The only reason why I started this thread was because of anyone putting an suggestions for 4.0 and then I would copy them to the first post(this post) so that there's a list for King Kong to see and decide.
Here's some suggestions for you King Kong(all will be copied to this first post:
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UAI 1.4, with any necessary alterations(because of the posibility of a slightly bigger map)that King Kong might think can improve the campaing AI.
The character's name progect. This would increase the depth and historical identification of the players with the names of their own "native faction" and would also help concerning histotical accuracy in some cases.
Concerning the bigger map(if you are indeed planing on making a slightly bigger one then would it be possible that you could limit the Porto province to Portugal's borders, at that time they were the same as todays and it perhaps is more correct historically. Concerning Spain, I think I've read somewhere the possibility of the region of Spain getting one more province, what if you use the territory above the Porto province(already with the limits I suggested) and create the province of Galiza? :hmmm:
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- Real Combat 1.2
- Realistic Building Tree
- Extra Province added to Scotland
- Perhaps one more province in the middle of Ireland
- If a bigger map is made, please add Iceland and ALL (not half ) of Scadevia (And no, I'm not Scadevavion (sp?), It would just be nice to take them for England )
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If made, the new map shouldn't be as big as the one in DLV for instance, a smaller one for less lag and waiting time.
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-Make map expand a bit more perhaps
-Add few factions (maybe 2) in the east where there's a lot of rebelian cities.
-Keep Papal States in their position, and not allowing them to conquer other cities.
- Add events such as Revolts! Uprisings! Faction Emerge! etc
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"please make decision on changing the building type for templers because in facts they built castles by the middle eastern type i think." by the way you have the best of the best textures for the army units
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A couple new Byzantine units . A cataphract archer or the progani allogini(butchered spelling) for the high and late ages .
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-more byzantine units ( i agree with sannerfish )
-1-2 Eastern orthodox countries where Russia is to compete against them.
-maybe more princesses with higher charm? ( as all of you can see, the only high charm princess ever produced is Constance from France at the begining of the game.
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-Mercenary Arqubusier and musketeers
-If your going to expand , expand a little to the east. I'm not saying to India but maybe to like half of present day Iran .
-If its ever possible maybe eastern Cavalry have longer lances . The Byzantines if I'm correct still used the Kontos and the Turks where heavily influenced by Iranian Equestrianism .
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.50 or .25 for turns. Realistic movement. More complex + realistic seiges. Ie, holding out for a few seasons as opposed to several years. Fewer assaults in sieging.
etc. I don't mind playing a 800+ or 1200+ turn game so long as its realistic. Infact, I play SS at .50 as it is now. I don't know if the TW:2 Engine can handle .25 turns, since there's no fall/spring mapsets.
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1) more (fire arm units) for byzantiums and scotland
2) more city esepcially in middle east and russia with sligthy bigger map size
3) maybe one or two more factions
4) adding back the missing units since original game (exp french dismount archers etc etc)
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A garrisons script the same as Klinks for LTC would be ideal - the game remains relatively easy wherever the AI fails to garrison a city/castle properly (which is everywhere except the capital).
The map could do with being a bit bigger, maybe 20% at the most, but don't increase provinces, just make the size of each bigger - that would cut down on siege-frenzy a bit without impacting game movement/play too much.
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Please make Mongols playable shouldnt be hard.
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1 )Make all factions city settlements being able to recruit at least one or two kinds of misssle units , maybe adding a new city archer range ?
( well some factions should have bows or crossbows , while some even should have both to recruit)
2 )and at least one mitlita calvery kind , so making a city stable ?
3) adding new mellee weapon units for cities ? cuase now its always mitlita spears spears and more spears ....mace and axe and single handed swords will be nice .......
PS: the whole concept of all this more milita types in cities is some factions like scotish faction doesnt have a whole unit type in cities to defend it self ( no missle and calvery) , so i was hoping all factions cities should be able to recruit a large viareity of miltia tropps so they can AT LEAST defend itself and able to refill thier own lost men
4) in order to balance the above sugestions , make city free upkeep more
like towns 1 ,small cityes 3 then minor city 5 (vice versia - 7 - 9 )
5) but although recruit price is low like below 100 , but recruit pool refresh rate will be much slower than castle (as they arent pros) AND the feild upkeep is even higer than castle units (make scense ) , as first this forces the players to feild castle untis for attcks while mitltias are only for defense , while maybe the AI will also learn it too XD
also mitlita stats should be at elast 1/3 crappyier than castle untis of thesame kind or even more diffrences to show pros and ameatuers XD
6) castle recruit slots should be like wodden castle 3 then up up goes when you upgrade castle -5 - 7 - 9 , whiel cities recruit style upgrade remains current and casltes should have up free upkeep costs ONLY for mounted knights ? ( modding possiable ???) as they are people who really have the right to own a castle for themselves......and the freee upkeep would be like 3 or 4 max...
7) can you get rid of pesant units ??? and make them only show up when rebels take teh city or rebels spawn when your city is in red face ??? and make rebels ONLy consits of pesants unless its a noble / governer led rebeilion ??? then they can have some better rebel units spawned
PS: but please keep the scotish rabbie....sorry im a scot fan, but can you chnage thier weilding weapon ? i mean a 2 inch dagger wouldnt look scotish at all.............maybe crappy single hand sword ??? ( no sheilds for them too or it looks weirld)
Also can you make another highlander units that actually has swords instead of axes ? ( keep the axe version though) and still has sheilds ??? please......
8) can you make sword and other melle untis (mace / axe) fight betetr against spear ??? cause they really should.....maybe adding those above untis versus spear units + 6 in attck ??? cause in game teh spear untis are good for nearly anything now.....calvery killers , good at holding lines and general good at anything..
9) a bit more range on all missle types ? ( or are they already histoprical accurate ranges ?)
10) two handed weapon units more better at breaking spear / pike foramtions ???
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Incorporate the Darth Mod Stats ASAP!!!!
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You sure you get the latest version of Real Combat [IMG]file:///C:/DOCUME%7E1/JO%C3%83OSI%7E1/LOCALS%7E1/Temp/msohtml1/01/clip_image001.gif[/IMG]
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-I dont know if its possible, but if so make orthodox factions able to recruit bishops
-Raise the defense of all 2 handed weapons, as they are all UP
-Impliment this somehow as it his historically the kieven Rus banner;
http://upload.wikimedia.org/wikipedi...w-city-COA.PNG [IMG]file:///C:/DOCUME%7E1/JO%C3%83OSI%7E1/LOCALS%7E1/Temp/msohtml1/01/clip_image001.gif[/IMG]
-The Kieven Rus controlled "the Volga trade route from the Baltic Sea to the Orient, the Dnieper trade route from the Baltic Sea to the Black Sea, and the trade route from the Khazars to the Germans" (from wikipedia). So it would be great if they could have 2 starting merchants; one near the baltic in Germany and one near the black sea near Trebizond.
- Add buildings such as art studio and printing press because the Kieven Rus were among the most culturally advanced of their time.
-GL! [IMG]file:///C:/DOCUME%7E1/JO%C3%83OSI%7E1/LOCALS%7E1/Temp/msohtml1/01/clip_image001.gif[/IMG]
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I think you should also integrate the Character Names Project from deRougemont, I hate seeing the aberrations from the vanilla (names).
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I have heard that you are going too make the map 20-30% larger or something,
then i have a suggestion for a new region, you know gotland the littel island of the east coast of sweden, it woul be great if you made it into a provinse,
i belive that i was a fairly important city/castel back then, and if you want to control the baltics you cant really live with out it.
Otherwise I like the new 3.2 version and the new skins[IMG]file:///C:/DOCUME%7E1/JO%C3%83OSI%7E1/LOCALS%7E1/Temp/msohtml1/01/clip_image001.gif[/IMG]
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How about a bit of rebalancing... Lets say the 2h guys... Or is this animation related?
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acutally why not include a big map version with 196 settlements in teh isntaller to let the plaeyrs chose ??
i mean forcing players to play small map or big map is cruel so why not give them a chioce ??? XD-
My suggestion is a bit more fundemental and I don't know if it can even be implemented.
I was thinking that it is a huge historical inaccuracy in the game that unit/troop types are faction specific. Most or at least some of them should be region specific. I mean if I play as Denmark and conquer Egypt, I should not be able to recruit Viking warriors in Cairo....
It makes sense historically too, that's how feudal societies worked. A conquered nation would simply become the subject to the conquering faction's king, who would then have access to that nation's culturally unique agents or troops.
It would also make gameplay a bit more interesting...
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I'd like to see the Orthodox Patriarch mod. See here:
http://www.twcenter.net/forums/downl...o=file&id=1260
Please don't make the map much bigger KK, or at least make it a mod install option to choose between large and small maps.
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Tone down the Assasins. My Venetian royalty is getting decimated each turn. And I have many high level spies and assasins all around too.
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I would really like something like adding fall and spring since it would be much more realistic.
I actually thought of something that I think would make the game more realistic. If you create a seasonal game that works in spring, summer, fall and winter you might make it hard, to make a campaign in winter. I think it would be really realistic that if you left soldiers out of a city, town or fort during winter, that the army had several casualties due to the weather. Also if you try to move in winter the movement points might be reduced, and increased in spring.
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My main suggestion for your next release would be to consider adding further factions. The new orthodox faction looks great and that was an area of the map that really needed another faction adding. I would definitley support the further addition of another muslim faction to keep it busy to the East and South of the map.
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A Navarrese, Swiss, or Burgundinian faction. Most Navarrese units are Spanish, so it be easy. Most of the swiss units are already in game, so that'd be cake too!. As for Burgundy, it'd be a skinned copy of France!
You can add three factions to your game as easy as that!
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Now to real... it would be great (alltho probly impossible) to make AI somehow learn from their mistakes. In my last campaign, byzantins always besieged one city with 500 army. When i clicked the auto fight i lost the city. When i fought myself i won and didnt lose too many units. So i fought it and won. But they besieged me next turn again with next 500 army. So i fought it and won. They did this like three times more and never stopped untill i conquered constantinopol. So what about if AI fails to take town with 500 men, it would send 700 men next time? Do i make sense at all?
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is it possible to add diplomatic process for asking the neutral army to leave my land, or like SPQR in rome demanding the julii to leaving the teritories of Rome those action can be copy to Papacy.
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here is something that is a real must in SS 4.0 .... an edited export_descr_guilds. Triggers need to be added so that new units from the templars and what not contribute to getting a swordsmith guild. Also if the figures and triggers can be tweaked a lil so that not all cities have either Thieves guilds or explorer guilds, not to mentioning adding the same triggers for the Knights Templar guild as the St. John guild (doesnt make sense why its different)
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Also as a more personal suggestion I would suggest adding global modifiers for every guild. Ex. Headquarters of Knights Hospitaller adds 5% to global health bonus, headquarters of merchants add 1 more to trade globally.
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Thieves guild should add to happiness, hashinim guilds should add to law.
I already play with both those changes and I find it more enjoyable. I've tweaked the export_guild file to create a bigger variety of guilds in AI controlled cities, so if you need something to work from I have one already.
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Although imo it would be nice if you could have more than one guild per city, not for the human player but for the AI cause quite frankly the AI sucks at making guilds in its cities to maximize its capabilities. (But that is just one man's dream, and I think that its also hardcoded)
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No offense to those that did work on the Byzant units in this mod, but the Byzant reskins in the "One Faction At a Time Mod" are by far the best. They make me actually want to play them now. Anyway you can pull those reskins in. They really are fantastic!
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Small request; can you make turkopoles retrainable? Its a hastle having tons of 10 horse unit turkopoles all with silver stars and now way to retrain em. Thanks.
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