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#1 | |
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Look to the stars
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What do you want to see in 2.0? Post your suggestions here.
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms Terrae Expugnandae Gold Open Beta for RTW 1.5 Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07 Awarded the Rank of Opifex for outstanding contributions to the TW mod community. Awarded the Rank of Divus for oustanding work during my times as Administrator. |
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#2 | |
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Drummer and Fifer
Posts: 150
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can you add ui cards for all the new skins? And some scripts would be cool!
Last edited by Dennis II; January 11, 2006 at 12:59 PM. |
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#3 | |
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Look to the stars
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I aim to add ui cards, please check the "what to expect in 2.0" thread before posting suggestions. Im not sure about scripts as i am no scripter.
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms Terrae Expugnandae Gold Open Beta for RTW 1.5 Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07 Awarded the Rank of Opifex for outstanding contributions to the TW mod community. Awarded the Rank of Divus for oustanding work during my times as Administrator. |
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#4 | |
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Light Infantryman
Posts: 13
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I would like to have Legionaries with the Lorica Segmenta, and the later Scutum...is that possible?
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#5 | |
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Chosen Man
Posts: 178
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well the four turns a year would be nice easy to implement as it is a simple script but I would like to see some scripting to make taking enemy capitals harda so if you take them a big force of the enemy come to try and retake the city I'm working on a script like that but for a different context also have bonuses of some kind for taking enemy capitals so it makes them far more valuable to hold on to
Rock!?!?!
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#6 | ||
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Drummer and Fifer
Posts: 145
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Hi!
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#7 | |
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Look to the stars
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This is definitely something i am considering adding in. I probably wont include the 4 turn per year script as i prefer two turns a year, although if anyone later releases the 4 turn per year script for my mod they will be mor ethan welcome to. Dr. Fox, would you be willing to help with some scripting.
I will be including lt1956's new forts in 2.0.
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms Terrae Expugnandae Gold Open Beta for RTW 1.5 Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07 Awarded the Rank of Opifex for outstanding contributions to the TW mod community. Awarded the Rank of Divus for oustanding work during my times as Administrator. Last edited by Lusted; January 12, 2006 at 08:41 AM. |
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#8 | |
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Drummer and Fifer
Posts: 145
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#9 | |
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Light Infantryman
Posts: 11
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i personally love the mini mod u made, but yeah i agree with alot of teh guys i would like to see more of the Lorica and that Spartan Armor idea is good that would be nice aswell lol but besides that i really have no complaint... i jsut wish we had like custom button Icons like in RTR where they changed those i mean u have them on during the loading screen but i dont see it as like the turns cycle, if u could make a new button for that that would be cool ^^
The one and only HellzIronChef
Find me on RTW online and challenge me to a game ]HELL[HoA-C]Daimyo_Chef You can Also find me occasionally on Medieval II Total War online as ]HELL[IronChef Proud Member of the Hillsborough High School Latin Club Proud Future member of the Education Community |
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#10 | |
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Light Infantryman
Posts: 13
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Quick Info: The Spartan Armor is from the "Carajudo Imperial Units Minimod" ! The Roman Legionaries are looking great too from this Mod!
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#11 | |
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Look to the stars
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The faction icons for custom battle selection will be changed. The ones for the campaign map unfortunately wont as that would require repacking the ui pak which would increase the download size too much for the small gain it would get. Ill look into including those spartans.
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms Terrae Expugnandae Gold Open Beta for RTW 1.5 Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07 Awarded the Rank of Opifex for outstanding contributions to the TW mod community. Awarded the Rank of Divus for oustanding work during my times as Administrator. |
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#12 | |
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Look to the stars
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Update on the spartan front: i've got a few candidate skins and models, ill let you know when i've picked one.
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms Terrae Expugnandae Gold Open Beta for RTW 1.5 Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07 Awarded the Rank of Opifex for outstanding contributions to the TW mod community. Awarded the Rank of Divus for oustanding work during my times as Administrator. |
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#13 | |
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Drummer and Fifer
Posts: 145
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Question not relevant anymore. Sorry.
Last edited by Werner; January 14, 2006 at 11:06 AM. |
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#14 | |
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Sergeant Major
Posts: 929
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i always wonder why gaul and spain still never seem to build temples to epona. this was certainly the case back when i was playing 1.2, both vanilla and RTR. anyway, in the rare off-chance that they DO build the darned thing, do you want to allow the romans to at least build the awesome temple and pantheon, as originally intended by vanilla (although still not patched correctly in 1.5, from what i can tell - did player1 include it in his current version of bugfixer)?
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#15 | |
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Sergeant Major
Posts: 929
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maybe it's just the mundus magna map, but maybe some better looking graphic for trade resources:
"furs" - why does it look like a mound of salt? east of aquincum (pannonia), there is a "pig" resource, but it shows up as a horse |
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#16 | |
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Look to the stars
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Thats the mundus magna, ill try to fix it, but my knowledge in that area is small.
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms Terrae Expugnandae Gold Open Beta for RTW 1.5 Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07 Awarded the Rank of Opifex for outstanding contributions to the TW mod community. Awarded the Rank of Divus for oustanding work during my times as Administrator. |
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#17 | |
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Chosen Man
Posts: 178
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the mundus magnus map changed resources of pigs and dogs to horse and fish. They also added ivory ie elephants and salt i believe
Rock!?!?!
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#18 | |
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Sergeant
Posts: 279
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1) More varied terrain. Most terrain is flat and boring. There was a mod that introduced hills, mountain passes, bottlenecks etc. Battles on varied terrain are much more interesting
2) AI does not seem to expand even if you gave it 50000K at the start. (Germans, Gauls are particularly slow). Maybe AI is trying to achieve the financial balance before expanding. Maybe AI needs some trading posts and other cash generating before it starts expanding. |
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#19 | |
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Sergeant Major
Posts: 953
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Glad to see you're working on those unit cards Lusted. As far as suggestions go, perhaps some new traits etc? Nothing to fancy, just the odd one or two.
Apart from that there's really nothing I can think of adding to this awesome mod. Good job Lusted :-). (p.s do the Senate have post-marius troops? If not, I personally think they should. Thanks) ![]() Only dream I ever have. Is it the surface of the Sun? Everytime I shut my eyes, it's always the same. |
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#20 | |
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Drummer and Fifer
Posts: 119
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I have some suggestions for you
1 Unit speed on the battlemap is pretty fast and unrealistic i think 2 faction capitals should start with more infrastructure 3 Balance out EDU the vanilla balancing is "bad" at best. 4 Add a few units to some factions. 5 adjust traveling distances on campaignmap for diplomats, killers and spies.
Living in the Netherland but am a Frisian the noblest of Germans.
RTR Betatester under mentorate of Master Of Theseus Last edited by ramsesii; January 16, 2006 at 05:46 AM. Reason: get some more |
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