WaZaaa!!!
Sounds awrsome!!!Really do wonder :hmmm: if Torn can have it implemented into v2.1.0 coz I guess it'll really add to the challenging as well as realistic aspect of TLR...
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."
I think a variant of this is a btter option than a straight port, he has some odd basic historical conceptulization, but that does not detract from from the ability to put in game supplys and traists based on supply levels, which would be very usfull thing.
Doubt it will be in the next release, Torn appears to have his hands full enough as it is.
The supplies look like a good thing to add to TLR, but i also think it is to much asked to get this in v2.1.0. Let them finish the features they are adding now, this can always be added later.
I'm not entirely sure about implementing that or even a hint of that in this mod - it takes the micro management aspect to a new level and this could be at the expense of game play - and remember Torn has always said that historical accuracy is great but not at the expense of game play.
Interesting concepts. I'll definately keep my eye on that one.
"The first casualty when war comes, is truth." - Hiram JohnsonDeveloper of The Long Road Modification
I like the supply part of the mod. I wonder how the ai handles it though.
No point in even trying to port it if the ai hangs itself with it.
Knowledge is Power - English Proverb
AI handles it just fine, it has twice as much supply when you invade its territory as you can can forage in its terroritoiry for instance, all in all its a well thought out system from a game playing perspective.
Might be fun, and a bit more of a challenge! Especially since TLR moves at a slower pace, and has less blitzing/armies to worry about.
Though I think one shouldn't have to worry about supplies in their own territory.
Knowledge is Power - English Proverb
Well its the population density that allows armies to feed, which was why Napoleon lost more men in the summer getting to Moscow than he did in winter retreating from it, from starvation.
in game terms linking the regions farm value to supply is an excellent means of representing pop density and thus ability to produce 2 or 3 crops per year, which can support x number of people, so when another 30,000 appear and eat up supplies in stores to get them through to the next harvest, someone gows hungry, in the game its the troops
Some day when I get the time, I believe I'm going to try and implement that mod. I love the ideas.
"The first casualty when war comes, is truth." - Hiram JohnsonDeveloper of The Long Road Modification
At first I was dubious of this concept, but now I am begining to wonder if it might be a way to implement a hidden field cost into the mod. That is a double edged sword, since it would lead to fewer field battles, but I like the idea if it relates to population density. It would really make invadeing outside of populous areas difficult... which is how it should be. Also, if I knew that those annoying rebels were eating my crops up, I'd have to engage them instead of putting that off and just paying the "devestation" tax.
would certainly add a whole new element, we should get on the Stainless Steel forums and see what they think about it.
The quickest route may not always be the most fun.
http://www.twcenter.net/forums/forumdisplay.php?f=315