View Poll Results: Do you like this idea?

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  • I like that it's optional.

    20 60.61%
  • I want a hardcore experience

    8 24.24%
  • I like it as it was.

    2 6.06%
  • I don't want it even if it's optional!

    3 9.09%
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Thread: Settlement Maintenance / Field Cost / Siege Cost Poll

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  1. #1
    tornnight's Avatar Forum Bot
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    Default Settlement Maintenance / Field Cost / Siege Cost Poll

    I plan on adding settlement maintenance costs, field costs, and siege costs to TLR. I am aware some people really dislike this for various reasons.

    However, I plan on making it possible for the player to enable/disable this feature depending on the difficulty of the campaign.

    easy = Completely Equal Playing ground
    medium = Hidden AI Bonuses
    hard = Hidden AI Bonuses, Siege costs, Agent mission costs
    very hard = Hidden AI Bonuses, Siege costs, Agent mission costs, Minor field costs, Settlement maintenance costs

    Does this seem reasonable?
    Last edited by tornnight; June 08, 2007 at 08:44 AM.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  2. #2
    Umbrisse's Avatar Civis
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    Default Re: Settlement Maintenance / Field Cost / Siege Cost Poll

    <-- hardcore (as long as its playable, i.e. not forcing me to have 1 unit of spear militia vs 4 full stacks of AI because I can't afford anything =/ )

  3. #3
    tornnight's Avatar Forum Bot
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    Default Re: Settlement Maintenance / Field Cost / Siege Cost Poll

    lol, no the idea is that you wouldn't be able to expand without great care. In fact, witht he settlement maintenance costs something neat happens.

    A settlement doesn't become useful after capturing until you develop it. Before then, it can actually be a minor hinderance. This really makes expanding your empire more realistic.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  4. #4
    Umbrisse's Avatar Civis
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    Default Re: Settlement Maintenance / Field Cost / Siege Cost Poll

    I like it.

    2.0.0 is still kinda easy, but my biggest concern is that the AI doesn't field big enough armies and/or doesn't have garrisons capable of putting up a good defense. The rebel settlements (with starting garrisons that don't change) are usually the only defenders that put up a decent fight, but even then they're pretty easy because they never have allies coming to aid their defense. Doing your secret plan of making rebels aggressive should definitely make the game much more challenging.

  5. #5
    Condottiere SOG's Avatar Domesticus
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    Default Re: Settlement Maintenance / Field Cost / Siege Cost Poll

    I think Medium should be the level playing ground.

  6. #6

    Default Re: Settlement Maintenance / Field Cost / Siege Cost Poll

    Hardcore experience
    the AI will have some advantage against the player
    AI # Human Intelligence

  7. #7
    tornnight's Avatar Forum Bot
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    Default Re: Settlement Maintenance / Field Cost / Siege Cost Poll

    medium in effect plays as it is now. Right now in 2.0, the AI has hidden bonuses. As you can see, they barely have an effect.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  8. #8

    Default Re: Settlement Maintenance / Field Cost / Siege Cost Poll

    If I could vote I would vote yes. Also a garrison script would be interesting if you could figure out a good way of implementing it. The current scripts just serve to annoy the player.

  9. #9
    Umbrisse's Avatar Civis
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    Default Re: Settlement Maintenance / Field Cost / Siege Cost Poll

    Having 5-10 minute turns (from garrison scripts) would encourage M2TW addicts to get some work done =P

  10. #10
    AMMsterz's Avatar Libertus
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    Icon14 Re: Settlement Maintenance / Field Cost / Siege Cost Poll

    WaZaaa!!!Since I'm unable to vote at the mo due to the number of insufficient posts, I'll just type my vote out just so you'd know: I'll go for an optional approach... :Thumbs up: Peaceage

    Merely a humble advocate of the positively developed mod, "The Fouth Age Total War." ...
    as well as a peaceful proponent of the exhaustedly developing mod, "Broken Crescent."


  11. #11
    Irishmafia2020's Avatar Senator
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    Default Re: Settlement Maintenance / Field Cost / Siege Cost Poll

    I like that its optional... I don't mind field costs and such, and their addition might slow the empirial expansion a bit, but the economic management has already been the most difficult part of the game, so I might want to play medium anyway.

  12. #12

    Default Re: Settlement Maintenance / Field Cost / Siege Cost Poll

    Made DLV pretty difficult, you couldn't blitz, and you need to focus your resources, it addes a challenge, only thing I dislike was the expenses are uncharted, but I like the added challenge in the end.

    Also I completely agree with Umbrisse, the biggest challenges I have faced have been against the rebel garrisons right at the start. GIVE ME MORE FULL STACKS to kill later in the game.

    I'm also curious to see how the independents are being tweaked to be more aggressive. The settlement cost also sounds interesting, bring it on, but PLEASE NO GARRISON SCRIPT unless you can get around the atrocious end turn times.

    can't wait for the next release...

    I have a feeling you have some tricks up your sleave, how bout a teaser??? eh, no, maybe???
    Last edited by Rusty Hammer; June 08, 2007 at 11:55 PM.

    The quickest route may not always be the most fun.
    http://www.twcenter.net/forums/forumdisplay.php?f=315

  13. #13

    Default Re: Settlement Maintenance / Field Cost / Siege Cost Poll

    Dont want it all,its a wate of your time and talents, sort the problem out by other means.

    ie increase unit desnisty and your have less sieges as the AI has oddles of units and you cant get to siege without haveing your arse handed to you by the AI with more units with more men in its units, so the problem does not exist in the first place if you simply restructure unit density and proprtionality of human to AI unit strenghth sizes.

  14. #14
    Grimmy's Avatar Ordinarius
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    Default Re: Settlement Maintenance / Field Cost / Siege Cost Poll

    I'm new to your mod and have zero clue on how troublesome modding might be since I have zero clue on modding.

    I voted "I like that it's optional" assuming that it's a programming issue you've already looked into and are at least somewhat comfortable with as a chore to do.

    I tend to follow the line "let modders make the game they want since they do all the work, I'll shut up and just leech like a parasite." But it seems to me that adding some flex into how your mod plays will make your work more acceptable to a wider audience and gain you that much more appreciation from the community.

    You've got to get something out of all the work you do. But in reality, I'm one of those that will enjoy your mod how ever you choose to make it work.

  15. #15
    madscientist22's Avatar Tiro
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    Default Re: Settlement Maintenance / Field Cost / Siege Cost Poll

    I think this is a great idea, I remember that Civ4 also had a similar system where if you expanded recklessly, your economy went down the porcelain receptacle or at least research did.
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