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  1. #1

    Default Some feedback

    Straight to the point - heres some feed back:

    - Higher tech buildings making it so that you can't build lower tech units doesn't seem doesn't seem like the best idea for every Faction - for example, the Italian factions have their Spear Militia's completely removed at a point, but in many cases Spear Militia are more practical than Pike Militia, because of their flexibility.

    - Moving professional units from cities to castles: I don't think its necessary, or historically accurate - in particular Janissaries, these are professional troops, not feudal levies/knights like Feudal Mounted/Foot Knights.

    Knightly and feudal forces come from Castles, representing the feudal lord(s) of that castle providing the faction leader with troops as per his obligations under a feudal system.

    Professional Forces come from Cities, these aren't provided by feudal lords, rather they are directly hired by the city government, and form a Professional Army, more similar to today's modern army instead of a feudal one, as they aren't tied to the feudal system.

    - More ammunition for horse archers - the lower unit size really cuts down on how much they fire.

  2. #2
    Lusted's Avatar Look to the stars
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    Default Re: Some feedback

    - Higher tech buildings making it so that you can't build lower tech units doesn't seem doesn't seem like the best idea for every Faction - for example, the Italian factions have their Spear Militia's completely removed at a point, but in many cases Spear Militia are more practical than Pike Militia, because of their flexibility.
    That is a mistake, some militia units i mean to leave recruitable on the highest levels.

    - Moving professional units from cities to castles: I don't think its necessary, or historically accurate - in particular Janissaries, these are professional troops, not feudal levies/knights like Feudal Mounted/Foot Knights.
    But that is not. I made those units recruitable from castles to help fill out all of their tech trees.
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  3. #3

    Default Re: Some feedback

    Yeah, I see what you mean, the turks were missing units at the top of their castle range/barracks trees. You could make them accessible from both cities and castles.

    Edit: I figure I should give positive feedback too!

    -Balance changes are well done.

    -Campaign AI is better (as much better as you can with what you have ).

    -Higher movement for agents is nice.
    Last edited by ShadowGladius; August 15, 2007 at 03:51 AM.

  4. #4

    Default Re: Some feedback

    Quote Originally Posted by Lusted View Post
    That is a mistake, some militia units i mean to leave recruitable on the highest levels.
    Would you consider leaving turkish javelin throwers in? They are quite handy against timurid elephants and the turcs have a fair chance of meeting them.

    As you said before you will not add new factions BUT will you add factions from the Kingdoms expansion to the grand campaign?
    ...Opportunities multiply as they are seized....

  5. #5
    Space Voyager's Avatar Campidoctor
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    Default Re: Some feedback

    I agree that some lower tier units are usefull to the end of the game. Only the units that have a better equivalent (meaning better archers or pikemen etc.) should be removed from the tree.

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