics. I tell you one thing here: The more building types, the less packed existing buildings are with effects. Want to build roads that affect movement only? Whup one slot is gone already. Want to build trade routes/posts/expeditions that affect trade only? whuup second slot gone. Want to have different kind of barracks? well, no chance. Want cultural specific and famous and indestructible buildings like the oracle of delphi? no chance. We do want this unlock of buildings and traits. It makes the game much more strategic, in terms of having to make crucial trade-off choices. Of course its a pity CA abandoned the awesome population system of RTW which was closely linked to economy, standing armies and therefore also to buildings. The more soldiers you have, the less population, the less economic income, the less funds for buildings and regional development you have. Simple but awesome mechanics. In RSII you would have been lucky to be able to expand a building by having enough funds. It was always a great deal of making a choice. Where (which settlement) do you want to construct a building, what building do you want to construct and what would be your next goal etc. That way you could build low tier buildings in a few turns and little cost but as soon you expand into mid-tier or even high-tier the costs where so high that you needed to make your choices. Do you want to make your empire an efficient road infrastructure focus for your armies? do you prefer to turtle into fortified regions and focus less on expansion? Do you want to have the most flourished culture and happy people out there? Or would you rather like to have a ruthless economy state. in my current RSII campaign of Macedon, i have as little standing armies as possible, but still I am able to build only 3-4 buildings a turn and I am owning all of greece, thrace, moesia and the illyricum (this is about 20 to max 30 settlements). And the best immersive feeling is that you see cities rise and fall. I helped thessaloniki and pharsalus to rise to capital like cities, while apollonia (or dyrrhacium?) and service which were huge when I conquered them are merely a village only now.

    Those were some of the choices and at least to me that system is much more interesting than having the same type of 3-5 choices all over the place (actually only 2-4 choices since main chain and harbors are given anyways and include no decision making at all). Currently, all my cities end up to be the same. Main Chain, 1x Military Building, 1x Farm / Industry and the occasional harbor which on the other hand is good since you can make it military focused or economic. But the same mechanics can be implemented with 20 available slots. e.g. like ABH did, chose if you build military roads between strategic cities, trade roads for merchants between trade posts and so on.

    PS: Don't forget we are not speaking of buildings only, but also of unlocking the traits. One can do so many great things with characters as well (see Roma Surrectum II, probably the best trait system out there ever).
    Last edited by Hetairos; June 30, 2014 at 07:43 AM.

  11. #11
    baptistus's Avatar Senator
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    Default Re: CA, please consider unlocking the current building and trait limits.

    Quote Originally Posted by eXistenZ View Post
    pretty much this. Developping every town into a metropolis with everything propped in (especially now you can build multiple buildings at the same time) isnt my idea of strategy or difficulty.
    1)you can adjust the cost of the buildings
    2)you can adjust the building times
    3)you canlink trade ressources to build specific buildings
    4)you can link building to technologies
    5)you can adjust the price and the research time of this technologies
    6)and if you want you can only add 2 slots per town
    7)we can already create new building chains, so you will have more buildings to build (for example ... roads ? ...)

    let us create a mod, and we will see if you can build everything everywhere .... maybe after 5000 turns yes ...
    so please, don't talk to me about the strategy and difficulty of vanilla rome 2 only because you have only 5 free slots for Rome ... I build excactly the same buildings everytwhere in every province and every towns and I have now tons of money, no rebellions, a lot of happiness ect.... I see no difficulty and no strategy, it looks like more a rock paper scissor than a wargame ...
    Last edited by baptistus; June 30, 2014 at 10:50 AM.

  12. #12

    Default Re: CA, please consider unlocking the current building and trait limits.

    Increasing the limit on numbers of traits is possible. I changed it from 3 to 30 in my campaign and everything is fine.
    The only problem is that only 3 trait can be shown in character's info panel, which is quite inconvenient.
    My solution is letting agents also be listed in the clan info panel, where I can see all their traits.
    Last edited by ysl; June 30, 2014 at 12:28 PM.

  13. #13
    z3n's Avatar State of Mind
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    Default Re: CA, please consider unlocking the current building and trait limits.

    I don't see why there can't be a simple scroll type ui feature where you can go up and down to view your traits on it... probably isn't that complicated and it would add a lot more to the game.


    I was so disappointed when I found out there were so few traits. That's the main drawback for me other than the smaller one a lack of family tree, which would have added more to politics imo.
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  14. #14
    Hetairos's Avatar Roma Surrectum II
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    Default Re: CA, please consider unlocking the current building and trait limits.

    Quote Originally Posted by ysl View Post
    Increasing the limit on numbers of traits is possible. I changed it from 3 to 30 in my campaign and everything is fine.
    The only problem is that only 3 trait can be shown in character's info panel, which is quite inconvenient.
    My solution is letting agents also be listed in the clan info panel, where I can see all their traits.
    it is also possible to have more than 3 or 5 buildings, only that they won't be displayed.

  15. #15

    Default Re: CA, please consider unlocking the current building and trait limits.

    Quote Originally Posted by sanbourne View Post
    I'd say that makes the game less strategic. You can just build everything.

    Only if you have the money and time to do so. A lot of mods that I've played (I'm no legendary god of TW but I have a pretty good handling of finances) leave me without the ability to build everything I want, and likewise I'm often left not wanting to build everything up in certain places because it's a waste, ie no major military buildings in economic areas because of lack of fighting there/need for economic advancement.


    The "but it'll just make the game boring" argument is not an absolute case of what happens with an unlimited building slot system.

  16. #16
    Hetairos's Avatar Roma Surrectum II
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    Default Re: CA, please consider unlocking the current building and trait limits.

    Quote Originally Posted by Aenima View Post
    Only if you have the money and time to do so. A lot of mods that I've played (I'm no legendary god of TW but I have a pretty good handling of finances) leave me without the ability to build everything I want, and likewise I'm often left not wanting to build everything up in certain places because it's a waste, ie no major military buildings in economic areas because of lack of fighting there/need for economic advancement.


    The "but it'll just make the game boring" argument is not an absolute case of what happens with an unlimited building slot system.
    I agree, thats the case with many TW games, I can confirm that in RSII you have pretty much to choose between many trade-offs and especially when your campaign progresses and your territory expands there is an increasing problem with income, making it even harder to upgrade cities across the board.

    PS: I want to take the chance to shout out to CA once more about dev blogs. Looking at the many pools out there, which are all asking for features that you decided to cut for example. Why do you guys not use dev blogs and work with the community, gathering feedback and suggestions (and presenting your plans and visions for the future)? I don't understand why you guys are not like Paradox devs in that matter. The paradox community loves them and the better the people talk about a company the better PR. There is absolutely no sense I can think of to not be a great gaming company. Right now you are more good to more probably average in that concern, sitting out there in castle CA and we only here about you when you want to sell a DLC pack. Disabling comments on youtube and so on Every single game out there has their trolls and people grunting around, but it looks like you guys are calling for it extensively here Anyways, looking at TW: Arena there is totally no insights for us. Looking at possible expansions for Rome II or a TW successor. There is totally no insight for us? And than you gonna release something that will shock us all again leaving question marks all over the place? Involve the community and you will earn the reward and the loyalty of happy customers across the board.

  17. #17

    Default Re: CA, please consider unlocking the current building and trait limits.

    I also think that with smart modding, increasing or unlocking the limit on traits/buildings would add more strategy than it would substract.

    I am sure some would appreciate a mod which would let them build an infinite number of building, in one turn, in one city, for 1 denarii... but here we are more talking about strategic, realistic and balanced mods, which would be extremely-positively interested by alec suggestions.

  18. #18
    Hetairos's Avatar Roma Surrectum II
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    Default

    Nice to see you back. WB Butan

    Ok, I think 47:1 is a pretty clear result.
    Last edited by Radzeer; July 04, 2014 at 07:23 PM.

  19. #19
    Miles
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    Default Re: CA, please consider unlocking the current building and trait limits.

    A poll on this topic is not necessary since it's pretty much common sense that people are going to enjoy more variety. You're polling people on something that literally has no downsides for the players, of course making the ability to mod more is going to get a positive result. If you like vanilla, it won't affect it, if you like how a mod is set up now, that mod isn't going to be forced to open up the building slots. The only people that would be 'negatively' affected, would be CA, since they would have to do whatever it is to unlock traits/building limits for mods. I'm not sure what that is, maybe it's harder than we think, or maybe they aren't looking to go into a direction that opens mods up like that because they don't believe it will be profitable or it doesn't mesh with the type of game they're trying to make.

    Of course it's good, you just lack the proper backing (which would be thousands of people, since that means big $$) to show support for the idea. I can't think of a reason why you would want to cut down on the variety of modding capabilities, maybe besides providing SO much variety its too confusing for anyone to make anything, which I'm pretty sure isn't the case. There are a lot of good ways to improve variety, but they are only going to be interested in ones that provide more profit or are so easy for them to include that it doesn't cost them much at all but makes a noticeable difference to gameplay, aka DLC or Free-DLC.

  20. #20
    Hetairos's Avatar Roma Surrectum II
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    Default Re: CA, please consider unlocking the current building and trait limits.

    Well, I think you pretty much answered everything perfectly

    It has no downsides for players who don't want it and it is only positive for those who want it. It doesn't cost that much to free the UI limitations (I guess). Hence, I don't see the reason why it is limited in the first place anyways.

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