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  1. #1
    CtrlAltDe1337's Avatar Praepositus
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    Default Suggestion for the AOR system

    Check out this mod if you haven't already: http://www.twcenter.net/forums/showthread.php?t=103128

    He made a very good AOR system and I think it could help BC to do something very similar.


  2. #2
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    Default Re: Suggestion for the AOR system

    Yeah I saw his mod a little while ago. Our AOR system is going to be considerably more in-depth than that though.

    You will be able to recruit a select few of "local" unit in foreign castles that dont belong to your AOR. A new building will be dedicated for this purpose too.

  3. #3

    Default Re: Suggestion for the AOR system

    Looks like an interesting mod, but what exactly is the suggestion you are making?

    Cheers
    "I don't want to sit around Windsor because ermm .. I just generally don't like England that much" - Prince Harry, 3rd in Line for the British Thrown



    For King or Country - The English civil wars.

  4. #4
    CtrlAltDe1337's Avatar Praepositus
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    Default Re: Suggestion for the AOR system

    Quote Originally Posted by AlphaDelta View Post
    Looks like an interesting mod, but what exactly is the suggestion you are making?

    Cheers
    The AOR system he uses. When you conquer a settlement, you can't build any troops at first. You must build an auxiliary hall, town hall, and auxiliary barracks to build troops, and to get more than local levies, you must build your normal barracks buildings (you must build all those buildings first). I really like how he did this because you can build local levy units which diversify your roster, and it slows down your expansion considerably, and he isn't even using a field script! For example, when I'm playing the Byzantines, in my home Greek regions I can recruit all my normal units, but in the rest of eastern Europe, I can mainly only recruit units like Slav levies and Croat Axemen. Going into Asia, I can recruit mostly units like turcopoles and Turkish tribesmen. I know BC is using home regions, but I like how that mod let you gradually recruit some of your faction units out of your original regions, but gave you access to lots of local units. I just thought you might want to try it out and maybe incorporate a few of his ideas in BC.


  5. #5

    Default Re: Suggestion for the AOR system

    While I'm not sure I support the borrowing of someone else's AoR ideas, I do like that he's extended the lives of characters. It always bothered me that they ALWAYS died at 60, haha. So, I do hope you change the 'age limit' in Broken Crescent. Besides, this doesn't seem too different from what Broken Crescent had been planning to implement.

  6. #6
    The Mongol's Avatar Primicerius
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    Default Re: Suggestion for the AOR system

    Yeah, what's the deal with dying at age 60?

    Will you guys be changing the age of death for Generals/Family members?

  7. #7
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    Default Re: Suggestion for the AOR system

    Me and GrandViz will sit down and make all necessary changes with regards to the camapaign xml file. So, yes, we will indeed modify all the common improvements that other mods have done.

  8. #8
    GrandViZ's Avatar Domesticus
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    Default Re: Suggestion for the AOR system

    Quote Originally Posted by mirage41 View Post
    Me and GrandViz will sit down and make all necessary changes with regards to the camapaign xml file. So, yes, we will indeed modify all the common improvements that other mods have done.
    Don't worry guys, we will balance the campaign settings to the best of our knowledge, and if that counts anything, with all the experiences from the Ultimate AI. This will include all vanilla bug fixes, balanced economy and population growth settings, balanced agents, rebel spawn rates, etc. AND OMG 215+ units!!!

    So, don't ask for improvements from other mods.
    Creator of the Ultimate AI
    Co-Author of Broken Crescent

    Under the Patronage of Trajan

  9. #9
    alpaca's Avatar Harbinger of saliva
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    Default Re: Suggestion for the AOR system

    Quote Originally Posted by GrandViZ View Post
    So, don't ask for improvements from other mods.
    Why not, if they're good improvements

    I hope you get those 215 units well-balanced, I'd personally prefer having fewer to be honest, as it's likely to improve the tactical gameplay.

    No thing is everything. Every thing is nothing.

  10. #10

    Default Re: Suggestion for the AOR system

    Quote Originally Posted by alpaca View Post
    Why not, if they're good improvements

    I hope you get those 215 units well-balanced, I'd personally prefer having fewer to be honest, as it's likely to improve the tactical gameplay.
    Man, your strange. Your welcome to try those other GREAT amature mods while we play Broken Cresent. Have fun.

  11. #11
    GrandViZ's Avatar Domesticus
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    Default Re: Suggestion for the AOR system

    Quote Originally Posted by AdmiringtheEnemyeh? View Post
    Man, your strange. Your welcome to try those other GREAT amature mods while we play Broken Cresent. Have fun.
    There is no reason to be offensive here!

    @alpaca
    I was not precise, when I said don't ask. I meant don't ask for improvements, that have already been announced to be included in some way.

    Regards
    GrandViZ
    Creator of the Ultimate AI
    Co-Author of Broken Crescent

    Under the Patronage of Trajan

  12. #12

    Default Re: Suggestion for the AOR system

    The AOR system he uses. When you conquer a settlement, you can't build any troops at first. You must build an auxiliary hall, town hall, and auxiliary barracks to build troops, and to get more than local levies, you must build your normal barracks buildings (you must build all those buildings first). I really like how he did this because you can build local levy units which diversify your roster, and it slows down your expansion considerably, and he isn't even using a field script! For example, when I'm playing the Byzantines, in my home Greek regions I can recruit all my normal units, but in the rest of eastern Europe, I can mainly only recruit units like Slav levies and Croat Axemen. Going into Asia, I can recruit mostly units like turcopoles and Turkish tribesmen. I know BC is using home regions, but I like how that mod let you gradually recruit some of your faction units out of your original regions, but gave you access to lots of local units. I just thought you might want to try it out and maybe incorporate a few of his ideas in BC.
    This isn't 'his idea'. Very similar AoR systems have been incorporated into TW mods for a long, long time. Infact this is a slightly simpler version of our levy and AoR system. The theory is almost identical to what we have been implementing all along.

    Where we go an extra few steps onwards is that we have plans for a series of regional AoR buildings for recruiting local castle units, a local recruitment station type building (the name is a work in progress). We also already have a slave trade building that will most likely be used for buying slave warriors (ghulams) in the future. We have mosques allowing you to recruit ghazi's etc. The levy AoR system is already in-place, coded and more or less tested. All in all we have a very detailed system and I doubt any other M2TW mod has implemented anything similar (certainly not with 215 + new units)

    Cheers
    "I don't want to sit around Windsor because ermm .. I just generally don't like England that much" - Prince Harry, 3rd in Line for the British Thrown



    For King or Country - The English civil wars.

  13. #13
    CtrlAltDe1337's Avatar Praepositus
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    Default Re: Suggestion for the AOR system

    Quote Originally Posted by AlphaDelta View Post
    This isn't 'his idea'. Very similar AoR systems have been incorporated into TW mods for a long, long time. Infact this is a slightly simpler version of our levy and AoR system. The theory is almost identical to what we have been implementing all along.

    Where we go an extra few steps onwards is that we have plans for a series of regional AoR buildings for recruiting local castle units, a local recruitment station type building (the name is a work in progress). We also already have a slave trade building that will most likely be used for buying slave warriors (ghulams) in the future. We have mosques allowing you to recruit ghazi's etc. The levy AoR system is already in-place, coded and more or less tested. All in all we have a very detailed system and I doubt any other M2TW mod has implemented anything similar (certainly not with 215 + new units)

    Cheers
    Awsome, I didn't know you guys had already worked on it.


  14. #14

    Default Re: Suggestion for the AOR system

    Quote Originally Posted by AlphaDelta View Post
    All in all we have a very detailed system and I doubt any other M2TW mod has implemented anything similar (certainly not with 215 + new units)
    ....215?! HOLY CRAP. I knew that BC has created a multitude of new units, but 215? Wow....

    AWESOME!

  15. #15
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    Default Re: Suggestion for the AOR system

    Better believe it homez.

  16. #16

    Default Re: Suggestion for the AOR system

    215 new units!!!
    "Aut viam inveniam, aut faciam." -Hannibal Barca
    http://[IMG]http://img52.imageshack.....png[/IMG]

  17. #17
    teh.frickin.pope's Avatar Senator
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    Default Re: Suggestion for the AOR system



    "Mmmmmmm, 215 new units"

    Broken Crescent, Its Frickin Awesome! Sig by Atterdag +rep
    Stop Uwe Boll!

  18. #18

    Default Re: Suggestion for the AOR system

    Nice simpsons tie-in.
    "Aut viam inveniam, aut faciam." -Hannibal Barca
    http://[IMG]http://img52.imageshack.....png[/IMG]

  19. #19

    Default Re: Suggestion for the AOR system

    DAM! Thats more than in the WHOLE Medieval 2: Total war game!



    Man, thats, unbelivable. Plus all BC units look much better than anything CA can puke out.

    Man sorry but i just had to add that picture

  20. #20
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    Default Re: Suggestion for the AOR system

    I didn't believe it when AD told me either. But when you count all faction units, levies, and the ghulams that Strelac made its comes out to over 215 units.

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